211 lines
5.7 KiB
Lua
211 lines
5.7 KiB
Lua
-- Configuration
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local USES = 60
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local CRACKY = 10
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local chainsaw_leaves = true -- Cut down tree leaves.
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-- Leaf decay may cause slowness on large trees if this is disabled.
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local chainsaw_vines = true -- Cut down vines
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local timber_nodenames = {} -- Cuttable nodes
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local max_saw_radius = 12 -- max x/z distance away from starting position to allow cutting
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-- Prevents forest destruction, increase for extra wide trees
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-- Support for nodes not in any supported node groups (tree, leaves, leafdecay, leafdecay_drop)
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timber_nodenames["default:papyrus"] = true
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timber_nodenames["default:cactus"] = true
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timber_nodenames["default:bush_stem"] = true
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timber_nodenames["default:acacia_bush_stem"] = true
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timber_nodenames["default:pine_bush_stem"] = true
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if minetest.get_modpath("growing_trees") then
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timber_nodenames["growing_trees:branch_sprout"] = true
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if chainsaw_leaves then
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timber_nodenames["growing_trees:leaves"] = true
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end
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end
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if minetest.get_modpath("snow") then
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if chainsaw_leaves then
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timber_nodenames["snow:needles"] = true
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timber_nodenames["snow:needles_decorated"] = true
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timber_nodenames["snow:star"] = true
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end
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end
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if minetest.get_modpath("trunks") then
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if chainsaw_leaves then
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timber_nodenames["trunks:moss"] = true
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timber_nodenames["trunks:moss_fungus"] = true
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timber_nodenames["trunks:treeroot"] = true
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end
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end
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-- Table for saving what was sawed down
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local produced = {}
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-- Save the items sawed down so that we can drop them in a nice single stack
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local function handle_drops(drops)
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for _, item in ipairs(drops) do
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local stack = ItemStack(item)
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local name = stack:get_name()
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local p = produced[name]
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if not p then
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produced[name] = stack
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else
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p:set_count(p:get_count() + stack:get_count())
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end
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end
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end
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-- This function does all the hard work. Recursively we dig the node at hand
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-- if it is in the table and then search the surroundings for more stuff to dig.
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local function recursive_dig(pos, origin)
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local node = minetest.get_node(pos)
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if not timber_nodenames[node.name] then
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return
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end
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-- Wood found - cut it
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handle_drops(minetest.get_node_drops(node.name, ""))
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minetest.remove_node(pos)
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-- Check for snow on pine trees, sand/gravel on leaves, etc
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minetest.check_for_falling(pos)
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-- Check surroundings and run recursively
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for y=-1, 1 do
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if (pos.y + y) >= origin.y then
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for x=-1, 1 do
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if (pos.x + x) <= (origin.x + max_saw_radius) and (pos.x + x) >= (origin.x - max_saw_radius) then
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for z=-1, 1 do
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if (pos.z + z) <= (origin.z + max_saw_radius) and (pos.z + z) >= (origin.z - max_saw_radius) then
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local npos = {x=pos.x+x, y=pos.y+y, z=pos.z+z}
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if timber_nodenames[minetest.get_node(npos).name] then
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recursive_dig(npos, origin)
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end
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end
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end
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end
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end
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end
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end
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return
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end
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-- Function to randomize positions for new node drops
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local function get_drop_pos(pos)
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local drop_pos = {}
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for i = 0, 8 do
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-- Randomize position for a new drop
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drop_pos.x = pos.x + math.random(-3, 3)
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drop_pos.y = pos.y - 1
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drop_pos.z = pos.z + math.random(-3, 3)
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-- Move the randomized position upwards until
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-- the node is air or unloaded.
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for y = drop_pos.y, drop_pos.y + 5 do
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drop_pos.y = y
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local node = minetest.get_node_or_nil(drop_pos)
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if not node then
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-- If the node is not loaded yet simply drop
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-- the item at the original digging position.
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return pos
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elseif node.name == "air" then
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-- Add variation to the entity drop position,
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-- but don't let drops get too close to the edge
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drop_pos.x = drop_pos.x + (math.random() * 0.8) - 0.5
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drop_pos.z = drop_pos.z + (math.random() * 0.8) - 0.5
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return drop_pos
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end
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end
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end
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-- Return the original position if this takes too long
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return pos
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end
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-- Chainsaw entry point
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local function chainsaw_dig(pos, itemstack)
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-- Start sawing things down
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recursive_dig(pos, pos)
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if next(produced) ~= nil then
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minetest.sound_play("chainsaw", {pos = pos, gain = 1.0, max_hear_distance = 10})
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local wv = 65535 / (USES - 1);
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itemstack:add_wear(wv)
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if itemstack:get_wear() >= 65535 - (wv*CRACKY) then
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minetest.sound_play("default_tool_breaks", {pos = pos, gain = 1.0, max_hear_distance = 10})
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end
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end
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-- Now drop items for the player
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for name, stack in pairs(produced) do
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-- Drop stacks of stack max or less
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local count, max = stack:get_count(), stack:get_stack_max()
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stack:set_count(max)
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while count > max do
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minetest.add_item(get_drop_pos(pos), stack)
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count = count - max
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end
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stack:set_count(count)
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minetest.add_item(get_drop_pos(pos), stack)
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end
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-- Clean up
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produced = {}
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return
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end
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minetest.register_tool("chainsaw:chainsaw", {
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description = "Chainsaw",
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inventory_image = "technic_chainsaw.png",
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stack_max = 1,
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on_use = function(itemstack, user, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local name = user:get_player_name()
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if minetest.is_protected(pointed_thing.under, name) then
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minetest.record_protection_violation(pointed_thing.under, name)
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return
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end
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chainsaw_dig(pointed_thing.under, itemstack)
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return itemstack
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end,
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})
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minetest.register_craft({
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output = "chainsaw:chainsaw",
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recipe = {
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{"default:steel_ingot", "basic_materials:gear_steel", "basic_materials:silicon"},
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{"default:copper_ingot", "basic_materials:motor", "default:diamond"},
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{"biofuel:phial_fuel", "biofuel:phial_fuel", "default:steel_ingot"},
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},
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})
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-- Add cuttable nodes after all mods loaded
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minetest.after(0, function ()
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for k, v in pairs(minetest.registered_nodes) do
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if v.groups.tree then
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timber_nodenames[k] = true
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elseif chainsaw_leaves and (v.groups.leaves or v.groups.leafdecay or v.groups.leafdecay_drop) then
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timber_nodenames[k] = true
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elseif chainsaw_vines and v.groups.vines then
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timber_nodenames[k] = true
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end
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end
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end)
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