3.0 KiB
3.0 KiB
type, title, description, status
| type | title | description | status |
|---|---|---|---|
| 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.