-- Configuration local chainsaw_max_charge = 30000 -- Maximum charge of the saw -- Gives 2500 nodes on a single charge (about 50 complete normal trees) local chainsaw_charge_per_node = 12 -- Cut down tree leaves. Leaf decay may cause slowness on large trees -- if this is disabled. local chainsaw_leaves = true -- The default trees local timber_nodenames = { ["default:jungletree"] = true, ["default:papyrus"] = true, ["default:cactus"] = true, ["default:tree"] = true, ["default:apple"] = true, } if chainsaw_leaves then timber_nodenames["default:leaves"] = true timber_nodenames["default:jungleleaves"] = true end -- technic_worldgen defines rubber trees if moretrees isn't installed if minetest.get_modpath("technic_worldgen") or minetest.get_modpath("moretrees") then timber_nodenames["moretrees:rubber_tree_trunk_empty"] = true timber_nodenames["moretrees:rubber_tree_trunk"] = true if chainsaw_leaves then timber_nodenames["moretrees:rubber_tree_leaves"] = true end end -- Support moretrees if it is there if minetest.get_modpath("moretrees") then timber_nodenames["moretrees:apple_tree_trunk"] = true timber_nodenames["moretrees:apple_tree_trunk_sideways"] = true timber_nodenames["moretrees:beech_trunk"] = true timber_nodenames["moretrees:beech_trunk_sideways"] = true timber_nodenames["moretrees:birch_trunk"] = true timber_nodenames["moretrees:birch_trunk_sideways"] = true timber_nodenames["moretrees:fir_trunk"] = true timber_nodenames["moretrees:fir_trunk_sideways"] = true timber_nodenames["moretrees:oak_trunk"] = true timber_nodenames["moretrees:oak_trunk_sideways"] = true timber_nodenames["moretrees:palm_trunk"] = true timber_nodenames["moretrees:palm_trunk_sideways"] = true timber_nodenames["moretrees:pine_trunk"] = true timber_nodenames["moretrees:pine_trunk_sideways"] = true timber_nodenames["moretrees:rubber_tree_trunk_sideways"] = true timber_nodenames["moretrees:rubber_tree_trunk_sideways_empty"] = true timber_nodenames["moretrees:sequoia_trunk"] = true timber_nodenames["moretrees:sequoia_trunk_sideways"] = true timber_nodenames["moretrees:spruce_trunk"] = true timber_nodenames["moretrees:spruce_trunk_sideways"] = true timber_nodenames["moretrees:willow_trunk"] = true timber_nodenames["moretrees:willow_trunk_sideways"] = true timber_nodenames["moretrees:jungletree_trunk"] = true timber_nodenames["moretrees:jungletree_trunk_sideways"] = true if chainsaw_leaves then timber_nodenames["moretrees:apple_tree_leaves"] = true timber_nodenames["moretrees:oak_leaves"] = true timber_nodenames["moretrees:fir_leaves"] = true timber_nodenames["moretrees:fir_leaves_bright"] = true timber_nodenames["moretrees:sequoia_leaves"] = true timber_nodenames["moretrees:birch_leaves"] = true timber_nodenames["moretrees:birch_leaves"] = true timber_nodenames["moretrees:palm_leaves"] = true timber_nodenames["moretrees:spruce_leaves"] = true timber_nodenames["moretrees:spruce_leaves"] = true timber_nodenames["moretrees:pine_leaves"] = true timber_nodenames["moretrees:willow_leaves"] = true timber_nodenames["moretrees:jungletree_leaves_green"] = true timber_nodenames["moretrees:jungletree_leaves_yellow"] = true timber_nodenames["moretrees:jungletree_leaves_red"] = true end end -- Support growing_trees if minetest.get_modpath("growing_trees") then timber_nodenames["growing_trees:trunk"] = true timber_nodenames["growing_trees:medium_trunk"] = true timber_nodenames["growing_trees:big_trunk"] = true timber_nodenames["growing_trees:trunk_top"] = true timber_nodenames["growing_trees:trunk_sprout"] = true timber_nodenames["growing_trees:branch_sprout"] = true timber_nodenames["growing_trees:branch"] = true