This method, `getPotentialBonusSpawns`, determines and calculates the number of potential...

August 31, 2025 at 11:38 PM

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; } i = 1; if ((flag2 && p_219831_ >= 5) && (flag2 && p_219831_ != 8)) return 1; break; case RAVAGER: if (flag || p_219831_ <= 3 || p_219831_ >= 6) { return 0; } i = 1; if ((flag2 && p_219831_ >= 4) && (flag2 && p_219831_ <= 5)) return 1; else return 0; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; }

This method, getPotentialBonusSpawns, determines and calculates the number of potential bonus spawns for a specific entity type in a raid, based on various factors such as the raid type, game difficulty, wave number, and RNG (randomly generated numbers). Let's break the code down:


Inputs to the method:

  1. Raid.RaiderType p_219829_: Specifies the type of raider (e.g., VINDICATOR, PILLAGER, EVOKER, ILLUSIONER, WITCH, RAVAGER).
  2. RandomSource p_219830_: A source of randomness, used to produce random integers.
  3. int p_219831_: Represents the wave number within the raid.
  4. DifficultyInstance p_219832_: Provides the difficulty of the game (e.g., EASY, NORMAL, or more challenging difficulties such as EXTREME).
  5. boolean p_219833_: An additional condition provided, though unused in this fragment of code.

Execution:

  1. Difficulty flags:

    • The difficulty is extracted from p_219832_ (Difficulty difficulty = p_219832_.getDifficulty()).
    • Corresponding boolean flags are set:
      • flag for EASY,
      • flag1 for NORMAL,
      • flag2 for EXTREME.
  2. Switch-case on the raider type (p_219829_):

    • Different behaviors occur depending on the raider type:

    RaiderType: VINDICATOR and PILLAGER:

    • Based on difficulty:
      • On EASY: Randomly choose between 0 or 1 bonus spawns (i = p_219830_.nextInt(2)).
      • On NORMAL: Fixed bonus of 1 spawn (i = 1).
      • On harder difficulties: Fixed bonus of 2 spawns (i = 2).

    RaiderType: EVOKER and ILLUSIONER:

    • Always returns 0 (no bonus spawns allowed for this type).

    RaiderType: WITCH:

    • Returns 0 (no bonus spawns) if:
      • Difficulty is EASY,
      • Wave number (p_219831_) is 5 or below,
      • Wave number is 8,
      • Or wave number is 11 or higher.
    • Otherwise:
      • Defaults to 1 bonus.
      • In EXTREME difficulty, wave numbers >= 5 (excluding wave 8) affect the result such that it returns 1.

    RaiderType: RAVAGER:

    • Returns 0 (no bonus spawns) if:
      • Difficulty is EASY,
      • Wave number is 3 or lower,
      • Or wave number is 6 or higher.
    • Otherwise:
      • Defaults to 1 bonus.
      • In EXTREME difficulty, wave numbers between 4 and 5 result in a fixed return of 1. All other cases return 0.
  3. Final adjustment (after the switch):

    • If i > 0 (i being the calculated number of bonus spawns):
      • Randomly determine the number of spawns between 0 and i (p_219830_.nextInt(i + 1)).
    • If i <= 0, return 0 (no bonus spawns).

Output:

The method returns an integer, which represents the number of potential randomly determined bonus spawns for the specified entity type in the raid.


Purpose:

This code likely serves as part of a raid system in a game (e.g., a Minecraft-like implementation). It adjusts the number of additional spawns for different raider types, depending on game difficulty, wave number, and random chance, allowing for scalable challenge and variability during raids.

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