IRC logs for #openttd on OFTC at 2017-11-14
            
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04:14:09 <Boggerm> Hello There.
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10:18:46 <Samu> hello
10:21:22 <Samu> "go to the nearest hangar" orders are causing "dest too far" problems for aircraft with range
10:21:33 <Samu> 1.7.1
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11:43:50 <Samu> when insering a "service at near depot", it puts destination 0 :(
11:46:39 <Samu> why 0?
11:47:49 <Samu> gonna try INVALID_STATION
12:04:04 <Samu> seriously, aircraft range is one of those poorly thought features
12:05:12 <Samu> aircraft is out of range, skip to a reachable dest, then skip back to the same out of range dest -> now it's not out of range and flies to it
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12:52:04 <Samu> sorry for criticizing
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15:11:15 <Samu> a
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15:51:54 <peter1138> o
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16:02:00 <Alberth> o/
16:02:10 <crem> \o
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16:52:15 <Samu> i have a problem related to aircraft range
16:52:45 <Alberth> use an aircraft with unlimited range, and gone is your problem
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17:06:28 <Samu> FindNearestHangar has a problem with range, and i'm unsure what can be done about
17:06:34 <Samu> it
17:07:06 <Samu> Check if our current destination can be reached from the depot airport.
17:07:28 <Samu> current destination is ambiguous
17:07:46 <Samu> sometimes it's the airport the plane is at, sometimes it's the airport at the next destination
17:08:17 <Alberth> why would the current destination need to be reachable?
17:08:28 <Samu> because aircraft has range
17:08:54 <Samu> if the depot is reachable, but then it can't reach next destination... it won't get out after being serviced
17:09:01 <Alberth> you can obviously always fly back to where you are coming from and then go to the destination
17:10:19 <Alberth> if that is too complicated then indeed, check before accepting a hangar as destination
17:11:10 <Samu> the problem is: next destination isn't always the next airport, but the one he's at
17:11:41 <Samu> in this situation, it will be prone to be stuck inside depot with dest too far
17:12:34 <Samu> next destination isn't updated the way it should be
17:14:16 <Alberth> so first compute the true next destination?
17:14:48 <Samu> i'm trying to figure out how
17:15:52 <Samu> needs to know where he's at, the current station and the next one
17:16:35 <Alberth> I would go for where it is, and the next destination
17:16:48 <Samu> vtile tells me where the aircraft is atm
17:16:53 <Alberth> if both are the same, you must get the next next destination
17:16:59 <Samu> TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
17:17:31 <Samu> yeah, unsure how am I detecting that
17:17:34 <Alberth> airport has no collection of tiles in some way?
17:17:46 <Samu> it has st->airport.tile
17:18:16 <Alberth> ok, maybe some form of size then?
17:19:06 <Alberth> could be tricky if the aircraft is flying over an airport :p
17:20:44 <Samu> let me think
17:20:50 <Samu> there's airport 0, 1 and 2
17:20:54 <Samu> only airport 0 has depot
17:21:00 <Alberth> /me lets samu think
17:21:12 <Samu> aircraft has just landed on airport 2
17:21:17 <Samu> now it checks for servicing
17:21:44 <Samu> airport 2 has no hangar, so it calls findsnearesthangar
17:22:56 <Samu> oh, right, forgot, aircraft is going from airport 1 to airport 2, important
17:23:21 <Samu> GetTargetAirportIfValid(v) is called for *cur_dest
17:23:32 <Samu> and the airport it comes up with is airport 2
17:23:44 <Samu> it should have been airport 1, which is the next in the orders
17:24:03 <Alberth> probably not until it has loaded/unloaded cargo
17:24:23 <Alberth> at which point the journey it is doing has been completed
17:24:25 <Samu> it is already doing the checkservcing
17:24:29 <Samu> so it's past that
17:24:53 <Alberth> but it just landed
17:25:34 <Alberth> but sure, trains check for depots quite arbitrarily too
17:25:37 <Samu> i'm gonna try this with clean trunk
17:25:40 <Samu> brb
17:25:56 <Alberth> why is an aircraft a problem?
17:27:23 <Samu> the targetairport is only updated when the aircraft finishes helitakeoff
17:28:40 <Samu> when helicopter is raising up, and the check for servicing is called, and it needs to find a nearest hangar... it gets the wrong airport
17:30:42 <Alberth> aircraft and helitakeoff, that's confusing
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17:31:32 <Samu> crap, i forgot an important order, the 3rd order was "service at nearest hangar"
17:32:32 <Samu> "service at nearest hangar" for some reason, uses StationID 0
17:33:19 <Alberth> and 0 triggers a search?
