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--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 print=function(t, ...) minetest.log("action", table.concat({t, ...}, " ")) minetest.chat_send_all(table.concat({t, ...}, " ")) end


minetest.register_entity("advtrains:discouple", {
	visual="sprite",
	textures = {"advtrains_discouple.png"},
	collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
	visual_size = {x=1, y=1},
	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...
			self.object:remove()
			return
		end
	end,
	get_staticdata=function() return "DISCOUPLE" end,
	on_punch=function(self)
		advtrains.split_train_at_wagon(self.wagon)--found in trainlogic.lua
	end,
	on_step=function(self, dtime)
		local t=os.clock()
		if not self.wagon then
			self.object:remove()
		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()
		end