IRC logs for #openttd on OFTC at 2022-06-20
            
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13:02:57 <Samu_> sorry for the noob question
13:03:04 <Samu_> class LuDiAIAfterFix extends AIController
13:03:16 <Samu_> extends does what? .p
13:03:54 <Samu_> my main.nut file is getting too big, and i wanted to split some portions into new files
13:04:17 <glx> it's inheritance, typical in OO languages
13:04:36 <Samu_> wanna make it still belonging to class LuDiAIAfterFix
13:06:22 <LordAro> how big is too big?
13:07:09 <glx> http://squirrel-lang.org/doc/squirrel2.html#d0e1667
13:07:18 <Samu_> 1879 lines atm
13:07:31 <glx> that's small :)
13:10:29 <Samu_> example, this part, i wanna put it into a new file https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/main.nut#L104-L271
13:12:09 <glx> you can name it LuDiAIAfterFix::BuildRoadRoute(), move it to a file you import after class declaration
13:12:26 <glx> but before its first use
13:26:25 <Samu_> can't make it work
13:28:09 <Samu_> the index LuDiAIAfterFix does not exist
13:29:56 <glx> it should exist if the import (or require, don't know which one is better) is after class LuDiAIAfterFix extends AIController{}
13:30:56 <glx> http://squirrel-lang.org/doc/squirrel2.html#d0e1541
13:31:16 <glx> you can add methods and properties after class declaration
13:31:39 <Samu_> ah, the require stuff, got it
13:34:12 <glx> declare class, import your method from an external file, implement Start (as it uses the imported function)
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13:46:47 <Joel> hi all, i'm working on https://github.com/OpenTTD/OpenTTD/pull/9928, and just wanted to know what y'all think of the latest feedback? Do you think it worth implementing the complex rules or sticking with existing implementation of PR?
13:59:04 <LordAro> Joel: don't worry about Zorg
13:59:16 <LordAro> they never say anything in less than 3 very waffley paragraphs
14:00:20 <Joel> Yeah I had a similar thought looking through other PRs, just didn't want to immediately dismiss any feedback
14:00:53 <glx> for once it's not out of topic :)
14:07:08 <Joel> Agreed, its on topic for sure, it just feels overkill? Having different panels all resizing under different conditions might not feel very intuitive for players, while just having a static list of actions seems a simple fix
14:07:42 <glx> some people don't code, so they don't know how complex it is to touch GUI
14:09:07 <glx> static list of action and resizable company panel as it is right now is enough yes
14:12:54 <_dp_> 9928 can use a preview
14:14:05 <glx> good idea, done
14:18:39 <_dp_> btw, another thing about that list is that it completely removes the actions that player has no money for
14:19:01 <_dp_> not sure if it can cause any problems for 9928 but it sure is very confusing for players
14:19:28 <glx> would be better to disable unafordable actions, but keep them in the list
14:19:31 <_dp_> yep
14:19:51 <FLHerne> what about affordable but disallowed actions
14:19:57 <FLHerne> ("severe consequences" :p)
14:22:53 <Joel> its strange, because with no money, all but the first 2 actions disappear (12.2). Small and med advertising are still in the list but if you attempt to execute you get an error as expected. Not sure why those stay in list but rest are removed?
14:25:01 <glx> no removing anything from the list would be a nice improvement, that way player will always know which action exists, even when not available
14:26:23 <Joel> agreed, i know when i started playing i saw only the advertising options and didn't open the menu again for a long time, not realising there were more options. I'll work on getting that implemented
14:27:02 <glx> disabling mechanism should already exist somewhere else
14:30:07 <nielsm> if an action is disallowed by game rules then it shouldn't appear in the list
14:30:24 <nielsm> but showing options you can't afford (grayed out) would definitely make sense
14:32:23 <FLHerne> nielsm: I don't really see why insufficient town rating should be treated differently from insufficient funds
14:32:39 <FLHerne> they're both temporary states that can be resolved by player action
14:32:41 <nielsm> what?
