Trans AI .:19.06.25 :.

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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Lord Aro
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Re: Trans AI .:10.03.07 :. (Rail-less)

Post by Lord Aro » 17 Dec 2012 21:45

fanioz has been gone over 2 years now, i don't think he'll be coming back :(
AroAI - A really feeble attempt at an AI

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Re: Trans AI .:10.03.07 :. (Rail-less)

Post by TheSkullyoFTo » 04 May 2013 10:00

Bug
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Re: Trans AI .:10.03.07 :. (Rail-less)

Post by Steffl » 18 Jul 2013 15:33

Hi,
There's a new version of Trans AI on bananas and no word about it in this thread?

Time to mention it here,
but I'm sorry that my true intention was to make a bug report:
TransAI v. 130711, OpenTTD 1.3.1
crashTrans.png
(19.92 KiB) Downloaded 6 times
This is the line in code where the bug happens:

Code: Select all

if (!_Mgr_B.AllowTryStation(_S_Type)) return 2;
The value of _Mgr_B could be 'null', I think it's not enough protected that this don't can happen.

And I had to disallow Planes for Trans or it bancrupts after short time because of the high infrastructure costs of airports.

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Re: Trans AI .:11.07.22 :. (Rail-less)

Post by fanioz » 22 Jul 2013 13:29

Steffl wrote:Hi,
There's a new version of Trans AI on bananas and no word about it in this thread?

Time to mention it here,
but I'm sorry that my true intention was to make a bug report:
TransAI v. 130711, OpenTTD 1.3.1
crashTrans.png
This is the line in code where the bug happens:

Code: Select all

if (!_Mgr_B.AllowTryStation(_S_Type)) return 2;
The value of _Mgr_B could be 'null', I think it's not enough protected that this don't can happen.
Thanks :mrgreen:

Updated to v. 130722
Fix: Don't crash if no destination found (thanks to Steffl)
Fix : move to next cargo upon successful built
Steffl wrote: And I had to disallow Planes for Trans or it bancrupts after short time because of the high infrastructure costs of airports.
which NewGrf ?
Correct me If I am wrong - PM me if my English was bad :D

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Re: Trans AI .:11.07.22 :. (Rail-less)

Post by planetmaker » 22 Jul 2013 13:38

fanioz wrote: which NewGrf ?
Infrastructure maintenance is a new setting in OpenTTD 1.2+(?) itself. High infrastructure maintenance costs for airports might thus happen without any NewGRF being used.

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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by Akip Nax Dhagadoe » 31 Dec 2013 02:23

Hey man, will this AI works with CargoDist?
Steffl wrote:And I had to disallow Planes for Trans or it bancrupts after short time because of the high infrastructure costs of airports.
And yeah, his right. Your AI always bankrupt because airport's maintenance cost.

Regards, Akip

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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by HGus » 08 Mar 2014 23:35

Hi Fanioz, nice to see you again.

I see you fixed the "dont call me" error at events class (by deleting the lines).

I had done my own fix some time ago, by adding the missing events that triggered the try-catch, check it (currently there are dummy actions, but maybe you can do it better if needed)

Code: Select all

// Patch: unsupported events, keep AI running
				case AIEvent.ET_TOWN_FOUNDED:
					Warn ("Unsupported event: ET_TOWN_FOUNDED");
					break
					
				case AIEvent.ET_AIRCRAFT_DEST_TOO_FAR:
					Warn ("Unsupported event: ET_AIRCRAFT_DEST_TOO_FAR");
					break
					
				case AIEvent.ET_ADMIN_PORT:
					Warn ("Unsupported event: ET_ADMIN_PORT");
					break
				
				case AIEvent.ET_WINDOW_WIDGET_CLICK:
					Warn ("Unsupported event: ET_WINDOW_WIDGET_CLICK");
					break
				
				case AIEvent.ET_GOAL_QUESTION_ANSWER:
					Warn ("Unsupported event: ET_GOAL_QUESTION_ANSWER");
					break
// Patch end				
Actually, I think the only useful for you could be ET_AIRCRAFT_DEST_TOO_FAR, to check bad behaviour, the others are only for AI/GS that can manage interactive stuff...

BTW, your AI works pretty well when starting from early eras (tested so far from 1700), but when it gets enough money it starts buying every competitor thats goes bankrupcy, taking over more and more useless stations around the map, making the game very ugly. Also it builds a ship depot for every sea route, wich leads to blockades in small water areas, and then I am forced to restart the AI to clean the messing...

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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by xarick » 14 Jun 2016 14:25

Trans crashes with Modulo by Zero error when trying to place an HQ while being Company #1 (0 in code).
if (counter % My.ID != 0) continue;
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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by xarick » 28 Jul 2016 17:06

