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#openttd IRC Logs for 2017-11-14

---Logopened Tue Nov 14 00:00:22 2017
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04:18<Samu>hello
04:21<Samu>"go to the nearest hangar" orders are causing "dest too far" problems for aircraft with range
04:21<Samu>1.7.1
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05:43<Samu>when insering a "service at near depot", it puts destination 0 :(
05:46<Samu>why 0?
05:47<Samu>gonna try INVALID_STATION
06:04<Samu>seriously, aircraft range is one of those poorly thought features
06:05<Samu>aircraft is out of range, skip to a reachable dest, then skip back to the same out of range dest -> now it's not out of range and flies to it
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06:52<Samu>sorry for criticizing
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09:11<Samu>a
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10:02<@Alberth>o/
10:02<crem>\o
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10:52<Samu>i have a problem related to aircraft range
10:52<@Alberth>use an aircraft with unlimited range, and gone is your problem
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11:06<Samu>FindNearestHangar has a problem with range, and i'm unsure what can be done about
11:06<Samu>it
11:07<Samu>Check if our current destination can be reached from the depot airport.
11:07<Samu>current destination is ambiguous
11:07<Samu>sometimes it's the airport the plane is at, sometimes it's the airport at the next destination
11:08<@Alberth>why would the current destination need to be reachable?
11:08<Samu>because aircraft has range
11:08<Samu>if the depot is reachable, but then it can't reach next destination... it won't get out after being serviced
11:09<@Alberth>you can obviously always fly back to where you are coming from and then go to the destination
11:10<@Alberth>if that is too complicated then indeed, check before accepting a hangar as destination
11:11<Samu>the problem is: next destination isn't always the next airport, but the one he's at
11:11<Samu>in this situation, it will be prone to be stuck inside depot with dest too far
11:12<Samu>next destination isn't updated the way it should be
11:14<@Alberth>so first compute the true next destination?
11:14<Samu>i'm trying to figure out how
11:15<Samu>needs to know where he's at, the current station and the next one
11:16<@Alberth>I would go for where it is, and the next destination
11:16<Samu>vtile tells me where the aircraft is atm
11:16<@Alberth>if both are the same, you must get the next next destination
11:16<Samu>TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
11:17<Samu>yeah, unsure how am I detecting that
11:17<@Alberth>airport has no collection of tiles in some way?
11:17<Samu>it has st->airport.tile
11:18<@Alberth>ok, maybe some form of size then?
11:19<@Alberth>could be tricky if the aircraft is flying over an airport :p
11:20<Samu>let me think
11:20<Samu>there's airport 0, 1 and 2
11:20<Samu>only airport 0 has depot
11:21<@Alberth>/me lets samu think
11:21<Samu>aircraft has just landed on airport 2
11:21<Samu>now it checks for servicing
11:21<Samu>airport 2 has no hangar, so it calls findsnearesthangar
11:22<Samu>oh, right, forgot, aircraft is going from airport 1 to airport 2, important
11:23<Samu>GetTargetAirportIfValid(v) is called for *cur_dest
11:23<Samu>and the airport it comes up with is airport 2
11:23<Samu>it should have been airport 1, which is the next in the orders
11:24<@Alberth>probably not until it has loaded/unloaded cargo
11:24<@Alberth>at which point the journey it is doing has been completed
11:24<Samu>it is already doing the checkservcing
11:24<Samu>so it's past that
11:24<@Alberth>but it just landed
11:25<@Alberth>but sure, trains check for depots quite arbitrarily too
11:25<Samu>i'm gonna try this with clean trunk
11:25<Samu>brb
11:25<@Alberth>why is an aircraft a problem?
11:27<Samu>the targetairport is only updated when the aircraft finishes helitakeoff
11:28<Samu>when helicopter is raising up, and the check for servicing is called, and it needs to find a nearest hangar... it gets the wrong airport
11:30<@Alberth>aircraft and helitakeoff, that's confusing
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11:31<Samu>crap, i forgot an important order, the 3rd order was "service at nearest hangar"
11:32<Samu>"service at nearest hangar" for some reason, uses StationID 0
11:33<@Alberth>and 0 triggers a search?
