This code appears to be a method in a Java...
This code appears to be a method in a Java game class, potentially related to an entity taking damage in a server-based version of Minecraft or a similar game environment. Here's what the method does:
-
Method Purpose:
The methodhurtServer
determines how and whether the entity in question takes damage when inflicted with aDamageSource
in aServerLevel
environment. -
Key Components:
ServerLevel p_369360_
: Represents the game world on the server.DamageSource p_364544_
: Specifies the type of damage (e.g., fire, explosion, etc.).float p_368576_
: Indicates the amount of damage the entity would take.
-
Logic Overview:
-
If the entity is invulnerable to the given damage type (via
isInvulnerableTo
), the method returnsfalse
, i.e., no damage is taken. -
If the entity has an "invulnerable" ability and the damage source does not bypass invulnerability (
DamageTypeTags.BYPASSES_INVULNERABILITY
), it also returnsfalse
. -
The method resets the
noActionTime
counter (potentially keeps the entity active). -
If the entity is already dead or dying (
isDeadOrDying
), it returnsfalse
, i.e., no further damage is processed. -
Before applying damage, the method performs some cleanup using
removeEntitiesOnShoulder
(possibly removing any dependent/secondary entities).
-
-
Damage Scaling Based on Difficulty:
If theDamageSource
scales with difficulty (scalesWithDifficulty()
):- In
PEACEFUL
difficulty, no damage is applied (p_368576_ = 0.0F
). - In
EASY
difficulty, the damage is halved and incremented slightly. - In
HARD
difficulty, the damage is increased by 1.5x. - A hypothetical
"EXTREME"
difficulty further increases the damage by 1.5x and adds 1.0.
- In
-
Final Application:
- If the final damage (
p_368576_
) equals0.0
, the method returnsfalse
(no damage is applied). - Otherwise, the method delegates actual damage processing to its superclass's implementation (
super.hurtServer
), returning its result.
- If the final damage (
Summary:
The code controls the logic of how an entity processes damage in a game, factoring in:
- Invulnerability mechanics,
- Difficulty settings,
- Special handling for specific damage sources.
It adjusts the incoming damage amount based on the game's difficulty, with a possible normalization or buff (adjusted either upwards or limited to zero damage). It also ensures no additional processing happens if the entity is invulnerable, immune, or already dead/dying.