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00:01:08  <Samu> help!
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07:48:05  <Alberth> mornings
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08:02:21  <DorpsGek_II> [OpenTTD/OpenTTD] aph3rson opened issue #6913: Request: support Discord's Rich Presence API https://github.com/OpenTTD/OpenTTD/issues/6913
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09:15:38  <DorpsGek_II> [OpenTTD/OpenTTD] cpthooker opened issue #6914: Your script made an error: the index '6658' does not exist https://github.com/OpenTTD/OpenTTD/issues/6914
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09:17:11  <LordAro> hihi
09:22:38  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6914: Your script made an error: the index '6658' does not exist https://github.com/OpenTTD/OpenTTD/issues/6914#issuecomment-423797260
09:22:38  <DorpsGek_II> [OpenTTD/OpenTTD] cpthooker closed issue #6914: Your script made an error: the index '6658' does not exist https://github.com/OpenTTD/OpenTTD/issues/6914
09:23:50  <DorpsGek_II> [OpenTTD/OpenTTD] cpthooker commented on issue #6914: Your script made an error: the index '6658' does not exist https://github.com/OpenTTD/OpenTTD/issues/6914#issuecomment-423797300
09:25:19  <LordAro> known error in admiralai, iirc
09:25:27  <LordAro> since yexo is gone...
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10:19:12  <andythenorth> moin
10:19:13  <andythenorth> moon
10:19:20  <andythenorth> moan
10:19:57  <peter1138> Is it?
10:21:54  <andythenorth> too early to tell
10:21:58  <andythenorth> please dial again later
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10:38:34  <Wolf01> o/
10:39:42  <DorpsGek_II> [OpenTTD/OpenTTD] jmakovicka updated pull request #6911: Codechange: Improve (un)zoom performance https://github.com/OpenTTD/OpenTTD/pull/6911
10:41:29  <Wolf01> andythenorth stud.io 2.0 with "stability check" function, seems nice to test if a technic moc stays in place or falls apart :P
10:49:29  <andythenorth> under what conditions? :P
10:49:47  <andythenorth> does it model static loads?
10:49:54  <andythenorth> or driving it down the stairs?
10:50:14  <Wolf01> I guess static
10:50:48  <andythenorth> :)
10:51:01  <Wolf01> At least you shouldn't have an entire gearbox falling apart because you forgot an axle
10:51:11  <andythenorth> ha
10:52:16  <Wolf01> I still miss a functional check for technic, so you can rotate an axle and look if the function it drives works
10:52:43  <Wolf01> SR32 does it, but I'm not able to use that one for building
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13:30:21  <andythenorth> o/`
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14:24:10  <Samu> hi
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14:27:39  <Samu> what is better pathfinder-wise? forbid level crossings or a very high penalty for level crossing?
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15:24:00  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6873: Jukebox not working in the flatpak version https://github.com/OpenTTD/OpenTTD/issues/6873#issuecomment-423816256
15:29:17  <Samu> TrueBrain has created a tournament server and is regularly running competitions between AIs. It is currently offline. Check back in a few weeks for updates.
15:29:24  <Samu> orly?
15:30:31  <LordAro> ha
15:30:42  <LordAro> that's not been run in... 10 years?
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15:33:17  <DorpsGek_II> [OpenTTD/OpenTTD] ghisvail commented on issue #6873: Jukebox not working in the flatpak version https://github.com/OpenTTD/OpenTTD/issues/6873#issuecomment-423816844
15:34:01  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6873: Jukebox not working in the flatpak version https://github.com/OpenTTD/OpenTTD/issues/6873#issuecomment-423816889
15:40:40  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD https://github.com/OpenTTD/OpenTTD/issues/6907#issuecomment-423817315
15:59:33  <Samu> blog.openttd.org does not exist
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16:08:37  <Samu> i have a suggestion: one way drive through stations, plz do it!
16:08:40  <Samu> :p
16:08:59  <LordAro> surround it with one-way roads
16:09:00  <LordAro> done
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16:10:44  <Samu> but the vehicles can't use both sides of the road as one direction anyway :(
16:11:10  <LordAro> indeed not
16:11:18  <LordAro> so it wouldn't make any difference
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16:12:47  <Samu> AIRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION
16:12:59  <Samu> what is this error for? when does it trigger?
16:13:29  <Samu> ah, nevermind, i got it
16:14:07  <Samu> it's when i try to place a X station in a Y road
16:14:29  <Samu> axis
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16:19:36  <Samu> I'm not sure if i should trust the documentation
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16:19:51  <Samu> i'm pretty sure there are more errors than these
16:19:59  <Samu> and they're not being listed
16:27:28  <LordAro> documentation is usually very good
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16:37:57  <Samu> pathfinder doesn't count road stations as nodes
16:38:08  <Samu> only counts drivethrough stations
16:38:33  <Samu> must fix
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16:39:58  <Samu> and i bet the same happens road depots
16:40:04  <Samu> with*
16:40:19  <Samu> imagine that was the intention
16:40:32  <Samu> to pathfind to a road depot or road station
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16:57:34  <Samu> ((AIRoad.IsRoadStationTile(next_tile) || AIRoad.IsRoadDepotTile(next_tile)) && AITile.GetOwner(next_tile) == AICompany.ResolveCompanyID(AICompany.COMPANY_SELF))
16:58:29  <Samu> couldn't it just be: AITile.GetOwner(next_tile) == AICompany.COMPANY_SELF
16:58:52  <Samu> is the ResolveCompanyID actually needed'
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17:05:38  <Samu> COMPANY_SELF      = 254,               ///< Constant that gets resolved to the correct company index for your company.
