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Log for #openttd on 22nd December 2018:
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00:00:23  <Zuu> I run 2x RoadAI-5 with 5000 loops against two CluelessPlus-38. Both RoadAIs are struggling but this map is using some NewGRFs including FIRS.
00:00:59  <Samu> i using eGVRVTS by mistake
00:01:07  <Samu> should've been using defaults
00:01:11  <Samu> vanilla
00:01:29  <Samu> eGRVTS
00:01:37  <Zuu> I shall revert to vanilia too and compare. More fair as it is lot of work to support all NewGRF quirks.
00:03:16  <Samu> oh, have you tried my AI? haven't heard from anyone yet trying it
00:03:33  <Zuu> Which one is yours?
00:03:44  <Samu> LuDiAI AfterFix
00:04:22  <Samu> my pathfinder is slow :(
00:04:29  <Samu> but oh well
00:04:32  <Samu> i like it still
00:05:24  <Zuu> I'll throw it in the mix. :-)
00:05:37  <Samu> I didn't like the way bridges were being handled in Road.pathfinder 4
00:05:56  <Samu> the change made it super slow
00:06:05  <Samu> but at least it builds bridges properly
00:06:13  <Samu> and not in weird places
00:08:59  <Zuu> Do you have random elements in the AI? I have two instances and they seem to go for the same things.
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00:09:31  <Samu> no, unless you use random picks
00:10:21  <Samu> random picks, picks towns at random
00:10:28  <Samu> so, they should do different
00:11:01  <Zuu> It doesn't have to be 100% random. Filter out say 10 good solutions and take one of them by random.
00:11:37  <Zuu> Or add some randomness in the scoring of solutions.
00:12:33  <Zuu> Your AI is currently still doing better than Road-AI 5 on this dessert map. But only at year 1955 (starting on 53) so far.
00:13:06  <Samu> never really tested it with NewGRFs
00:13:21  <Zuu> I restarted a map without NewGRFs now.
00:13:43  <Samu> i still tried to make it handle articulated road vehs
00:13:50  <Samu> not sure if I made it well though
00:13:56  <Zuu> https://imgur.com/a/aQKCkyZ
00:16:26  <Samu> it's funny, I'm now on the other side of the game
00:16:33  <Samu> someone is judging me :p
00:17:43  <Zuu> We'll if I would toss in say AIAI it tend to outperform CluelessPlus more often than not. But each game is unique and lot of random factors.
00:19:18  <Zuu> A few more years: https://imgur.com/a/8gefScU
00:19:22  <Samu> oh, that's v5, i didn't upload v6 yet :(
00:19:29  <Samu> but i have v6 almost ready
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00:20:08  <Samu> looks like it's underperforming
00:21:04  <Samu> it's strictly handling passengers, hmm in desert tileset, I guess that's kinda expected
00:27:14  <Zuu> Is it only doing mail and passengers? No other cargo?
00:29:30  <Samu> ya
00:29:50  <Samu> it's what LuDiAI was doing
00:30:08  <Samu> the original
00:31:03  <Samu> I suppose I could make it handle more than just 1 cargo
00:31:21  <Samu> not really motivated for that atm
00:32:20  <Samu> i've thought of making it handle pass and mail at the same time, not just either pass or either mail
00:32:22  <Zuu> Well it at least your AI is making higher profit per vehicle than CLUP so it looks promising in that way.
00:33:48  <Samu> it station spreads, it's kind of cheating
00:33:53  <Zuu> https://imgur.com/a/J3jiqtp
00:33:54  <Samu> if you have that enabled
00:34:31  <Zuu> I use the default settings from hard profile.
00:34:54  <Samu> oh, i see, then it's station spreading, it's cheating, just like LuDiAI does
00:35:42  <Samu> if the town is large enough, that is
00:36:44  <Samu> that company value looks scary
00:37:27  <Samu> it's a bad sign
00:38:28  <Zuu> Poor RoadAI invested in too many busses on a connection and looks like it is on the way to go bankrupt.
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00:40:26  <Zuu> Looks like LuDiAI has started to cheat.. :-)
00:41:09  <Zuu> It has a quite high station tile per vehicle ratio compared to the other AIs.
00:41:35  <Samu> on v5, it maxes out at 25 per route
00:41:45  <Samu> on v6, i have 3 different modes
00:42:05  <Samu> the 25 per route, the "estimated number per route"
00:42:51  <Samu> and the one that keeps adding indefinitely as long as vehicles aren't moving at 0 speed
00:42:56  <Samu> if they are, it removes instead
00:43:12  <Samu> some kind of jam management/capacity 2-in-1
00:43:29  <Samu> i shall upload v6
00:43:49  <Samu> not sure if it's bug free though, it's what I'm hunting atm before i post it
00:45:11  <Zuu> Yep cluelessPlus toss in quite many vehicles but also have jam management to not have more vehicles than the road can handle.
00:45:46  <Zuu> LuDiAI is raising above with station spread: https://imgur.com/a/nuHJsLi
00:46:26  <Samu> woah, those towns must be in grass land, they're growing, aren't they?
00:48:14  <Zuu> That one is grass land, but there is also CluelessPlus transporting pretty much all cargo and I wouldn't be surprised if some town by accident get both food and water.
00:49:50  <Zuu> Hmm.. actually there is only one food plant producing and it is not transported to any town.
00:52:44  <Zuu> The problem with capacity management in CluelessPlus is that with aircraft it tend to sell and buy back aircraft at an unhealthy ratio. For road vehicles it is not so much of a problem to sell and buy back a truck here and there but for aircraft bad decisions early on can make you go bankrupt.
00:53:11  <Samu> meanwhile https://imgur.com/20pRno5
00:53:12  <Zuu> unhealthy ratio => unhealthy rate
00:53:34  <Samu> timing out too much allowed Superlib 39 to catch up
00:54:18  <Samu> the graph however is favouring superlib 40 atm
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00:55:36  <Samu> aircraft is where I coded most
00:55:37  <Zuu> Timing out means the AI get the opportunity to manage the existing fleet more. Which if it does clever decisions is good, but it also allow it to make the wrong decisions where a frozen path finder would have stopped it from making any decissions. :-)
00:56:36  <Samu> i've noticed 39 completing more routes, albeit slowly
00:56:40  <Samu> than red
00:56:47  <Zuu> I've coded quite a bit on aircraft and have code for upgrading fleet and airports. Which involves establishing an airport for the sole purpose of sending aircraft there while upgrading the airport in a town.
00:57:16  <Samu> ah, ya, that is one weird thing
00:57:40  <Samu> when the airport got to manage 2000+ vehicles or so, it's so bottlenecked
00:57:55  <Zuu> But now there is the close airport feature which didn't exsist when I started.
00:58:25  <Samu> it's like a centralized depot
00:58:39  <Zuu> So I should better use that and ditch the 3rd airport solution that I still keep for nostalgica. :-)
00:59:30  <Samu> yes, you better, I tend to test with 5000 vehicles as limits, and clueless was the weirdest
01:00:17  <Samu> so many aircraft floating the airport it was like playing snake, big tails of aircraft
01:00:22  <Zuu> I like being a bit weird at times but yes when other AIs use station walking, it should probably up its game. :-)
01:01:33  <Zuu> But then if I would close airports instead you wouldn't enjoy the snake game and I think AIs should not just try to go for maximum profit but also be entertaining to play against or along.
01:01:58  <Samu> profits were affected
01:02:04  <Samu> it was a really really slow upgrade
01:02:53  <Samu> I don't manage airport upgrades
01:03:32  <Samu> but i also don't add more vehicles on airports that expire
01:03:56  <Samu> once they're old, they're sold, and once the airport is empty, it is removed
01:04:14  <Samu> the chance of "upgrade" is there
01:04:34  <Samu> it will add that town again to the list of unserviced towns
01:04:36  <Zuu> Yes not as organized but get you there in a less fragile and bumpy way. .-)
01:04:40  <Samu> and might build a larger airport
01:05:09  <Samu> or a heliport, which is what happens anyway... not really what I want
01:05:10  <Zuu> Caos often is a good thing.
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01:07:19  <Zuu> But going for AIStation.OpenCloseAirport is probably a middle way that CluelessPlus could take. Still doing upgrades like a human may do it, but without playing snake game. :-)
01:08:12  <Samu> i think my code is chaos
01:08:33  <Samu> wrightai.nut file is total chaos
01:09:15  <Samu> the other files not so much, it's still pratically the same code that was in LuDiAI
01:15:18  <Zuu> "DistanceRealFake" <-- interesting method name
01:16:11  <Samu> aha
01:24:30  <Zuu> Airport code easily get a bit messy as the API is not having generic support for airport types. I mean you have to somewhere hard code facts about different airport types.
01:25:25  <Zuu> I had some work on improvements for the API and it is possible that some reached the trunk but others didn't as it was tied with the new airport work that didn't get off ground :-)
01:29:57  <Zuu> It involved some of the stuff found in SuperLib.Airport such as if a small aircraft can land on airport type Y etc. to allow writing AIs that would be more robust at handling new airport types.
01:30:56  <Zuu> GetNumTerminals, GetNumHangars etc. was there as I see you have hard coded into your AI.
