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