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The great javadocs v3 electric boogalee
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src/main/java/net/superkat/tidal/water/WaterHandler.java

Lines changed: 3 additions & 1 deletion
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@@ -48,7 +48,7 @@
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* A ChunkScanner is associated with each loaded chunk, but will not tick unless within the config radius. {@link WaterHandler#tickScheduledScanners(ClientPlayerEntity)} ticks all scheduled ChunkScanners(within range) 10 times, scanning 10 blocks per chunk.<br><br>
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*
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* Once a ChunkScanner is done, <b>IT'S SCANNER VALUE IS SET TO NULL</b> in the scanners Map!!! Meaning the ChunkPos(long) key still exists, but its value will be null.<br>
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* This was done to allow for all loaded chunks to remain accessible for the {@link WaterHandler#rebuild()} method, along with a few other things.<br><br>
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* This was done to allow for all loaded chunks to remain accessible for the {@link WaterHandler#rebuild()} method, and to make it easy to start scanning a loaded chunk when it becomes in range.<br><br>
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*
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* For any given chunk, once all nearby ChunkScanners in a 3 chunk radius are finished scanning, {@link WaterHandler#tickWaitingWaterBlocks(boolean)} ticks 10 water blocks per chunk.<br>
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* A "waiting water block" is any water block which has not had a SitePos calculated as the closest yet.<br><br>
@@ -98,6 +98,8 @@ public class WaterHandler {
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//idea: if no site is within configurable distance, that water is considered open ocean and extra effects can be added there
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//idea 2: if the amount of blocks associated with a SitePos is really small, non-directional ambient particles spawn
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//TODO - synced chunk finding (choose a number -1 through 1, twice, then relative to a center chunk for every 3x3 chunks find that I guess idk)
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//TODO - possibly change build to use the tick scanners method instead of doing it all itself?
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//TODO - make it so that the scanners map clears finished chunks to free up memory (surprisingly difficult to do)
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//FIXME - init build doesn't get all nearby chunks(reload build scans more chunks than join build)

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