01:32:16  <Samu> :9
01:33:43  <Samu> https://noai.openttd.org/api/trunk/classAIAirport.html
01:33:49  <Samu> doesn't have :(
01:34:02  <Samu> GetNumTerminals :(
01:35:54  <Zuu> I don't think I will get this into trunk, but I put up the patch queue from .hg/patches here: http://devs.openttd.org/~zuu/noai-airport/
01:37:04  <Zuu> And unfortunately this was before I learned to name my patches in the queue with ".patch" suffix.
01:50:13  <Zuu> Oh well renamed them so it is easier to read them online.
01:52:05  <Samu> there is no trunk anymore
01:52:18  <Samu> they call it master now :(
01:53:36  <Zuu> Well, but similar function. I use git mostly these days anyway and feels a bit wierd to remember how to use hg again. :-p
01:55:16  <Samu> https://imgur.com/KqPWxWu
01:55:57  <Samu> seems like superlib 40 is gonna end better
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01:57:42  <Samu> admiralai is such a strong ai for its age
01:57:54  <Zuu> And so is LuDiAI: https://imgur.com/a/w9KTleU
01:58:58  <Samu> admiralai does best regarding buses and airplanes
01:59:03  <Samu> can't beat him lol
02:01:51  <Samu> what happened to RoadAI?
02:03:28  <Samu> oh, while you're here
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02:03:43  <Samu> i've also made a GS
02:03:53  <Samu> Company Value GS
02:04:18  <Samu> I wondered how i'd make the communication between ai and gs :(
02:04:28  <Samu> couldn't understand jack
02:06:57  <Samu> that one was made from scratch
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02:30:44  <Zuu> Well it's 03:30 am here so I better get some sleep :-p But for short I only used SCP for ai <-> gs communication.
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07:40:41  <andythenorth> o/
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08:42:15  <andythenorth> nielsm: I'm guessing that the industry fund texts are handled here https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_gui.cpp#L507
08:42:33  <andythenorth> both 'requires' and 'produces' are borked :)
08:44:06  <nielsm> huh
08:44:18  <nielsm> I'll look in to it a bit later
08:44:25  <nielsm> my stomach is rumbling
08:44:31  <andythenorth> breakfast is wise
08:44:36  * andythenorth hasn't yet
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09:48:24  <TrueBrain> I am so annoyed I removed the Windows release script I had .. it had everything I needed .. and I hate figuring out Powershell again :(
09:48:26  <TrueBrain> *sad panda*
09:49:38  <andythenorth> TruePanda
09:50:01  <TrueBrain> is the Azure Docker Registry free to use, I wonder ..
09:53:06  <TrueBrain> far from it .. too bad :P
10:02:07  <TrueBrain> lets see if I can build a Windows container ..
10:10:47  <nielsm> andythenorth, I'm looking at the new industry vars and I don't understand the table in nml defining the vars at all
10:11:01  <andythenorth> let's see
10:11:04  <nielsm> action2var_variables.py line 563+
10:11:15  <nielsm> especially the start and size elements
10:12:19  <andythenorth> many vars are specific bits of a word or dword
10:12:26  <andythenorth> so they have to be shifted / sliced etc
10:13:14  <planetmaker> moin
10:13:25  <planetmaker> nielsm, which file you mean?
10:13:38  <planetmaker> nvm... more tea
10:13:39  <nielsm> okay so it means, named variable means query index in 'var' and extract the bits specified from 'start' and 'size' count, and call 'param_function' to set up the parameters for the call
10:13:51  <andythenorth> e.g. https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Consist_cargo_.2842.29
10:13:52  <planetmaker> yes
10:13:54  <andythenorth> is one of the more obvious
10:14:06  <andythenorth> coding nfo was....such fun :P
10:14:55  <andythenorth> planetmaker: if you want to help an nml project...we are adding industry vars 69-6F https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Industries#Variables
10:15:14  <andythenorth> they need a 60+ parameter which, afaict, is a cargo label
10:15:17  <nielsm> so will need a new parameter function for cargo names
10:15:24  <andythenorth> although I don't really understand how that works
10:15:43  <andythenorth> industries can have arbitrary cargos, so having vars to check specific cargos seems...interesting
10:16:08  <andythenorth> anyway, that ship has sailed now :)
10:16:53  <nielsm> well instead of querying "how much of first cargo did we produce", you query "how much wood did we produce"
10:17:44  <andythenorth> yup
10:18:17  <andythenorth> it's fine, it just means a rewrite of FIRS production code
10:18:42  <planetmaker> so... the nfo documentation is also missing? :D
10:18:51  <andythenorth> the nfo documentation is...present
10:18:59  <andythenorth> but maybe not 100% easy to understand
10:19:15  <planetmaker> oh. under A7 and B3
10:19:20  <andythenorth> it's written for factual accuracy, but not as any tutorial
10:19:44  <planetmaker> the order of topics doesn't match expected orders :)
10:19:45  <andythenorth> I was going to improve it, but then I figured, who's using nfo for this?
10:20:03  <andythenorth> oh yes, it's been appended to the end, good spot
10:20:25  <andythenorth> and there's a stray 'Example' at the end
10:20:32  <planetmaker> I'll fix it
10:20:45  <nielsm> uh okay, I have no idea how cargo names/translations work in NML, internally or externally
10:22:53  <planetmaker> hm... i gotta read-up on how some things are done, too. Before I can substantially comment. it might be interesting to look at the production code. That's special... but there are already other vars which consume a 60+ var ... so we probably want to look there
10:24:09  <nielsm> okay may just be able to get away with the default function
10:24:32  <nielsm> so you'd call produced_cargo_waiting(cargotype("WOOD")) or however it would look exactly
10:24:33  <andythenorth> nielsm: TL;DR there's a cargo translation table (ctt) and the string for cargos names are just indexes in that
10:24:47  * andythenorth gives the simple version :P
10:25:04  <andythenorth> nielsm: I'd expection it to look approximately like that yes
10:25:08  <nielsm> the alternative would be building the translation in to the variable call, produced_cargo_waiting("WOOD")
10:26:23  <andythenorth> that is preferable
10:26:36  <andythenorth> houses seems to do something like this already
10:26:54  <andythenorth> cargo_accepted_nearby_watched or so
10:26:56  * andythenorth reading more
10:27:26  <planetmaker>     'cargo_allow_refit'            : [{'custom_function': lambda value: ctt_list(0x2C, value)}, zero_refit_mask(0x1D)],
10:28:08  <planetmaker> so yes, I like the syntax as suggested by niels just 2 lines above
10:28:10  * andythenorth lost in the spec
10:28:21  <andythenorth> oh so I can animate houses if goods arrives at a nearby station? :o
10:28:25  * andythenorth has never made a house set
10:28:30  <andythenorth> clearly unexplored potential
10:32:07  <nielsm> def industry_cargotype(name, args, pos, info):
10:32:07  <nielsm>     from nml.expression.functioncall import builtin_cargotype
10:32:07  <nielsm>     return (builtin_cargotype(name, args, pos), [])
10:32:11  <nielsm> probably good enough? :)
10:35:36  <nielsm> pushed, untested, but at least the regression tests aren't failing :D
10:38:14  <andythenorth> such tests :)
10:38:29  * andythenorth wonders what test case to construct for these :P
10:39:12  <planetmaker> an... example industry
10:39:16  <nielsm> and now you have last_accept_date and last_cargo_accepted_at
10:39:26  <nielsm> first does not take parameter, second does
10:39:28  <andythenorth> should we extend the in-game newgrf debug window for vars 69-6F?
10:39:52  <planetmaker> good point about that
10:39:57  <andythenorth> I think we should deprecate some of the old vars also, there are rather a lot
10:40:04  <andythenorth> nml version bump?
10:40:16  * andythenorth doesn't know how these things are handled :)
10:40:32  <planetmaker> yes... there is little point to support two ways to handle production for industries
10:41:07  <andythenorth> ok well it's a nice christmas project :)
10:43:52  <planetmaker> ok... so the new vars are for continuity's sake production_rate, produced_this_month and transported_this_month... And I'd call it deprecated and remove on next major release
10:44:09  <planetmaker> and that's the nice way to do it... not necessarily how we did do it in the past :)
10:44:22  <nielsm> would it be okay to change the example_industry.nml to have this? https://0x0.st/sdap.txt
10:44:23  <andythenorth> \o/
10:44:28  <planetmaker> sure
10:44:34  <andythenorth> nielsm: totally yes
10:44:47  <andythenorth> so I am going to just test the vars crudely by dumping into extra_text_industry
10:44:48  <andythenorth> somehow
10:44:57  * andythenorth forgotten how to do that :P
10:45:01  <andythenorth> I don't write nml much
10:45:20  <planetmaker> but... those lists should be cargo labels instead of numbers, no?
