2021-05-27 05:26:03 +00:00

211 lines
5.7 KiB
Lua

-- Configuration
local USES = 60
local CRACKY = 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
-- 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)
local node = minetest.get_node(pos)
if not timber_nodenames[node.name] then
return
end
-- Wood found - cut it
handle_drops(minetest.get_node_drops(node.name, ""))
minetest.remove_node(pos)
-- Check for snow on pine trees, sand/gravel on leaves, etc
minetest.check_for_falling(pos)
-- Check surroundings and run recursively
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 timber_nodenames[minetest.get_node(npos).name] then
recursive_dig(npos, origin)
end
end
end
end
end
end
end
return
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, itemstack)
-- Start sawing things down
recursive_dig(pos, pos)
if next(produced) ~= nil then
minetest.sound_play("chainsaw", {pos = pos, gain = 1.0, max_hear_distance = 10})
local wv = 65535 / (USES - 1);
itemstack:add_wear(wv)
if itemstack:get_wear() >= 65535 - (wv*CRACKY) then
minetest.sound_play("default_tool_breaks", {pos = pos, gain = 1.0, max_hear_distance = 10})
end
end
-- 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
end
minetest.register_tool("chainsaw:chainsaw", {
description = "Chainsaw",
inventory_image = "technic_chainsaw.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
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
chainsaw_dig(pointed_thing.under, itemstack)
return itemstack
end,
})
minetest.register_craft({
output = "chainsaw:chainsaw",
recipe = {
{"default:steel_ingot", "basic_materials:gear_steel", "basic_materials:silicon"},
{"default:copper_ingot", "basic_materials:motor", "default:diamond"},
{"biofuel:phial_fuel", "biofuel:phial_fuel", "default:steel_ingot"},
},
})
-- 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)