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10:44:36 <andythenorth[d]> how do I make AIOrder.InsertOrder available to GS? 10:44:48 <andythenorth[d]> I thought it would just be one line a .h file or something 10:44:51 <andythenorth[d]> but my eyes fail 10:46:58 *** osswix has joined #openttd 10:46:58 <osswix> Stupid dumb question; what language are game scripts even in? I successfully merged two, so maybe I should learn at least the basics so I can make my own in the future. 10:49:01 <andythenorth[d]> does the comment `* @api -game` cause the method to be dropped from NoGO? 10:49:31 <andythenorth[d]> GS is squirrel 10:50:49 <JGR> andythenorth[d]: It's is not included in the GS version of the class, yes 10:51:22 <andythenorth[d]> thanks 11:07:59 *** Wolf01 has quit IRC 11:11:26 *** Wolf01 has joined #openttd 11:11:32 <andythenorth[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1066314098100424747/Screen_Recording_2023-01-21_at_11.10.36.mov 11:11:40 <andythenorth[d]> "Fly the plane" 11:11:52 <andythenorth[d]> petern: I am sure you are enjoying me dragging you into this π 11:18:24 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #10380: Hide Tile and TileExtended implementation details inside Map structure https://github.com/OpenTTD/OpenTTD/pull/10380 11:24:38 <andythenorth[d]> so....can I expose my GS storybook buttons to hotkeys? 11:43:04 <Samu> Rubidium, you gave me an awful idea for a PR... https://github.com/OpenTTD/OpenTTD/pull/10380/commits/18a02b8f857a4aee275fbca6b149d461252ec4c1 11:43:42 <Samu> there's many more functions using the global functions when there's already a script one 11:43:58 <Samu> should I... replace them all :p 11:44:10 *** michi_cc[d] has joined #openttd 11:44:10 <michi_cc[d]> Okay, #10380 looks like it would be a gigant conflict if I ever get back to my newmap branch. (Not a criticism against the PR, more against me that I've been procrastinating for like 10 years on that π ) 11:44:24 <petern> Hid that 11:44:27 <petern> ... 11:44:39 <petern> God that was cold 11:44:40 <Rubidium> Samu: awful would be using std::map for the tiles of a map 11:47:25 <Samu> already gonna fix my rail PR using ::MapSize() 11:48:16 <Rubidium> michi_cc[d]: does that change all the fields where stuff gets saved, then yes... that'll conflict in a nasty manner, though otherwise it might reduce the size of the branch if it was mostly about how tile indices are used/stored 11:48:36 <Eddi|zuHause> michi_cc[d]: but something like #10380 is also overdue for like 10 years :p 11:49:13 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10376: Fix: [Script] Ensure building/removing rail lines can't be backwards and allow building/removing rail lines coming from or heading to the void https://github.com/OpenTTD/OpenTTD/pull/10376 11:50:34 <Samu> future proof 11:51:10 <petern> andythenorth[d]: It's almost like chocks away 11:53:06 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened pull request #10381: Change: allow GS to mutate vehicle orders (previously AI-only) https://github.com/OpenTTD/OpenTTD/pull/10381 11:53:54 <andythenorth[d]> petern: we have a no war theme, but I'm considering a 'release bomb' button 11:54:14 <Samu> oh, nice, I always wondered why GS's couldn't use some of the AI functions 11:54:15 <andythenorth[d]> which demolishes the tile somewhat underneath the plane, but allowing for speed and rate of fall of bomb etc 11:54:47 <Eddi|zuHause> we have this fighter jet disaster... 11:55:19 <andythenorth[d]> I'm also considering 'release giant cat' button, which will plant one of the object cats 11:55:26 <andythenorth[d]> and then giving the GS to yogscast for jingle jam 11:55:30 <michi_cc[d]> Rubidium: The main conflict to my branch would be that I switch the map accessors to take a Tile* to avoid the cost of repeatedly getting the appropriate sub-tile for the TileIndex. 11:55:44 <michi_cc[d]> But don't let that stop you, I could have worked on that years ago π 11:55:51 <andythenorth[d]> it's quite plausible that funny GS would raise Β£100k or so for charity on the stream 11:56:03 <andythenorth[d]> 'donate to bomb cats' 11:56:28 <andythenorth[d]> I would not mind raising Β£100k for charity by basically doing stupid scripted things 11:57:10 <michi_cc[d]> I.e. the main "feature" of the newmap branch is that you get more than one Tile for each TileIndex (out-dated in-between partial rebase at <https://github.com/michicc/OpenTTD/commits/newmap>) 11:57:16 <Eddi|zuHause> michi_cc[d]: shouldn't that be a thing the optimizer should figure out? most of the map accessors should be inline? 11:58:21 <michi_cc[d]> It's not about that, but that TileIndex to Tile* becomes somewhat costly. Some clever code rewriting can mitigate that, but this is way beyond a normal compiler optimization. 11:59:42 <Eddi|zuHause> can't we merge Tile and TileExtended and live with the potentially wasted memory? 12:01:33 <petern> What problem does that solve? 12:02:12 <Eddi|zuHause> simplify the map accessors? 12:02:20 <Samu> no one really attempted to make a GS-as-an-AI 12:02:27 <Samu> i wonder what kind of bugs will you uncover 12:02:41 <Samu> andythenorth[d], 12:05:53 <Samu> Script_Group is also not accessible to GS 12:06:10 <Samu> will you look at that one? 12:06:14 <petern> Eddi|zuHause: I don't think it does though. 