10:45:41  <andythenorth> nah that's the input multipliers for the simple production option
10:45:46  <andythenorth> which nobody should ever use :D
10:45:52  <planetmaker> well, multipliere surely not
10:46:07  <andythenorth> oh I see
10:46:11  <andythenorth> you mean accept / produce
10:46:13  <planetmaker> though... actually yes, it should be tuples
10:46:26  <andythenorth> I didn't define a cargo table yet, so they're just default cargo nums currently
10:46:34  <andythenorth> that can be added
10:46:34  <planetmaker> or dicts
10:46:50  <planetmaker> ['WOOD': 1, 'FRUT':2]
10:46:51  <nielsm> hmm accept_cargo_types and prod_cargo_types should maybe have strings instead of numbers yes
10:47:10  <andythenorth> that's trivial
10:47:21  * andythenorth assumes
10:47:59  <nielsm> dunno if it's better to be explicit having to call cargotype() on each element there too
10:48:25  <planetmaker> actually... ['GOOD':{'WOOD':2, 'FRUT':1}, 'MAIL':{'WOOD':1, 'FRUT':0}]
10:49:13  <nielsm> planetmaker problem with that, I think, is that you would need to parse the entire industry block first before you know how the cargo labels map to the in/out slots
10:49:24  <nielsm> which sounds like a huge pain
10:49:26  <andythenorth> FWIW, https://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/blast_furnace.py#L3
10:49:38  <andythenorth> obviously FIRS is living behind a whole layer of python abstraction :P
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10:50:27  <planetmaker> nielsm, currently the numbers are entries in the ctt, aren't they?
10:50:33  <planetmaker> and you know the ctt before
10:50:40  <andythenorth> let me add the ctt now
10:50:46  <andythenorth> so we are all looking at same thing
10:51:22  <planetmaker> and for input_multipier... yes, NML needs to know the accept_cargo_types and prod_cargo_types
10:51:31  <nielsm> yes, but the output from the input_multipliers property must be a matrix of multipliers, for the cargoes in the order they were specified in accept_cargo_types and prod_cargo_types
10:51:38  <planetmaker> (shouldn't it be 'accepted_cargo_types'?)
10:51:58  <andythenorth> I wouldn't overthink prop 28
10:51:59  <planetmaker> nielsm, NML should re-arrange that for you behind the scenes, I think
10:52:03  <andythenorth> we got stuck on prop 28 last time :P
10:52:09  <andythenorth> and nobody is going to use it anyway :P
10:53:13  <planetmaker> and - if the property is set - set everything NOT mentioned in it to 0
10:53:20  <planetmaker> (or 1?)
10:53:33  <nielsm> 0 is the default for missing values
10:54:00  <planetmaker> more thinking in terms of "what would a NewGRF author like more?"
10:54:22  <planetmaker> not define output, when he doesn't want it produced. Or when it is produced 1:1. What happens more often?
10:54:29  <planetmaker> probably 'not produced'
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10:56:30  <nielsm> looking at the stuff in action0properties.py I just don't see a way to query the total industry definition at either parse time or output time
10:59:09  <planetmaker> can't its evaluation be deferred until its input and output cargoes are available (or require that those are defined prior to it)?
10:59:32  <planetmaker> which would be fine for me to say "first define cargoes we deal with, then their relation"
10:59:40  <nielsm> no, the property doesn't get any context at all at any stage
10:59:59  <nielsm> you'd have to define it as a single huge property then
11:00:16  <planetmaker> honestly: if you defin the production matrix, there would be no point to define the input and output cargoes anymore
11:00:25  <planetmaker> just define the production matrix - and infer the rest
11:00:29  <planetmaker> yes
11:00:39  <planetmaker> one list of dicts. or list of lists
11:01:16  <andythenorth> https://paste.openttdcoop.org/pntip1imo/3yebdl/raw
11:01:17  <nielsm> cargo: [ inputs: ["WOOD","COAL"], outputs: ["GOOD,"FOOD"], ratios: ["WOOD": ["FOOD":1], "COAL": ["GOOD":1] ] ]
11:01:19  <nielsm> or something
11:01:23  <andythenorth> nmlc ERROR: "example_industry.nml", line 47: Parameter for cargotype() must be a string literal that is also in your cargo table
11:01:29  <andythenorth> I miss something :P
11:01:34  <planetmaker> it suffices to define ratios
11:01:40  <planetmaker> the rest can be inferred
11:01:50  <planetmaker> as ratios define already implicitly input and output
11:02:25  <planetmaker> or actually explicitly even
11:02:35  <planetmaker> it mentions every cargo needed and its purpose
11:02:39  <andythenorth> the ratios thing is weird anyway
11:02:57  <andythenorth> it's utterly baffling if steel produces 2t goods and 6t machinery
11:03:05  <andythenorth> but plastic produces 6t goods and 2t machinery
11:03:10  <andythenorth> at the same industry
11:03:13  <planetmaker> even more weired if it produces fruits ;)
11:03:48  <andythenorth> FIRS kept all outputs 1:1 to each other, until last year
11:03:53  <andythenorth> when I allowed splitting some
11:04:10  <nielsm> planetmaker, problem with having a cargo property with _only_ production ratios would be primary industries, they accept nothing so there is nowhere to place outputs
11:04:12  <andythenorth> but still, there is no specific ratio of input-x: output-y
11:04:48  <planetmaker> cargo_matrix: ['GOOD':{'WOOD': 1, 'FRUT': 2, 'COAL': 1}, ...]
11:05:11  <nielsm> then you'd have to allow either a cargo matrix, or two lists of inputs and outputs, but not both at the same time
11:05:15  <andythenorth> nielsm: that's why FIRS has two different keyword args for props, one for primary and one for secondary :( https://dev.openttdcoop.org/projects/firs/repository/entry/src/industries/arable_farm.py
11:05:18  <nielsm> which afaik also can't be prevented
11:05:28  <planetmaker> why can't it be prevented?
11:05:37  <nielsm> in the current framework
11:07:41  <nielsm> would have to add a flag for "exclusive_with": ["other_property"] on the property def and extend somehing to check those
11:07:57  <andythenorth> meanwhile :) why does my nml fail? o_O
11:08:40  <andythenorth> I have a cargotable :P
11:10:55  <planetmaker> or we allow for this one property two ways to define it:
11:11:36  <planetmaker> a) cargo_production = ['WOOD': 5] // for a primary industry, starting production 5 (whatever that means)
11:12:18  <planetmaker> b) cargo_production = ['WOOD': {'FMSP':1, 'PAX_':1}] // secondary industry which requires PAX and FMSP
11:13:03  <planetmaker> then we have all info in one place. Did I miss sth essential?
11:13:42  <nielsm> might work
11:13:53  <nielsm> as long as it can express all the stuff the nfo format has
11:14:14  <planetmaker> I've to do a quick trip to town and will be back in ~3h or so. Love to continue this
11:14:20  <andythenorth> similar here
11:14:32  <andythenorth> trying to debug this cargotype() failure right now :)
11:14:35  <andythenorth> but I should go out
11:14:38  <andythenorth> and buy presents
11:15:11  <planetmaker> ^^
11:15:14  <nielsm> I should do that too, really
11:18:06  <andythenorth> reconvene later then :)
11:27:37  <andythenorth> ha ha
11:27:47  <andythenorth> two shells, one had the virtualenv active, one didn't :P
11:28:13  <andythenorth> so they weren't seeing same nmlc :P
11:31:48  <andythenorth> ok
11:32:04  <andythenorth> so we'll just close the unclosed */ comment that makes the ctt inactive :P
11:34:13  <andythenorth> and also fix the transposed W and G
11:34:21  <andythenorth> WOOD twice does not make GOOD
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11:57:15  <TrueBrain> holy crap .. VS2017 in a container is 8GB in size .. lol
12:10:15  <TrueBrain> wow .... Windows really has to catch up ... takes 10 minutes to download a windows image ...
12:10:33  <TrueBrain> it is almost quicker to just install vcpkg and co every time
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12:16:50  <TrueBrain> I am guessing Windows Containers are just currently not a viable option .. which is a bit annoying :D But not terrible :)
12:33:16  <Eddi|zuHause> just get a windows vm?
12:33:56  <Eddi|zuHause> or are we at "if containers aren't solving your problem, you're not using enough of them yet"
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12:47:57  <andythenorth> nielsm: seems nml can't handle floats in input_multiplier :)
12:47:58  <andythenorth> Error:    (TypeError) "unsupported operand type(s) for &: 'float' and 'int'".
12:48:12  <andythenorth> output_base.py", line 314, in print_word
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13:15:31  * andythenorth wonders how those are working in nfo
13:15:34  <andythenorth> with integer maths
13:16:36  <andythenorth> it's 1/256 in prop 28 https://newgrf-specs.tt-wiki.net/wiki/Action0/Industries#Input_cargo_multiplier_list_.2828.29
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13:24:52  <Eddi|zuHause> i think i'm going crazy trying to build this https://steamuserimages-a.akamaihd.net/ugc/947343832957231128/FD2835BA155525532A10F3C81DBA6697D374EE18/
13:28:58  <Eddi|zuHause> and the worst thing, i need to build the same kind of thing on the other side again
13:31:10  <Eddi|zuHause> especially the bridge is still a pain in TF
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13:56:44  <nielsm> andythenorth, fixed, that was a silly little bug
13:57:21  <andythenorth> he
13:58:09  <nielsm> TrueBrain, so just stick to a manually maintained dependency package for now? at least it's fast in setup each time
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14:03:23  <andythenorth> nielsm: did you push the fix? :)
14:03:28  <nielsm> yes
14:03:55  <nielsm> oh, no
14:04:07  <nielsm> no I did
14:04:13  <nielsm> now
14:11:11  <TrueBrain> nielsm: yeah; but it is a bit disapointing :D The part that should help to do these things, is on Windows ... far from working :D
14:11:24  <TrueBrain> it appears disk IO is the biggest issue
14:11:37  <TrueBrain> but with 8GB that might not be surprising, I guess
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14:21:01  * andythenorth has done some violence with git
14:21:03  <andythenorth> 'probably fine'
14:21:27  <andythenorth> learnt how to remove commits and force push them
14:26:34  <Zuu> I try to find the documentation on how the git topology is set up with OpenTTD. My local config has origin pointing on my clone on github and a remote "upstream" pointing on OpenTTD. But the local master is following origin, and now I want to update it to last form upstream.
