This code appears to involve spawning and handling raids within...
This code appears to involve spawning and handling raids within a Minecraft-like game where various hostile entities are generated and associated with a raiding event, specifically under certain conditions.
Here's what the code does:
-
Check Entity Type: The main block checks if
raid$raidertype.entityType
equalsEntityType.RAVAGER
. If this condition is true, the code evaluates further logic, likely during the creation or progression of a raid. -
Initialize Entity References: Four potential entities,
raider1
,raider2
,raider3
, andraider4
, are initialized tonull
. These variables are used later for storing references to different spawned raider entities. -
Decision-making Based on Raid Group Index and Difficulty:
- For
Difficulty.EASY
: Ifi
(probably the current raid wave or group index) equalsthis.getNumGroups(Difficulty.EASY)
, aPILLAGER
entity is created and assigned toraider1
. - For
Difficulty.NORMAL
: Ifi
equalsthis.getNumGroups(Difficulty.NORMAL)
, aVINDICATOR
entity is created and assigned toraider1
. - For
Difficulty.HARD
: Ifi
equalsthis.getNumGroups(Difficulty.HARD)
, two entities are created:PILLAGER
andVINDICATOR
, assigned toraider2
andraider3
, respectively. - For Extreme Difficulty (Custom): If
i
is greater than or equal tothis.getNumGroups(Difficulty.EXTREME)
:- When
k == 0
(probably the first iteration or specific condition is met), multiple entities are created:EVOKER
,ILLUSIONER
,VINDICATOR
, andPILLAGER
, assigned toraider1
,raider2
,raider3
, andraider4
respectively.
- When
- For
-
Integration into Raid and Positioning:
- If
raider1
is notnull
, it is added to the raid using the methodthis.joinRaid()
. The parameters include the raid wave (i
), the raider, a position (p_37756_
), and a flag (false
). - The
raider1
entity is moved to the provided position (p_37756_
) and made to start ridingraider
. - This process is repeated for
raider2
,raider3
, andraider4
, provided they are notnull
.
- If
-
Incrementing
k
: The variablek
(likely representing a counter or iteration state) is incremented each time a non-null raider is processed. -
Overall Behavior:
- This code configures raid waves to spawn different combinations of entities (
PILLAGER
,VINDICATOR
,EVOKER
,ILLUSIONER
) based on the difficulty level and the current raid group index. - The entities are added to the raid, positioned at a specified location, and are made to ride a central raider (
raider
), possibly aRAVAGER
.
- This code configures raid waves to spawn different combinations of entities (
Additional Notes:
- The
getNumGroups(Difficulty)
method determines the number of raid groups for each difficulty level, andi
is compared against this to decide entity creation. this.level
,EntitySpawnReason.EVENT
, andp_37756_
suggest this code is from a Minecraft mod or similar sandbox game engine where entities, positions, and game logic for spawning are handled.- The nested structure ensures that entities are processed in a specific order, with only the relevant entities being added as riders based on conditions.
In conclusion, the code dynamically spawns and organizes different hostile mob types into a raid, adapting the behavior based on game difficulty and the wave index, while ensuring entities are appropriately positioned and associated with a raid event.