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#openttd IRC Logs for 2016-10-11

---Logopened Tue Oct 11 00:00:04 2016
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05:41<Wolf01> ha
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06:21<Wolf01>"roads can have up to four owners (railroad, road, tram, 3rd-roadtype "highway")" <- what is that?
06:21<Wolf01>From a comment in LandInfoWindow
06:23<andythenorth>there was a partial implementation of ‘highway’ which got removed at some point
06:23<andythenorth>presumably used a 3rd bit
06:24<andythenorth>railroad owning road - that’s likely level crossings, or a mistake
06:24<andythenorth>‘owners’ looks wrong here anyway, should be ‘types’
06:24<andythenorth>unless I misunderstand context
06:24<Wolf01>No, it's in the owner part of the code
06:25<andythenorth>ok, so it’s looking to find the owner of each type, I assume
06:25<Wolf01>I'm looking for showing the right type for road now
06:25<andythenorth>in our design, there are only 2 roadtype owners, and a possible rail owner
06:26<Wolf01>Mmmh, I think I didn't set the _m[y].type right
06:27<Wolf01>But where does it set type? Not in road_cmd, not in road_map
06:27<Wolf01>Oh, SetTileType
06:28<Wolf01>I don't know why it didn't found it
06:28<andythenorth>somewhere near here is the fun path into how bridgeheads work ;)
06:28<andythenorth>but you’ll find that in good time :)
06:28<Wolf01>MP_ROAD, ///< A tile with road (or tram tracks)
06:28<andythenorth>Wolf01: we are closer to bits of the code now that I patched before
06:29<andythenorth>I am working currently, but would be able to look at more of this stuff later
06:29<Wolf01>No problem, I have plenty of time today
06:30<Wolf01>Should we split MP_ROAD too?
06:30<Wolf01>Or maybe I could just check for bits in m4
06:31<andythenorth>I wouldn’t split MP_ROAD
06:31<andythenorth>there are about 500 places that might affect, in vehicle routing + movement
06:31<andythenorth>also GS and AI
06:31<andythenorth>not necessary
06:31<andythenorth>just unpack when needed
06:32<andythenorth>or to quote frosch on this question when I asked him
06:32<andythenorth>“[4:30pm] frosch123: be careful of balrogs”
06:33<Wolf01>I already found one or two orcs patrols
06:54<Wolf01>Ok, and there it is the same critical point I found yesterday evening: what GetRoadTypes() should return?
06:55<andythenorth>if it was python, it would return a structure like a dict or list
06:55<andythenorth>or an object :P
06:55<Wolf01>In vanilla it returned a RoadTypes flags, but now we want more stuff
06:55<andythenorth>and then the calling function would unpack as needed
06:55<andythenorth>we could return something bitstuffed?
06:55<andythenorth>and unpack as needed?
06:55*andythenorth out of depth
06:56<Wolf01>We are already unpacking the roadtype id to base type and sub type
06:56<andythenorth>ah ok
06:56<Wolf01>I would return an array of roadtype ids
06:56<andythenorth>seems fair
06:57<Wolf01>Or a uint16 with the 2 ids
06:57<Wolf01>It looks really complicate for a so basic need
06:59<Wolf01>Maybe I even made the RoadTypeIdentifier struct wrong, it should have packed both roadtype and tramtype in a single variable, but it's not usable for grf stuff that way
07:00<Wolf01>I'm starting to understand why there are RoadType and RoadTypes enums
07:00<Wolf01>Maybe I need to make another struct for the map related functions
07:00<Wolf01>And return that one
07:01<andythenorth>yeah, it took me a while to figure out why there is RoadType and RoadTypes :P
07:01<Wolf01>So I'll initialise it with "0000 0000" && roadbits and it returns "you have a base road with subtype 0"
07:02<andythenorth>and if roadbits are 0, then it’s ‘no road’?
07:04<Wolf01>It's something like "m4 (roadtypes) operator m5 (roadbits) operator m3 (trambits)"
07:19<V453000>still attempting to make blender my bitch via python commands, shouts and stuff
07:19<V453000>hell WTF
07:20<andythenorth>“V453000 is now devloloper”
07:20<V453000>is offended
07:20<V453000>artists are developers too
07:21*andythenorth is a piss artist
07:21*andythenorth wonders if that slang is translateable
07:23<andythenorth>that’s what wikis are for
07:26<Wolf01>I'm a piss developer too
07:30<Wolf01> ?
07:31<Wolf01>Ha! I made a mistake
07:33<Wolf01>And another one, but I wont fix that in paste
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08:32<Wolf01>Mmmh, teddy bear is not enough, I need a tutor here
08:33<Wolf01>I need to make a set of functions to work with the RoadTypeIdentifiers
08:34<Wolf01>For example RoadTypeIdentifier to RoadTypeIdentifiers, but I can't decide if it only converts the current RoadTypeIdentifier or could even merge more
08:34<Wolf01>As the RoadType to RoadTypes can work with flags
08:34<Wolf01>So you can do RoadTypeToRoadTypes(rt | ROADTYPE_TRAM)
08:35<Wolf01>But I can't "or" 2 structs
08:35<Wolf01>Any ideas?
