This code appears to be a part of a method...

August 30, 2025 at 06:33 PM

if (raid$raidertype.entityType == EntityType.RAVAGER) { Raider raider1 = null; if (i == this.getNumGroups(Difficulty.EASY)) { raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); } else if (i == this.getNumGroups(Difficulty.NORMAL)) { raider1 = EntityType.VINDICATOR.create(this.level, EntitySpawnReason.EVENT); } else if (i == this.getNumGroups(Difficulty.HARD)) { raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); raider1 = EntityType.VINDICATOR.create(this.level, EntitySpawnReason.EVENT); } else if (i >= this.getNumGroups(Difficulty.EXTREME)) { if (k == 0) { raider1 = EntityType.EVOKER.create(this.level, EntitySpawnReason.EVENT); } else { raider1 = EntityType.ILLUSIONER.create(this.level, EntitySpawnReason.EVENT); } { raider1 = EntityType.VINDICATOR.create(this.level, EntitySpawnReason.EVENT); } { raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); } } k++; if (raider1 != null) { this.joinRaid(i, raider1, p_37756_, false); raider1.moveTo(p_37756_, 0.0F, 0.0F); raider1.startRiding(raider); } } } }

This code appears to be a part of a method that handles spawning entities for a raid in a Minecraft server or mod, possibly custom-written. Let's break it down:

Key Actions:

  1. Condition on Initial Entity Type Check: The code starts by checking if the raid$raidertype.entityType is a RAVAGER. If it isn't, the remaining logic won't execute.

  2. Selecting Entity Spawn Based on Difficulty: Based on the number of groups (i) for each difficulty level:

    • If i equals the group count for EASY difficulty:
      • A PILLAGER is created.
    • If i equals the group count for NORMAL difficulty:
      • A VINDICATOR is created.
    • If i equals the group count for HARD difficulty:
      • First, a PILLAGER is created, but immediately overwritten by a VINDICATOR. (This is likely unintended, as the second assignment makes the PILLAGER creation irrelevant.)
    • If i exceeds or equals the group count for an undefined difficulty level labeled EXTREME (custom difficulty):
      • A nested condition spawns different entities (EVOKER or ILLUSIONER based on k).
      • Additional overwrites follow, spawning a VINDICATOR and then a PILLAGER. (Again, these overwrites likely indicate flaws in the logic.)
  3. Incrementing k: The k variable is incremented after the conditional logic, suggesting it tracks additional raid-specific details or spawn wave counts.

  4. If an Entity Was Spawned (raider1 Is Not Null):

    • The entity (raider1) is added to the raid via the joinRaid method, with references to group i and spawn position (p_37756_).
    • The entity's position is set to p_37756_.
    • The newly spawned entity (raider1) starts riding the referenced raider (a RAVAGER).

Observations and Potential Issues:

  1. Repeated Overwrites of raider1: Several raider1 assignments (most notably for i in HARD difficulty and EXTREME difficulty) overwrite previous assignments, likely resulting in unintended logic where earlier entities are immediately replaced.

  2. getNumGroups and Custom Difficulty: If getNumGroups(Difficulty.EXTREME) is not defined or is mistakenly included, it may cause runtime issues, especially as vanilla Minecraft typically includes EASY, NORMAL, and HARD difficulties by default.

  3. Logic Duplication (EXTREME Difficulty): The nested overwriting of raider1 within the EXTREME condition seems redundant. For example:

    • A VINDICATOR is always spawned after an EVOKER or ILLUSIONER.
    • A PILLAGER is finally set at the end, overwriting all prior spawns.
  4. Purpose of k: The variable k is used in the nested EXTREME difficulty logic but is never reset or managed within this code block, suggesting it has purpose elsewhere, possibly tracking spawn wave state or iteration.


Summary:

This code spawns various raid entities (e.g., PILLAGER, VINDICATOR, EVOKER, etc.) during a Minecraft raid based on:

  • The difficulty level (EASY, NORMAL, HARD, or the custom-defined EXTREME).
  • The group number (i).
  • Potentially additional state (k).

It adds these entities to a raid, positions them, and makes them ride a RAVAGER. However, specific issues such as overwriting entities, incorrect spawning logic, or redundant assignments indicate potential bugs in the implementation.

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