feat(felling): animate safe unlocked tree breaks
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@@ -2,7 +2,7 @@
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type: User Story
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title: "US-003: Fell unlocked trees"
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description: Safely and visibly break an unlocked tree's trunk from the mined block upward.
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status: backlog
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status: done
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---
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# US-003: Fell unlocked trees
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@@ -11,22 +11,22 @@ As a **player with an unlocked species**, I want its trees to break progressivel
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## Acceptance criteria
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- [ ] Automatic felling is considered only for a non-cancelled Survival-mode block break made with an axe against a species the player has unlocked.
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- [ ] Sneaking when the initiating block is broken always bypasses automatic felling and leaves the ordinary single-block break intact.
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- [ ] A disabled or administratively locked player receives the ordinary single-block break without automatic felling.
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- [ ] Tree detection follows connected blocks of the initiating trunk family laterally and upward, including diagonal branches, but never follows trunk blocks below the initiating block.
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- [ ] Detection requires foliage, wart blocks, or mushroom caps appropriate to the candidate species so that an unsupported log structure is not automatically felled.
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- [ ] Detection is iterative and bounded by configurable block and search-distance limits; reaching a safety limit aborts automatic felling without preventing the initiating ordinary break.
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- [ ] Neighbor visitation is deterministic and does not process a location more than once.
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- [ ] Only trunk, stem, or mushroom-stem blocks are felled; leaves, wart blocks, mushroom caps, roots, vines, and decorations remain for normal game behavior.
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- [ ] The initiating block is handled by the original break, and remaining discovered trunk blocks break bottom-to-top at a configurable delay of two server ticks per block by default.
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- [ ] Each additional block is checked through the applicable Bukkit block-break event path, and a cancellation prevents that block and any unsafe continuation from being broken.
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- [ ] Each successfully felled block produces drops and experience according to its block state, the active axe, enchantments, and the Spigot API rather than duplicating the initiating block's drops.
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- [ ] Axe durability, including Unbreaking behavior, is applied for every successfully felled block without double-charging the initiating break.
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- [ ] Felling stops safely before another block is processed when the axe breaks, is removed, or is no longer an eligible axe.
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- [ ] Logging out, plugin disablement, world unload, or another invalidated runtime condition cancels the remaining animation without breaking queued blocks.
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- [ ] A player cannot start overlapping automatic fellings that could double-break or double-drop the same blocks.
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- [ ] Only blocks actually removed by this felling are recorded for undo.
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- [x] Automatic felling is considered only for a non-cancelled Survival-mode block break made with an axe against a species the player has unlocked.
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- [x] Sneaking when the initiating block is broken always bypasses automatic felling and leaves the ordinary single-block break intact.
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- [x] A disabled or administratively locked player receives the ordinary single-block break without automatic felling.
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- [x] Tree detection follows connected blocks of the initiating trunk family laterally and upward, including diagonal branches, but never follows trunk blocks below the initiating block.
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- [x] Detection requires foliage, wart blocks, or mushroom caps appropriate to the candidate species so that an unsupported log structure is not automatically felled.
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- [x] Detection is iterative and bounded by configurable block and search-distance limits; reaching a safety limit aborts automatic felling without preventing the initiating ordinary break.
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- [x] Neighbor visitation is deterministic and does not process a location more than once.
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- [x] Only trunk, stem, or mushroom-stem blocks are felled; leaves, wart blocks, mushroom caps, roots, vines, and decorations remain for normal game behavior.
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- [x] The initiating block is handled by the original break, and remaining discovered trunk blocks break bottom-to-top at a configurable delay of two server ticks per block by default.
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- [x] Each additional block is checked through the applicable Bukkit block-break event path, and a cancellation prevents that block and any unsafe continuation from being broken.
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- [x] Each successfully felled block produces drops and experience according to its block state, the active axe, enchantments, and the Spigot API rather than duplicating the initiating block's drops.
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- [x] Axe durability, including Unbreaking behavior, is applied for every successfully felled block without double-charging the initiating break.
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- [x] Felling stops safely before another block is processed when the axe breaks, is removed, or is no longer an eligible axe.
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- [x] Logging out, plugin disablement, world unload, or another invalidated runtime condition cancels the remaining animation without breaking queued blocks.
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- [x] A player cannot start overlapping automatic fellings that could double-break or double-drop the same blocks.
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- [x] Only blocks actually removed by this felling are recorded for undo.
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## Related
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