12:07:16 <Eddi|zuHause> petern: but in the context of michi_cc[d]'s approach to pass a pointer instead of an index, it would save passing two pointers in some situations 12:08:21 <andythenorth[d]> Samu: π π§ :spray_bottle: 12:08:49 <andythenorth[d]> 'an AI is just a GS fixed to company mode' 12:08:52 <andythenorth[d]> said nobody yet 12:09:23 <michi_cc[d]> Well, I do merge both in my branch, but there the end goal is a re-arranged Tile struct that is smaller anyway. 12:22:56 <Rubidium> https://godbolt.org/z/bb4jdxfze <- interesting idea? 12:23:39 <Rubidium> test1 is basically the current code, test2 would be an intermediate variant and test3 would be with merged objects 12:27:41 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #10381: Change: allow GS to mutate vehicle orders (previously AI-only) https://github.com/OpenTTD/OpenTTD/pull/10381#issuecomment-1399242305 12:30:10 *** WormnestAndroid has quit IRC 12:30:12 *** WormnestAndroid has joined #openttd 12:32:04 <petern> Can't see much on mobile, what's the summary? 12:32:42 <michi_cc[d]> Rubidium: Definitly interesting. It would de-couple Tile and Map enough that I might not even have to change any map accessor even with a changed map backend. 12:33:57 <michi_cc[d]> petern: Pass a wrapper tile class into the map accessors, and let the compiler optimize the wrapper away. 12:34:40 <michi_cc[d]> Which means *_map.h is mostly independent on how the map is actually stored. 12:35:54 <TrueBrain> I always wondering when talking about map/tiles .. how important is it to us to hold on to the low memory usage of OpenTTD? If it would, say, double, would anyone actually mind? Bit random question maybe, but I always wonder π 12:36:59 <reldred> TrueBrain: Do it 12:37:26 <petern> 32bpp and 4x extra zoom pretty much wiped that out anyway 12:37:27 <michi_cc[d]> TrueBrain: I think the important thing is cache usage, not main memory usage, i.e. access patterns. 12:37:30 <reldred> I dunno what weβre even getting for the increased memory usage but letβs ball 12:37:43 <TrueBrain> michi_cc[d]: I totally agree; read access mostly is what should be really fast 12:37:59 <TrueBrain> we used to balance memory-usage too, but I think that is non-sense these days, not? 12:38:21 <TrueBrain> petern: didn't even consider that; so yeah, okay π Just funny how times change π 12:38:22 <Rubidium> adding 4 bytes to the map array is 1 GB for 16kx16k ;) 12:38:45 <petern> Illegal map size π 12:38:46 <TrueBrain> Rubidium: pff. nothing we support anyway π 12:39:04 <andythenorth[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1066336127893643264/Screen_Recording_2023-01-21_at_12.36.00.mov 12:39:05 <andythenorth[d]> I shouldn't 12:39:05 <andythenorth[d]> but I did 12:39:16 <TrueBrain> 165MB ..... 12:39:45 <TrueBrain> and yeah, you shouldn't have 12:39:48 <TrueBrain> really, you shouldn't 12:39:53 <TrueBrain> this is not a military game ffs π 12:40:36 <TrueBrain> funny how the local gov attitude towards you seems to be winning from the bombs π 12:40:42 <andythenorth[d]> yeah it's in company mode 12:40:46 <andythenorth[d]> has to be to control the vehicle 12:40:49 <TrueBrain> "No, I refuse your bomb to blow up my house, AS I DONT LIKE YOU" 12:40:54 <andythenorth[d]> I might need to flip to and from deity mode 12:41:07 <andythenorth[d]> also 'DemolishTile' is not as advertised by Doxygen 12:41:13 <andythenorth[d]> it doesn't remove everything on the tile, at all 12:41:25 <andythenorth[d]> `Destroy everything on the given tile.` 12:41:32 <andythenorth[d]> except objects, industries and protected buildings 12:41:35 <andythenorth[d]> and town signs 12:41:41 <TrueBrain> would be a weird game ... "a town has to like you for you to destroy it" .. such a weird balance that gives 12:41:44 <TrueBrain> first you send it bananas 12:41:47 <TrueBrain> then you blow parts up 12:41:50 <TrueBrain> more bananas 12:41:51 <TrueBrain> more blowing up 12:41:56 <andythenorth[d]> well it was the early 90s 12:42:05 <andythenorth[d]> nothing made sense between 1989 and 1997 12:42:33 <andythenorth[d]> anyway we have been neglecting GS and we should pay our dues 12:43:44 <andythenorth[d]> hmm clicking 'bomb' too fast actually causes it to become quite non-responsive 12:43:56 <andythenorth[d]> due to the events on the queue 12:44:09 <andythenorth[d]> maybe I should add spam protection 12:44:55 <andythenorth[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1066337599603625994/image.png 12:44:55 <andythenorth[d]> now trying to write my name in demolished tiles 12:45:25 <andythenorth[d]> could do a painter-type game 12:45:59 <nielsm> etch-a-sketch 12:46:47 <andythenorth[d]> I wonder if we could enforce some sort of 'performance mode' π 12:46:53 <andythenorth[d]> with a limited event queue 12:47:17 <andythenorth[d]> I don't know much about how UI performance is handled in comp sci π 12:47:39 <andythenorth[d]> also can we add a plane crash? 12:47:55 <andythenorth[d]> I want to add tower defence objects, with a random chance of downing your zellepin 12:48:03 <andythenorth[d]> nobody has to die 12:48:28 <petern> Rubidium: I did already increase the map size by quite lot without anyone complaining... 12:48:43 <petern> (Not even devs) 12:48:46 <TrueBrain> with what? π 12:50:57 <petern> Maybe it was silent protest... 12:51:32 <petern> I doubled TileExtended. 12:51:36 <TrueBrain> owh, in 2018 12:51:38 <TrueBrain> that was long ago π 2023-01-21T12:55:2023-01-22T1