IRC logs for #openttd on OFTC at 2022-07-02
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13:51:02 <Samu> the pathfinder seems to work in misterious ways
13:51:23 <Samu> what is the _closed list supposed to do?
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14:29:48 <glx> Samu: open list, nodes to check, closed list, nodes checked
14:30:20 <Samu> but the directions are so confusing
14:32:45 <Samu> CheckDirection callback detects the right tiles, but the directions provided are not useful
14:33:14 <Samu> it's the direction from the previous tile that lead to it
14:33:35 <Samu> i can't check for a collision with those dirs
14:35:20 <Samu> i'd rather have the direction on the tile
14:35:50 <glx> you can write your own PF :)
14:39:20 <Samu> for my double rail purposes, i wanted to allow track_left with track_right onto the same tile, but if I'm not even able to do this... I can't go anywhere
14:41:16 <Samu> but these directions are useful for everywhere else in the pathfinder logic, it's just not for this purpose
14:44:09 <glx> doing PF for 2 tracks at the same time will be a nightmare, I think it's probably simpler to PF first track, build it, then PF second one near the already built one
15:05:58 <Samu> pathfinder open list came up with tile 507 with direction track_dir_right_s, but that same tile 507 is already in the closed list with old_dir track_dir_upper_e https://i.imgur.com/tnZSHUY.png
15:06:31 <Samu> the callback CheckDirection is called, and is provided with tile 507 and those 2 directions
15:06:52 <Samu> these directions are useless
15:07:31 <Samu> those directions are from the previous tiles that lead to 507
15:08:45 <Samu> i only know where the tile 507 is being entered from
15:09:01 <Samu> i don't know where it's going to
15:09:13 <Samu> the neighbours are not yet loaded
15:09:58 <glx> makes sense for a PF on not yet existing tracks
15:16:57 <Samu> i can actually get where old_dir goes to, if i scan the path backwards, I can get the direction on the tile 507
15:17:16 <Samu> but then, i still miss where the new direction goes to
15:18:10 <Samu> hmm, gonna try something
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17:28:38 <Samu> priority queue is inverted
17:28:45 <Samu> making it search the worst path
17:28:59 <Samu> no crossings detected so far
17:29:36 <Samu> and it can build 2 tracks on the same tile
17:30:46 <Samu> I still have issues with detection of goal tile
17:30:56 <Samu> a problem to solve later
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17:45:32 <Samu> okay, next problem to solve is bridges
17:45:50 <Samu> i'm borrowing the code from my canal pathfinder
17:46:26 <Samu> it's about detecting bridges already planned, so that they don't overlap with another planned bridge
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17:55:26 <peter1138> LordAro always outdoes me.
17:59:28 <LordAro> you were faster though
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20:38:10 <peter1138> Bah, my PC keeps crashing :(
20:39:57 <andythenorth> mine crashes a lot
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21:46:44 <Samu> the way bridge tiles are pushed as neighbours needs some fixing
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