14:27:12  <nielsm> "git pull upstream master"
14:27:33  <Zuu> Ok
14:28:00  <andythenorth> contributing.md has instructions
14:28:09  <Zuu> Ah.. there it is.
14:28:21  <andythenorth> if you don't follow them, TrueBrain will be angry or funny, depending on mood
14:28:26  <andythenorth> dunno which is worse :P
14:28:36  <andythenorth> nielsm: so I pushed
14:28:42  <andythenorth> https://github.com/andythenorth/nml/commits/16-industry-cargos-in-out
14:28:50  <andythenorth> I think all industry props are done
14:29:07  <nielsm> so the updated cbs now
14:29:11  <andythenorth> yup
14:29:17  <nielsm> did you do some force pushing?
14:29:44  <nielsm> nm I just did a merge pull
14:30:01  <andythenorth> I did some horrors
14:30:05  <andythenorth> it's best not to ask :P
14:30:22  <andythenorth> I have been doing basic git successfully for years, but anything advanced....oof
14:30:29  <nielsm> history can be cleaned up later, first to get it all working
14:30:40  <nielsm> (may as well put it all in a single squash commit)
14:30:53  <andythenorth> the nice thing is that I have learnt how to erase my mistakes
14:30:58  <andythenorth> using force push
14:31:03  <andythenorth> but that is bad in a team game :D
14:31:26  <andythenorth> and yes, I figured we'd squash this into one commit "Feature: support 16 cargos in / out"
14:31:27  <andythenorth> or so
14:35:05  <Zuu> Not surpisingly rebasing a patch queue from 2011 caused some conflicts. :-)
14:35:20  <andythenorth> ha ha
14:35:23  <andythenorth> more than 255?
14:35:46  <Zuu> Nope, just 8-10 files or so.
14:36:09  <Zuu> But I think this is only for the first patch in the queue. :-)
14:36:43  <andythenorth> nielsm: I'm going to just print out var 69-6F results in industry window extra text
14:36:47  <andythenorth> I've pushed the start of that
14:36:54  <peter1138> Hi
14:37:18  * andythenorth trying to remember how the text stack works
14:38:14  <Zuu> But I don't know if I want to resolve the conflicts. The queue maybe made sense back then, but was not entering trunk because it was maybe causing too large API changes, so I think I'm better of just picking the best parts of it. :-)
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14:48:07  <Zuu> But at the same time, all it does is a generic way of gathering number of helipads, terminals, large/small airport etc. which is relevant if you want to add more airport types. But if not, then AIs can keep hard coding opinions of different airport types.
14:48:12  <andythenorth> oof, need to bitstuff
14:48:18  * andythenorth can't really be bothered :P
14:49:05  <Zuu> The only real new thing it provides is for AIs to build rotated airports.
14:49:16  <andythenorth> text stack only has limited registers
14:49:47  <andythenorth> hmm
14:50:05  <andythenorth> I wonder if text stack will need more registers with 16 in / out cargos
14:50:13  <andythenorth> we increased persistent storage already
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15:05:13  <nielsm> hmm, how about a syntax like this? https://0x0.st/sdBe.txt
15:05:42  <nielsm> would need some new builtin functions producing new intermediate types
15:09:13  <nielsm> ping andythenorth, planetmaker :)
15:10:25  <andythenorth> it makes sense
15:10:35  <andythenorth> I have to put aside my prejudices :P
15:10:44  <andythenorth> nobody should ever do this
15:10:45  <andythenorth> accept_cargo("COAL", [produce_cargo("MAIL", 1), produce_cargo("GOOD", 0.5), produce_cargo("STEL", 1)]),
15:10:56  <andythenorth> and authors should be using prod. cb anyway in most cases
15:12:00  <nielsm> "// accepts IORE, produces nothing in return"  --- unless ordered to by a production cb
15:14:38  <nielsm> also there's absolutely nothing wrong with coal being used to produce mail, the letters could be written using charcoal! and goods could definitely be presents for naughty kids
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15:18:45  <Samu> hi
15:19:06  <Alberth> simplest may be to just do behavior like default set, and for anything else, use a cb
15:19:37  <Alberth> btw don't know what the current behavior is
15:21:12  <Alberth> syntax looks pretty horrible, but nml syntax is horrible, so it fits right in :p
15:22:58  <nielsm> the NFO format is that you specify one property with a list of cargo types accepted, one property with a list of cargo types produced, one of production rates with no input for all produced cargo types, and one property with a matrix of production-to-input ratios for all inputs x outputs
15:23:10  <nielsm> which is how the built in industries work
15:23:50  <nielsm> (secondary industries have basically just a matrix of all 1's for the prod-to-input ratios)
15:36:41  <Zuu> Samu: If you want to AI <-> GS communication, I'd propose an API where GS can publish bits of information that the AI can read. Make it as generic as possible. Perhaps just standardize that AIs can query shortName, name and version of GS and then the general-purpose data being eg. key-value pairs. But perhaps it may grow into global and per company key-value data.
15:41:43  <Zuu> I'd probably ignore AI -> GS initially.
15:42:20  <nielsm> a message passing system would be the reasonable way to do it, you register for message names you understand, and can then send messages to either GS, a single company, or broadcast to all companies. if you send a message the recipient hasn't registered for you get a null return, and otherwise you get a message serial number back, which the recipient can include if they want to respond
15:42:48  <nielsm> (for broadcasts you would get an array of serials for every company it was delivered to)
15:43:18  <nielsm> and messages would just arrive as any other event in the event loop
15:44:02  <nielsm> and should obviously be kept in a format that could be stored in savegames until they are processed
15:44:41  <Zuu> For many GSes you just want to put a poster on the wall with the rules that the AIs can read. But a message queue type is also possible, but relies on the GS to be responsive enough to send out the rules when a new company starts.
15:44:42  <nielsm> could even allow AI-AI comms, might be perceived as unfair ;)
15:46:33  <Zuu> With SCP (script communication protocol), I've used it to make CluelessPlus faviour the three goal cargoes set by NoCarGoals when building new connections.
15:47:14  <Zuu> But some people seem to get offended by AI/GS using signs to communicate. :-p
15:47:30  <andythenorth> 'invisible signs'
15:48:05  <Zuu> Yes it was around then that the hide competitior sign option arrived.
15:49:19  <Zuu> But then also people somehow got offended by the station names of CluelessPlus too. :-)
15:50:50  <Zuu> Not the actual content I think, but that the AI store data in the station sign names.
16:00:49  <Alberth> if you make make it look like a normal name, it would likely work :)
16:02:21  <nielsm> encoded in 2-3 letter phonemes
16:02:44  <nielsm> (with risk of generating bad words)
16:05:33  <Samu> hmm, the AI needs to know if Company Value GS is in goal mode or ranking mode, I guess that's as basic it can be
16:06:10  <Samu> if in goal mode, the AI is expected to make the biggest company value it can
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16:06:41  <Samu> if in ranking mode, well... do whatever it wants
16:06:52  <Samu> or just compete for company value anyway
16:08:50  <Samu> SCP, let me look at it again
16:13:37  <Zuu> For NoCarGoal I've published an AI Library called SCPClient_NoCarGoal which AIs can use to support NoCarGoal. It provides some APIs that the AI can use to gather information about the goals while all it has to do is to call SCP arrival message checks in their main loop.
16:21:10  * Zuu is too used with git staging area to use hg now.
16:23:03  <Samu> i'm a bit lost, let me look at nocargoal
16:24:10  <Zuu> https://dev.openttdcoop.org/projects/gs-nocargoal/repository
16:25:47  <Samu> it downloaded SuperLib_for_NoGo-40.tar 39 38 36 27 24 19.1 tar files
16:27:27  <Samu> https://dev.openttdcoop.org/projects/gs-nocargoal/repository/entry/main.nut#L35
16:27:36  <Samu> ok, on the GS i use that import, right?
16:27:53  <Zuu> Yes
16:29:55  <Zuu> And then all usage of SCPLib looks like it is in scp.nut
16:34:40  <Samu> Script_Communication_for_GS-45.tar ah, here it is
16:35:52  <Zuu> Yes, that is SCP. NoCarGoal is just a GS that implements advertising of its goals via SCP.
16:36:30  <Samu> well i'm lost again :(
16:38:53  <Zuu> https://wiki.openttd.org/Script_communication_protocol <-- some docs
16:39:19  <Zuu> Thought that was of the actual sign based protocol...
16:39:27  <Zuu> Here is for SCPLib: https://wiki.openttd.org/SCPLib_doc
16:48:22  <Samu> SCPManager is confusing me, i don't need that, or do I?
16:48:32  <Samu> i must create my own manager?
16:48:40  <Zuu> Which SCPManager?
16:48:42  <Samu> i want something simple
16:48:57  <Samu> at NoCarGoal
16:49:15  <Samu> NoCarGoal has much higher complexity i think
16:49:42  <Zuu> Ah yes. Copy scp.nut and edit to your liking.
