--couple.lua --defines couple entities. --advtrains:discouple --set into existing trains to split them when punched. --they are attached to the wagons. --[[fields wagon wagons keep their couple entity minetest-internal id inside the field discouple_id. if it refers to nowhere, they will spawn a new one if player is near ]] local couple_max_dist=3 minetest.register_entity("advtrains:discouple", { visual="sprite", textures = {"advtrains_discouple.png"}, collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3}, visual_size = {x=0.7, y=0.7}, initial_sprite_basepos = {x=0, y=0}, is_discouple=true, on_activate=function(self, staticdata) if staticdata=="DISCOUPLE" then --couple entities have no right to exist further... atprint("Discouple loaded from staticdata, destroying") self.object:remove() return end self.object:set_armor_groups({immortal=1}) end, get_staticdata=function() return "DISCOUPLE" end, on_punch=function(self, player) return advtrains.pcall(function() local pname = player:get_player_name() if pname and pname~="" and self.wagon then if self.wagon:safe_decouple(pname) then self.object:remove() else minetest.add_entity(self.object:getpos(), "advtrains:lockmarker") end end end) end, on_step=function(self, dtime) return advtrains.pcall(function() if not self.wagon then self.object:remove() return end --getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not. if not self.wagon.object:getyaw() then self.object:remove() return end if not self.wagon:train() and self.wagon:train().velocity > 0 then self.object:remove() return end end) end, }) -- advtrains:couple -- Couple entity local function lockmarker(obj) minetest.spawn_entity(obj:get_pos(), "advtrains.lockmarker") obj:remove() end minetest.register_entity("advtrains:couple", { visual="sprite", textures = {"advtrains_couple.png"}, collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3}, visual_size = {x=0.7, y=0.7}, initial_sprite_basepos = {x=0, y=0}, is_couple=true, on_activate=function(self, staticdata) return advtrains.pcall(function() if staticdata=="COUPLE" then --couple entities have no right to exist further... atprint("Couple loaded from staticdata, destroying") self.object:remove() return end self.object:set_armor_groups({immmortal=1}) end) end, get_staticdata=function(self) return "COUPLE" end, on_rightclick=function(self, clicker) return advtrains.pcall(function() if not self.train_id_1 or not self.train_id_2 then return end local pname=clicker if type(clicker)~="string" then pname=clicker:get_player_name() end if not minetest.check_player_privs(pname, "train_operator") then return end local train1=advtrains.trains[self.train_id_1] local train2=advtrains.trains[self.train_id_2] advtrains.train_ensure_init(self.train_id_1, train1) advtrains.train_ensure_init(self.train_id_2, train2) local id1, id2=self.train_id_1, self.train_id_2 local bp1, bp2 = self.t1_is_front, self.t2_is_front if bp1 then if train1.couple_lock_front then lockmarker(self.object) return end if bp2 then if train2.couple_lock_front then lockmarker(self.object) return end advtrains.invert_train(id1) advtrains.do_connect_trains(id1, id2, clicker) else if train2.couple_lock_back then lockmarker(self.object) return end advtrains.do_connect_trains(id2, id1, clicker) end else if train1.couple_lock_back then lockmarker(self.object) return end if bp2 then if train2.couple_lock_front then lockmarker(self.object) return end advtrains.do_connect_trains(id1, id2, clicker) else if train2.couple_lock_back then lockmarker(self.object) return end advtrains.invert_train(id2) advtrains.do_connect_trains(id1, id2, clicker) end end atprint("Coupled trains", id1, id2) self.object:remove() end) end, on_step=function(self, dtime) return advtrains.pcall(function() advtrains.atprint_context_tid=self.train_id_1 if not self.train_id_1 or not self.train_id_2 then atprint("Couple: train ids not set!") self.object:remove() return end local train1=advtrains.trains[self.train_id_1] local train2=advtrains.trains[self.train_id_2] if not train1 or not train2 then atprint("Couple: trains missing, destroying") self.object:remove() return end advtrains.train_ensure_init(self.train_id_1, train1) advtrains.train_ensure_init(self.train_id_2, train2) if train1.velocity>0 or train2.velocity>0 then if not self.position_set then --ensures that train stands a single time before check fires. Using flag below return end atprint("Couple: train is moving, destroying") self.object:remove() return end if not self.position_set then local tp1 if self.t1_is_front then tp1=advtrains.path_get_interpolated(train1, train1.index) else tp1=advtrains.path_get_interpolated(train1, train1.end_index) end local tp2 if self.t2_is_front then tp2=advtrains.path_get_interpolated(train2, train2.index) else tp2=advtrains.path_get_interpolated(train2, train2.end_index) end local pos_median=advtrains.pos_median(tp1, tp2) if not vector.equals(pos_median, self.object:getpos()) then self.object:setpos(pos_median) end self.position_set=true end atprintbm("couple step", t) advtrains.atprint_context_tid=nil end) end, }) minetest.register_entity("advtrains:lockmarker", { visual="sprite", textures = {"advtrains_cpl_lock.png"}, collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3}, visual_size = {x=0.7, y=0.7}, initial_sprite_basepos = {x=0, y=0}, is_lockmarker=true, on_activate=function(self, staticdata) return advtrains.pcall(function() if staticdata=="COUPLE" then --couple entities have no right to exist further... atprint("Couple loaded from staticdata, destroying") self.object:remove() return end self.object:set_armor_groups({immmortal=1}) self.life=5 end) end, get_staticdata=function(self) return "COUPLE" end, on_step=function(self, dtime) self.life=(self.life or 5)-dtime if self.life<0 then self.object:remove() end end, })