This code defines a private helper method `getPotentialBonusSpawns`, which uses...

August 30, 2025 at 03:42 AM

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 || flag2) { i = p_219830_.nextInt(2); } else if (flag1) { i = 1; } else { i = 2; } break; case EVOKER: default: return 0; case WITCH: if (flag || flag2 || p_219831_ <= 5 || p_219831_ == 7 || p_219831_ >= 11) { return 0; } i = 1; break; case RAVAGER: if (flag || flag2 || p_219831_ <= 3 || p_219831_ >= 6) { return 0; } i = 1; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; }

This code defines a private helper method getPotentialBonusSpawns, which uses multiple input parameters to calculate and return a value representing the number of potential "bonus spawns" for a specific type of entity (RaiderType) in a hypothetical raid simulation within a game context. Here's what the code does step by step:

Input Parameters:

  1. Raid.RaiderType p_219829_:

    • Specifies the type of raider/entity for which the bonus spawn for a raid is being calculated. It includes possible cases like VINDICATOR, PILLAGER, WITCH, RAVAGER, etc.
  2. RandomSource p_219830_:

    • A source of random numbers; used to calculate random values.
  3. int p_219831_:

    • Likely refers to the wave or stage number in the raid (e.g., wave of raiding entities).
  4. DifficultyInstance p_219832_:

    • Encapsulates the current difficulty of the game (e.g., EASY, NORMAL, EXTREME, etc.).
  5. boolean p_219833_:

    • A flag (unused in this code snippet, but possibly used elsewhere in its context) that can alter the behavior of the calculation if needed.

Function Logic:

The function calculates the potential number of bonus spawns i based on various factors:

  1. The difficulty level of the game (Difficulty).
  2. The type of raider (RaiderType).
  3. The stage number of the raid (p_219831_).

Difficulty Flags:

  • The function distinguishes between the difficulty levels:
    • flag checks if the difficulty is EASY.
    • flag1 checks if the difficulty is NORMAL.
    • flag2 checks if the difficulty is EXTREME.

Switch Block:

  • A switch block is used based on the raider type (p_219829_).
  • Different cases handle the possible raider types (VINDICATOR, PILLAGER, EVOKER, WITCH, RAVAGER, etc.).

Detailed Case Explanation:

  1. VINDICATOR and PILLAGER:

    • If the difficulty is EASY or EXTREME (flag or flag2), i is a random value between 0 and 1 (nextInt(2)).
    • If the difficulty is NORMAL, i is set to 1.
    • For other difficulties, i is set to 2.
  2. EVOKER:

    • This case immediately returns 0, meaning no potential bonus spawns for EVOKER.
  3. WITCH:

    • Returns 0 (no bonus spawns) if:
      • The difficulty is EASY or EXTREME.
      • The raid wave (p_219831_) is less than or equal to 5, exactly 7, or greater than or equal to 11.
    • Otherwise, sets i to 1 (possible bonus spawn).
  4. RAVAGER:

    • Returns 0 (no bonus spawns) if:
      • The difficulty is EASY or EXTREME.
      • The wave (p_219831_) is less than or equal to 3 or greater than or equal to 6.
    • Otherwise, sets i to 1.

Final Return Statement:

  • At the end, an additional check determines the number of bonus spawns:
    • If i is greater than 0, the function returns a random integer between 0 and i inclusive (nextInt(i + 1)).
    • Otherwise, the function returns 0.

Summary of What This Code Does:

This method calculates the number of "potential bonus spawns" for a specific raider type during a raid. The result depends on:

  • The game's difficulty level.
  • The raider type (e.g., VINDICATOR, PILLAGER, WITCH, RAVAGER).
  • The raid wave number.
  • Randomness in cases where multiple possible bonus spawns are allowed.

The code ensures that different types of raider entities have varying probabilities of spawning bonus entities based on the difficulty level and raid wave.

Generate your own explanations
Download our vscode extension
Read other generated explanations

Built by @thebuilderjr
Sponsored by beam analytics
Read our terms and privacy policy
Forked from openai-quickstart-node