16:50:09  <Zuu> And then call the methods it expose from your main logic.
16:50:28  <planetmaker> pong
16:50:34  <Zuu> bong
16:50:37  <Xaroth> BANG
16:50:58  <Zuu> Hello planetmaker
16:51:29  <Samu> I'm currently trying something like this, pseudo-code, from the AI side: "if Company Value GS is running, change my behaviour to maximize company value"
16:51:41  <Samu> i think the GS doesn't need to communicate anything to the AI
16:51:57  <planetmaker> hey :) so many familiar faces from 'back then'
16:52:04  <Zuu> It could probably be enough to register an empty comand set then.
16:52:36  <Zuu> The AI could handshake and check if the GS support the "CompanyValueGS" command set or similar.
16:52:57  <Xaroth> planetmaker: you calling me old?
16:53:34  <Samu> alright, let me copy scp.nut to my folder, brb
16:53:43  <nielsm> planetmaker: any opinions on this syntax idea? https://0x0.st/sdBe.txt
16:54:15  <planetmaker> Xaroth, indeed ;)
16:54:22  <Xaroth> Hey!
16:54:25  <Xaroth> I resemble that remark!
16:54:39  <planetmaker> exactly :P So do I. So I may
16:54:46  <Xaroth> fair enough
16:54:49  <Xaroth> plus, TrueBrain is older.
16:54:58  <planetmaker> not than me
16:55:07  <Xaroth> Well that's not my problem :P
16:55:24  <planetmaker> nielsm, can we actually deal with fractional production values there?
16:55:34  <nielsm> sure
16:55:49  <nielsm> should be possible
16:55:51  <planetmaker> and why does it have to be 'produce_cargo' there everytime. Isn't it clear that it produces cargo?
16:55:59  <nielsm> working on implementing it now
16:56:06  <planetmaker> but maybe it makes it clearer
16:56:28  <planetmaker> though I still like a more concise one with less boilerplate more... but it's 52:48 only
16:56:51  <nielsm> because there isn't any simple-to-use dictionary syntax
16:56:54  <nielsm> as far as I can tell
16:57:04  <nielsm> so may as well just make it a list of objects
16:57:29  <nielsm> just like I learned to do with StandardML in 1st year CS
16:58:59  <planetmaker> what do the values actually exactly tell me?
16:59:27  <planetmaker> the one in the produce_cargo? It's the units produced, yes?
16:59:31  <planetmaker> per single input
16:59:38  <nielsm> yes
16:59:49  <planetmaker> so one usually would use fractional values
17:00:06  <nielsm> actually the value has different meaning for produce_cargo() inside an accept_cargo() list and standalone
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17:00:15  <planetmaker> urgs
17:00:29  <nielsm> standalone it's the production amount per production tick
17:00:48  <nielsm> inside an accept_cargo() it's production multiplier per unit of accepted cargo
17:00:55  <planetmaker> yes. ok. So it is still units (whatever that is for that cargo)
17:01:07  <nielsm> it's a multiplier regardless
17:01:35  <Samu> SELF_SHORTNAME is CVGS in my case?
17:02:08  <planetmaker> that is totally fine.
17:03:08  <Zuu> SELF_SHORTNAME is what you registered as shortname in info.nut
17:04:02  <Samu> local dummy = SCPLib(GSInfo.GetShortName(), GSInfo.GetVersion(), null);
17:04:28  <Zuu> I keep a very simple verison.nut thet define SELF_VERSION and SELF_SHORTNAME and use it in both info.nut and in scp.info.
17:04:53  <Zuu> Not sure if that is something you can do.
17:05:16  <Samu> GSInfo.GetShortName() should do what it asks
17:05:17  <Zuu> But if it is allowed now, go for it.
17:05:47  <Zuu> I mean I think AIInfo was not available to the scripts when they are run in the beginning, but may have changed since 0.7.
17:08:25  <Zuu> Oh.. looks like it was only in 0.7 to 0.7.2 it was not available to AIs, ever since then it seem to be in the API docs. :-)
17:08:44  <Zuu> So I need to update my knowledge then :p
17:09:12  <Samu> your logging system :( ...
17:09:16  <Samu> i dont have a system
17:09:26  <Zuu> You don't have to have one.
17:10:24  <Zuu> Just tell SCP if it should print to your debug log.
17:10:31  <Zuu> SCPLib.SCPLogging_Info(true or false)
17:10:57  <Samu> true
17:16:12  <Alberth> not false
17:17:13  <Samu> the index GSInfo does not exist :(
17:17:17  <Samu> t.t
17:17:54  <andythenorth> remind me, the nml example industry, it doesn't need to show all of vars 69-6F at once? :P
17:18:03  * andythenorth trying to avoid too much text stack fun
17:18:46  <Zuu> Samu: Then you either have to duplicate it or put it in a third file eg. version.nut and include it from both info.nut and scp.nut.
17:18:48  <andythenorth> I got as far as https://paste.openttdcoop.org/psrm6pufi/fo2i9v/raw
17:18:55  <andythenorth> but then I ran out of text stack registers
17:19:09  <andythenorth> I'm one short :P
17:24:01  <Zuu> But if I'm not wrong, SCP then actually is not expsing the script name/version to the other end and instead rely on command sets for identification. (as a means to support the possibility of GS packs)
17:25:49  <Zuu> But it could still do something with it internally. I don't know/remember. The implementation was made by krinn.
17:26:05  <Samu> ok, finally got it to run something
17:26:39  <Samu> https://imgur.com/fMOmk7L
17:28:39  <Zuu> *thumbs up* or *unicorn* whichever you prefer :-)
17:30:09  <Samu> cargocomplete goal, hmm i guess i need to remove that
17:30:33  <Samu> AI -> GS commands
17:30:46  <Zuu> Yep I suggest you remove the commands from NoCarGoal that are irrelevant for you.
17:30:52  <Samu> what do AI needs to know
17:30:58  <Samu> the value, perhaps
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17:31:08  <Zuu> Are there parameters of your script that are useful for it?
17:31:44  <Samu> i think it needs to know goal_mode
17:31:55  <Zuu> Also either you just broadcast GS -> AI the rules (if any) or you also provide AI -> GS so AIs can initiate a query.
17:32:27  <Zuu> But if you want to keep it as simple as possible, then only provide GS -> AI.
17:33:29  <Zuu> and when you find a new company, send them a package with goal_mode.
17:33:33  <Samu>     if (this.goal_mode != false) {         GSLog.Warning("Company Value GS is in Goal mode.");     } else {         GSLog.Warning("Company Value GS is in Ranking mode.");     }
17:34:17  <Samu> either modes have a value
17:34:55  <Samu> ranking mode value is the best company value of all companies, it's constantly changing
17:35:21  <Samu> goal mode value is a fixed value, a target which companies need to reach
17:35:35  <Samu> goal mode switches to ranking mode once the goal is completed
17:35:57  <Zuu> That said.. it looks like NoCarGoal took the other approach. It provide an AI -> GS command to get the current goal "CurrentGoal" command.
17:37:18  <Samu> goal_mode is a tri-bool
17:37:29  <Samu> can be false, null or true
17:38:09  <Zuu> You cound respond with goal_mode in Data[0] and then either pass along the rank list in Data[1..15] (as company IDs) or just provide the rank of the AI in Data[1] as its rank number.
17:38:46  <Zuu> I'm not sure if you can send null values in SCP. But you could send 0, 1 or 2.
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18:12:23  <nielsm> hm the nml test suite can't test for expected errors...
18:13:28  <Samu> if(setting == "goal_mode") 		{ 			response_value = CompanyValue.goal_mode; 		}
18:13:56  <Samu> the value could be null, which happens when transitioning to ranking mode
18:14:34  <Samu> hmm
18:17:35  <andythenorth> well
18:18:14  <andythenorth> the test suite just tests if anything fails
18:18:20  <andythenorth> afaik
18:18:59  <nielsm> yeah tests for correct output from well-formed inputs
18:19:26  <nielsm> I guess it has been decided unimportant to test for expected errors from malformed inputs
18:21:29  <Eddi|zuHause> what would you want to test there? whether it still fails? or that the error message is meaningful?
18:21:48  <Alberth> with multiple problems in an input, I am not sure you should expect one particular error
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18:43:40  <andythenorth> so what's left to do? o_O
18:44:21  <nielsm> nml?
18:44:26  <nielsm> callbacks
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18:52:35  <andythenorth> vars?
18:53:48  <nielsm> I haven't tested them
18:58:07  <Samu> what is the SCP Check supposed to do? :(
18:58:38  <Samu> for (local s = 0; s < 20 && scp_manager.Check(); s++) {};
18:59:09  <Samu> return SCPLib.Check();
18:59:17  <Samu> bah, got to open up the library files
18:59:17  <nielsm> reading the source for it will probably answer your question
18:59:34  <andythenorth> ok I'll test the vars
18:59:43  <andythenorth> I missed the commit, oops :)
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19:06:25  <Samu> function _SCPLib_Command::GetCommnandName(commandID)
19:06:28  <Samu> is that a typo?
19:19:55  <nielsm> that does indeed look like a typo, the probability of it being one is greater than zero
19:21:51  <Samu> meanwhile, i'm testing my AI founding towns, to see what happens
19:22:18  <nielsm> (TypeError) "unorderable types: int() <= ConstantNumeric()".
