This block of code appears to be part of the...
This block of code appears to be part of the logic handling raid mechanics, likely in a game similar to or directly related to Minecraft, given the involvement of raid-related entities like Pillagers, Vindicators, Illusioners, etc. Here’s a breakdown of what the code does:
-
Adding a raider entity to a raid group:
- The first line (
this.joinRaid(i, raider, p_37756_, false);
) adds a raider to the raid group. The parameters passed such asi
(likely the current wave/group index) andraider
(the raiding entity) indicate the raid's configuration.
- The first line (
-
Entity handling when the mob type is a Ravager:
- If the
raid$raidertype.entityType
is recognized as a RAVAGER, the code enters a conditional block to spawn and configure another type of raider (raider1
). - The value of
i
(possibly the current raid wave number or raid group index) determines what kind of mob to spawn:- EASY difficulty: Spawns a Pillager.
- NORMAL difficulty: Spawns a Vindicator.
- HARD difficulty: Attempts to spawn a Pillager, but immediately nullifies it through
raider1 = null;
, meaning no mob is actually spawned. - EXTREME difficulty (if supported): Checks if
k == 0
(likely the first raider in the wave) and spawns multiple raiders sequentially such as Evokers, Illusioners, Vindicators, and Pillagers, but overwritesraider1
each time. This means only the last mob (a Pillager) will actually be stored inraider1
.
- If the
-
Post-spawn logic:
- A counter
k
is incremented. This likely tracks the number of raiders or iterations during this process. - If
raider1
is notnull
(i.e., a valid entity exists), the following happens:- The new entity (
raider1
) is added to the raid usingthis.joinRaid
. - It is moved to the specified location (
p_37756_
) usingmoveTo
. - The entity starts riding the Ravager using
startRiding(raider)
.
- The new entity (
- A counter
Issues Within the Code:
- Overwriting Entities:
- In the
EXTREME
difficulty block,raider1
is overwritten several times with different entities, meaning only the last assignment (Pillager
) takes effect. If the intention was to spawn and add all entities (Evoker, Illusioner, etc.), each entity should be processed separately instead of using the sameraider1
reference.
- In the
- HARDCODED Nullification:
- During the HARD difficulty check,
raider1
is explicitly set tonull
, negating the attempt to spawn a Pillager. This seems unintended unless certain waves are supposed to exclude additional spawns.
- During the HARD difficulty check,
Summary:
The code defines specific spawn logic for raid mechanics, tailoring the type of entity spawned based on the raid wave number (or difficulty level). It also handles associating new entities with the raid and makes provisions for some entities (like Ravagers) to have additional raiders ride them. There are some logical issues (overwriting entities and unnecessary null assignments) that might prevent it from working as intended in all cases.