This code is a fragment of a custom trigger implementation...
This code is a fragment of a custom trigger implementation within a game, likely for the Minecraft game (due to familiar class names). The purpose of this code is to define and handle conditions related to a player performing an action with a specific item, potentially tied to triggering advancements or achievements. Here's a high-level explanation of what it does:
1. trigger
Method:
This is a public method in some unknown class. It takes in two parameters:
ServerPlayer p_74432_
: Represents the player who triggers this action.ItemStack p_74433_
: Represents the item involved in triggering the action.
This method calls another trigger
(presumably the superclass's or another overloaded method) and passes in the player object (p_74432_
) and a lambda function. The lambda function ensures that the TriggerInstance
's matches
method is called with the provided ItemStack
(p_74433_
).
2. The TriggerInstance
Class:
The TriggerInstance
class encapsulates the conditions or criteria that must be met to trigger an advancement or custom event.
Structure of TriggerInstance
:
- It is defined as a record, which automatically provides a constructor, accessors, and overrides for
equals
,hashCode
, andtoString
. - Contains two fields, both wrapped in
Optional
:player
: Represents optional predicates related to the player context.item
: Represents optional predicates related to the item context.
Static Members/Methods:
-
CODEC
: Focused on serialization/deserialization usingRecordCodecBuilder
. It defines how theTriggerInstance
can be serialized into a data format and read back. The fields (player
anditem
) connect to external predicate codecs (EntityPredicate.ADVANCEMENT_CODEC
andItemPredicate.CODEC
). -
usedTotem(...)
:- These are factory methods for creating a
Criterion
for when a player uses a totem:- The first version accepts an
ItemPredicate
. - The second refers to an
Item
orItemLike
through aHolderGetter
(a registry reference).
- The first version accepts an
- They tie the input item to the
TriggerInstance
.
- These are factory methods for creating a
Instance Methods:
matches(ItemStack p_74451_)
:- Checks whether the
item
condition is met by testing the givenItemStack
(p_74451_
). The check passes if:- No
item
predicate exists (item.isEmpty()
), OR - The item predicate's
test
method returnstrue
.
- No
- Checks whether the
player()
: Getter for theplayer
field.
3. Overall Functionality:
The code implements a trigger system for an event tied to the player's use of a specific item (e.g., a "totem of undying" behavior). Specifically:
- A
trigger
is invoked with the player and theItemStack
being used. - The
TriggerInstance
class defines the criteria for matching items and potentially player-specific context. - The system allows for the creation of reusable "criteria" (
usedTotem
) to define advancement-like triggers.
In gameplay, this could mean:
- If a player uses an item that fulfills the specified
ItemPredicate
, the trigger activates and produces some result (e.g., granting an advancement).