19:22:19  <nielsm> File "/mnt/c/Users/nielsm/Dev/OpenTTD-newgrf/nml/nml/output_base.py", line 129, in prepare_byte
19:22:26  <nielsm> annoying errors to trace down...
19:22:33  <nielsm> where did I forget to "unpack" a constant
19:23:03  <Samu> is Zuu around?
19:24:19  <Samu> I'm lost :(
19:24:19  <Zuu> Could be so yes
19:24:31  <Samu> ah, ok let me post something
19:24:36  <TrueBrain> hmm .. is freetype/fontconfig still needed for Windows btw?
19:24:42  <nielsm> yes
19:24:44  <Zuu> SCP Check will check for incomming messages.
19:25:06  <nielsm> TrueBrain: https://github.com/OpenTTD/OpenTTD/pull/6980
19:25:25  <Zuu> SCP is fully script side and has to actually look on signs at a specific tile on the map and see if there are arriving messages to parse and then map to and call the callback that you registered when you register a command.
19:25:33  <Samu> https://paste.openttdcoop.org/ppdvctj9y
19:25:50  <Samu> i'm unsure what the "Setting" works
19:25:51  <Samu> how*
19:25:53  <TrueBrain> tnx nielsm :)
19:26:26  <Samu> haven't done anything on the AI side yet
19:27:10  <Samu> haven't updated comments :(
19:28:08  <Samu> and somewhere in my main.nut, I got
19:28:10  <Samu> scp_manager.SendGoalReached(c_id, this.goal_company.c_id, this.goal_company.goal_value, this.goal_company.days_taken);
19:29:01  <Zuu> The paste looks good. There is some comments of methods that you want to change and delete code you commented out.
19:29:41  <Samu> have to change Log.Info into GSLog.Info
19:29:48  <Zuu> A note is that SettingCommand returns null when a setting is unknown. But you also have null as a vaild setting value. Not a big issue, but may be worth pointing out in your docs.
19:30:11  <Zuu> Log.Info => GSLog.Info is needed if you don't use SuperLib.Log.
19:31:06  <Zuu> If you don't need a pointer to your main class instance, you can remove the _main_ptr stuff.
19:31:10  <andythenorth> industry cargo 'transported' tells how much was moved to station, not actually moved by vehicles?
19:31:18  <nielsm> andythenorth yes
19:31:25  <andythenorth> ok
19:31:33  <Samu> this comment Data[0] => string to pass to GSController.GetSetting(setting)
19:31:55  <Samu> is it really getting the value from GSController?
19:32:00  <Zuu> In your main.nut you do scp_manager.SendGoalReached. But you also have to do scp_manager.Check() in your main loop.
19:32:18  <Samu> i have it spamming SCP Check, yes
19:32:29  <Samu> so much spam i disabled the log message
19:33:06  <Zuu> Yes NoCarGoal offer AIs to read some of its GS settings. One is what the goal target is. Eg. number of cargo items to transport.
19:33:21  <Samu>     while (this.Sleep(1)) { 	 		// Check for incoming SCP messages //		GSLog.Info("SCP.Check"); 		for (local s = 0; s < 20 && scp_manager.Check(); s++) {};
19:34:42  <Zuu> Good. And you probably have more in the loop to call your goal scanner or similar.
19:35:42  <Samu> goal scanner?
19:36:02  <andythenorth> nielsm: I am not 100% convinced by the results from produced_cargo_waiting or incoming_cargo_waiting
19:36:08  <andythenorth> but I am 99% convinced
19:36:10  <andythenorth> the rest are good
19:36:24  <andythenorth> those two are fiddly to test, and I might be doing the text stack wrong
19:36:33  <andythenorth> I get values, but eh, who knows if they're correct :P
19:36:34  <Zuu> Samu: your business logic that keep track of how well the companies perform.
19:36:42  <andythenorth> I am declaring vars done though
19:37:22  <Samu> does the SCPLib require the goal_id at some point?
19:37:39  <Zuu> https://dev.openttdcoop.org/projects/gs-nocargoal/repository/revisions/79cb564feda0/entry/main.nut#L93  <-- my main loop on line 104 to 155.
19:38:45  <Samu> this.ScanGoals()
19:39:07  <Zuu> if you mean goal_id as in GSGoal? No. SCP doesn't care which data you communicate. Just set up your command set and register commands and you can communicate whach you want.
19:40:56  <Samu> my main loop is basically the whole script
19:41:09  <Samu> except the load/save/init part stuff
19:41:29  <Samu> have you looked at it?
19:41:35  <Zuu> Nope
19:41:49  <Samu> plz don't be scared
19:42:19  <Zuu> But just put the Check() somewhere so it gets called at some reasonable rate. It is when you call it that your callback for receaived messages from AIs may get called.
19:42:46  <Zuu> Okay let see if I dare to look :-D
19:44:06  <Zuu> well it is not that long at least. :-)
19:44:07  <Samu> I code horizontally
19:44:15  <Samu> forgive me about long lines
19:44:30  <Zuu> I'm not that good at keeping 80 chars either.
19:46:30  <Zuu> So just before IsEVentWaiting() or after that while block or after "if (this.goal_reached == null) { .. } add a call to SCPManager .Check
19:47:28  <nielsm> andythenorth: I pushed two changes that adds the cargo_types combined table syntax and removes support for the new property numbers in the old property names in nml
19:47:39  <nielsm> feel free to rage ;)
19:47:49  <Zuu> You probably want to construct an instance like NoCarGoal does. And also as you refer to this. ... in your main script that means that your main logic is an instance and you want to have a pointer to it inside the SCPManager eg. _main_ptr.goal_value rather than CompanyGoal.goal_value.
19:48:23  <Zuu> Or just put the SCPManager stuff in the bottom of your one and only class if dealing with instances is above your level.
19:49:29  <andythenorth> nielsm: appears to work :)
19:49:38  <Zuu> But if you use _main_ptr, then when you consturt SCPManager you do eg. this.scp_manager = SCPManager(this)
19:50:29  <Zuu> Init: https://dev.openttdcoop.org/projects/gs-nocargoal/repository/revisions/79cb564feda0/entry/main.nut#L160
19:52:25  <andythenorth> nielsm: format seems obvious to me
19:52:26  <Samu> response_value = _main_ptr.goal_mode;
19:52:31  <Samu> like this?
19:52:59  <Samu> and in my Init
19:53:06  <Samu> this.scp_manager = SCPManager(this)
19:53:23  <TrueBrain> lol @ Azure: enter the ID of the pipeline .. so ..  are you going to tell me how to find those? :D
19:56:51  <Wolf01> Mmmh, why did I had to do this again? Found an interesting video on the sidebar and only after starting it I found it's from numberphile
19:57:46  <Samu> do i put 	scp_manager = null; inside CompanyValue class?
19:57:57  <Samu> or scp_manager <- null outside
19:58:39  <Samu> https://paste.openttdcoop.org/p3jacqznc line 16?
19:59:02  <Samu> and then inside my Init
19:59:07  <Samu> function CompanyValue::Initialize()
19:59:13  <Samu> this.scp_manager = SCPManager(this);
20:00:44  <Zuu> put scp_manager = null alongside goal_mode etc.
20:01:19  <Zuu> and then  this.scp_manager = SCPManager(this);
20:01:20  <Samu> alright, i did that, line 16
20:01:28  <Zuu> Yep
20:01:42  <Zuu> Then it is all good.
20:02:42  <Samu> when the goal is reached, SCP is supposed to send a message to all companies or only AI companies?
20:03:13  <Samu> or it only sends after some handshake thingy?
20:03:21  <Samu> i don't have my AI ready
20:03:34  <Zuu> Call SCP for all companies. SCP will sort that out I think.
20:03:58  <Samu> SCPLib.TellCompany("GoalReached", COMMAND_SET, to_company, [c_id, goal_value, days_taken]);
20:04:06  <Zuu> Yep
20:04:14  <Samu> it builds a sign in the map?
20:04:24  <Zuu> Yes
20:04:31  <Samu> ok let me have an AI reach 500k
20:04:33  <Zuu> Almost top corner in the map.
20:04:41  <Zuu> 0,1 or 1,0
20:06:02  <Samu> no sign was built, i must be doing something wrong
20:06:32  <Zuu> It might be that SCP works such that the AI must initiate the handshake.
20:06:51  <Samu> ahm, i need to work on the AI now
20:06:53  <Zuu> Which is logical, but I don't remember such implementation details.
20:07:17  *** Zuu has quit IRC
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20:09:27  <Samu> well ai files are open, hmm must import something
20:09:42  <Zuu> Let see if updating hg from 1.9.1 to 4... solves my issue :-)
20:10:05  <Zuu> The AI version of SCP I suppose. :-)
20:10:40  <Samu> have to extract cluelessplus for examples
20:10:45  <Samu> brb
20:10:58  <Zuu> I had a file scp_manager.nut in CluelessPlus which is similar to the one on the GS side but then moved that into a library so other AI authors could easier support NoCarGoal.
20:11:21  <Zuu> And it is removal of  this file from hg that has already taken me 1+ hour to figure out how to make hg remove a file. :-p
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20:13:46  <Samu> LuDiAI AfterFix doesn't have a initialize function
20:13:57  <Samu> must think
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20:20:19  <Zuu> Wow... in git you do: git commit -m "bla bla". In hg having a space between -m and " causes the commit to fail if the message text starts with -R as it will use that as -R argument then...
