--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() local t=os.clock() if not self.wagon then self.object:remove() atprint("Discouple: no wagon, destroying") 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 atprint("Discouple: wagon no longer loaded, destroying") self.object:remove() return end atprintbm("discouple_step", t) end) end, }) --advtrains:couple --when two trains overlap with their end-positions, this entity will be spawned and both trains set its id into appropiate fields for them to know when to free them again. The entity will destroy automatically when it recognizes that any of the trains left the common position. --[[fields train_id_1 train_id_2 train1_is_backpos train2_is_backpos ]] 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 id1, id2=self.train_id_1, self.train_id_2 if self.train1_is_backpos and not self.train2_is_backpos then advtrains.do_connect_trains(id1, id2, clicker) --case 2 (second train is front) elseif self.train2_is_backpos and not self.train1_is_backpos then advtrains.do_connect_trains(id2, id1, clicker) --case 3 elseif self.train1_is_backpos and self.train2_is_backpos then advtrains.invert_train(id2) advtrains.do_connect_trains(id1, id2, clicker) --case 4 elseif not self.train1_is_backpos and not self.train2_is_backpos then advtrains.invert_train(id1) advtrains.do_connect_trains(id1, id2, clicker) end atprint("Coupled trains", id1, id2) self.object:remove() end) end, on_step=function(self, dtime) return advtrains.pcall(function() advtrains.atprint_context_tid=sid(self.train_id_1) advtrains.atprint_context_tid_full=self.train_id_1 local t=os.clock() 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 if not train1.path or not train2.path or not train1.index or not train2.index or not train1.end_index or not train2.end_index then atprint("Couple: paths or end_index missing. Might happen when paths got cleared") return end 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 not self.train1_is_backpos then tp1=advtrains.get_real_index_position(train1.path, train1.index) else tp1=advtrains.get_real_index_position(train1.path, train1.end_index) end local tp2 if not self.train2_is_backpos then tp2=advtrains.get_real_index_position(train2.path, train2.index) else tp2=advtrains.get_real_index_position(train2.path, 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 advtrains.atprint_context_tid_full=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, })