-- Configuration local chainsaw_max_charge = 1000000 -- Maximum charge of the saw -- Gives 2500 nodes on a single charge (about 50 complete normal trees) local chainsaw_charge_per_node = 10 local chainsaw_leaves = true -- Cut down tree leaves. -- Leaf decay may cause slowness on large trees if this is disabled. local chainsaw_vines = true -- Cut down vines local timber_nodenames = {} -- Cuttable nodes local max_saw_radius = 12 -- max x/z distance away from starting position to allow cutting -- Prevents forest destruction, increase for extra wide trees -- Support for nodes not in any supported node groups (tree, leaves, leafdecay, leafdecay_drop) timber_nodenames["default:papyrus"] = true timber_nodenames["default:cactus"] = true timber_nodenames["default:bush_stem"] = true timber_nodenames["default:acacia_bush_stem"] = true timber_nodenames["default:pine_bush_stem"] = true if minetest.get_modpath("growing_trees") then timber_nodenames["growing_trees:branch_sprout"] = true if chainsaw_leaves then timber_nodenames["growing_trees:leaves"] = true end end if minetest.get_modpath("snow") then if chainsaw_leaves then timber_nodenames["snow:needles"] = true timber_nodenames["snow:needles_decorated"] = true timber_nodenames["snow:star"] = true end end if minetest.get_modpath("trunks") then if chainsaw_leaves then timber_nodenames["trunks:moss"] = true timber_nodenames["trunks:moss_fungus"] = true timber_nodenames["trunks:treeroot"] = true end end local S = technic.getter technic.register_power_tool("technic_addons:chainsawmk3", chainsaw_max_charge) -- Table for saving what was sawed down local produced = {} -- Save the items sawed down so that we can drop them in a nice single stack local function handle_drops(drops) for _, item in ipairs(drops) do local stack = ItemStack(item) local name = stack:get_name() local p = produced[name] if not p then produced[name] = stack else p:set_count(p:get_count() + stack:get_count()) end end end -- This function does all the hard work. Recursively we dig the node at hand -- if it is in the table and then search the surroundings for more stuff to dig. local function recursive_dig(pos, origin, remaining_charge) if remaining_charge < chainsaw_charge_per_node then return remaining_charge end local node = minetest.get_node(pos) if not timber_nodenames[node.name] then return remaining_charge end -- Wood found - cut it handle_drops(minetest.get_node_drops(node.name, "")) minetest.remove_node(pos) remaining_charge = remaining_charge - chainsaw_charge_per_node -- Check for snow on pine trees, sand/gravel on leaves, etc minetest.check_for_falling(pos) -- Check surroundings and run recursively if any charge left for y=-1, 1 do if (pos.y + y) >= origin.y then for x=-1, 1 do if (pos.x + x) <= (origin.x + max_saw_radius) and (pos.x + x) >= (origin.x - max_saw_radius) then for z=-1, 1 do if (pos.z + z) <= (origin.z + max_saw_radius) and (pos.z + z) >= (origin.z - max_saw_radius) then local npos = {x=pos.x+x, y=pos.y+y, z=pos.z+z} if remaining_charge < chainsaw_charge_per_node then return remaining_charge end if timber_nodenames[minetest.get_node(npos).name] then remaining_charge = recursive_dig(npos, origin, remaining_charge) end end end end end end end return remaining_charge end -- Function to randomize positions for new node drops local function get_drop_pos(pos) local drop_pos = {} for i = 0, 8 do -- Randomize position for a new drop drop_pos.x = pos.x + math.random(-3, 3) drop_pos.y = pos.y - 1 drop_pos.z = pos.z + math.random(-3, 3) -- Move the randomized position upwards until -- the node is air or unloaded. for y = drop_pos.y, drop_pos.y + 5 do drop_pos.y = y local node = minetest.get_node_or_nil(drop_pos) if not node then -- If the node is not loaded yet simply drop -- the item at the original digging position. return pos elseif node.name == "air" then -- Add variation to the entity drop position, -- but don't let drops get too close to the edge drop_pos.x = drop_pos.x + (math.random() * 0.8) - 0.5 drop_pos.z = drop_pos.z + (math.random() * 0.8) - 0.5 return drop_pos end end end -- Return the original position if this takes too long return pos end -- Chainsaw entry point local function chainsaw_dig(pos, current_charge) -- Start sawing things down local remaining_charge = recursive_dig(pos, pos, current_charge) minetest.sound_play("chainsaw", {pos = pos, gain = 1.0, max_hear_distance = 10}) -- Now drop items for the player for name, stack in pairs(produced) do -- Drop stacks of stack max or less local count, max = stack:get_count(), stack:get_stack_max() stack:set_count(max) while count > max do minetest.add_item(get_drop_pos(pos), stack) count = count - max end stack:set_count(count) minetest.add_item(get_drop_pos(pos), stack) end -- Clean up produced = {} return remaining_charge end minetest.register_tool("technic_addons:chainsawmk3", { description = S("Chainsaw MK3"), inventory_image = "technicaddons_chainsawmk3.png", stack_max = 1, wear_represents = "technic_RE_charge", on_refill = technic.refill_RE_charge, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end local meta = minetest.deserialize(itemstack:get_metadata()) if not meta or not meta.charge or meta.charge < chainsaw_charge_per_node then return end local name = user:get_player_name() if minetest.is_protected(pointed_thing.under, name) then minetest.record_protection_violation(pointed_thing.under, name) return end -- Send current charge to digging function so that the -- chainsaw will stop after digging a number of nodes meta.charge = chainsaw_dig(pointed_thing.under, meta.charge) if not technic.creative_mode then technic.set_RE_wear(itemstack, meta.charge, chainsaw_max_charge) itemstack:set_metadata(minetest.serialize(meta)) end return itemstack end, }) local mesecons_button = minetest.get_modpath("mesecons_button") local trigger = mesecons_button and "mesecons_button:button_off" or "default:mese_crystal_fragment" minetest.register_craft({ output = "technic_addons:chainsawmk3", recipe = { {"", "technic:diamond_drill_head", "technic:diamond_drill_head"}, {"technic:carbon_plate", "technic_addons:chainsawmk2", "technic:diamond_drill_head"}, {"technic:blue_energy_crystal", "technic:composite_plate", ""}, }}) -- Add cuttable nodes after all mods loaded minetest.after(0, function () for k, v in pairs(minetest.registered_nodes) do if v.groups.tree then timber_nodenames[k] = true elseif chainsaw_leaves and (v.groups.leaves or v.groups.leafdecay or v.groups.leafdecay_drop) then timber_nodenames[k] = true elseif chainsaw_vines and v.groups.vines then timber_nodenames[k] = true end end end)