IRC logs for #openttd on OFTC at 2022-07-12
            
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13:23:01 <ChoHag> Is it normal to build a bus service in a town and come back to it 10 minutes later to find around 2/3 of the town's population waiting at the bus stops? Or is it just me?
13:33:06 <peter1138> Yeah
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13:52:21 <FLHerne> buses are fairly low capacity
13:52:31 <FLHerne> you'll need a lot of them
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14:00:11 <Samu> what's "faster", and "less cpu intensive": AIList, or table
14:00:17 <Samu> how to measure
14:03:42 <Samu> gonna try https://docs.openttd.org/ai-api/classAIController.html#af878b5cd20739d7c1ce5702dc996cb3b
14:04:04 <nielsm> depends what you're doing exactly, but I'd guess that for data that you don't receive from OpenTTD using a table is faster
14:05:52 <Samu> it's the _closed list
14:06:19 <Samu> it stores tile as key with direction as value
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14:07:43 <Samu> I'm currently looking for ways to make pf more efficient
14:11:22 <ChoHag> The more buses I build the more passengers I get.
14:12:10 <ChoHag> The people rate the bus stops so high they can't help themselves but to hang around in them.
14:12:20 <ChoHag> Admiring the scenery I guess.
14:21:26 <FLHerne> ChoHag: Do you have cargo distribution on?
14:21:51 <FLHerne> paying attention to the network layout can help in either case
14:22:06 <FLHerne> and make sure your buses don't have a ton of dead mileage to turn around
14:23:23 <ChoHag> I do. Symmetric IIRC for passengers.
14:40:56 <FLHerne> Are you looking at the capacity graph?
14:41:24 <FLHerne> whatever it's called
14:41:33 <FLHerne> Map -> Cargo Flow Legend
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15:13:26 <ChoHag> Sorry, I'm not playing right now. I didn't pay it much attention. The bus routes are mainly to keep the local authorities sweet.
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15:50:00 <Samu> how do I simplify this check ? https://gist.github.com/SamuXarick/3a52c9c057606dc7448e4a5637e2a5a0
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16:15:14 <nielsm> a table lookup, if you want the code to become shorter
16:15:34 <nielsm> whether that would be faster/consume fewer ops is another question
16:16:40 <nielsm> or some kind of bitmask check
16:24:00 <nielsm> okay bitmask check won't work I see, due to the design of the Slope enum
16:27:43 <andythenorth_> hmm
16:27:57 * andythenorth_ signal obsessions
16:28:11 <andythenorth_> there are new signal types in JGRPP, which I don't understand but look better
16:30:42 <andythenorth_> block is now like PBS somehow
16:30:56 <andythenorth_> and there's a fancy multi-aspect signal with some sort of advance reservation
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16:45:10 <Samu> omg, i found a last minute bug!
16:45:32 <Samu> reviving my hopes for dual rail pathfinding, for the last time
16:48:14 <Samu> a bug in check direction
16:48:36 <Samu> could really mean the reason why i was still seeing rail splitting/merging
16:55:07 <Samu> i'm really surprised this didn't happen before
16:55:35 <Samu> didn't manifest in the single line pf
17:06:34 <Samu> nop, splits still detected, oh well... rip
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17:50:25 <frosch123> apparently the catalonian culture department has a program to subsidise video game translations into catalan
17:50:38 <frosch123> no idea who signed us up, but the mail actually looks legit
18:07:43 <Eddi|zuHause> and what exactly would we do with that money?
18:08:25 <Eddi|zuHause> i mean, if it's purpose bound to go into translations, you can't just pay any random thing...
18:14:27 <FLHerne> pay someone in Catalonia to do the translation, presumably, except it's apparently done already
18:14:47 <FLHerne> would paying someone to translate all the grfs count? :p
18:15:21 <frosch123> they are interested in games which are continuously maintanied
18:15:34 <frosch123> no one-hit-wonders
18:16:01 <frosch123> so it's not entirely unreasonable to have our current translators get paid for the next year for maintenance
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18:16:37 <frosch123> they prefer story-based games though :p
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18:20:28 <FLHerne> we have a storybook
18:20:38 <FLHerne> nothing seems to use it, but it exists :p
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18:37:46 <TrueBrain> frosch123: https://godbolt.org/z/oshq4aYWh mutable lambdas are fun :)
18:38:14 <TrueBrain> Totally makes sense this does what it does, but it is fun nevertheless :)
18:40:07 <frosch123> hmm, my assumption was that std::function was not copy-able, only moveable
18:40:23 <frosch123> i guess i was wrong :)
18:41:14 <frosch123> hmm, c++23 has a std::move_only_function
18:41:19 <frosch123> maybe for this reason :p
18:41:26 <TrueBrain> :D
18:42:44 <TrueBrain> Having it only movable would be easier, but .. here we are :p
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18:53:38 <frosch123> if you enable --std=c++17 you can also use CTAD: std::function b = a;
18:53:57 <frosch123> just to add another disputed feature to the mix :)
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19:01:13 <TrueBrain> Lol
19:07:36 <frosch123> though my favorite wtf-feature is still "inline variable"
19:09:42 <TrueBrain> Wtf is that?!
