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#openttd IRC Logs for 2017-11-26

---Logopened Sun Nov 26 00:00:39 2017
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03:39<crem>Poor horses.
03:39<crem>(the most horsepower-limited creatures)
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05:17<Wolf01>o/
05:53<@Alberth>o/
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06:05<@Alberth>o/
06:05<frosch123>moi
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08:16<andythenorth>o/
08:19<@Alberth>o/
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09:04*andythenorth might ottd
09:04*andythenorth could use a new GS :P
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09:43<@Alberth>we settled on anything?
09:43<@Alberth>not that I have time, currently, RL is too busy currently
09:45<andythenorth>nah no firm ideas
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10:08<supermop_home>I'm trying mczapkie's GS
10:13<@Alberth>I considered playing that GS too
10:14<@Alberth>but not ottd-ing currently
10:15<Samu>hi
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10:17<Samu>can FlowsLock here be simplified? https://paste.openttdcoop.org/pdbjhwad9
10:18<Samu>Alberth:
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10:23<Samu>i'm really not sure how to work with tiles outside or in the border of the map
10:23<Samu>so I went with a step by step approach
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10:29<@Alberth>it's really hard to introduce temporary variables for intermediate values, isn't it?
10:31<Samu>temporary variables?
10:31<Samu>TileIndex t?
10:33<@Alberth>Noticed how often you compute values like "tile + m * delta_mid + d * delta" ?
10:33<Samu>TileIndex t = tile + m * delta_mid; if (IsValidTile(t))
10:33<Samu>like that'
10:33<@Alberth>quite
10:34<@Alberth>copy/paste is simple for you, but I have to manually check you're not making a typo somewhere, which is quite horrible
10:35<@Alberth>not to mention that any change in such an expression is equally horrible for you, as you mustn't make a mistake and forget one
10:35<@Alberth>unless you like digging around for eons, looking for typos
10:36<@Alberth>so don
10:36<@Alberth>so don't copy/paste expressions
10:37<@Alberth>as a nice side-effect it reduces the expression length, so stuff fits onto a line more easily
10:38<Samu>i think they're all different, unless...
10:38<Samu>let me check
10:38<Samu>tile + m * delta_mid
10:38<Samu>tile + m * 2 * delta_mid
10:38<Samu>tile + m * 3 * delta_mid
10:39<Samu>tile + m * delta_mid + d * delta
10:39<Samu>tile + m * delta_mid + d * 2 * delta
10:39<Samu>tile + m * 2 * delta_mid + d * delta
10:39<Samu>tile + m * delta_mid + d * delta
10:39<Samu>tile + m * 2 * delta_mid + d * delta
10:39<Samu>there's some repeats down there i see
10:40<Samu>tile + m * 3 * delta_mid + d * delta
10:41<@Alberth>"tile + m * delta_mid + d * delta" you have 6 times at least
10:42<Samu>i got to create 7 TileIndexes then?
10:44<@Alberth>probably with some name system
10:44<@Alberth>to make it less confusing
10:45<Samu>https://imgur.com/VoyU9Oz
10:45<Samu>the 7 tiles
10:45<@Alberth>TileIndex t_m = tile + m * delta_mid ; TileIndex t_m2 = tile + m * 2 * delta_mid; TileIndex t_m3 = tile + m * 3 * delta_mid
10:46<V453000>a wild dp appears
10:46<V453000>nvm,
10:46<@Alberth>o/ V
10:47<V453000>heyo
10:47<@Alberth>really nice blog about brix!
10:47<@Alberth>and it seems you got Zeph inspired :)
10:51<Samu>brb, gonna try TileIndex some stuff liek that
10:52<V453000>thanks Alberth, it seems so indeed :) if that's the case then it did more than it's job :P
10:54<@Alberth>ha, indeed :D
10:55<V453000>now I need to figure out how to render this wagon for testing
10:56<@Alberth>right side up is useful
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10:57<V453000>what :D
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11:34<Samu>https://paste.openttdcoop.org/pno9y11jg
11:34<Samu>it has become longer :(
11:35<Samu>had to move code around
11:35<Samu>create more for cycles
11:39<Samu>where did I fail?
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12:00<@Alberth>you added new for loops?
12:01<@Alberth>but euhm, run a diff between both versions and you know what changed :)
12:01<Samu>yes, because
12:01<Samu>they wouldn't accept t_2dm
12:02<Samu>or t_3dm
12:03<Samu>the order of checking changs, but i don't think the end result changes
12:03<@Alberth>t_2dm looks valid to me
12:04<Samu>it has to go through all checks either way
12:12<@Alberth>yep, the point is how to reduce or eliminate the double-ish looking code
12:13<@Alberth>considered adding a function that performs the actual check?
12:13<@Alberth>ie one that you can call eg 7 times?