11:34<Samu>0 is the targetairport
11:34<Samu>:(
11:34<@Alberth>ah
11:34<Samu>order.MakeGoToDepot(0, ODTFB_PART_OF_ORDERS, _settings_client.gui.new_nonstop && this->vehicle->IsGroundVehicle() ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE);
11:34<@Alberth>makes sense, as it's the only airport with a depot :p
11:35<Samu>...GoToDepot(0, ... this 0
11:35<@Alberth>yeah
11:35<Samu>coincidence, 0 has hangar indeed
11:37<@Alberth>actually, it's a DepotID and not an airport id
11:38<@Alberth>unless these are linked
11:38<@Alberth>probably not, as that would break trains
11:38<Samu>they are somewhat linked, airport hangars are belong to station tiles
11:40<@Alberth> /* Aircraft have StationIDs for depot orders and never use DepotIDs <-- ah, indeed
11:40<Samu>okay, so the current order is "service at nearest hangar", right after landing, findnearest calls const Station *cur_dest = GetTargetAirportIfValid(v);
11:40<Samu>it does Station *st = Station::GetIfValid(v->targetairport);
11:41<Samu>v->targetairport is 0, per "service at nearest hangar", let's see
11:41<Samu>nop, it was 2
11:42<Samu>damn, what the heck am i reporting then?
11:42<Samu>ah, right
11:42<Samu>it should have been 1
11:42<Samu>because that's the next destination
11:42<@Alberth>no
11:42<@Alberth>if a train goes from station A to B
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11:42<@Alberth>and from B to C
11:43<@Alberth>and on the way to B it looks for depot, and finds depot X
11:43<@Alberth>it should still go to B after service right?
11:43<@Alberth>same with aircraft
11:44<Samu>this aircraft is doing a "service at nearest hangar"
11:44<@Alberth>it is heading for the passenger terminal at 2, it should continue to go there after service
11:44<@Alberth>why does it land on 2 then?
11:45<@Alberth>I mean, there is no hangar there
11:45<Samu>from the orders
11:45<Samu>order 1: go to airport 1
11:45<Samu>order 2: go to airport 2
11:45<Samu>they're heliports, btw
11:45<Samu>no hangars
11:45<Samu>order 3: service at nearesh hangar
11:45<Samu>that hangar is at airport 0
11:46<Samu>it's now executing order 3
11:46<@Alberth>it has loaded and unloaded already?
11:46<Samu>yes
11:46<@Alberth>but it just landed
11:46<Samu>it landed, unloaded and loaded, and now is executing order 3
11:47<@Alberth>ok
11:47<Samu>target airport brrings up airport 2, it should be 1, should it not?
11:47<Samu>that's the next destination in the order
11:47<Samu>after the service
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11:49<Samu>about distances between airports, airport 1 and airport 2 are within aircraft range
11:49<Samu>airport 1 and airport 0 are also within aircraft range
11:49<Samu>airport 2 and airport 0 are not
11:50<Samu>basically, airport 1 is in the middle of airport 0 and 2
11:52<Samu>distance from aircraft to the iterated hangar (airport 0) is outside aircraft range
11:54<Samu>DistanceSquare(st->airport.tile, cur_dest->airport.tile)
11:54<Samu>distance from airport 0 to airport 2 > aircraft range, true
11:55<Samu>returns nothing
11:55<Samu>INVALID_STATION
11:55<@Alberth>that would seem fair
11:56<Samu>v->IncrementRealOrderIndex();
11:56<Samu>skips order 3, goes back to order 1
11:56<Samu>so, it looks right
11:56<@Alberth>yeah
11:56<Samu>then what was wrong, why did i ever bring this up :(
11:57<@Alberth>wrong scenario perhaps?
