This code is likely part of a Minecraft mod or...
This code is likely part of a Minecraft mod or customization that deals with the spawning and management of mobs (entities) in a raid, specifically in the context of different difficulties. Here's what each part does:
-
Check if the raid's "raider type" is a
RAVAGER
:- The code starts by confirming that the
raidertype
of the raid corresponds to aRAVAGER
entity type. If this condition is met, the code proceeds with spawning other raid-related entities.
- The code starts by confirming that the
-
Handle entity spawning based on the game's difficulty:
-
The logic inside the
if-else
constructs depends on the current difficulty level (EASY
,NORMAL
,HARD
,EXTREME
). -
For each difficulty level, it attempts to create different Raider entities (e.g.,
PILLAGER
,VINDICATOR
,EVOKER
,ILLUSIONER
) using their respectivecreate
method. These entities are initialized with the specifiedlevel
and a spawn reason of typeEVENT
. -
EASY difficulty:
- If
i
matches the number of groups forEASY
difficulty, it creates a singlePILLAGER
.
- If
-
NORMAL difficulty:
- If
i
matches the number of groups forNORMAL
difficulty, it creates aVINDICATOR
.
- If
-
HARD difficulty:
- For the HARD difficulty level, the code creates two entities (
PILLAGER
andVINDICATOR
), but the second assignment toraider1
overwrites the first one, meaning only theVINDICATOR
gets stored inraider1
(thePILLAGER
entity is effectively overwritten and discarded).
- For the HARD difficulty level, the code creates two entities (
-
EXTREME difficulty:
- If
i
is greater than or equal to the number of groups forEXTREME
difficulty, andk
equals0
, it attempts to create multiple entities (EVOKER
,ILLUSIONER
,VINDICATOR
,PILLAGER
) in sequence. However, similar to theHARD
difficulty case, all assignments are done onraider1
, overwriting the previous one. As a result, the last assigned entity (PILLAGER
) remains stored inraider1
, while the others are discarded.
- If
-
-
Join the raid and set states for the spawned entity:
- If a
raider1
entity is successfully created (i.e.,raider1 != null
):- It is added to the raid using the
joinRaid
method, passingi
,raider1
,p_37756_
, and afalse
value. - The
moveTo
method positions the entity at a specific location (p_37756_
), likely determining its initial spawn coordinates. - The
startRiding
method makes the newly created entity (raider1
) mount or "ride" another entity (raider
), likely theRAVAGER
.
- It is added to the raid using the
- If a
-
Increment the counter
k
:- The
k
variable appears to track the number of entities being processed, influencing certain decisions for extreme difficulty.
- The
Observations:
- There are some redundancies and possible issues in the code:
- Multiple overwriting of the
raider1
variable means that many entities effectively get created and discarded without being used. - The
EXTREME
difficulty logic results in only the last entity (PILLAGER
) being retained, even though it attempts to create others likeEVOKER
orILLUSIONER
.
- Multiple overwriting of the
In summary:
- This code determines the type of Raiders (
PILLAGER
,VINDICATOR
, etc.) to spawn during a raid based on the game's difficulty level. - It attempts to organize entities into a raid group, positioning them at a specific location and mounting one of them onto a RAVAGER.
- Due to overwriting, certain entities are created but not used, potentially reducing the effectiveness of the intended design.