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12:23<Samu>that's what this function is for
12:23<Samu>i'm confused
12:24<Samu>MakeLake is unchanged, I dunno why I copy pasted it
12:25<Samu>FlowsLock is the one
12:26<Samu>ideally, I would work with two for cycles
12:27<Samu>a cycle for positive delta_mid and negative delta_mid
12:27<Samu>the other for positive delta and negative delta
12:28<Samu>bringing this picture into mind https://imgur.com/VoyU9Oz
12:28<Samu>but how would i deal with those tiles in the middle without checking twice?
12:29<Samu>tiles without a delta
12:35<@Alberth>https://paste.openttdcoop.org/pbpi75aa6 function reduces duplicateness of the code
12:37<@Alberth>some checks may have gotten inverted, I tried to keep them equivalent, but not sure I succeeded there
12:44<Samu>let me see
12:45<Samu>where would that bool be placed?
12:45<Samu>outside FlowsLock?
12:45<Samu>inside?
12:48<Samu>outsdie
12:49<Samu>uh, nope, i'm confused
12:50<Samu>TileCheckThingie is undefined if i place it after FlowsLock
12:50<Samu>FlowsLock is undefined if I place it before TileCheckThingie
12:52<Samu>it's not TileSlope it's DiagDirection
12:52<Samu>DiagDirection ts = GetInclinedSlopeDirection(GetTileSlope(t));
12:54<Samu>if (ts != dir_rot) return true; identifier dir_rot is undefined
12:54<Samu>ok, i think i know what to do
12:55<Samu>bool TileCheckThingie(TileIndex t, DiagDirection dir_rot) {
12:56<Samu>identifier FlowsLock is undefined, I dunno what to do now
13:01<@Alberth>declare the function
13:01<@Alberth>bool TileCheckThingie(TileIndex t, DiagDirection dir_rot);
13:02<@Alberth>it says "there is such a function, I will define it later
13:02<@Alberth>you can call it after a declaration
13:04<Samu>i put declaration in landscape.h file, right?
13:05<@Alberth>after FlowsLock would be fine
13:05<@Alberth>you can make the function static, as it's only used in one file
13:06<@Alberth>in a .h it becomes known at far more places in the code, which is not needed
13:06<@Alberth>you may also want to find a better name than "Thingie" :)
13:07<Samu>sometimes I don't check if the tile is flat
13:07<Samu>doesn't suit all needs :(
13:07<@Alberth>only that check is omitted sometimes?
13:08<Samu> if (IsValidTile(t_3dm + d * delta)) {                         if ((GetInclinedSlopeDirection(GetTileSlope(t_3dm + d * delta)) == dir ||
13:08<@Alberth>add a parameter "bool must_be_flat"
13:08<Samu>yes
13:08<@Alberth>and perform the flatness test only when the boolean holds
13:09<Samu>nice, i see
13:11<Samu>static bool TileCheckThingie(bool check_for_flatness, TileIndex t, DiagDirection dir_rot) {
13:11<Samu>dunno what to call this function yet
13:12<Samu>dir_rot is a bit wrong
13:12<Samu>diag_dir
13:12<Samu>diagdir
13:12<Samu>d
13:14<Samu>what the fuction is trying to do is to see if a lock can be placed adjacently to the main lock in a way it would block passage
13:14<Samu>if it can, return false
13:15<Samu>the lock can be placed in two manners
13:15<Samu>dir and reversedir
13:21<Samu>static bool AdjacentLock(bool check_flat, TileIndex t, DiagDirection d) {
13:21<Samu>lel
13:21<Samu>adjacent lock good name?
13:22<Samu>looks like i don't need to declare with 'static' before
13:22<Samu>static before bool
13:28<Samu>oww, i found one that doesn't check if tile is valid
13:28<Samu>another bool?
13:29<Samu>bool check_valid?
13:35<Samu>IsValidTile can't be included
13:35<Samu>i need to use isValidTile to advance to the next tile
13:36<Samu>or else, i may end checking for a tile on the opposite edge of the map...
13:36<Samu>because I've passed the borders twice
13:36<Samu>:8
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13:58<Samu>Alberth: https://paste.openttdcoop.org/pmudplmuu
13:58<Samu>gonna test this right now
13:58<Samu>crap
13:58<Samu>FlowsLock identifier not found bah
13:59<@Alberth>if (!IsValidTile(..)) return false; ??? if it returns false you stop checking anyway
14:00<Samu>because that would be a tile outside the map
14:00<Samu>doesn't need to check
14:01<@Alberth>if it can, return false <-- that sounds like inverse logic, you want something in the name that holds if you return true
14:02<@Alberth>eg LockBlocked() or so
14:02<@Alberth>alternatively swap true and false returns
14:04<Samu>i check by the positive: IsValidTile
14:04<Samu>not !IsValidTile
14:04<Samu>if it's not valid
14:05<Samu>then it wouldn't need to check, or advance to subsequent tiles
14:05<Samu>is my logic wrong?