17:34:01 <Samu> 0 is the targetairport
17:34:04 <Samu> :(
17:34:15 <Alberth> ah
17:34:40 <Samu> order.MakeGoToDepot(0, ODTFB_PART_OF_ORDERS, _settings_client.gui.new_nonstop && this->vehicle->IsGroundVehicle() ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE);
17:34:40 <Alberth> makes sense, as it's the only airport with a depot :p
17:35:07 <Samu> ...GoToDepot(0, ... this 0
17:35:15 <Alberth> yeah
17:35:45 <Samu> coincidence, 0 has hangar indeed
17:37:47 <Alberth> actually, it's a DepotID and not an airport id
17:38:02 <Alberth> unless these are linked
17:38:29 <Alberth> probably not, as that would break trains
17:38:48 <Samu> they are somewhat linked, airport hangars are belong to station tiles
17:40:08 <Alberth> /* Aircraft have StationIDs for depot orders and never use DepotIDs <-- ah, indeed
17:40:29 <Samu> okay, so the current order is "service at nearest hangar", right after landing, findnearest calls const Station *cur_dest = GetTargetAirportIfValid(v);
17:40:52 <Samu> it does Station *st = Station::GetIfValid(v->targetairport);
17:41:21 <Samu> v->targetairport is 0, per "service at nearest hangar", let's see
17:41:50 <Samu> nop, it was 2
17:42:00 <Samu> damn, what the heck am i reporting then?
17:42:06 <Samu> ah, right
17:42:11 <Samu> it should have been 1
17:42:21 <Samu> because that's the next destination
17:42:29 <Alberth> no
17:42:43 <Alberth> if a train goes from station A to B
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17:42:56 <Alberth> and from B to C
17:43:15 <Alberth> and on the way to B it looks for depot, and finds depot X
17:43:32 <Alberth> it should still go to B after service right?
17:43:40 <Alberth> same with aircraft
17:44:13 <Samu> this aircraft is doing a "service at nearest hangar"
17:44:20 <Alberth> it is heading for the passenger terminal at 2, it should continue to go there after service
17:44:48 <Alberth> why does it land on 2 then?
17:45:18 <Alberth> I mean, there is no hangar there
17:45:21 <Samu> from the orders
17:45:29 <Samu> order 1: go to airport 1
17:45:33 <Samu> order 2: go to airport 2
17:45:37 <Samu> they're heliports, btw
17:45:39 <Samu> no hangars
17:45:45 <Samu> order 3: service at nearesh hangar
17:45:52 <Samu> that hangar is at airport 0
17:46:11 <Samu> it's now executing order 3
17:46:28 <Alberth> it has loaded and unloaded already?
17:46:31 <Samu> yes
17:46:40 <Alberth> but it just landed
17:46:53 <Samu> it landed, unloaded and loaded, and now is executing order 3
17:47:00 <Alberth> ok
17:47:16 <Samu> target airport brrings up airport 2, it should be 1, should it not?
17:47:28 <Samu> that's the next destination in the order
17:47:32 <Samu> after the service
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17:49:27 <Samu> about distances between airports, airport 1 and airport 2 are within aircraft range
17:49:42 <Samu> airport 1 and airport 0 are also within aircraft range
17:49:48 <Samu> airport 2 and airport 0 are not
17:50:41 <Samu> basically, airport 1 is in the middle of airport 0 and 2
17:52:54 <Samu> distance from aircraft to the iterated hangar (airport 0) is outside aircraft range
17:54:17 <Samu> DistanceSquare(st->airport.tile, cur_dest->airport.tile)
17:54:44 <Samu> distance from airport 0 to airport 2 > aircraft range, true
17:55:19 <Samu> returns nothing
17:55:30 <Samu> INVALID_STATION
17:55:55 <Alberth> that would seem fair
17:56:05 <Samu> v->IncrementRealOrderIndex();
17:56:17 <Samu> skips order 3, goes back to order 1
17:56:47 <Samu> so, it looks right
17:56:54 <Alberth> yeah
17:56:58 <Samu> then what was wrong, why did i ever bring this up :(
17:57:22 <Alberth> wrong scenario perhaps?
