This code defines a method `handleDataMarker` which is annotated with...

August 28, 2025 at 08:10 PM

@Override protected void handleDataMarker(String p_230213_, BlockPos p_230214_, ServerLevelAccessor p_230215_, RandomSource p_230216_, BoundingBox p_230217_) { if (p_230213_.startsWith("Chest")) { Rotation rotation = this.placeSettings.getRotation(); BlockState blockstate = Blocks.CHEST.defaultBlockState(); if ("ChestWest".equals(p_230213_)) { blockstate = blockstate.setValue(ChestBlock.FACING, rotation.rotate(Direction.WEST)); } else if ("ChestEast".equals(p_230213_)) { blockstate = blockstate.setValue(ChestBlock.FACING, rotation.rotate(Direction.EAST)); } else if ("ChestSouth".equals(p_230213_)) { blockstate = blockstate.setValue(ChestBlock.FACING, rotation.rotate(Direction.SOUTH)); } else if ("ChestNorth".equals(p_230213_)) { blockstate = blockstate.setValue(ChestBlock.FACING, rotation.rotate(Direction.NORTH)); } this.createChest(p_230215_, p_230217_, p_230216_, p_230214_, BuiltInLootTables.WOODLAND_MANSION, blockstate); } else { List<Mob> list = new ArrayList<>(); switch (p_230213_) { case "Mage": list.add(EntityType.EVOKER.create(p_230215_.getLevel(), EntitySpawnReason.STRUCTURE)); break; case "Warrior": list.add(EntityType.VINDICATOR.create(p_230215_.getLevel(), EntitySpawnReason.STRUCTURE)); break; case "Group of Allays": int i = p_230215_.getRandom().nextInt(3) + 1; for (int j = 0; j < i; j++) { list.add(EntityType.ALLAY.create(p_230215_.getLevel(), EntitySpawnReason.STRUCTURE)); } break; default: return; } for (Mob mob : list) { if (mob != null) { mob.setPersistenceRequired(); mob.moveTo(p_230214_, 0.0F, 0.0F); mob.finalizeSpawn(p_230215_, p_230215_.getCurrentDifficultyAt(mob.blockPosition()), EntitySpawnReason.STRUCTURE, null); p_230215_.addFreshEntityWithPassengers(mob); p_230215_.setBlock(p_230214_, Blocks.AIR.defaultBlockState(), 2); } } } } } }

This code defines a method handleDataMarker which is annotated with @Override, meaning it overrides a method in its superclass. This method is part of Minecraft's modding API, and is likely used to handle specific "data markers" in a custom structure generation system. Here's what the code does:

  1. Input Parameters:

    • p_230213_: A String representing the data marker, such as "Chest", "Mage", or others.
    • p_230214_: A BlockPos (block position) where the marker exists.
    • p_230215_: A ServerLevelAccessor, which is the game world's server-level representation (typically for modifying the world).
    • p_230216_: A RandomSource, which provides randomness for certain operations.
    • p_230217_: A BoundingBox for the relevant structure's limits.
  2. Chest Placement:

    • If the data marker string (p_230213_) starts with the word "Chest", the code determines the orientation of the chest (e.g., West, East, South, North) based on the specific chest marker string (e.g., "ChestWest", "ChestEast", etc.). It applies the chest's rotation by referencing the overall structure's rotation (this.placeSettings.getRotation()).
    • Then, it uses a method this.createChest to create a chest block at the marker's position (p_230214_) with the specified loot table (BuiltInLootTables.WOODLAND_MANSION) and the determined block state for the chest's facing direction.
  3. Entity Spawning:

    • If the data marker string doesn't start with "Chest", it interprets the marker as some kind of entity spawning instruction.
    • Depending on the marker value:
      • "Mage" spawns a single Evoker.
      • "Warrior" spawns a single Vindicator.
      • "Group of Allays" spawns between 1 and 3 Allay entities, based on a random number of spawns.
    • The entities are instantiated and added to the list list.
    • Each spawned entity is:
      • Marked as persistent (mob.setPersistenceRequired()), meaning it won't despawn automatically.
      • Positioned at the marker's location (mob.moveTo(p_230214_)).
      • Initialized with difficulty and other spawn conditions via (mob.finalizeSpawn).
      • Added to the world using p_230215_.addFreshEntityWithPassengers(mob).
      • The block at the marker's location is replaced with air (Blocks.AIR).
  4. Default Case:

    • If the data marker does not match any handled cases (it is unrecognized), the method returns without any effect.

Purpose: This method is likely intended for use in custom structure generation. It handles specific markers in the structure's blueprint to either place chests with loot or spawn specific entities at defined locations when the structure is generated.

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