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#openttd IRC Logs for 2018-08-31

---Logopened Fri Aug 31 00:00:29 2018
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03:46<nielsm>back from vacation
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05:26<Wolf01>o/
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05:43<Wolf01>https://img-9gag-fun.9cache.com/photo/aW1rXKq_460s.jpg /me looking at steam library: nothing to play
05:51<@peter1138>IKR
05:57<Sacro>Play some TTDPatch
05:57<Sacro>It's the best
06:11<Wolf01>I have Simutrans on steam :P
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06:16<Wolf01>Time to see if I can reduce road traffic some more... already low traffic on a 120k inhabitants city :P
06:17<Sacro>cities skylines?
06:17<Wolf01>Yup
06:17<Sacro>I have too many mods to get that big a city easily
06:18<Wolf01>I only use road anarchy, traffic manager and move it!
06:24<@peter1138>I have it but have never played it.
06:24<@peter1138>Stupid Steam sales :/
06:24<Wolf01>:D
06:28<Wolf01>I have a weird crossing, 3 lanes highway coming in, 2 lanes coming out (one way) and a right bidirectional road, right lane forced to go right, central lane and left lane should go straight, only central lane used, wtf?
06:32<Wolf01>https://imgur.com/a/ArGBxs1
06:40<Wolf01>Ok, I think I should disallow to switch lanes on the part under the chirper, that's where things are strange
06:44<Samu>why isn't the pathfinder failing?
06:46<Sacro>Wolf01: oh man, I have realistic building capacitices, some mods for public transport, better daylenth with realistiic traffic patterns
06:46<Wolf01>:o
06:46<Samu>https://imgur.com/eIAvv8x
06:46<Samu>look
06:46<Samu>the pathfinder should be trying to connect from the station tile to the center of town and fail
06:46<Samu>but it didn't fail, why!
06:49<Samu>the pathfinder code is a library, i don't feel like editing it :(
06:53<Samu>sec
06:54<Samu>import("pathfinder.road", "RoadPathFinder", 3);
06:54<Samu>there's a new version, what happens if I change to version 4?
06:54<Samu>4.1
06:55<@peter1138>Try it
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06:57<Samu>ok ok
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07:10<Samu>nop, does the same thing
07:17<Samu>i must be failing somewhere :(
07:18<Samu>or the pathfinder is? unlikely
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07:33<Samu>the bug is not on the pathfinder
07:33<Samu>apparently path == false isn't happening
07:33<Samu>why
07:33<Samu>but the pathfinder returns no tiles at all
07:35<Samu> * @return A route if one was found, or false if the amount of iterations was * reached, or null if no path was found.
07:35<Samu>i see
07:35<Samu>LuDiAI isn't dealing with null at all
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07:37<Samu>if (path == false || path == null) {
07:37<Samu>retrying
07:43<Samu>problem solved!
07:43<Samu>that was it
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08:34<Wolf01>https://steamcommunity.com/sharedfiles/filedetails/?id=657851085&searchtext=road HA!
08:44<@peter1138>Maybe I should play it.
08:44<@peter1138>Samu, yeah, generally null is not false.
08:44<@peter1138>12:17 < Samu> i must be failing somewhere :(
08:44<@peter1138>At least that was correct.
08:45<Samu>that wasn't my code
08:45<Samu>it was how LuDiAI had it
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11:42<Samu>arff, the more I fix issues, the more I get
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12:16<acklen>stepping on a bug just means you have to clean your shoe
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12:23<Samu>I just realized something
12:23<Samu>LuDiAI could make a great cargodistAI
12:24<Samu>it joins airports with bus stations
12:24<Samu>and vice-versa
12:24<Samu>and it connects almost everytown
12:24<Samu>almost everything is linked one way or another
12:25<Samu>gotta take a look how it behaves with cargodist, brb
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13:26<Wolf01>https://www.youtube.com/watch?v=jDDDglIKrM4 oh wait, it's not a steamer
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14:18<Samu>AIStation::GetCargoWaitingVia gonna try use this function for the first time :p
14:18<TrueBrain>SpComb: well, it took 6 weeks, and me asking for a status update twice, for GCP to get back to me. It was a very clear no, in regards to them sponsoring OpenTTD on GCP .. it went as far as that I got told: "we are a paid service, of course you have to pay us" .. it was a bit weird conversation .. the first call suggested the sky, the second call said, paraphrasing, that there was never any chance .. weird. But so sadly, GCP is a no :( Means I have
14:18<TrueBrain>to setup k8s myself ..... UGH :P Your tooling is still Ubuntu only, I guess? :P
14:25<SpComb>TrueBrain: pity, but I suppose they do need to make money eventually
14:25<TrueBrain>yeah ... they could have told me 6 weeks ago :P
14:26<TrueBrain>at least they responded .. AWS never did :P
14:26<SpComb>and yes, I haven't really heard of any widespread interest or plans for Debian support
14:26<TrueBrain>too bad; still cant believe people use Ubuntu for production-work .. still feels weird :P (I have the same issue at work :D)
14:28<TrueBrain>(which possibly makes me the weird one :D)
14:29<TrueBrain>now the main question is, what is best for OpenTTD to do ..
