This code defines an overridden method `handleDataMarker` which appears to...

August 29, 2025 at 03:16 AM

@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 "Sorcerer": list.add(EntityType.ILLUSIONER.create(p_230215_.getLevel(), EntitySpawnReason.STRUCTURE)); break; case "Archer": list.add(EntityType.PILLAGER.create(p_230215_.getLevel(), EntitySpawnReason.STRUCTURE)); break; case "Bull": list.add(EntityType.RAVAGER.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 an overridden method handleDataMarker which appears to be part of a class responsible for handling data markers in a Minecraft-like structure generation system. Below is a breakdown of what the code does:

  1. Purpose of the Method:

    • This method processes specific "data markers" (essentially named triggers or tags within a structure) and performs actions such as placing chests or spawning entities.
  2. Placing Chests:

    • If the data marker (p_230213_) starts with "Chest", the method:
      • Uses the this.placeSettings.getRotation() to determine the rotation for the chest's placement.
      • Assigns a chest block (Blocks.CHEST.defaultBlockState()) and adjusts its facing direction based on the specific Chest marker (ChestWest, ChestEast, ChestSouth, or ChestNorth), taking into account the current rotation of the structure.
      • Calls the createChest method, which places the chest in the world at location p_230214_ with predefined loot (BuiltInLootTables.WOODLAND_MANSION).
  3. Spawning Entities:

    • If the data marker matches specific values (Mage, Warrior, Sorcerer, Archer, Bull, or Group of Allays), the method:
      • Creates corresponding entity instances using the EntityType.create method. For example:
        • Mage spawns an Evoker.
        • Warrior spawns a Vindicator.
        • Sorcerer spawns an Illusioner.
        • Archer spawns a Pillager.
        • Bull spawns a Ravager.
        • "Group of Allays" spawns between 1 and 3 Allay entities (random count).
      • The entities are stored in a list.
  4. Finalizing Spawns:

    • For each spawned entity in the list, the method:
      • Sets the entity persistence (ensuring it doesn’t despawn automatically).
      • Moves the entity to the specified location p_230214_, setting its rotation.
      • Finalizes the entity's spawn, taking into account the world’s difficulty settings.
      • Spawns the entity into the world along with any passengers (addFreshEntityWithPassengers).
      • Replaces the block at p_230214_ with air to clear the spawn location.
  5. Handling Unknown Markers:

    • If p_230213_ doesn’t match any of the predefined markers, the method does nothing and exits.

Summary:

The method is responsible for handling specific markers in a structure. Depending on the marker:

  • It either places a chest with a predefined loot table, oriented correctly based on rotation.
  • Or spawns specific entities such as hostile mobs (evokers, illusioners, vindicators, etc.) or friendly mobs (a group of Allays), setting their spawn parameters and persistence.

This is commonly used in custom structure generation features in Minecraft-inspired games or mods for placing dynamic elements in structures.

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