20:27:49  <Samu> before i break my ai, i rather upload it as is
20:28:29  <Zuu> Good idea. An other good idea is to use git. :-)
20:29:27  <Samu> didn't really test it if it's founding towns the right way
20:29:30  <Samu> but k
20:32:18  <andythenorth> nielsm: so maybe the production cb format needs updating?
20:32:24  * andythenorth looking at what changed
20:33:59  <andythenorth> original is https://newgrf-specs.tt-wiki.net/wiki/NML:Produce
20:35:33  <Samu> uploaded
20:35:42  <Samu> hope it works
20:36:31  <Samu> afk dinner
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20:40:26  <andythenorth> seems like the produce block 'just' needs to be extended to handle 16 cargos in / out
20:41:01  <andythenorth> action2production.py
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20:46:12  <Zuu> Hmm after updating hg I can no longer push to devzone. Probably nuked some key config.
20:46:50  <Zuu> Maybe I should just change to git. :-)
20:47:06  <Zuu> (and github)
20:50:17  <frosch123> devzone is flooded by spambots
20:50:32  <planetmaker> hm... I think devzone... might need certificate update so that hg doesn't complain
20:50:50  <andythenorth> what have they done?
20:50:57  <planetmaker> though... ssh key ... it shouldn't care
20:51:22  <frosch123> if the ssh key is old enough, newer ssh may not accept it
20:51:39  <planetmaker> that, too
20:52:14  <planetmaker> but concerning spam bots: is there an issue more than an occasional spam bot commenting an issue?
20:53:14  <frosch123> except for the occassional translator, all new users are spam bots
20:53:30  <andythenorth> oof
20:55:24  <Zuu> In this case I think I may have had some config in the installation folder of Mercurial that I lost upon uninstall. I tried with my different keys I have but none of them worked with devzone and new hg. But it could be that I have one more key somewhere that devzone wants. :-)
20:55:26  <frosch123> so, if i get eints to work with openid connect, i may suggest to disable devzone registration
20:56:00  <andythenorth> seems reasonable
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20:56:58  <Zuu> Is the path to keep using devzone or move stuff to github?
20:57:38  <Zuu> For active projects at least.
20:58:37  <frosch123> i guess it depends on the project
20:58:55  <frosch123> devzone has repositories, issues, redmine stuff... and compile farm and eints
20:59:02  <andythenorth> I am hoping to move to github + compile farm
20:59:16  <frosch123> for the first 3 there is no reason to keep devzone
20:59:31  <frosch123> maybe i can get eints to work on gh, no idea yet
20:59:40  <frosch123> no idea about compile farm and bundle hosting
21:00:56  <andythenorth> TB said wait until OpenTTD CF is figured out
21:01:04  <andythenorth> bundles might just be a variation on that
21:02:22  <Zuu> I mainly use repository for my projects.
21:02:38  <Zuu> Hmm.. but  yes there is eints too. hmm
21:02:52  <Zuu> Not for AI, but for GS.
21:03:32  <frosch123> i have the hg2git script configured, so that one only needs to add more username->email conversions
21:03:42  <planetmaker> I'm in no rush with anything of that, and it can "just keep running". But... maintenance is a bit of an issue
21:03:53  <frosch123> the issue script works for small amounts of issues, i did not bother yet switching to the real api
21:06:00  <andythenorth> could it move the nml issues?
21:06:07  <andythenorth> then we could lock the devzone nml project
21:06:37  <planetmaker> NewGRFs will likely always need their own CF. And as such... I would like to keep it
21:06:47  <frosch123> andythenorth: https://github.com/frosch123/nml/issues?q=is%3Aissue+is%3Aclosed
21:07:16  <andythenorth> o_O
21:07:16  <frosch123> tb said i used the wrong api, and the account would be disabled/blocked for some time if i tried to add all
21:08:08  <planetmaker> aha... there is a right and a wrong API for importing stuff? oO
21:08:41  <frosch123> i used the user api, which does email notifications and current date and stuff, just like a normal user
21:08:51  <frosch123> there is an import api which allows setting any date
21:09:04  <frosch123> compare those nml issues with the ottd issues by dorpsgek
21:09:28  <frosch123> however, the redmine->xml script i found works fine
21:09:59  <frosch123> one needs to link that output to tb's gh import script or so
21:10:25  <frosch123> probably no much work, but i didn't do it in the past 6 month :)
21:12:02  <planetmaker> :)
21:17:29  <TrueBrain> https://dev.azure.com/truebrain/OpenTTD/_build%2Fresults?buildId=30&_a=summary <- hmm .. when I compile OpenTTD with vcpkg, I get this error .. annoying :D
21:17:37  <TrueBrain> otherwise it seems to work :D
21:17:50  <TrueBrain> nielsm: I created a job that builds the dependencies for OpenTTD via vcpkg .. less black magic :D
21:19:14  <Samu> damn it, my ai crasshed
21:19:38  <Samu> i knew i shouldn't have uploaded blindly
21:19:47  <glx> TrueBrain: weird
21:20:45  <glx> incomplete vcpkg set up ?
21:20:57  <TrueBrain> read the error :) I don't think it is vcpkg doing something wrong :D
21:21:08  <TrueBrain> seems lzma is doing something right now, and we 'fixed' the wrong :P
21:21:40  <nielsm> TrueBrain: I like that approach
21:21:46  <TrueBrain> we set LZMA_API_STATIC, which is now done in the header if it was compiled static
21:21:48  <TrueBrain> (which I did)
21:22:11  <TrueBrain> well, guess I have to patch up OpenTTD a bit to work with vcpkg :D
21:22:41  <glx> wrong filename maybe
21:23:22  <TrueBrain> sed -i 's/;LZMA_API_STATIC;/;/' projects/*
21:23:24  <TrueBrain> lets see what that does :D
21:24:38  <glx> indeed wrong filename
21:24:49  <glx> it's libpng16.lib in my vcpkg dirs
21:24:49  <TrueBrain> wrong filename?
21:25:51  <planetmaker> it used to be libpng12...
21:25:57  <glx> so of course libpng.lib can't be open
21:26:12  <TrueBrain> we have many 'wrong' library names
21:26:27  <TrueBrain> zlibstat.lib is also no longer produced
21:26:32  <TrueBrain> liblzma.lib is now lzma.lib
21:26:39  <TrueBrain> libfreetype2.lib is now freetype.lib
21:26:52  <TrueBrain> I might make a PR to switch to vcpkg completely, if this works :P
21:27:25  <glx> I have zlib.lib in x64-static
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21:27:55  <TrueBrain> and OpenTTD wants zlibstat.lib
21:28:24  <glx> yes when I tried vcpkg I remember editing project
21:28:52  <glx> but I think there's a way to magically not need to even specify the libs
21:29:48  <TrueBrain> I dont think the VC projects had any decent cleanup in years :P
21:30:11  <glx> we removed the older versions recently :)
21:30:53  <glx> https://github.com/Microsoft/vcpkg/blob/master/docs/examples/installing-and-using-packages.md#vsmsbuild-project-user-wide-integration
21:31:14  <glx> "All C++ projects can now #include any installed libraries.
21:31:14  <glx> Linking will be handled automatically.
21:31:14  <glx> Installing new libraries will make them instantly available."
21:31:28  <glx> it can link magically :)
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21:34:10  <TrueBrain> so I will await a PR from you :D
21:34:14  <TrueBrain> -Remove: openttd-useful.zip bla
21:34:17  <TrueBrain> -Add: vcpkg support
21:34:23  <TrueBrain> -Fix: no longer link libraries ourself
21:34:24  <TrueBrain> :D
21:34:28  <TrueBrain> yes? :D :D
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21:36:51  <planetmaker> s/Fix/Change/g
21:39:12  <TrueBrain> hmm, unresolved external symbols now
21:39:18  <TrueBrain> that was not what I expected
21:40:24  <TrueBrain> something for another day :)
21:41:17  <TrueBrain> I like Azure pipelines nielsm :D Really nice and fast and freeeeee :D
21:42:03  <nielsm> I just saw someone mentioning them a little while ago in a random discussion somewhere
21:42:09  <nielsm> and decided to read a bit on it
21:42:20  <nielsm> and then I saw there was some free options
21:47:35  <Samu> zuu, I loaded a savegame and crashed https://imgur.com/ullkD2R
21:48:47  <Zuu> Looking at the error message, you shouldn't init SCP in Load().
21:49:08  <Samu> :(
21:49:21  <Zuu> Load() shouldn't do much work genreally as OpenTTD cannot suspend Load().
21:49:37  <Samu> gonna put it at Start then
21:49:50  <Zuu> The general practice is to just store the data you get in Load() in your instance and then return. Then in Start() check if there is any stored load-data and use that.
21:50:10  <Zuu> Start is better and is called both on new games and on loaded games.
21:51:18  <Samu> also a typo
21:51:24  <Samu> Script Comumncation
21:51:43  <Zuu> In scp library?
21:51:48  <Samu> Script Comumncation Protocol
21:51:53  <Samu> in the screenshot
21:52:15  <Samu> communcation damn
21:52:19  <Samu> communication
21:52:31  <Zuu> Yep that string is printed by the library as far as I know. You get to find krinn to fix that one.