17:05:43  <Samu> nevermind, it's needed
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17:48:33  <Samu> problem solved!
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17:52:51  <Samu> but i discovered another one
17:54:16  <Samu> an existing bridge with its direction towards a drivethrough station in an incompatible direction
17:54:46  <Samu> pathfinder thinks the path is open
17:54:49  <Samu> but it's not
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18:26:09  <Samu> this one is more complicated to fix, grr
18:26:28  <Samu> seems that my fixes are breaking other functionality
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18:46:10  <Wolf01> Mmmh, astroneer melts my pc :S
18:48:23  <Samu> Road::_CheckDirection why is checkdirection always returning false?
18:49:17  <Samu> what would it be useful for if it had a use?
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19:13:52  <Samu> GetDriveThroughBackTile
19:14:00  <Samu> what will this return if the tile is outside the map
19:15:40  <Samu> i hope it returns the tile outside the map in this case
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19:37:29  <Samu> bah, can't use distancemanhattan
19:37:35  <Samu> it requires valid tiles
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20:39:39  <Samu> can i append repeated items in an array?
20:39:49  <Samu> if I can, that sucks
20:43:55  <Samu> oh well, i totally forgot about the depot
20:44:05  <Samu> it is built on the array
20:45:03  <Samu> how to keep track of the array
20:45:08  <Samu> during interruptions
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22:32:16  <Samu> help me avoid code repetition
22:33:56  <Samu> lines 13-32, repeated at lines 39-58, and repeated at lines 79-103 with the exception of the _slope cost
22:34:14  <Samu> halp
22:35:38  <Samu> oops, exception of the _coast cost
22:35:39  <Samu> my bad
22:41:01  <Samu> my problem is the self thingy
22:41:24  <glx> make a function
22:42:46  <Samu> the self_ is a aystart + pathfinder thingy, they work together, i think it's a callback
22:42:51  <Samu> aystar*
22:43:17  <glx> self is the current object
22:44:14  <glx> and it's the first parameter of your Road::_Cost() function
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22:44:52  <Samu> ehm, the code isn't exactly mine, i just edited stuff in
22:45:03  <Samu> like that repeated part
22:45:30  <glx> you can put the repeated part in a function and pass it self
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22:48:32  <glx> the 13-31 (without the return) goes to the new function and return the calculater cost
22:49:18  <glx> and line 32 becomes return path.GetCost() + new_function_calculating_cost(self);
22:49:38  <glx> same for line 58
22:50:42  <glx> for the last block you call the function, add the _cost_slope as needed like it's done now, then the return
22:52:03  <glx> hmm _cost_coast, sorry
22:52:43  <glx> but you get the idea
22:54:50  <Samu> trying function Road::_CostHelper(self, prev_tile, new_tile)
22:56:25  <Samu> return path.GetCost() + self._CostHelper(self, prev_tile, new_tile);
22:56:29  <Samu> weird
22:56:47  <Samu> is it ok for self to be repeated there
22:57:03  <Samu> I don't see this anywhere else
23:01:18  <Samu> heh, the coast cost is also repeated
23:01:19  <Samu> lel
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23:19:13  <Samu> glx: https://paste.openttdcoop.org/pbdz0s7v8
23:19:21  <Samu> became like that
23:19:47  <Samu> i'm playing with null vs false vs true, hope the behaviour is the same
23:23:01  <glx> add temporary debug messages to check
23:23:26  <glx> seems like a big abuse of untyped language
23:28:09  <Samu> testing
23:28:56  <Samu> oops, the index path does not exist
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23:34:06  <Samu> coast_cost_only == false is too common
23:34:31  <Samu> im not debugging this the right way :(
23:41:52  <Samu> seems fine
23:42:02  <Samu> it's null when on bridge tiles
23:42:06  <Samu> as intended
23:43:58  <Samu> must find a true now
23:44:45  <Samu> probably gonna be rare, it's when the ai wants to build a bridge and it ends on a coast tile with water
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23:46:36  <andythenorth> enable flip for articulated vehicles?
23:46:49  <andythenorth> it's probably fine, just a lot of CB36 nonsense to handle
23:47:34  <Samu> must force it in the ai
23:47:39  <Samu> brb editing scenario
23:48:01  <andythenorth> oh it's the samu channel :)
23:48:09  <andythenorth> I should write a github issue
23:48:12  <Samu> hi
23:49:40  <Samu> made it trigger!
23:50:30  <Samu> i forced it
23:50:37  <Samu> working as intended then
23:52:15  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened issue #6915: Trains: enable flip for articulated vehicles https://github.com/OpenTTD/OpenTTD/issues/6915
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23:56:33  <Samu> thx glx, I believe this part is working
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