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#openttd IRC Logs for 2016-09-12

---Logopened Mon Sep 12 00:00:12 2016
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03:11<argoneus>good morning train friends
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06:47<Samu>I still don't know how when to use /* FALL THROUGH */ or break;
06:49<Wolf01>Is that a question? If you don't know the implications you really should give a look at the manual
06:55<Samu>im looking at my old code of last year
06:55<Samu> - trying to understand why did i use fall through and not break
06:56<Samu>lines 23-26 was added
06:56<Samu>original trunk only has line 22
06:57<Samu>oh, line 27 was also added, the blank line
06:59<Samu>if the station is dock
06:59<Samu>it does if (IsDockTile(tile) && !HasTileWaterGround(tile)) {                             if (c != NULL) c->infrastructure.station += 2;                         }
06:59<Samu>if (GetWaterClass(tile) == WATER_CLASS_CANAL) { if (c != NULL) c->infrastructure.water++; } break;
06:59<Samu>and that too?
07:04<Samu>makes sense then
07:04<Samu>fall through is needed
07:05<Samu>it looks odd that it's the only fall through in this part of the code
07:09<Samu>if it is the other dock tile, the change to infrastructure.station is 0
07:09<Samu>but will still look if the water is canal
07:10<Samu>just as I intended
07:10<Samu>i see, fall through makes sense then
07:10<Samu>ty Wolf01
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07:28<Samu>i need to make a list of companies
07:29<Samu>in hex, in dec, and in bin
07:29<Samu>so that i dont get confused
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07:37<Samu>there are 19 entities
07:37<Samu>1-15 real companies
07:38<Samu>16 town, 17 none, 18 water, 19, deity
07:38<Samu>16 town, 17 none, 18 water, 19 deity
07:39<Samu>i only got 4 bits to store owners of stuff in the tile
07:39<Samu>17 and 18 have to be stored in some manner
07:40<Samu>but if 19 is also needed to be stored... then i got a huge problem
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08:07<Samu>what can be built on water tiles of waterclass canal
08:08<Samu>in other words, what tiles have waterclass
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08:11<Samu>5 station, 6 water, 8 industry, A object
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10:29<Samu>what can game scripts build?
10:30<Samu>can they build canals?
10:30<Samu>how do I find out?
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10:34<Samu> think i found it, gonna investigate
10:35<supermop>i think gs can do whatever an ai can?
10:38<Samu>real question is... do they build as OWNER_DEITY?
10:38<Samu>or do they switch into someones company and build for them?
10:39<Samu>my only concern is canals
10:39<Samu>if canals are built as OWNER_DEITY, I'm ruined
10:47<Samu>alright, so they got to switch into a company to build as them
10:47<Samu>what about towns?
10:50<Samu>does anyone know of a GS that builds water stuff?
10:50<Samu>i need a way to verify something I'm doing
10:55<Samu>there is an assert(o != OWNER_WATER); on MakeCanal
10:55<Samu>that means there's still 18 owners to deal with
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10:56<Samu>of which 15 are real companies
10:56<Samu>3 remain
11:04<Samu>i dont know who to ask
11:04<Samu>who's a game script expert? how does a gs build canals? what companies are valid to build canals as?
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11:09<@Alberth>hi hi
11:09<Samu>hi Alberth can you help?
11:09<@Alberth>I quite doubt it :)
11:09<Samu>you made game scripts
11:09<Samu>which companies can build canals as a GS?
11:10<@Alberth>don't know
11:10<@Alberth>but my guess is all
11:11<Samu>does that include OWNER_TOWN? OWNER_NONE? OWNER_DEITY?
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11:13<@Alberth> <-- it says a valid comapny
11:13<@Alberth>and town and deity is not a company
11:13<Samu>oh, nice to hear that
11:14<@Alberth>but just try it :)
11:14<@Alberth>I never tried doing anything with companies with GS, so no experience here
11:15<Samu>i'm not creating a GS, I was worried that they could build canals as towns or as none or as deity
11:15<Samu>i got 4 bits to store 16 owners
11:16<Samu>but there's 19 entities
11:16<@Alberth>did you check the conditions of the command? that should also state what is allowed, or at least in the code :)
11:17<Samu>code has an assert for OWNER_WATER only
11:17<Samu>that's still 18 to store
11:17<@Alberth>does a canal even have an owner?
11:18<@Alberth>ie if you build one, and you query it, does it say it's yours?
11:18<Samu>yes it says so
11:19<Samu>deity is excluded if GS can't build them
11:19<Samu>so I'm at 17
11:19<Samu>towns themselves, can they build canals?