timber_nodenames["growing_trees:branch_xmzm"] = true timber_nodenames["growing_trees:branch_xpzm"] = true timber_nodenames["growing_trees:branch_xmzp"] = true timber_nodenames["growing_trees:branch_xpzp"] = true timber_nodenames["growing_trees:branch_zz"] = true timber_nodenames["growing_trees:branch_xx"] = true if chainsaw_leaves then timber_nodenames["growing_trees:leaves"] = true end end -- Support growing_cactus if minetest.get_modpath("growing_cactus") then timber_nodenames["growing_cactus:sprout"] = true timber_nodenames["growing_cactus:branch_sprout_vertical"] = true timber_nodenames["growing_cactus:branch_sprout_vertical_fixed"] = true timber_nodenames["growing_cactus:branch_sprout_xp"] = true timber_nodenames["growing_cactus:branch_sprout_xm"] = true timber_nodenames["growing_cactus:branch_sprout_zp"] = true timber_nodenames["growing_cactus:branch_sprout_zm"] = true timber_nodenames["growing_cactus:trunk"] = true timber_nodenames["growing_cactus:branch_trunk"] = true timber_nodenames["growing_cactus:branch"] = true timber_nodenames["growing_cactus:branch_xp"] = true timber_nodenames["growing_cactus:branch_xm"] = true timber_nodenames["growing_cactus:branch_zp"] = true timber_nodenames["growing_cactus:branch_zm"] = true timber_nodenames["growing_cactus:branch_zz"] = true timber_nodenames["growing_cactus:branch_xx"] = true end -- Support farming_plus if minetest.get_modpath("farming_plus") then if chainsaw_leaves then timber_nodenames["farming_plus:cocoa_leaves"] = true end end local S = technic.getter technic.register_power_tool("technic:chainsaw", 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 --- Iterator over positions to try to saw around a sawed node. -- This returns nodes in a 3x2x3 area. It does not return lower (y) positions -- to prevent the chainsaw from cutting down nodes below the cutting position. -- @param pos Reference to sawing position. Note that this is overridden. local function iterSawTries(pos) -- Shift the position down on the x and z axes pos.x, pos.z = pos.x - 1, pos.z - 1 -- Save our starting position for reseting it later local startx, startz = pos.x, pos.z -- We will move out by one in every direction except -y local endx, endy, endz = pos.x + 2, pos.y + 1, pos.z + 2 -- Adjust for initial increment pos.x = pos.x - 1 return function() if pos.x < endx then pos.x = pos.x + 1 else pos.x = startx if pos.z < endz then pos.z = pos.z + 1 else pos.z = startz if pos.y < endy then pos.y = pos.y + 1 else return nil end end end return pos 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, 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 surroundings and run recursively if any charge left for pos in iterSawTries(pos) do if remaining_charge < chainsaw_charge_per_node then break end if timber_nodenames[minetest.get_node(pos).name] then remaining_charge = recursive_dig(pos, remaining_charge) 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, 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:chainsaw", { description = S("Chainsaw"), inventory_image = "technic_chainsaw.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(pos, name) then minetest.record_protection_violation(pos, name) return current_charge 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) technic.set_RE_wear(itemstack, meta.charge, chainsaw_max_charge) itemstack:set_metadata(minetest.serialize(meta)) return itemstack end, }) minetest.register_craft({ output = "technic:chainsaw", recipe = { {"technic:stainless_steel_ingot", "technic:stainless_steel_ingot", "technic:battery"}, {"technic:stainless_steel_ingot", "technic:motor", "technic:battery"}, {"", "", "default:copper_ingot"}, } })