Máy tính lai ngựa Minecraft

Dự đoán máu, độ cao nhảy và tốc độ của ngựa con từ ngựa bố mẹ, theo đúng công thức di truyền trong mã game.

Parents

Parent A

Parent B

Legal ranges: Health 15–30 HP, Jump 1.09–5.29 blocks, Speed 4.74–14.23 b/s. Values outside this range get clamped to the nearest legal value before simulating. Both parents must be fed a Golden Apple or Golden Carrot in-game before they will breed.

Foal Outlook

Per-Stat Prediction

How This Is Computed

Real Stat Ranges (Java Edition)

StatLegal rangeDisplayed as
Max Health15 – 30HP (2 HP per heart)
Jump Strength1.09 – 5.29Blocks of jump height
Movement Speed4.74 – 14.23Blocks per second

Jump Strength and Movement Speed are simplified here. In the actual game they are stored as a raw attribute (Jump Strength 0.4–1.0, run through the jump-height curve height = -0.1817v³ + 3.689v² + 2.128v - 0.343, giving a real block-height floor of ~1.09 rather than 0; Speed 0.1125–0.3375 blocks-per-tick, roughly ×42.16 to convert to blocks/second at 20 ticks/second). This tool works directly in the intuitive blocks / blocks-per-second units, which is also how the numbers actually show up in-game and in most stat-display mods — close enough for breeding-outcome purposes.

The Offspring Formula

Every foal stat — Health, Jump Strength, and Movement Speed — is rolled independently using the exact same shape of formula from the game’s AbstractHorse.createOffspringAttribute code (this also governs donkeys and mules):

  1. midpoint = (parentA + parentB) / 2
  2. range = statMax - statMin for that stat’s legal range
  3. spread = |parentA - parentB| + 0.3 × range
  4. roll = (random() + random() + random()) / 3 - 0.5 — three independent 0–1 rolls averaged together, then re-centered on zero
  5. foalValue = midpoint + spread × roll
  6. If the result falls outside the legal range, the real game reflects it back in; this tool clamps to the nearest legal boundary instead as a simplification.

Averaging three random rolls (step 4) instead of using one flat roll is what makes the result cluster toward the midpoint rather than spreading evenly — most foals land fairly close to the average of their parents, with occasional outliers toward either edge.

Uses the real vanilla offspring-attribute formula (parent midpoint + a difference-based spread, rolled via 3 averaged random values) run as a client-side Monte Carlo simulation — results are probabilistic estimates from many simulated rolls, not a single deterministic answer, matching how the real game works. Jump strength and speed are shown in the more intuitive blocks/blocks-per-second units rather than raw attribute values.

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