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Log for #openttd on 2nd July 2022:
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09:18:55  <andythenorth> moin
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12:46:37  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9830: [Bug]: Impossible to download and update two parts of the game's online content https://github.com/OpenTTD/OpenTTD/issues/9830
13:00:24  <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #9940: [Bug]: `debuglevel` with invalid argument prints error to external dialog and may execute partially https://github.com/OpenTTD/OpenTTD/issues/9940
13:43:16  <Samu> is this gonna do what I think it's gonna do? https://pastebin.com/raw/FbaiXrqH
13:51:02  <Samu> the pathfinder seems to work in misterious ways
13:51:23  <Samu> what is the _closed list supposed to do?
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14:29:48  <glx> Samu: open list, nodes to check, closed list, nodes checked
14:30:20  <Samu> but the directions are so confusing
14:32:45  <Samu> CheckDirection callback detects the right tiles, but the directions provided are not useful
14:33:14  <Samu> it's the direction from the previous tile that lead to it
14:33:35  <Samu> i can't check for a collision with those dirs
14:35:21  <Samu> i'd rather have the direction on the tile
14:35:50  <glx> you can write your own PF :)
14:36:14  <Samu> yes, i am trying that
14:39:20  <Samu> for my double rail purposes, i wanted to allow track_left with track_right onto the same tile, but if I'm not even able to do this... I can't go anywhere
14:41:16  <Samu> but these directions are useful for everywhere else in the pathfinder logic, it's just not for this purpose
14:44:09  <glx> doing PF for 2 tracks at the same time will be a nightmare, I think it's probably simpler to PF first track, build it, then PF second one near the already built one
14:45:40  <Samu> https://i.imgur.com/9Gp9Vbi.png that crossing should have been detected and prevented, I fail
15:05:58  <Samu> pathfinder open list came up with tile 507 with direction track_dir_right_s, but that same tile 507 is already in the closed list with old_dir track_dir_upper_e https://i.imgur.com/tnZSHUY.png
15:06:31  <Samu> the callback CheckDirection is called, and is provided with tile 507 and those 2 directions
15:06:52  <Samu> these directions are useless
15:06:56  <Samu> can't work with them
15:07:31  <Samu> those directions are from the previous tiles that lead to 507
15:08:45  <Samu> i only know where the tile 507 is being entered from
15:09:01  <Samu> i don't know where it's going to
15:09:13  <Samu> the neighbours are not yet loaded
15:09:58  <glx> makes sense for a PF on not yet existing tracks
15:16:57  <Samu> i can actually get where old_dir goes to, if i scan the path backwards, I can get the direction on the tile 507
15:17:16  <Samu> but then, i still miss where the new direction goes to
15:18:10  <Samu> hmm, gonna try something
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16:47:30  <peter1138> derp
17:27:56  <Samu> i got somewhere!
17:28:18  <Samu> https://i.imgur.com/v5AiHsl.png
17:28:38  <Samu> priority queue is inverted
17:28:45  <Samu> making it search the worst path
17:28:59  <Samu> no crossings detected so far
17:29:36  <Samu> and it can build 2 tracks on the same tile
17:30:46  <Samu> I still have issues with detection of goal tile
17:30:56  <Samu> a problem to solve later
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17:45:32  <Samu> okay, next problem to solve is bridges
17:45:50  <Samu> i'm borrowing the code from my canal pathfinder
17:46:26  <Samu> it's about detecting bridges already planned, so that they don't overlap with another planned bridge
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17:55:26  <peter1138> LordAro always outdoes me.
17:59:15  <LordAro> sorry
17:59:28  <LordAro> you were faster though
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19:26:12  <andythenorth> well
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20:38:10  <peter1138> Bah, my PC keeps crashing :(
20:38:24  <glx> too hot ?
20:39:49  <andythenorth> is it Apple
20:39:50  <andythenorth> ?
20:39:57  <andythenorth> mine crashes a lot
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21:46:02  <Samu> almost there! the pf tried to connect START to END, but failed at tile 1573, indicated on the map https://i.imgur.com/80f4fyc.png
21:46:44  <Samu> the way bridge tiles are pushed as neighbours needs some fixing
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