21:52:47  <Zuu> Or fork scp, which is hardly worth for just a typo in a string.
21:53:54  <Samu> back to my AI, gonna try add the SCP
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22:02:09  <andythenorth> hmm
22:02:21  <andythenorth> updating prod cb needs brain
22:02:23  <andythenorth> too late for brain
22:03:45  <nielsm> yeah, it looks like it's rather tightly coupled to some syntax elements
22:04:01  <nielsm> something external also needs to change
22:04:51  <nielsm> ah yes nml/ast/produce.py
22:07:38  <nielsm> first step is figuring out how the new syntax should look :)
22:14:36  <nielsm> it might not be possible to retrofit in a neat way, might need to introduce a new keyword, or otherwise break the old syntax
22:16:49  <nielsm> hmm, maybe reuse the accept_cargo and produce_cargo functions, have accept_cargo also allow a numeric second parameter instead of just a list of outputs
22:18:30  <nielsm> so you'd write: produce(name, accept_cargo("IORE", 2), accept_cargo("COAL", 1), produce_cargo("STEL", 2), 1)
22:18:34  <nielsm> or something to that effect
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22:19:01  <andythenorth> iirc it's already versioned for 1 and 0
22:19:03  * andythenorth looks
22:19:34  <andythenorth> not sure where it's picking the version up from
22:19:46  <planetmaker> hm
22:20:10  <nielsm>     if all(x.supported_by_actionD(False) for x in produce.param_list):
22:20:10  <nielsm>         version = 0
22:20:14  <nielsm> else version = 1
22:20:30  <nielsm> not sure what that means :P
22:20:34  <andythenorth> me neither :)
22:20:40  <nielsm> (for an x to be supported by action D)
22:21:07  <andythenorth> my assumption for syntax was to keep the current, and just extend the number of cargos
22:21:07  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/NML:Produce
22:21:28  <andythenorth> seems like it's just extending from 3 to 16
22:21:48  <nielsm> you'd need 64 parameters every time then
22:22:25  <andythenorth> nah 34
22:22:39  <andythenorth> well, in the nml syntax 34
22:23:21  <andythenorth> it's quite a lot more than the current 7 :P
22:23:32  <nielsm> the GRF format is (num-inputs, input-cargoid-1, input-value-1, input-cargoid-x, input-value-x, ...)
22:23:48  <nielsm> you actually need to specify the cargo for each parameter
22:23:53  <andythenorth> yeah the nml format drops the cargo ID and relies on list positions
22:24:08  <andythenorth> it might be reading those internally from the industry
22:24:57  <andythenorth> it's still potentially a lot of 0s to set, for the common case of <16 cargos
22:25:36  * andythenorth wonders if arrays can be used as parameters in nml
22:25:41  <nielsm> they can
22:25:49  <andythenorth> so instead of produce (<ID>, <consume_1>, <consume_2>, <consume_3>, <produce_1>, <produce_2> [, run_again]);
22:26:11  <andythenorth> produce (<ID>, [<consume_1>, <consume_2>...<consume_n>], [<produce_1>, <produce_2>...<produce_n>], [, run_again]);
22:26:24  <planetmaker> yeah... ID, [cons1, cons2,...], [prod1, prod2, ...], run_again
22:26:29  <nielsm> but the syntax needs to include the cargotypes
22:26:51  <planetmaker> as they are not defined anymore...
22:26:54  <nielsm> there isn't any way to derive those
22:26:58  <andythenorth> oh because version 2 changes those
22:27:08  <nielsm> https://newgrf-specs.tt-wiki.net/wiki/Action2/Industries#Format_version_02
22:27:16  <andythenorth> nml must have a representation of the industry in the parse tree it builds?
22:27:29  * andythenorth assumes :P
22:29:44  <andythenorth> I understand the suggestion now for produce(name, accept_cargo("IORE", 2), accept_cargo("COAL", 1), produce_cargo("STEL", 2), 1)
22:29:53  <andythenorth> FIRS is going to get horrible :)
22:30:00  <andythenorth> already the compile is slow due to loops
22:30:07  <andythenorth> this will get a lot worse
22:30:24  <andythenorth> maybe I buy a fast PC and compile on it remotely :P
22:30:35  <nielsm> are you generating NML text and then compiling that, or generating an internal parse tree or such?
22:30:47  <andythenorth> in FIRS I'm generating NML and compiling it
22:30:50  <nielsm> you can set it up on azure devops for free :D
22:30:53  <andythenorth> and the NML is very slow
22:31:47  * andythenorth times it
22:32:26  <andythenorth> hmm, for version 2 it really does have to specify the cargo labels
22:32:38  <andythenorth> nml can't magic it away, the industry cargos might have changed
22:33:29  <andythenorth> nielsm: I am +1 to your format suggestion then
22:33:44  <nielsm> yes, and the definition isn't actually bound to any specific industry as far as I can tell
22:39:59  <planetmaker>  produce(name, accept_cargo("IORE", 2), accept_cargo("COAL", 1), produce_cargo("STEL", 2), 1) <--- that?
22:40:03  <planetmaker> ooks ok
22:40:05  <planetmaker> +l
22:44:47  <nielsm> potential issue is that the accept/produce expressions need to take register-producing expressions, I don't know what implications that might have
22:45:05  <nielsm> for the amounts
22:45:17  <nielsm> (rather than direct values)
22:45:43  <Samu> this is hard
22:45:58  <Samu> im trying to interact LuDiAI with NoCarGoal instead
22:46:09  <Samu> at least i know part of the work is done correctly
22:49:31  <Samu> they are communicating! but i have no idea wtf they're saying
22:51:23  <Samu> https://imgur.com/XNtRwEW - chinese
22:52:03  <Samu> the GS is NoCarGoal, Zuu any ideas what's happening?
22:52:16  <andythenorth> I suspect NML is detecting whether a param is a literal value, or an expresion already
22:52:43  <andythenorth> dunno how though, it's quite magical to me :)
22:52:46  * andythenorth must to bed
22:52:49  <andythenorth> bye
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22:58:53  <Samu> If you want an example, you can check out CluelessPlus which is an AI  that uses this library.
22:59:00  <Samu> somehow it uses, but how
22:59:04  <Samu> can't find where
22:59:16  <Samu> terrible code digger
22:59:34  <Samu> gonna run cluelessplus side by side too
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23:19:54  <Zuu> First of all,  ensure you didn't disable scp in NoCarGoal parameters.
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23:37:32  <Samu> https://imgur.com/jKw6wx1
23:37:48  <Samu> the other AI is CluelessPlus
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23:41:28  <Zuu> Do you use SCPClient_NoCarGoal or did you try to write your own NoCarGoal client?
23:42:00  <Zuu> The details of scp logging is beyond my knowledge.
23:42:24  <Zuu> It is low level stuff about packaging data into signs.
23:43:22  <Samu> i imported SCPClient_NoCarGoal
23:44:05  <Samu> import("Library.SCPLib", "SCPLib", 45); import("Library.SCPClient_NoCarGoal", "SCPClient_NoCarGoal", 1);
23:44:05  <Zuu> You can unpack the SCPClient_NoCarGoal tar and uncomment line 292 to get a log message when the AI receives its goals.
23:44:30  <Samu> ok
23:44:44  <Zuu> I did that and for me (tm) CluelessPlus get the goals.
23:45:14  <Samu> AILog.Info("Received cargos: " + s);
23:45:20  <Samu> ok restarting ai
23:46:06  <Zuu> Also, if you haven't open the settings of NoCarGoal and verify that scp is enabled.
23:46:34  <Zuu> And there is a similar setting in CluelessPlus, but if you are debugging your AI then that is not relevant.
23:46:38  <Samu> it's enabled
23:46:58  <Samu> https://imgur.com/J0zETLF
23:47:03  <Samu> received cargos is there
23:47:25  <Zuu> So then it works
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23:49:36  <Samu> hmm, nice ?
23:49:40  <Samu> im confused anyway
23:49:54  <Samu> so let me try now for my gs
23:49:56  <Zuu> Then you can use eg. GetGoalCaragoList() or IsGoalCargo() to give higher score to decisions that takes you towards transporting goal cargos.
23:50:15  <Zuu> But if you only do passengers, then it doesn't make much difference. :-)
23:50:33  <Samu> yeah, nocargoal is bad for ludi
23:50:47  <Samu> just wanted to check if i could get it to communicate
23:51:08  <Zuu> But you could use IsNoCarGoalGame() as well as checking if PASS is goal cargo, and bingo you can focus on transporting as much passenger as possible rather than company value.
23:51:27  <Samu> it's not like it does anything else
23:51:59  <Samu> but gonna try do ask those questions
23:53:15  <Zuu> I agree though it is a good step in debugging and now you can try to port the code from the library to your AI and then switch over to your GS command set, or you can support both command sets if you want.
23:55:04  <Zuu> I don't know how CluelessPlus would play differently if it was gonig for company value, but if I had an idea I could add support for your GS by adding support for your command set as well.
23:57:39  <Samu> terron wastes much money on exclusive transport rights
23:57:48  <Samu> same about statues
23:57:55  <Samu> that kind of money wasting
23:57:56  <Zuu> Statues is not waste of money
23:58:45  <Samu> it's a race towards being the first to reach target company value
23:59:06  <Samu> so, building statues may be a bad idea
23:59:15  <Samu> depends on the target value maybe

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