11:20<@Alberth>i doubt it
11:20<@Alberth>at least they never do anything with water
11:20<@Alberth>except building a bridge over it
11:22<@Alberth>could be fun, "oh we need more space, let's extend our land" :)
11:23<_dp_>I bet only 16 owners are stored everywhere, not special ones
11:26<Samu>i think roads can store 3 owners
11:26<Samu>canals can store 1 owner, but i'm trying to store 2
11:28<Samu>never really played with roads + trams + rails
11:28<Samu>gonna try
11:32<Samu>road rail tram crossing, yikes, scary
11:35<Samu>m3 bits 7..4: owner of road type 1 (tram); OWNER_NONE (10) is stored as OWNER_TOWN (0F)
11:36<Samu>that's what i had in mind
11:36<Samu>OWNER_NONE stored as OWNER_TOWN for canal
11:50<Samu>list of stuff that will store 2
11:51<Samu>dock (on water part)
11:51<Samu>buoy - i'm not sure yet
11:51<Samu>ship depot
11:52<Samu>oilrig (station)
11:53<Samu>lock - i'm uncertain
11:54<Samu>industry tile type
11:54<Samu>objects worry me a lot too, but... hopefully it's not gonna be hard
11:55<Samu>it's too abstract, i have no real idea what's going on there
12:06<@Alberth>think "eye-candy"
12:15<Samu>locks will look different on the minimap
12:15<Samu>i bet
12:17<Samu>MakeLock will be skipped, it will call MakeLockTile directly
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12:55<Samu>Severity Code Description Project File Line Suppression State Error C2678 binary '&=': no operator found which takes a left-hand operand of type 'Owner' (or there is no acceptable conversion) (compiling source file ..\src\depot.cpp) openttd d:\openttd\trunk\src\core\bitmath_func.hpp 62
12:55<Samu>what is this?
12:55<Samu>276 errors
12:56<@Alberth>Trying to perform & on an owner?
12:57<Samu>i copy pasted adf88 code, doesn't like it
12:58<Samu>i got these bits free
12:58<Samu>m6 bit 7 and 6, then 1 and 0
12:58<Samu>but got to split
12:59<Samu>what can i do
13:00<Samu>let me copy paste my code
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13:22<Samu>how do i make a byte 4 bits? or whatever... i dunno what to do
13:24<Samu>does not exist, what can i do
13:24<@Alberth>just also keep the other 4
13:25<@Alberth>simply don't look at them
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13:25<@Alberth>or don't tore them, or whatever you do with the byte
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13:41<Samu>damn asserts, i hate them
13:46<Samu> GetCanalOwner returned 192 Owner
13:46<Samu>this is bad
13:49<+glx>asserts are your friends
13:49<+glx>they tell you something wrong was avoided
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14:09<Samu>interesting issue with locks
14:09<Samu>when they are placed, they don't build the canal under the upper and lower parts
14:10<Samu>when they are removed, the MakeWaterKeepingClass builds them
14:11<Samu>so much fakeness going on with locks
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14:14<andythenorth>locks are dreadful Samu ;)
14:15<Samu>prices are simulated on placement
14:15<Samu>canals are built for free when removing lock
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14:18<Samu>lock functions need a rework
14:18<Samu>i'd even say all of them
14:18<Samu>let's see what i can do
14:19<Samu>for now, i'm skipping locks
14:19<Samu>gonna work on ship depot
14:22*andythenorth can’t do anything until buses / trams are sorted :P
14:22<andythenorth>current latest obsession
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14:25<V453000>biters ded yet?
14:25<Wolf01>Biters die really fast with a swarm of destroyers
14:26<V453000>yep, once you have the capability to produce a fuckload of them, they do
14:26<V453000>which is good
14:26<Wolf01>Also tanks are the most useless thing right now
14:27<Wolf01>Maybe with the new grid for equip... but I don't want to mod right now
14:28<Wolf01>Or I'll end up with ion cannons again
14:29<frosch123>is there already a moo2-combat-style mod? :p
14:31<andythenorth>how big are the buses in factorio? o_O
14:31<frosch123>they are 50% longer in vertical direction or so
14:35<frosch123> <- see, people are already complaining about size relations
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14:36<Wolf01>But that's right, the car inventory is really too big
14:36<andythenorth>how many pax? o_O
14:37<Wolf01>It would be really cool with 2 pax, one which drives and the other one obliterates the biters in multiplayer
14:38<andythenorth>no answers there for my road hog problem
14:38<Wolf01>So the driver can focus on not crashing on the rocks
14:38<andythenorth>I have no solution :P
14:38<andythenorth>should I abandon Road Hog?
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14:38<andythenorth>the ‘running away’ solution to problems
14:39<Wolf01>If is finished just keep it bug-free
14:39<andythenorth>not finished :P
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14:48<Wolf01>Also... destroyer turret mod, feed destroyers to a turret and let they wipe out any enemy on the area for 2 minutes
14:49<Wolf01>And minefield turrets too, I don't want to replace all the mines by hand :P
14:49<Wolf01>V453000, are these possible with mods?
