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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},
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