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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 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)
		return advtrains.pcall(function()
			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)
	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() or self.wagon:train().velocity > 0 then
				self.object:remove()
				return
			end
		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)