The given code appears to be an overridden method named...

August 28, 2025 at 09:24 PM

@Override public boolean hurtServer(ServerLevel p_369360_, DamageSource p_364544_, float p_368576_) { if (this.isInvulnerableTo(p_369360_, p_364544_)) { return false; } else if (this.abilities.invulnerable && !p_364544_.is(DamageTypeTags.BYPASSES_INVULNERABILITY)) { return false; } else { this.noActionTime = 0; if (this.isDeadOrDying()) { return false; } else { this.removeEntitiesOnShoulder(); if (p_364544_.scalesWithDifficulty()) { if (p_369360_.getDifficulty() == Difficulty.PEACEFUL) { p_368576_ = 0.0F; } if (p_369360_.getDifficulty() == Difficulty.EASY && !this.entity instanceof Ravager) { p_368576_ = Math.min(p_368576_ / 2.0F + 1.0F, p_368576_); } if (p_369360_.getDifficulty() == Difficulty.HARD) { p_368576_ = p_368576_ * 3.0F / 2.0F; } if (p_369360_.getDifficulty() == Difficulty.EXTREME) { p_368576_ = (p_368576_ * 3.0F / 2.0F) + 1.0F; } } return p_368576_ == 0.0F ? false : super.hurtServer(p_369360_, p_364544_, p_368576_); } } }

The given code appears to be an overridden method named hurtServer, presumably part of a custom entity class or server-related modification (likely for a game like Minecraft, which uses Java). Here's a breakdown of its functionality:

Purpose:

The method controls how damage is applied to an entity (or player) on the server when it is hurt. It considers factors like invulnerability, damage type, game difficulty, and specific mechanics unique to the overridden implementation.


Step-by-Step Functionality:

  1. Check Invulnerability Status:

    • The method first checks if the entity is invulnerable to the given damage source by using the isInvulnerableTo method.
      • If the entity is invulnerable, it returns false, meaning no damage is applied.
  2. Check Abilities:

    • If the entity has an invulnerability flag (abilities.invulnerable), and the damage source does not bypass invulnerability (DamageTypeTags.BYPASSES_INVULNERABILITY), the damage is stopped, and the method returns false.
  3. Reset Action Timer:

    • The noActionTime is reset to 0. This might stop an inactivity or idle timer for the entity.
  4. Check if the Entity is Dead or Dying:

    • If the entity is already dead or in its dying state (isDeadOrDying), damage handling is skipped, and false is returned.
  5. Remove Shoulder Entities:

    • The method calls removeEntitiesOnShoulder, which may remove or drop entities the primary entity might be carrying (e.g., a player carrying a parrot in Minecraft).
  6. Adjust Damage Based on Difficulty:

    • The method then modifies the incoming damage (p_368576_, a float) based on the current game difficulty:
      • Peaceful Difficulty: Damage is reduced to 0.0, essentially negating it.
      • Easy Difficulty:
        • For most entities (!this.entity instanceof Ravager), damage is halved and increased slightly (Math.min(damage / 2.0F + 1.0F, damage)).
      • Hard Difficulty: Damage is amplified to 1.5x of its original value.
      • Extreme Difficulty (if applicable): Damage is further amplified to 1.5x and then incremented by 1.0F.
  7. Return Final Result:

    • If the final adjusted damage is still 0.0F, no damage is applied, and false is returned.
    • Otherwise, the method calls the superclass version of hurtServer, passing the adjusted damage value, and returns its result.

Key Notes:

  • The method involves mechanics such as:
    • Handling damage invulnerability.
    • Applying difficulty-based damage scaling, including custom mechanics like the EXTREME difficulty.
  • It likely belongs to a server-side game entity management system and is focused on calculating the damage to deal to the entity.

Usage Insight:

This is probably part of a modded Minecraft server or a similar custom implementation involving entities and advanced damage calculations specific to the needs of the game's design.

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