14:41<TrueBrain>anyone experience with DigitalOcean btw? Always a name that flows by, but I never looked into it :D
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14:41<SpComb>DO is very simple and clean, you get a basic VPS that works without the complexities of AWS
14:41<SpComb>they've expended their services recently to block storage, LBs and DNS as well... no experiences with those
14:42<SpComb>their prices are competive, although not as cheap as hetzner
14:42<SpComb>their ansible/terraform support is decent
14:42<TrueBrain>OpenTTD mostly needs something like k8s, and a CDN
14:43<Samu>if AICargo.GetCargoDistributionType(cargo_id) == AICargo.DT_MANUAL, then all waiting cargo will have STATION_INVALID as next hop.
14:44<Samu>bah, that would only complicate things
14:44<TrueBrain>tnx SpComb; guess I can always drop them an email :)
14:44<Samu>https://noai.openttd.org/api/trunk/classAIStation.html#26afd9c612e1e1b1bb33c5896fa76feb
14:44<Samu>talking about that Note
14:44<Samu>it would be nice if it could return 0
14:45<Samu>that way I can sum "via anystation" with "via the station I want"
14:48<Samu>local cargo_waiting_via_other_station = AICargo.GetCargoDistributionType(this.cargoId) == AICargo.DT_MANUAL ? 0 : AIStation.GetCargoWaitingVia(i, other_station, this.cargoId);
14:48<Samu>should do
14:50<Samu>local cargo_waiting_via_any_station = AIStation.GetCargoWaitingVia(i, AIStation.STATION_INVALID, this.cargoId);
14:51<Samu>if (cargo_waiting_via_other_station + cargo_waiting_via_any_station < engine_capacity) continue;
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15:00<Samu>GetCargoDistributionType does not exist
15:00<Samu>it's GetDistributionType
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15:01<Samu>https://noai.openttd.org/api/trunk/classAICargo.html#d8077e1e1ccea2b0a04d403cd8fa536f
15:01<Samu>who can fix documentation?
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15:05<Samu>https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_station.hpp#L111 here
15:08<TrueBrain>so I guess the answer is: you can!
15:09<Samu>I can't, i dont have account there
15:09<+glx>the doc is in the source, just submit a PR
15:09<TrueBrain>if only there was a button to create an account .......
15:10<Samu>I rather not, I'm unfamiliar with that kind of websites
15:10<Samu>worksites
15:11<TrueBrain>so you rather make others do the work; seems unfair :)
15:11<Samu>yes, please
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15:20<TrueBrain>you say please to 'unfair'. Seems unreasonable
15:25<Samu>there's also STATION_INVALID missing in the enum
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15:45<Samu>just made LuDiAI cargodist aware
15:45<Samu>let's see how does it improve
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15:58<Samu>honestly expected better, but it's not mass selling vehicles anymore, that's a good sign
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16:00<Samu>well it's mass selling old aged vehicles, so that's ok
16:00<Samu>it's not due to bad profits
16:02<Samu>many greenish links, few red links
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16:03<Samu>I can say the AI is doing good with cargodist
16:03<Samu>really cool
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16:57<andythenorth>3 mins
16:58<Wolf01>o/
17:00<andythenorth>TrueBrain: I think we’re hosting on DO in Canada, but I can’t give any useful info :p
17:01<andythenorth>but if you find a decent cloud host with territorial locations in all commonwealth countries & USA & EU, let me know :p
17:02<andythenorth>territorial integrity smacks me a lot, the New Zealand hosting market is not good
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17:12<andythenorth>also it’s time for bed
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17:25<Samu>how do AIs upgrade bridges?
17:25<Samu>they have to demolish it?
17:25<Samu>and rebuild the upgraded version?
17:44<+glx>same as human players
17:47<Samu>i guess they can't
17:47<Samu>https://noai.openttd.org/api/trunk/classAIBridge.html
17:49<Samu>AIRoad.BuildRoad(path.GetTile(), par.GetTile()
17:49<Samu>hmm this is
17:49<Samu>returning ERR_ALREADY_BUILT
17:49<Samu>on a bridge tile :(
17:50<Samu>ah, i see
17:50<Samu>why
17:50<Samu>it auto-completes the road
17:51<Samu>that's handy for human players, not quite for the AI
17:53<Samu>how do I make the AI build a road towards a bridge tile without connecting to the bridge?
17:53<Samu>say, tile 1 > 2 > 3
17:53<Samu>3 is bridge ramp
17:53<Samu>it builds from 1 to 2
17:53<Samu>but it automatically connects 2 to 3
17:54<Samu>i don't want it to auto connect 2 to 3, what can I do?
17:54<Samu>otherwise, I have no means to detect a bridge :(
17:54<Samu>inside the pathfinder array, that is
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19:27<Samu>it got to look 2 tiles ahead
19:27<Samu>to detect a possible bridge
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---Logclosed Sat Sep 01 00:00:30 2018