This Minecraft-style pseudocode seems to deal with mobs (raiders) being...

August 31, 2025 at 09:26 PM

this.joinRaid(i, raider, p_37756_, false); if (raid$raidertype.entityType == EntityType.RAVAGER) { Raider raider1 = null; if (i == this.getNumGroups(Difficulty.EASY)) { raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); } else if (i == this.getNumGroups(Difficulty.NORMAL)) { raider1 = EntityType.VINDICATOR.create(this.level, EntitySpawnReason.EVENT); } else if (i == this.getNumGroups(Difficulty.HARD) && k < 1) { raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); } else if (i >= this.getNumGroups(Difficulty.EXTREME)) { if (k > 4) { raider1 = EntityType.EVOKER.create(this.level, EntitySpawnReason.EVENT); raider1 = EntityType.ILLUSIONER.create(this.level, EntitySpawnReason.EVENT); raider1 = EntityType.VINDICATOR.create(this.level, EntitySpawnReason.EVENT); raider1 = EntityType.PILLAGER.create(this.level, EntitySpawnReason.EVENT); } } k++; if (raider1 != null) { this.joinRaid(i, raider1, p_37756_, false); raider1.moveTo(p_37756_, 0.0F, 0.0F); raider1.startRiding(raider); } } } }

This Minecraft-style pseudocode seems to deal with mobs (raiders) being spawned and assigned to a raid event in the game. Here's a breakdown of what the code does:

  1. Joining the Raid:

    • The code starts by calling this.joinRaid, which appears to assign a specific raider entity (raider) to a raid wave at level i.
    • false might indicate something like whether the entity should be spawned immediately or not during the raid.
  2. Special Handling for Ravagers:

    • A check is performed to see if the EntityType of the current raider is a RAVAGER. If so, it prepares to potentially add a secondary raider (raider1) to ride or assist the primary raider.
  3. Difficulty-Based Conditional Spawning:

    • Depending on the game's difficulty level and the current raid group (i), different types of entities (PILLAGER, VINDICATOR, EVOKER, ILLUSIONER) are created as raider1:
      • When difficulty is EASY and i matches a specific raid group, a PILLAGER is created.
      • For NORMAL, a VINDICATOR is created.
      • On HARD, a PILLAGER is created if k < 1 (likely limiting the number of additional spawns).
      • For an undefined difficulty labeled EXTREME (not in vanilla Minecraft), additional conditions are checked, and multiple entities (EVOKER, ILLUSIONER, VINDICATOR, and PILLAGER) are potentially spawned as raider1.
  4. Updating Spawn Count (k):

    • The variable k is incremented to track the number of additional raiders spawned or riders assigned.
  5. Adding the New Raider (raider1):

    • If a new entity (raider1) was created, it is also added to the raid using this.joinRaid.
    • The entity is moved (moveTo) to a specified location (p_37756_), aligning it with the current raid position.
  6. Entity Riding Behavior:

    • raider1 starts riding the primary raider (raider), suggesting the creation of a stacked entity (e.g., a Pillager riding a Ravager).

Summary:

This code manages the spawning of raid entities in a mob raid system, dynamically adjusting the types of entities spawned based on various factors like difficulty, raid wave, and predefined thresholds. It also handles assigning secondary raiders to ride larger mobs (like Ravagers). The code appears to be from a custom mod or a codebase extending Minecraft, given the use of non-standard difficulty (EXTREME) and entity types like ILLUSIONER (normally unused).

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