14:05<Samu>i don't want it to return a false
14:07<Samu>there's line 114 with return true
14:11<Samu>i fail at declaring FlowsLock :(
14:12<Samu>nevermind, just built!
14:13<Samu>generating 4k x 4k rivers, will take 10 min
14:20<Samu>t.t, it generated them wrongly:(
14:22<Samu>i'm getting half-bitten locks, meaning i fail
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14:26<Samu>Alberth: https://imgur.com/1RVeh2v
14:26<Samu> for (int d = -1; d <= 1; d += 2) { if (IsValidTile(t_3dm + d * delta)) { if (!AdjacentLock(t_3dm + d * delta, dir, false)) return false;
14:27<Samu>what did AdjacentLock returned?
14:28<@Alberth>afaik, false when your code did "return false"
14:29<Samu>if (!false) return false;?
14:30<Samu>so confused with these double negatives
14:30<@Alberth>I don't know what you all changed
14:31<@Alberth>yeah, so pick a meaning for AdjacentLock, and code for that meaning
14:31<Samu>i wonder if i declared it correctly
14:31<Samu>probably not
14:32<@Alberth>declaration doesn't change the return value of a function
14:32<@Alberth>you just tell the compiler it will find a function with some name somewhere else
14:32<Samu>ah, it was well declared
14:33<@Alberth>so it doesn't scream about not knowing the function
14:33<@Alberth>this is also what is done in .h files
14:35<Samu>GetInclinedSlopeDirection(GetTileSlope(t)) sometimes comes up with INVALID_DIAGDIR
14:35<Samu>if (INVALID_DIAGDIR != DIAGDIR_NE) return true;
14:36<Samu>if (!true) return false;
14:38<Samu>no code is ever reaching return !FlowsLock(t);
14:38<Samu>sec, will wait, still generating
14:38<Samu>so far none reached that part
14:40<Samu>2000 rivers and nothing yet
14:41<Samu> if (ts != d) return true; if (ts != ReverseDiagDir(d)) return true;
14:41<Samu>this part must be wrong
14:41<Samu>4000 rivers and nothing yet
14:43<Samu>8196 rivers and none reached return !FlowsLock(t);
14:43<Samu>why :(
14:45<@Alberth>condistions are wrong probably, I messed up, sorry
14:46<Samu>if (A && (B || C) && D) return false;
14:48<Samu>A: !IsTileFlat(t_dm + d * 2 * delta)
14:48<Samu>B: GetInclinedSlopeDirection(GetTileSlope(t_dm + d * 2 * delta)) == dir_rot
14:48<Samu>C: GetInclinedSlopeDirection(GetTileSlope(t_dm + d * 2 * delta)) == ReverseDiagDir(dir_rot)
14:48<Samu>D: FlowsLock(t_dm + d * 2 * delta)
14:55<Samu>if (ts != d && ts != ReverseDiagDir(d)) return true;?
14:55<Samu>&& or || ?
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15:15<Samu>it was &&
15:15<Samu>it's generating them well now
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15:24<Samu>https://imgur.com/hpL9Moo
15:24<Samu>the locks at the edge
15:24<Samu>they're really adjacent
15:24<Samu>just what I wanted
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15:25<Samu>previously, there was always a 3 tile gap from the borders :(
15:25<Samu>seems good now
15:25<Samu>no more unneccessary gaps
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15:45<@Alberth>great
15:59<V453000>unsure if grass is ass
15:59<V453000>certainty estimate 14%
15:59<andythenorth>ass
15:59<andythenorth>play tanks
15:59<andythenorth>:D
16:00<V453000>no today I procrastinated playing Starcraft 2 for about 2 hours already
16:00<V453000>that's unacceptable, back to doing shit
16:14<andythenorth>I started making FIRS stuff
16:14<andythenorth>but dunno, lost interest
16:14<andythenorth>I doubt it's forever
16:16<V453000>andythenorth: know a place where I could download some 3D models of lego duplo rail track pieces?
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16:17<V453000>I will probably end up modelling it but eh
16:19<Samu>i feel like expanding the checks further
16:19<Samu>more thorough!
16:19<andythenorth>V453000: maybe http://www.ldraw.org/cgi-bin/ptscan.cgi?q=duplo
16:19<andythenorth>dunno if ldraw converts to max or whatever
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16:22<V453000>we'll see
16:22<V453000>thanks
16:22<Samu>introducing the "IsTileWithOneCornerRaised" and it's twin brother "IsTileWithThreeCornersRaised"
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16:59<andythenorth>bye
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17:03<Samu>hi
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18:45<Samu>is ^ the same as XoR?
18:45<Samu>Xor
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---Logclosed Mon Nov 27 00:00:30 2017