The given code appears to be an overridden method named...
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:
-
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.
- If the entity is invulnerable, it returns
- The method first checks if the entity is invulnerable to the given damage source by using the
-
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 returnsfalse
.
- If the entity has an invulnerability flag (
-
Reset Action Timer:
- The
noActionTime
is reset to0
. This might stop an inactivity or idle timer for the entity.
- The
-
Check if the Entity is Dead or Dying:
- If the entity is already dead or in its dying state (
isDeadOrDying
), damage handling is skipped, andfalse
is returned.
- If the entity is already dead or in its dying state (
-
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).
- The method calls
-
Adjust Damage Based on Difficulty:
- The method then modifies the incoming damage (
p_368576_
, afloat
) 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)
).
- For most entities (
- 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
.
- Peaceful Difficulty: Damage is reduced to
- The method then modifies the incoming damage (
-
Return Final Result:
- If the final adjusted damage is still
0.0F
, no damage is applied, andfalse
is returned. - Otherwise, the method calls the superclass version of
hurtServer
, passing the adjusted damage value, and returns its result.
- If the final adjusted damage is still
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.