14:32:45 <nielsm> I didn't say that
14:32:54 <FLHerne> > if an action is disallowed by game rules then it shouldn't appear in the list
14:32:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9927: Change: GetQuarterlyExpenses now returns the additive inverse of the value https://github.com/OpenTTD/OpenTTD/pull/9927#issuecomment-1160521853
14:32:58 <FLHerne> perhaps I misunderstood
14:33:05 <nielsm> I said that if the action is disallowed by game rules, that is the Settings setting that allows players to perform the action is disabled
14:33:13 <Samu_> was able to reduce main.nut to 825 lines
14:33:14 <nielsm> that's Bribe and Road Reconstruction
14:33:16 <FLHerne> oh, ok
14:33:26 <FLHerne> I agree with that then
14:33:57 <nielsm> grayed out actions should then also display why you can't in the description, ideally
14:34:22 <FLHerne> perhaps after a failed bribe the actions should be red
14:34:48 <FLHerne> and flashing, to properly accord with the "severe consequences" text :p
14:35:09 <FLHerne> it's always amused me that the 'punishment' for bribes is temporarily being unable to bribe that specific town
14:35:12 <FLHerne> again
14:36:33 <Samu_> was able to move code away from main.nut to 3 new files, 416 + 386 + 212 lines
14:37:07 <Samu_> im pleased the AI still runs without issues
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14:40:29 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #255: Fix #253: Use non-ternary varaction2 sequence for abs() builtin function https://github.com/OpenTTD/nml/pull/255
14:40:33 <DorpsGek> [OpenTTD/nml] glx22 closed issue #253: abs builtin function generates excessively verbose varaction2 output https://github.com/OpenTTD/nml/issues/253
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14:46:01 <Joel> Should the greyed out actions say why they are disabled in the description or as a tool tip? Just thinking if its a new player, they won't know what the action does until they can afford it, if we write the reason in the description
14:48:20 <glx> should be possible to suffix the description with a reason
14:48:31 <glx> string system is quite powerfull
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14:49:18 <glx> don't even need to change the descriptions themselves
14:51:37 <Joel> Ah ok I'll have more of a look into that. Are we ok with a potentially larger description box to accommodate errors (size of longest action desc + longest error)?
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15:06:58 <andythenorth> but should I?
15:07:13 <andythenorth> probably not, won't end well
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16:05:23 <DorpsGek> [OpenTTD/BaNaNaS] frosch123 opened pull request #117: Change: migrate OpenTTD user teshiron to GitHub user teshiron https://github.com/OpenTTD/BaNaNaS/pull/117
16:08:48 <DorpsGek> [OpenTTD/team] frosch123 commented on issue #323: [tr_TR] Translator access request https://github.com/OpenTTD/team/issues/323
16:19:31 <Samu_> teshiron is the teshinet ai author, isn't it? can't remember
16:21:16 <Samu_> fantastic, updated his ai 2 hours ago
16:21:21 <Samu_> kinda
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17:08:48 <andythenorth> well
17:09:17 <andythenorth> this is getting boring
17:09:18 <andythenorth> BaseException: ('Exists:', './generated/graphics/intermodal_containers_low_floor_tank_DFLT_24px.new.png')
17:09:27 <andythenorth> maybe I should fix it
17:10:18 <andythenorth> I have a script that renders about 1200 pngs for vehicles
17:10:38 <andythenorth> and now I made it work with -j
17:11:06 <andythenorth> but the lists it works off when used in parallel...overlap slightly :P
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17:14:20 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain approved pull request #117: Change: migrate OpenTTD user teshiron to GitHub user teshiron https://github.com/OpenTTD/BaNaNaS/pull/117#pullrequestreview-1012572874
17:14:26 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain merged pull request #117: Change: migrate OpenTTD user teshiron to GitHub user teshiron https://github.com/OpenTTD/BaNaNaS/pull/117
17:15:37 <andythenorth_> @calc 6.5 / 26.5
17:15:37 <DorpsGek> andythenorth_: 0.24528301886792453
17:15:39 <andythenorth_> hmm
17:18:55 <andythenorth_> @calc 6.5 / 11.5
17:18:55 <DorpsGek> andythenorth_: 0.5652173913043478
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17:19:44 <glx> who handles the list ?
