IRC logs for #openttd on OFTC at 2018-09-21
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00:02:28 <m3henry> LordAro: Looks like implementing SmallVector in terms of std::vector only requied 3 value structs to gain default constructors. Now I can start deprecating individual methods
00:19:09 <Eddi|zuHause> sounds like you're having a really great time
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00:55:43 <Samu_> who's the resident aystar expert :p
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13:15:14 <Samu> how to solve this problem
13:20:24 <m3henry> You can lower the ground either side and create a tunnel between them
13:27:05 <Samu> that other image is what the pathfinder did
13:28:14 <Samu> those obstacles are there on purpose, to force test the pathfinder
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15:24:28 <Samu> I found a bug in openttd
15:25:52 <Samu> maybe I didn't, but it's still weird
15:27:37 <Samu> okay, it's not bugged, it's just an illusion
15:28:37 <Samu> ai can't connect the road to the tile ahead
15:29:54 <Samu> the slopes of those 2 tiles are SLOPE_E and SLOPE_S
15:30:30 <Samu> the illusion is that it looks like there would be nothing preventing it to be connected
15:30:58 <nielsm> yeah and raising a single corner would allow them to connect
15:32:05 <Samu> looks like that without the roads
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17:13:36 <Samu> watching pathfinder at work
17:14:23 <Samu> rivers and rails are real obstacles, slows him down quite a bit
17:15:10 <Samu> i also notice the AI is very relunctant in building bridges
17:15:47 <Samu> if i cheapen the cost of bridges, the AI will probably be faster, but then the end result might be too many weird bridges
17:17:05 <Samu> i mean pathfinder, not AI
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17:51:39 <Samu> road vehicles in the way can influence pathfinder decisions
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17:57:44 <Samu> at any given moment, the road could be with or without a vehicle in the way
17:58:47 <Samu> pathfinder neightbour chosing is influenced by this, that's not right
18:00:20 <Samu> it should not care whether there's a vehicle in the way
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19:18:33 <peter1138> Generally not-zero is true.
19:18:51 <Samu> oh, i see, then pathfinder.road.4 is bugged
19:19:13 <Wolf01> I wonder if PI is true
19:19:45 <Samu> AIRoad.CanBuildConnectedRoadPartsHere(cur_node, path.GetParent().GetTile(), next_tile)
19:19:52 <Samu> AIRoad.CanBuildConnectedRoadPartsHere(cur_node, path.GetParent().GetTile(), next_tile) > 0
19:20:20 <Samu> because -1 is meant to be precondition failed
19:20:28 <Samu> so it should return false
19:20:56 <peter1138> So the method is named as if it is a boolean, but it's not a boolean?
19:21:05 <andythenorth> oo it's a peter1138
19:21:59 <Wolf01> I would like to make one in c#, but no will to do it
19:26:21 <andythenorth> Wolf01: math parses don't get the NRT broken fixed :D
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19:52:06 <andythenorth> I painted a train
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20:11:11 <andythenorth> sprites 75% complete
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20:26:02 <Samu> the pathfinder doesn't extract the correct direction of a station tile
20:26:41 <Samu> it thinks it can connect them from all directions
20:27:35 <Samu> or im doing something wrong
20:28:46 <Samu> probably still related to bridges, let me confirm
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20:49:27 <Samu> stupid pathfinder, really is trash in regards to bridges
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21:01:47 <Samu> there's more issues with the pathfinder than I anticipated
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21:06:54 <Samu> pathfinder doesn't consider that as road
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21:59:42 <Samu> remember what I said about -1 being precondition failed?
22:00:02 <Samu> apparently -1 returning true isn't that bad
22:00:46 <Samu> in essence, it's not wrong either
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