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09:45<supermop>back to work from several days of festivalling
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10:23<Wolf01>andythenorth, I made some functions and a struct to work with tiles, I think we should use the struct everywhere in place of the various functions and add many more methods to the struct
10:23*andythenorth learns about structs
10:24<andythenorth>oh a struct is a bit like declaring a dumb object
10:25<andythenorth>so we’d give it props and read the props when needed
10:26<Wolf01>No, this one is for tiles, it tells which roadtypes are on a tile in place of the old enum
10:26<andythenorth>right ok
10:26<Wolf01>For props you just GetRoadTypeInfo() :P
10:27<Wolf01>I think I made a mistake somewhere because roads seem to work, but not trams, bits in m4 aren't set for trams
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13:05<Samu>@calc 1 << 240
13:05<@DorpsGek>Samu: Error: Something in there wasn't a valid number.
13:08<Samu>Milek7_: how did you managed company offering itself to others for a price?
13:09<Samu>will take a look brb
13:13<@Alberth>Samu: 1766847064778384329583297500742918515827483896875618958121606201292619776
---Logclosed Tue Oct 11 13:14:19 2016
---Logopened Tue Oct 11 13:56:00 2016
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14:09<Milek7_>Samu: i used custom Bitset class
14:10<Milek7_>defined in bitmath_func.hpp
14:11<Milek7_>didn't used std::bitset because it doesn't expose internal structure for savegames
14:23<Wolf01>andythenorth, back to work, I should fix that trams assert
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14:28<Wolf01>andythenorth, where does it asserts?
14:28<andythenorth>Wolf01: just finishing some work, but will look shortly
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14:45<Wolf01>Ok, found it, I put an assert there because I didn't know how to handle the situation
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14:49<andythenorth>Wolf01: what’s the situation? o_O
14:49<Wolf01>2 trams on the same tile
14:49<Wolf01>And 2 roads too
14:50<Wolf01>Not possible at the moment
14:50<andythenorth>1 tramtype, 1 streettype per tile
14:50<andythenorth>not more
14:51<andythenorth>or do I misunderstand the issue? o_O
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14:52<Wolf01>No, that's right
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14:57<andythenorth>Wolf01: I figured we’d look at the over-building behaviour from railtypes and steal it
14:58<Wolf01>Yes, removing the assert already does it
14:58<Wolf01>It could be used for the convert tool
14:59<Wolf01>If you are sure that you want to be able to overbuild a roadtype with one of the same base type, we can avoid any further test and remove the assert
15:01<Wolf01>But on creating a RoadTypeIdentifiers structure I'll leave the assert there, you can't create a couple TRAM+TRAM or ROAD+ROAD
15:02<Wolf01>On merge it's ok to overwrite the type
15:07<andythenorth>definitely ok to overbuild with same basetype afaict
15:08<andythenorth>and yeah ROAD+ROAD is all kinds of wrong :)
15:09<Wolf01>We will need to decide what to do with asphalt road + dirt road crossings
15:09<andythenorth>seen how rail catenary works?
15:09<andythenorth>elrail will fill gaps
15:09<andythenorth>we’ll do some complex function reading the track bits
15:10<andythenorth>actually no, simpler
15:10<Wolf01>You will need to read road bits outside of the current tile
15:10<andythenorth>yeah, that’s not worth it
15:10<andythenorth>if the tile contains dirt road, draw dirt road
15:10<andythenorth>if it contains asphalt, draw asphalt
15:10<Wolf01>Also, it's asphalt with dirt over or dirt with traces of asphalt at the sides?
15:11<andythenorth>it’s all asphalt or all dirt on that tile
15:11<andythenorth>for all track bits
15:11<andythenorth>no magic
15:12<Wolf01>The first one built is the base... but this mean the previous assertions are invalid
15:12<Wolf01>= you can't overbuild a tile
15:12<Wolf01>Because if you drag a dirt road over an asphalt road, you will get a dirt intersection
15:13<Wolf01>You are free to do it, like rails
15:13<Wolf01>We can't have both behaviours
15:14<Wolf01>I'll do it like rails = overbuild possible, it's your decision on how the crossing will appear
15:14<Wolf01>Your = player
15:22<andythenorth>yeah if you drag over an existing road, it’s overbuilt
15:22<andythenorth>if the types are incompatible for vehicles, build a bridge :P
15:23<Wolf01>Like narrow gauge over high speed track with catenary
15:24<andythenorth>might be carnage if towns or AIs cross your road :P
15:24<andythenorth>let’s worry about that later
15:32<Wolf01>I'm cleaning up the code and writing docs, I'll commit soon
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15:32<Samu>updated topic
15:33<+glx>or you could have a kind of priority so dirt < asphalt but probably hard to manage
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15:34<Wolf01>Could be managed with sorting
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15:41<andythenorth>sorting is hard to explain to player
15:41<andythenorth>and newgrfs might have conflicting sort orders
15:41<Wolf01>Yes, I thought that too
15:41<andythenorth>stick to simple
15:42<andythenorth>railtypes is pretty bullet proof [except for newgrf authors ideas] :)
15:42<Wolf01>Committing.... Done
15:42<Wolf01>You can use the land area info tool now
15:43<Wolf01>It tells you which road sub type is in the tile, but not yet if there are road+tram
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15:50<Samu>rails with water do have a few conflicts
15:50<Samu>i created some patches about it
15:52<Samu>I didn't fix the pbs conflict thing, was told it doesn't matter what vehicle is on the other part
15:53<Samu>but the vehicle could be a ship :(
15:53<Samu>and not a train
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17:18<Wolf01>Note for andy: trains do not let overbuild :P
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---Logclosed Wed Oct 12 00:00:56 2016