17:19:57 <andythenorth_> me
17:20:03 <andythenorth_> I can patch it in one line
17:20:16 <andythenorth_> but I am wondering whether to try and teach it about dependencies properly, via make
17:20:32 <glx> I mean who reads the list ? the script or the caller
17:20:32 <andythenorth_> if only one png needs re-rendered
17:20:42 <andythenorth_> the script reads the list
17:21:27 <glx> but caller spawns many scripts
17:21:46 <andythenorth_> make -j -> python -> multiprocessing pool :P
17:21:59 <andythenorth_> there are at least 2 quick fixes
17:22:02 <andythenorth_> and a less quick fix
17:22:58 <andythenorth_> but if I could teach make about the prerequisites, and pass the targets as args
17:22:59 <glx> best thing would be to read the list and dispatch content one at a time in different process
17:23:12 <andythenorth_> yeah that's what the multiprocessing pool does
17:23:40 <andythenorth_> but currently all 1200 are re-rendered every time, but only 1 might actually have changed
17:23:50 <glx> oh so the issue is make spawning multiple python when one is enough here
17:24:09 <andythenorth_> nah, the issue is using -j to walk the list twice
17:24:17 <andythenorth_> in make step
17:24:24 <andythenorth_> works fine without -j
17:25:07 <andythenorth_> the graphics step used to be about 3 seconds, but now it's 6s due to number of trains
17:25:22 <andythenorth_> so it might be worth teaching it to only build what's actually changed
17:25:50 <glx> that's a job for make :)
17:26:10 <andythenorth_> yes
17:26:26 <andythenorth_> it's just not trivial, because multiple pngs are composited
17:26:44 <andythenorth_> so it's not just *input.png -> *output.png
17:26:57 <glx> but you have the composite list somewhere
17:27:08 <andythenorth_> yes, it could be generated in make deps format
17:27:13 <andythenorth_> not trivial, but might be interesting
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18:43:51 <Samu_> can't get engine size of a locomotive
18:43:57 <Samu_> hmm
18:48:39 <Samu_> don't engines already have a determined length?
18:48:40 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/278c1d06cff752df30db3ff80447b0bf95dcf858
18:48:41 <DorpsGek> - Update: Translations from eints (by translators)
18:49:07 <Samu_> it must become a vehicle in order to get length, strange
18:49:45 <LordAro> Samu_: newgrfs mean they can change size on construction
18:58:28 <peter1138> Would've been so much simpler without varactions...
18:59:42 <frosch123> they can change size based on consist composition
19:00:41 <frosch123> autoreplace buys vehicles until the train is too long, then resells the last one
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19:37:41 <andythenorth_> @peter1138 that would spoil the fun though
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19:37:46 <andythenorth_> 'fun'
19:38:13 <andythenorth_> grf 2.0 anyone? :P
19:38:22 <andythenorth_> all the good grfs could probably trivially port over
19:38:25 <andythenorth_> not mine, obvs
19:38:43 <andythenorth_> I think we're beyond the days of OMG BUT DB SET or whatever
19:38:59 <andythenorth_> [insert grf of choice]
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19:57:59 <andythenorth_> I wonder if writing a very complicated dependency check for make
19:58:05 <andythenorth_> will save more time than it costs :P
19:58:09 <andythenorth_> including the bugs I'll have
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20:19:07 <andythenorth_> ok so a simple solution is to nest the graphics output in a dir per grf
20:19:31 <andythenorth_> then make -j won't have two processes trying to write over each other's files
20:20:03 <andythenorth_> I already did this for lang, but it's a bit annoying when checking output manually, more navigation :P
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