--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, static_save = false, 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) local pname = player:get_player_name() if pname and pname~="" and self.wagon then if advtrains.safe_decouple_wagon(self.wagon.id, pname) then self.object:remove() else minetest.add_entity(self.object:getpos(), "advtrains:lockmarker") end end end, on_step=function(self, dtime) 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:get_yaw() then self.object:remove() return end if not self.wagon:train() or self.wagon:train().velocity > 0 then self.object:remove() return end end, }) -- advtrains:couple -- Couple entity local function lockmarker(obj) minetest.add_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, static_save = false, on_activate=function(self, staticdata) 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, get_staticdata=function(self) return "COUPLE" end, on_rightclick=function(self, clicker) 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 advtrains.safe_couple_trains(self.train_id_1, self.train_id_2, self.t1_is_front, self.t2_is_front, pname) then self.object:remove() else lockmarker(self.object) end end, on_step=function(self, dtime) if advtrains.wagon_outside_range(self.object:getpos()) then self.object:remove() return end 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 --shh, silence here, this is an on-step callback! if not advtrains.train_ensure_init(self.train_id_1, train1) then --atwarn("Train",self.train_id_1,"is not initialized! Operation aborted!") return end if not advtrains.train_ensure_init(self.train_id_2, train2) then --atwarn("Train",self.train_id_2,"is not initialized! Operation aborted!") 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 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:set_pos(pos_median) end self.position_set=true end advtrains.atprint_context_tid=nil 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, static_save = false, on_activate=function(self, staticdata) 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, 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, })