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changelog.md
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changelog.md
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# Changelog
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All time are in UTC+8 (HKT)
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## 2020/08/03
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17:48 Edited it to make it cut grass, not tree.
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251
init.lua
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init.lua
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-- Configuration
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local grassc_max_charge = 30000 -- Maximum charge of the saw
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-- Gives 2500 nodes on a single charge (about 50 complete normal trees)
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local chainsaw_charge_per_node = 12
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-- Cut down tree leaves. Leaf decay may cause slowness on large trees
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-- if this is disabled.
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local chainsaw_leaves = true
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-- First value is node name; second is whether the node is considered even if chainsaw_leaves is false.
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local nodes = {
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-- The default grasses
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{"default:grass_1",true},
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{"default:grass_2",true},
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{"default:grass_3",true},
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{"default:grass_4",true},
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{"default:grass_5",true},
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{"default:dry_grass_1",true},
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{"default:dry_grass_2",true},
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{"default:dry_grass_3",true},
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{"default:dry_grass_4",true},
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{"default:dry_grass_5",true},
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{"default:junglegrass",true},
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{"default:dry_shrub",true},
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-- ethereal
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{"ethereal:fern",true},
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{"ethereal:onion_1",true},
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{"ethereal:onion_2",true},
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{"ethereal:onion_3",true},
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{"ethereal:onion_4",true},
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{"ethereal:onion_5",true},
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{"ethereal:crystalgrass",true},
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{"ethereal:crystal_spike",true},
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{"ethereal:snowygrass",true},
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}
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local timber_nodenames = {}
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for _, node in pairs(nodes) do
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if chainsaw_leaves or node[2] then
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timber_nodenames[node[1]] = true
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end
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end
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local S = technic.getter
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technic.register_power_tool("technic_grass_clean:grass_cleaner", grassc_max_charge)
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-- This function checks if the specified node should be sawed
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local function check_if_node_sawed(pos)
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local node_name = minetest.get_node(pos).name
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if timber_nodenames[node_name] then
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return true
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end
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return false
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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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--- Iterator over positions to try to saw around a sawed node.
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-- This returns positions in a 3x1x3 area around the position, plus the
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-- position above it. This does not return the bottom position to prevent
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-- the chainsaw from cutting down nodes below the cutting position.
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-- @param pos Sawing position.
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local function iterSawTries(pos)
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-- Copy position to prevent mangling it
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local pos = vector.new(pos)
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local i = 0
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return function()
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i = i + 1
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-- Given a (top view) area like so (where 5 is the starting position):
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-- X -->
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-- Z 123
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-- | 456
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-- V 789
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-- This will return positions 1, 4, 7, 2, 8 (skip 5), 3, 6, 9,
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-- and the position above 5.
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if i == 1 then
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-- Move to starting position
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pos.x = pos.x - 1
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pos.z = pos.z - 1
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elseif i == 4 or i == 7 then
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-- Move to next X and back to start of Z when we reach
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-- the end of a Z line.
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pos.x = pos.x + 1
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pos.z = pos.z - 2
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elseif i == 5 then
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-- Skip the middle position (we've already run on it)
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-- and double-increment the counter.
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pos.z = pos.z + 2
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i = i + 1
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elseif i <= 9 then
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-- Go to next Z.
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pos.z = pos.z + 1
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elseif i == 10 then
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-- Move back to center and up.
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-- The Y+ position must be last so that we don't dig
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-- straight upward and not come down (since the Y-
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-- position isn't checked).
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pos.x = pos.x - 1
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pos.z = pos.z - 1
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pos.y = pos.y + 1
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else
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return nil
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end
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return pos
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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, remaining_charge)
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if remaining_charge < chainsaw_charge_per_node then
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return remaining_charge
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end
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local node = minetest.get_node(pos)
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if not check_if_node_sawed(pos) then
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return remaining_charge
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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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remaining_charge = remaining_charge - chainsaw_charge_per_node
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-- Check surroundings and run recursively if any charge left
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for npos in iterSawTries(pos) do
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if remaining_charge < chainsaw_charge_per_node then
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break
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end
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if check_if_node_sawed(npos) then
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remaining_charge = recursive_dig(npos, remaining_charge)
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else
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minetest.check_for_falling(npos)
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end
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end
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return remaining_charge
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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, current_charge)
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-- Start sawing things down
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local remaining_charge = recursive_dig(pos, current_charge)
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minetest.sound_play("chainsaw", {pos = pos, gain = 1.0,
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max_hear_distance = 10})
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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 remaining_charge
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end
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minetest.register_tool("technic_grass_clean:grass_cleaner", {
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description = "Grass Cleaner",
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inventory_image = "technic_chainsaw.png",
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stack_max = 1,
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wear_represents = "technic_RE_charge",
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on_refill = technic.refill_RE_charge,
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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 meta = minetest.deserialize(itemstack:get_metadata())
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if not meta or not meta.charge or
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meta.charge < chainsaw_charge_per_node then
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return
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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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-- Send current charge to digging function so that the
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-- chainsaw will stop after digging a number of nodes
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meta.charge = chainsaw_dig(pointed_thing.under, meta.charge)
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if not technic.creative_mode then
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technic.set_RE_wear(itemstack, meta.charge, chainsaw_max_charge)
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itemstack:set_metadata(minetest.serialize(meta))
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end
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return itemstack
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end,
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})
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9
license.md
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9
license.md
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# License
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Copyright (C) 2020 Cato Yiu (Emoji)
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Technic chests code is licensed under the GNU LGPLv2+.
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Note: I am call Emoji(Service) on most all place, for example, my name is Emojigit on git hosting website like github.
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Except but not only:
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- Emojiwiki on wikimedia
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- Emojinotabug on NotABug
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3
mod.conf
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3
mod.conf
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name = technic_grass_clean
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depends = technic, default
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description = A tool like chainsaw, but cut grass, not tree.
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