11:57<Samu>gonna try service at nearest hangar before order 2
11:57<Samu>brb
11:58<Samu>order 1: go to airport 1
11:58<Samu>order 2: service at nearest hangar
11:58<Samu>order 3: go to airport 2
11:58<@Alberth>would probably skip order 3?
11:59<Samu>helicopter landed at airport 1, loaded, unloaded, and now is starting order 2
12:00<Samu>targetairport is 1
12:00<Samu>distance from airport 0 to airport 1 > aircraft range, false
12:00<Samu>it flying to service at hangar 1
12:01<Samu>ops airport 0
12:01<Samu>ah, this is it
12:01<Samu>too far to next destination, can't exit hangar
12:02<Samu>doesn't exit hangar
12:02<Samu>is trying to execute order 3
12:03<Samu>it should have checked distance from airport 0 to airport 2 > aircraft range
12:04<Samu>r27930, with no M, clean trunk
12:04<Samu>this was what I wanted to report
12:07<Samu>must think how to solve this
12:08<Samu>the problem is only for orders of type go to nearest hangar/service at nearest hangar
12:09<Samu>i wonder how conditional orders work
12:10<Samu>strange, i can't skip order
12:10<Samu>still too far even when trying to go to airport 1, from airport 0
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12:11<Samu>now this is a real bug, aircraft is unresponsive
12:12<Samu>stuck with "too far to near destination" without any orders atm
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12:19<Samu>bah game was paused, i'm stupid, sorry
12:19<@Alberth>working as intended thus :)
12:20<Samu>sorry :(
12:21<@Alberth>nah, I make such stupid mistakes all the time :)
12:22<@Alberth>as long as you realize what's happening afterwards :)
12:22<@Alberth>gtg now, bye
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12:22<Samu>tc
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15:08<Samu>const Station *next_station = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() != ODATFB_NEAREST_DEPOT? Station::GetIfValid(v->current_order.GetDestination()) == cur_dest ? Station::GetIfValid(v->GetLastOrder()->GetDestination()) : Station::GetIfValid(v->current_order.GetDestination()) : Station::GetIfValid(v->GetNextStoppingStation().value);
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15:49<Wolf01>Why don't you concatenate the entire source in one line?
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15:56<frosch123>[21:49] <Wolf01> Why don't you concatenate the entire source in one line? <- i found all fs bugs, they are caused by line 1
15:57<Wolf01>:D
15:57<Eddi|zuHause>what am i gonna do with this late medieval earth that has non-sentient birds on it?
15:58<Wolf01>Wat?!
15:58<frosch123>he had too many senile birds
15:58<frosch123>*has
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15:59<Eddi|zuHause>not earth... Sol III
16:00<frosch123>doesn't sound like moo2, so probably stellaris
16:01<Eddi|zuHause>in my last game i had a Sol III that was a dead world, inhabited by non-sentient cockroaches
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16:02<frosch123>are they better than sentient cockroaches?
16:04<Eddi|zuHause>well, you can uplift them and find out :p
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16:11<Wolf01>You are teasing me to play spore again
16:12<V453000>omg that thing?
16:13<V453000>haven't heard about that since all the hype when it came out and disappointed the shit out of me
16:16<Wolf01>XD
16:16<Wolf01>TBH, I liked it
16:18<Wolf01>I liked a bit less the last part when you had to gather the spice and bring it to the other side of the galaxy with a really limited cargo bay
16:21<Wolf01>Some kind of automated commercial routes which give you a cut of the profits would have been a lot better
16:23<supermop_>did anyone play ascendancy?
16:25<Wolf01>That one like master of orion?
16:30<supermop_>maybe? it was from the early 90s
16:30<supermop_>sort of turn-ish based
16:30<supermop_>it incremented in 'days'
16:30<Wolf01>Yeah, that one
16:31<supermop_>when nothing was happening you'd fly through 10s of thousands of days
16:31<supermop_>until the next breakthrough, or arrival in another star system
16:37<Wolf01>Just like civilization
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17:10<Wolf01>'night
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---Logclosed Wed Nov 15 00:00:24 2017