The code you provided consists of two methods, and I'll...

September 1, 2025 at 12:22 AM

private int getDefaultNumSpawns(Raid.RaiderType p_37731_, int p_37732_, boolean p_37733_) { return p_37733_ ? p_37731_.spawnsPerWaveBeforeBonus[this.numGroups] : p_37731_.spawnsPerWaveBeforeBonus[p_37732_]; } private int getPotentialBonusSpawns(Raid.RaiderType p_219829_, RandomSource p_219830_, int p_219831_, DifficultyInstance p_219832_, boolean p_219833_) { Difficulty difficulty = p_219832_.getDifficulty(); boolean flag = difficulty == Difficulty.EASY; boolean flag1 = difficulty == Difficulty.NORMAL; boolean flag2 = difficulty == Difficulty.EXTREME; int i; switch (p_219829_) { case VINDICATOR: case PILLAGER: if (flag) { i = p_219830_.nextInt(2); } else if (flag1) { i = 1; } else { i = 2; } break; case EVOKER: case ILLUSIONER: default: return 0; case WITCH: if (flag || p_219831_ <= 5 || p_219831_ == 8 || p_219831_ >= 11) { return 0; } else if ((flag2 && p_219831_ >= 5) && (flag2 && p_219831_ != 8)) { return 1; } i = 1; break; case RAVAGER: if (flag || p_219831_ <= 3 || p_219831_ >= 6) { return 0; } else if (flag2 && p_219831_ == 4 || flag2 && p_219831_ == 5) { return 1; } i = 1; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; }

The code you provided consists of two methods, and I'll explain what each of them does.


First Method:

private int getDefaultNumSpawns(Raid.RaiderType p_37731_, int p_37732_, boolean p_37733_) {
    return p_37733_ ? p_37731_.spawnsPerWaveBeforeBonus[this.numGroups] : p_37731_.spawnsPerWaveBeforeBonus[p_37732_];
}

What it does:

This method calculates the default number of spawns for a certain type of raider (from a raid) based on specific input parameters.

  1. Parameters:

    • Raid.RaiderType p_37731_: This represents the type of raider (e.g., VINDICATOR, PILLAGER, etc.).
    • int p_37732_: An integer, likely representing either a wave index or the number of groups in the raid.
    • boolean p_37733_: A boolean flag that determines whether to use the number of groups (this.numGroups) or the given p_37732_.
  2. Logic:

    • If p_37733_ is true:
      • The number of spawns is determined using this.numGroups (which is a class property, indicating the number of groups in the raid).
    • If p_37733_ is false:
      • The number of spawns is determined using p_37732_.
  3. Output:

    • The method returns the number of spawns for the Raid.RaiderType based on the array spawnsPerWaveBeforeBonus.

Second Method:

private int getPotentialBonusSpawns(Raid.RaiderType p_219829_, RandomSource p_219830_, int p_219831_, DifficultyInstance p_219832_, boolean p_219833_) {
    Difficulty difficulty = p_219832_.getDifficulty();
    boolean flag = difficulty == Difficulty.EASY;
    boolean flag1 = difficulty == Difficulty.NORMAL;
    boolean flag2 = difficulty == Difficulty.EXTREME;
    int i;
    switch (p_219829_) {
        case VINDICATOR:
        case PILLAGER:
            if (flag) {
                i = p_219830_.nextInt(2);
            } else if (flag1) {
                i = 1;
            } else {
                i = 2;
            }
            break;
        case EVOKER:
        case ILLUSIONER:
        default:
            return 0;
        case WITCH:
            if (flag || p_219831_ <= 5 || p_219831_ == 8 || p_219831_ >= 11) {
                return 0;
            }
            else if ((flag2 && p_219831_ >= 5) && (flag2 && p_219831_ != 8)) {
                return 1;
            }
            i = 1;
            break;
        case RAVAGER:
            if (flag || p_219831_ <= 3 || p_219831_ >= 6) {
                return 0;
            }            
            else if (flag2 && p_219831_ == 4 || flag2 && p_219831_ == 5) {
                return 1;
            }
            i = 1;
    }

    return i > 0 ? p_219830_.nextInt(i + 1) : 0;
}

What it does:

This method calculates the potential bonus spawns for a specific type of raider during a raid. Bonus spawns are based on various factors, including the raider type, difficulty, and wave.

  1. Parameters:

    • Raid.RaiderType p_219829_: The type of raider (e.g., VINDICATOR, WITCH, RAVAGER, etc.).
    • RandomSource p_219830_: A source of randomness used to determine bonus spawns.
    • int p_219831_: Presumably the current wave of the raid.
    • DifficultyInstance p_219832_: Represents the current difficulty level (e.g., EASY, NORMAL, EXTREME).
    • boolean p_219833_: An unused parameter in this method.
  2. Logic:

    • Determine difficulty flags:
      • flag: Set to true if the difficulty is EASY.
      • flag1: Set to true if the difficulty is NORMAL.
      • flag2: Set to true if the difficulty is EXTREME.
    • Switching on the raider type (p_219829_):
      • For VINDICATOR and PILLAGER:
        • The number of bonus spawns depends on the difficulty:
          • EASY: Randomly pick between 0 or 1 bonus spawn.
          • NORMAL: Always 1 bonus spawn.
          • EXTREME: Always 2 bonus spawns.
      • For EVOKER and ILLUSIONER:
        • These raiders do not get any bonus spawns, so 0 is returned.
      • For WITCH:
        • Some specific rules apply:
          • No bonus spawns on EASY or certain wave values (≤ 5, = 8, ≥ 11).
          • If the difficulty is EXTREME and the wave is >= 5, a bonus spawn of 1 is possible.
        • Otherwise, a bonus of 1 spawn is possible.
      • For RAVAGER:
        • No bonus spawns on EASY or certain wave values (≤ 3 or ≥ 6).
        • If the difficulty is EXTREME and the wave is 4 or 5, it allows 1 bonus spawn.
        • Otherwise, a bonus of 1 spawn is possible.
    • If i > 0, a random number is rolled between 0 and i for the actual bonus spawns. If i <= 0, 0 bonus spawns are returned.
  3. Output:

    • The method returns an integer representing the potential bonus spawns for the given raider type during that raid wave.

Overall Summary:

These methods are part of a raid system and are used to control how many entities spawn during a raid. Specifically:

  • The getDefaultNumSpawns method determines the base number of spawns for a raider type.
  • The getPotentialBonusSpawns method calculates extra spawns that can happen based on randomness, difficulty level, the wave, and the type of raider.
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