19:10:26 <frosch123> imagine you have a class with a static member variable
19:10:49 <frosch123> in the old days you can put everything in the header, except you need a source file for initialising that variable
19:11:10 <frosch123> by making the variable "static inline" you can initialise it in the header, and the linker will figure it out
19:11:19 <TrueBrain> ...... so a hack instead of a proper fix ..
19:11:42 <frosch123> it's a lot easier to type, esp. for templates
19:11:49 <TrueBrain> True
19:11:50 <frosch123> just the name is wtf :)
19:12:11 <TrueBrain> And why not allow initialization at the declaration
19:12:11 <frosch123> it makes sense when comparing it to "static inline methods"
19:12:23 <frosch123> but it completely ignores that "inline" has some english meaning as well
19:13:37 <frosch123> [21:12] <TrueBrain> And why not allow initialization at the declaration <- it's exactly that, you just need to add an "inline"
19:13:52 <TrueBrain> Yeah, but why?!
19:13:59 <TrueBrain> Stupid rules
19:14:56 <frosch123> essentially: symbols can be (1) local to the module, not linked with other modules (2) global with unique definition, error on multiple definition, or (3) allow multiple definitions claming they are identical and let the linker pick one at random
19:17:13 <frosch123> aww, j0anjosep suspects we got that mail because we are on the (wikipedia) list of videogames translated into catalan. and we cannot request funding for volunteers
19:18:51 <TrueBrain> Pfff
19:20:21 <frosch123> https://en.cppreference.com/w/cpp/language/inline <- see the explanation, they just added "or variable" after every "function" :)
19:20:47 <frosch123> easy to specify, wtf to explain :)
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19:22:22 <TrueBrain> It works for any variable? Even outside of classes? Lol
19:22:37 <TrueBrain> So we can remove all those "extern" in OpenTTD? :D
19:23:28 <frosch123> yes, you could move all static initialisers into the headers
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19:23:43 * TrueBrain makes a PR
19:24:08 <TrueBrain> (I am not :p)
19:24:26 <frosch123> you can also use elabortate type specifiers everywhere :)
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19:24:56 <frosch123> ( https://www.youtube.com/watch?v=tsG95Y-C14k )
19:28:52 <TrueBrain> Do I want to know ....
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19:37:12 <LordAro> TrueBrain: yes
19:37:13 <Rubidium> definitely
19:37:14 <LordAro> and no
19:38:31 <Rubidium> compl Foo ;)
19:44:45 <TrueBrain> if (false; true) is my new favorite
19:45:02 <glx> nasty
19:45:42 <frosch123> did i mention how much people annoy me when they write: if (cond) { return true; } else { return false; }
19:45:53 <frosch123> you just reminded me :p
19:46:40 <Samu> i made some tweaks to the original pathfinder, regarding the Used Tiles feature, for lack of better name
19:46:54 <Samu> now it uses much less memory
19:47:35 <Samu> but it's a bit slower
19:52:46 <Samu> https://gist.github.com/SamuXarick/b13f59273d2b51c955877bb4046340e3
19:52:55 <Samu> help me with the name
19:53:00 <Samu> what should i call it
19:53:49 <Samu> _tunnelbridge_collider_tiles?
19:56:32 <Samu> oops, i have some left over code, need to remove it
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19:58:15 <andythenorth> is 'if (false; true)' Javascript? :P
20:02:46 <frosch123> it's called "multi-paradigm language"
20:11:43 <Samu> I wonder how can implement that feature in the most efficient way possible
20:15:24 <Samu> I might try AILists instead of array
20:15:38 <Samu> i'm not sure anymore what would be better
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20:34:25 <Samu> how does KeepList actually work? if an index exists but has different values on both lists, which value will it get
20:34:35 <Samu> or keep
20:40:16 <Samu> oh snap, looks like i can't use AIList for this
20:40:43 <Samu> some tiles can exist on different lists
20:41:13 <Samu> AddList one to another, will overwrite the value of those tiles...
20:41:39 <Samu> well... array it is for now
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