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14:51<V453000>it's not like construction robots don't replace them :P
14:52<Wolf01>Too much outside the building area
14:52<V453000>destroyer turrets exist, see klonans mod
14:52<V453000>forgot the name but something with robot unit army or something
14:54<Wolf01>Also I'm reading a complaint about the play style imposed by the game: walling in
14:56<Wolf01>I think you should do something in future to be able to not always wall in everything of your factory, maybe just the core and the outpost and not every single piece of rail around the map
14:58<V453000>yeah that is easy to say
14:59<@Alberth>make them smart, tunneling under the wall, and dynamiting the walls :p
14:59<V453000>there are many such complaints
14:59<V453000>but many people who defend it, too
14:59<V453000>tbh, I think the previous mechanic which motivated you to leave random buildings in a pattern to prevent spawning is outright wrong
14:59<Wolf01>Yes, nobody said that if you play aggressively you shouldn't need to wall in
14:59<Wolf01>I don't mean to remove walls
14:59<V453000>I believe the current method is good, but there should be special worms which are able to bypass defenses
15:00<V453000>basically a walking/tunneling spawner
15:00<V453000>which isn't impossible to happen
15:00<V453000>spoilers :>
15:00<Wolf01>And what about if I would like to play without any wall?
15:00<Wolf01>With a real sandbox I should be able to do it
15:02<V453000>well the worms would be very weak to direct combat
15:02<V453000>they just make sure that you need to have safety measures in all of your base
15:02<V453000>not just wall
15:03<V453000>note, it's my concept, not official at all :) random thoughts therefore
15:05<Wolf01>It's like playing Starcraft with huminz and wall in with supply depots
15:05<Wolf01>Blizzy reduced the minerals patches to force you to move your lazy ass
15:06<Wolf01>Also, if you wall in, you don't have enough minerals to build marines
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15:22<Samu>help, how do i read 4 bits, split into 2 part?
15:22<Samu>i tried this Owner o = (Owner)(GB(_me[t].m6, 0, 2) | GB(_me[t].m6, 6, 2));
15:22<@Alberth>merging the bits on top of each other?
15:23<Samu>i want to read bits on position 7610 like they're 3210
15:23<@Alberth>so shift the high bits by 2 bits
15:24<@Alberth>GB always shifts them down so the lowest is at bit 0
15:25<Samu>how to shift?
15:26<Samu>GB(_me[t].m6, 6, 2) and shift 2 bits to the right?
15:29<Samu>Owner o = (Owner)(GB(_me[t].m6, 0, 2) | GB(_me[t].m6, 6, 2) << 2);is this it?
15:30<Samu>let me test
15:31<@Alberth>it needs parentheses around the <<
15:31<@Alberth>(and << shifts to the left :) )
15:31<supermop>andythenorth: understated response in firs thread
15:32<supermop>you should upload all of the firs PNGs as 32bpp but otherwise unchanged
15:33<@Alberth>I considered answering in that direction, but the OP clearly has no clue how 32bpp and 8bpp are related
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15:33<@Alberth>so he has a different meaning attached to "32bpp"
15:34<Samu>testing Owner o = (Owner)(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) >> 2));
15:34<@Alberth>Samu: << is good
15:34<@Alberth>GB gives an answer in bits 0 and 1
15:35<@Alberth>it always shifts the result down to the low bits, so you need to shift it up again (down=right, up=left)
15:40<Samu>Owner o = (Owner)(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) << 2));
15:40<Samu>nice, nice thx
15:40<Samu>i got company #5
15:40<Samu>built canals, built a ship depot over it
15:40<Samu>removed it
15:41<Samu>and got the canals back to company 5
15:41<@Alberth>modern c++ does static_cast, as in static_cast<Owner>(GB(_me[t].m6, 0, 2) | (GB(_me[t].m6, 6, 2) << 2)); but yours works too
15:42<Samu>got to try different companies, see if it does what i want
15:42<@Alberth>#5 is a bad test, as it 0101 so even if you swap the bits, you won't see it
15:43<Samu>think i screwed up
15:43<Samu>Owner: someone = that is bad, right?
15:44<@Alberth>not sure what you're trying to do there
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15:44<@Alberth>make a variable "someone" of type "Owner" ?
15:45<@Alberth>thats Owner someone = ...
15:45<@Alberth>just like int i = 4
15:45<@Alberth>type, variablename = value
15:46<andythenorth>supermop: no over-explanation ;)
15:47<Samu>lol, i mean when querying the tile it says Owner: someone
15:47<Samu>someone is bad
15:47<@Alberth>switching to 32bpp is also a lot of effort :p
15:48<@Alberth>:o never seen that result, so yeah, it may be a wrong owner value indeed :)
15:49<frosch123>Wolf01: have you tried using a deconstruction planner on a biter nest?
15:49<Samu> - changed a bit of the code, now it looks like that
15:49<frosch123>me neither, but would be funny if it works :p
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17:45<Eddi|zuHause>"deconstruction planner" sounds like a euphemism
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18:58<Samu>this is really complex to code after all
18:59<Samu>CmdBuildShipDepot wasn't too big
18:59<Samu>now it looks 3 times bigger
19:11<Samu>how to GetTileOwner of tiles that actually have owner bits?
19:12<Samu>houses, industries have no owners
19:14<Samu>Owner o1 = wc1 == WATER_CLASS_CANAL ? GetCanalOwner(tile) : GetTileOwner(tile);
19:14<Samu>problem is GetTileOwner, I can't use it, what can i use?
19:14-!-umgeher_ is now known as umgeher
19:20<Samu>i think i'm gonna risk it and use _current_company
19:25<Samu>more trouble after this
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---Logclosed Tue Sep 13 00:00:14 2016