IRC logs for #openttd on OFTC at 2022-07-11
            
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12:37:40 <Samu> i think i did it
12:38:42 <Samu> this time the tracks can be build much closer together https://i.imgur.com/0Hgnv9y.png
12:43:30 <glx> with all these loops it really looks like a broken pathfinder
12:44:17 <LordAro> are you sure you're not maximising the path cost, rather than minimising it?
12:44:34 <Samu> just tried 90 degrees and it found no path, very strange
12:46:39 <Samu> strange
12:46:58 <Samu> if i forbid 90 degrees by design, it can find a path
12:47:13 <Samu> if i put a cost to 90 degrees turn equal to max cost, it can't find
12:47:38 <Samu> possibly something to do with the queue
12:48:07 <Samu> but ... no path?
12:48:10 <Samu> very odd
12:54:12 <Samu> the more i think i know, the less I do
13:00:47 <Samu> what I think goes wrong: directions again
13:02:35 <Samu> what happens when a neighbour (a 90 degrees one) fails to pass the cost check
13:02:49 <Samu> it doesn't go into the Open
13:03:16 <Samu> only those that pass 90 degrees go into open, and can then be put on the closed list
13:03:42 <Samu> nah, i can't visualize it
13:05:19 <Samu> maybe the goal segment isn't being detected?
13:05:39 <Samu> but that would be even more stranger, cus it is already working for the other cases
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13:51:09 <Samu> very strange, i put coast cost = 0
13:51:17 <Samu> and it now can find a path for 90 degrees
13:56:43 <Samu> why the heck is it now building
13:56:57 <Samu> lol... nice that it builds, but i really wanted to understand why
14:01:45 <Samu> I added the node ID check
14:01:55 <Samu> and apparently it was needed
14:02:01 <Samu> cus now it can build
14:03:09 <Samu> but by doing this, I open a precedent for whenever I need to build bridges/tunnels
14:03:48 <Samu> how am I going to relly on nodeID for collisions
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14:24:45 <Samu> https://gist.githubusercontent.com/SamuXarick/caf58b50090a1ce2282417d0417ed5ff/raw/7621cb2f6b8fcafdf61efeab87061e2bc646eb40/gistfile1.txt
14:25:01 <Samu> i think im storing too much information about a tile
14:32:11 <FLHerne> Samu: without reading the last month of scrollback, what is this supposed to be doing?
14:32:23 <Samu> dual rail pathfinding
14:32:26 <FLHerne> standard A*-like pathfinder for rails?
14:32:27 <FLHerne> ah
14:32:49 <FLHerne> are you trying to find both rails in parallel at the same time?
14:32:54 <Samu> yes
14:33:00 <Samu> has it been done?
14:33:34 <FLHerne> not sure
14:34:02 <LordAro> trains & choochoo are the only ones i'm aware of that explicitly do dual rails
14:34:03 <FLHerne> most of the dual-track AIs build one, then try to build the other track parallel, and sometimes fail in an ugly way
14:34:53 <FLHerne> I'm sure there was a second one before trAIns
14:35:33 <Samu> what does trAIns actually do?
14:35:49 <Samu> whatever it does, it looks good
14:36:18 <LordAro> pretty sure it was the topic of the author's master's thesis
14:36:22 <LordAro> there's a pdf somewhere...
14:36:48 <Samu> I was trying to figure on my own how to do it, but...
14:36:59 <FLHerne> Samu: read section 4.1 of http://www.sbgames.org/papers/sbgames09/computing/full/cp24_09.pdf
14:37:27 <FLHerne> so the answer is yes, it does do pretty much what you're trying to
14:38:18 <Samu> oh, wow, he has pictures
14:39:12 <LordAro> https://project.dke.maastrichtuniversity.nl/games/files/bsc/Konijnendijk_BSc-paper.pdf apparently someone's built on it too
14:57:38 <Samu> wow, i need to look at trAIns A* implementation
14:57:49 <Samu> he switched some ordering of stuff
14:58:00 <Samu> maybe i need to do something similar?
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15:32:32 <Samu> https://github.com/lhrios/trains/blob/master/railroad/railroad_double_track_parts.nut#L108
15:32:36 <Samu> heh, 20 parts
15:33:19 <Samu> 22 with tunnel and bridge
15:33:27 <Samu> i haven't though of them yet
15:34:18 <Samu> I won't create junctions, i wont need depot parts
15:34:29 <Samu> not on my plans
15:35:04 <Samu> he uses a single base tile
15:35:18 <Samu> i use 2, one per lane
15:36:17 <Samu> he calls them DoubleTrackParts, I call them SegmentDir
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17:13:27 <Samu> alright, the only part I'm interested in is how he handled the so called "directions", to check if it is already in the closed list
17:16:00 <Samu> https://github.com/lhrios/trains/blob/master/railroad/a_star.nut#L220-L241
17:16:57 <Samu> relatively simple compared to my approach :(
17:21:04 <Samu> i already use 3 different int64 for bitmasking
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19:37:19 <Samu> aww darn... https://i.imgur.com/D18Rwsj.png
19:37:29 <Samu> I was pretty convinced splits wouldn't occur again, I was wrong
19:48:39 <Samu> is it tracks merging or tracks splitting?
20:05:06 <Samu> I don't know what to do, I'm gonna give up
20:28:58 <Samu> how do you feel when you have to give up doing something you wanted to make but fail
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20:29:21 <Samu> it feels like i'm so close to doing it
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20:29:30 <Samu> but there's always something amiss
20:39:12 <Samu> thx for the help anyway, this is a too big of a task for my limited experience
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21:55:26 <Samu> what's the hotkey for fast forward
21:55:49 <glx> F1
21:55:55 <Samu> thats pause
21:55:59 <glx> F2 then
21:56:08 <Samu> f2 is game options
21:56:13 <Samu> its none of the f keys
21:56:20 <glx> ha no it's TAB
21:56:36 <glx> (SHIFT in debug builds)
21:56:38 <Samu> oh, i have to hold it
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21:56:52 <Samu> not ideal for my testing
21:57:00 <Samu> well, gotta go
21:57:03 <Samu> cyas goodn ight
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