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spigot-tree-feller/design/user-stories/us-003-fell-unlocked-trees.md
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User Story US-003: Fell unlocked trees Safely and visibly break an unlocked tree's trunk from the mined block upward. backlog

US-003: Fell unlocked trees

As a player with an unlocked species, I want its trees to break progressively from the point I chop so that felling is useful, understandable, and visually satisfying.

Acceptance criteria

  • Automatic felling is considered only for a non-cancelled Survival-mode block break made with an axe against a species the player has unlocked.
  • Sneaking when the initiating block is broken always bypasses automatic felling and leaves the ordinary single-block break intact.
  • A disabled or administratively locked player receives the ordinary single-block break without automatic felling.
  • 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.
  • Detection requires foliage, wart blocks, or mushroom caps appropriate to the candidate species so that an unsupported log structure is not automatically felled.
  • 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.
  • Neighbor visitation is deterministic and does not process a location more than once.
  • Only trunk, stem, or mushroom-stem blocks are felled; leaves, wart blocks, mushroom caps, roots, vines, and decorations remain for normal game behavior.
  • 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.
  • 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.
  • 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.
  • Axe durability, including Unbreaking behavior, is applied for every successfully felled block without double-charging the initiating break.
  • Felling stops safely before another block is processed when the axe breaks, is removed, or is no longer an eligible axe.
  • Logging out, plugin disablement, world unload, or another invalidated runtime condition cancels the remaining animation without breaking queued blocks.
  • A player cannot start overlapping automatic fellings that could double-break or double-drop the same blocks.
  • Only blocks actually removed by this felling are recorded for undo.