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- -- 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)
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