17:57:45 <Samu> gonna try service at nearest hangar before order 2
17:57:48 <Samu> brb
17:58:06 <Samu> order 1: go to airport 1
17:58:17 <Samu> order 2: service at nearest hangar
17:58:21 <Samu> order 3: go to airport 2
17:58:41 <Alberth> would probably skip order 3?
17:59:56 <Samu> helicopter landed at airport 1, loaded, unloaded, and now is starting order 2
18:00:11 <Samu> targetairport is 1
18:00:20 <Samu> distance from airport 0 to airport 1 > aircraft range, false
18:00:46 <Samu> it flying to service at hangar 1
18:01:05 <Samu> ops airport 0
18:01:23 <Samu> ah, this is it
18:01:31 <Samu> too far to next destination, can't exit hangar
18:02:01 <Samu> doesn't exit hangar
18:02:09 <Samu> is trying to execute order 3
18:03:16 <Samu> it should have checked distance from airport 0 to airport 2 > aircraft range
18:04:08 <Samu> r27930, with no M, clean trunk
18:04:18 <Samu> this was what I wanted to report
18:07:40 <Samu> must think how to solve this
18:08:33 <Samu> the problem is only for orders of type go to nearest hangar/service at nearest hangar
18:09:01 <Samu> i wonder how conditional orders work
18:10:15 <Samu> strange, i can't skip order
18:10:33 <Samu> still too far even when trying to go to airport 1, from airport 0
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18:11:48 <Samu> now this is a real bug, aircraft is unresponsive
18:12:04 <Samu> stuck with "too far to near destination" without any orders atm
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18:19:18 <Samu> bah game was paused, i'm stupid, sorry
18:19:44 <Alberth> working as intended thus :)
18:20:40 <Samu> sorry :(
18:21:40 <Alberth> nah, I make such stupid mistakes all the time :)
18:22:01 <Alberth> as long as you realize what's happening afterwards :)
18:22:12 <Alberth> gtg now, bye
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18:22:29 <Samu> tc
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19:15:52 <Wolf01> o/
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20:30:49 <andythenorth> o/
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20:31:16 <crem> \o
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21:08:17 <Samu> const Station *next_station = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() != ODATFB_NEAREST_DEPOT? Station::GetIfValid(v->current_order.GetDestination()) == cur_dest ? Station::GetIfValid(v->GetLastOrder()->GetDestination()) : Station::GetIfValid(v->current_order.GetDestination()) : Station::GetIfValid(v->GetNextStoppingStation().value);
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21:49:11 <Wolf01> Why don't you concatenate the entire source in one line?
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21:56:43 <frosch123> [21:49] <Wolf01> Why don't you concatenate the entire source in one line? <- i found all fs bugs, they are caused by line 1
21:57:06 <Wolf01> :D
21:57:26 <Eddi|zuHause> what am i gonna do with this late medieval earth that has non-sentient birds on it?
21:58:01 <Wolf01> Wat?!
21:58:28 <frosch123> he had too many senile birds
21:58:35 <frosch123> *has
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21:59:59 <Eddi|zuHause> not earth... Sol III
22:00:57 <frosch123> doesn't sound like moo2, so probably stellaris
22:01:30 <Eddi|zuHause> in my last game i had a Sol III that was a dead world, inhabited by non-sentient cockroaches
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22:02:22 <frosch123> are they better than sentient cockroaches?
22:04:04 <Eddi|zuHause> well, you can uplift them and find out :p
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22:11:53 <Wolf01> You are teasing me to play spore again
22:12:57 <V453000> omg that thing?
22:13:17 <V453000> haven't heard about that since all the hype when it came out and disappointed the shit out of me
22:16:01 <Wolf01> XD
22:16:48 <Wolf01> TBH, I liked it
22:18:02 <Wolf01> I liked a bit less the last part when you had to gather the spice and bring it to the other side of the galaxy with a really limited cargo bay
22:21:17 <Wolf01> Some kind of automated commercial routes which give you a cut of the profits would have been a lot better
22:23:35 <supermop_> did anyone play ascendancy?
22:25:28 <Wolf01> That one like master of orion?
22:30:05 <supermop_> maybe? it was from the early 90s
22:30:14 <supermop_> sort of turn-ish based
22:30:22 <supermop_> it incremented in 'days'
22:30:24 <Wolf01> Yeah, that one
22:31:12 <supermop_> when nothing was happening you'd fly through 10s of thousands of days
22:31:30 <supermop_> until the next breakthrough, or arrival in another star system
22:37:26 <Wolf01> Just like civilization
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23:10:06 <Wolf01> 'night
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