This code is a fragment of a custom trigger implementation...

September 12, 2025 at 07:24 PM

public void trigger(ServerPlayer p_74432_, ItemStack p_74433_) { this.trigger(p_74432_, p_74436_ -> p_74436_.matches(p_74433_)); } public static record TriggerInstance(Optional<ContextAwarePredicate> player, Optional<ItemPredicate> item) implements SimpleCriterionTrigger.SimpleInstance { public static final Codec<UsedTotemTrigger.TriggerInstance> CODEC = RecordCodecBuilder.create( p_325258_ -> p_325258_.group( EntityPredicate.ADVANCEMENT_CODEC.optionalFieldOf("player").forGetter(UsedTotemTrigger.TriggerInstance::player), ItemPredicate.CODEC.optionalFieldOf("item").forGetter(UsedTotemTrigger.TriggerInstance::item) ) .apply(p_325258_, UsedTotemTrigger.TriggerInstance::new) ); public static Criterion<UsedTotemTrigger.TriggerInstance> usedTotem(ItemPredicate p_298404_) { return CriteriaTriggers.USED_TOTEM.createCriterion(new UsedTotemTrigger.TriggerInstance(Optional.empty(), Optional.of(p_298404_))); } public static Criterion<UsedTotemTrigger.TriggerInstance> usedTotem(HolderGetter<Item> p_367990_, ItemLike p_300178_) { return CriteriaTriggers.USED_TOTEM .createCriterion( new UsedTotemTrigger.TriggerInstance( Optional.empty(), Optional.of(ItemPredicate.Builder.item().of(p_367990_, p_300178_).build()) ) ); } public boolean matches(ItemStack p_74451_) { return this.item.isEmpty() || this.item.get().test(p_74451_); } @Override public Optional<ContextAwarePredicate> player() { return this.player; } } }

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, and toString.
  • 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 using RecordCodecBuilder. It defines how the TriggerInstance can be serialized into a data format and read back. The fields (player and item) connect to external predicate codecs (EntityPredicate.ADVANCEMENT_CODEC and ItemPredicate.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 or ItemLike through a HolderGetter (a registry reference).
    • They tie the input item to the TriggerInstance.

Instance Methods:

  • matches(ItemStack p_74451_):
    • Checks whether the item condition is met by testing the given ItemStack (p_74451_). The check passes if:
      • No item predicate exists (item.isEmpty()), OR
      • The item predicate's test method returns true.
  • player(): Getter for the player 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 the ItemStack 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).
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