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Fix a typo in ApplicableRegionSet and improve docs.
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@ -208,19 +208,20 @@ private State calculateState(StateFlag flag, @Nullable LocalPlayer player, @Null
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// regions, there are two scenarios that we may encounter:
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//
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// 1) PARENT first, CHILD later:
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// PARENT and its parents are added to needsClear.
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// When the loop reaches CHILD, all parents of CHILD (including
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// PARENT) are removed from needsClear. (Any parents not in
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// needsClear are added to hasCleared for the 2nd scenario.)
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// a) When the loop reaches PARENT, PARENT is added to needsClear.
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// b) When the loop reaches CHILD, parents of CHILD (which includes
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// PARENT) are removed from needsClear.
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// c) needsClear is empty again.
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//
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// 2) CHILD first, PARENT later:
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// CHILD's parents are added to hasCleared.
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// When the loop reaches PARENT, since PARENT is already in
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// hasCleared, it doe not add PARENT to needsClear.
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// a) When the loop reaches CHILD, CHILD's parents (i.e. PARENT) are
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// added to hasCleared.
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// b) When the loop reaches PARENT, since PARENT is already in
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// hasCleared, it does not add PARENT to needsClear.
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// c) needsClear stays empty.
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//
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// If there are any regions left over in needsClear, that means that
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// there was at least one region that the player is not a member of
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// (any of its children) and thus we can deny building.
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// As long as the process ends with needsClear being empty, then
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// we have satisfied all membership requirements.
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Set<ProtectedRegion> needsClear = new HashSet<ProtectedRegion>();
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Set<ProtectedRegion> hasCleared = new HashSet<ProtectedRegion>();
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@ -229,7 +230,7 @@ private State calculateState(StateFlag flag, @Nullable LocalPlayer player, @Null
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// Don't consider lower priorities below minimumPriority
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// (which starts at Integer.MIN_VALUE). A region that "counts"
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// (has the flag set OR has members) will raise minimumPriority
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// its own priority.
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// to its own priority.
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if (region.getPriority() < minimumPriority) {
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break;
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}
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