crashed: it took too long to save, while testing only ships for 100 years.
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [Water Tracker] max len: 42
dbg: [script] [1] [Water Tracker] original max len: 42
dbg: [script] [1] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [Water Tracker] Opening tile 1
dbg: [script] [1] [Water Tracker] nautical max len: 38
dbg: [script] [1] [Water Tracker] path finding # -1
dbg: [script] [1] [Events Check] No more event to save
dbg: [script] [1] [Water Tracker] path finding succeed
dbg: [script] [1] [Water Connector] est. Cost 262
dbg: [script] [1] [I] [Water Connector] Have 262 [true] -> Good Job ^_^
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [I] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [I] [Water Tracker] max len: 44
dbg: [script] [1] [I] [Water Tracker] original max len: 44
dbg: [script] [1] [I] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [I] [Water Tracker] Opening tile 1
dbg: [script] [1] [I] [Water Tracker] nautical max len: 40
dbg: [script] [1] [I] [Water Tracker] path finding # -1
dbg: [script] [1] [I] [Events Check] No more event to save
dbg: [net] [udp] advertising to master server
dbg: [script] [1] [I] [Events Check] No more event to save
dbg: [script] [1] [E] This script took too long to Save.
dbg: [script] The script died unexpectedly.
One of the running scripts crashed. Please report this to the script author with a screenshot of the AI/Game Script Debug Window
dbg: [script] [1] [I] Please report the error to the following URL:
dbg: [script] [1] [I] http://dev.openttdcoop.org/projects/ai-trans/issues
Attachments
Trans Angel, 1st Dec 2016.sav
last month alive
(1.34 MiB) Downloaded 70 times
Trans Angel, 1st Jan 2017.sav
already dead
(1.34 MiB) Downloaded 73 times
openttdCore1.cfg
server config
(11.62 KiB) Downloaded 67 times
Formerly known as Samu

xarick
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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by xarick » 01 Aug 2016 12:15

Too long to save again.
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [Water Tracker] max len: 20
dbg: [script] [1] [Water Tracker] original max len: 20
dbg: [script] [1] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [Water Tracker] Opening tile 1
dbg: [script] [1] [Water Tracker] nautical max len: 20
dbg: [script] [1] [Water Tracker] path finding # -1
dbg: [script] [1] [W] [Water Tracker] path finding failed
dbg: [script] [1] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [Water Tracker] max len: 20
dbg: [script] [1] [Water Tracker] original max len: 20
dbg: [script] [1] [I] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [I] [Water Tracker] Opening tile 1
dbg: [script] [1] [I] [Water Tracker] nautical max len: 20
dbg: [script] [1] [I] [Water Tracker] path finding # -1
dbg: [script] [1] [W] [Water Tracker] path finding failed
dbg: [script] [1] [I] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [I] [Water Tracker] max len: 39
dbg: [script] [1] [I] [Water Tracker] original max len: 39
dbg: [script] [1] [I] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [I] [Water Tracker] Opening tile 1
dbg: [script] [1] [I] [Water Tracker] nautical max len: 35
dbg: [script] [1] [I] [Water Tracker] path finding # -1
dbg: [script] [1] [I] [Events Check] No more event to save
dbg: [script] [1] [E] This script took too long to Save.
dbg: [script] The script died unexpectedly.
One of the running scripts crashed. Please report this to the script author with a screenshot of the AI/Game Script Debug Window
dbg: [script] [1] [I] Please report the error to the following URL:
dbg: [script] [1] [I] http://dev.openttdcoop.org/projects/ai-trans/issues
Attachments
Trans Moon, 1st Dec 2018.sav
last month alive
(1.17 MiB) Downloaded 67 times
Trans Moon, 1st Jan 2019.sav
already dead
(1.17 MiB) Downloaded 66 times
openttdCore2.cfg
server config
(11.62 KiB) Downloaded 69 times
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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by xarick » 06 Aug 2016 09:57

Trans is massing ships on the same route, but they get lost.

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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by HGus » 08 Aug 2016 13:06

xarick wrote:Trans crashes with Modulo by Zero error when trying to place an HQ while being Company #1 (0 in code).
if (counter % My.ID != 0) continue;
workaround:

Code: Select all

if (My.ID !=0 && counter % My.ID != 0) continue;

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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by xarick » 18 Feb 2018 15:16

Crashed right after buying Chopper
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Re: Trans AI .:13.07.22 :. (Rail-less)

Post by fanioz » 10 Apr 2018 22:57

Akip Nax Dhagadoe wrote:Hey man, will this AI works with CargoDist?
Hello, I've not try CargoDist yet. I can't comment on this.
Akip Nax Dhagadoe wrote:
Steffl wrote:And I had to disallow Planes for Trans or it bancrupts after short time because of the high infrastructure costs of airports.
And yeah, his right. Your AI always bankrupt because airport's maintenance cost.

Regards, Akip

I'll fix ; disallow aircraft to build if the infrastructure maintenance setting is activated
HGus wrote:Hi Fanioz, nice to see you again.

I see you fixed the "dont call me" error at events class (by deleting the lines).

I had done my own fix some time ago, by adding the missing events that triggered the try-catch, check it (currently there are dummy actions, but maybe you can do it better if needed)
[+] Spoiler

Code: Select all

// Patch: unsupported events, keep AI running
				case AIEvent.ET_TOWN_FOUNDED:
					Warn ("Unsupported event: ET_TOWN_FOUNDED");
					break
					
				case AIEvent.ET_AIRCRAFT_DEST_TOO_FAR:
					Warn ("Unsupported event: ET_AIRCRAFT_DEST_TOO_FAR");
					break
					
				case AIEvent.ET_ADMIN_PORT:
					Warn ("Unsupported event: ET_ADMIN_PORT");
					break
				
				case AIEvent.ET_WINDOW_WIDGET_CLICK:
					Warn ("Unsupported event: ET_WINDOW_WIDGET_CLICK");
					break
				
				case AIEvent.ET_GOAL_QUESTION_ANSWER:
					Warn ("Unsupported event: ET_GOAL_QUESTION_ANSWER");
					break
// Patch end				
Actually, I think the only useful for you could be ET_AIRCRAFT_DEST_TOO_FAR, to check bad behaviour, the others are only for AI/GS that can manage interactive stuff...
Thanks, I'll look into "ET_AIRCRAFT_DEST_TOO_FAR" to see what can I do with that. The reason for deleting "dont call me" line was because I dont want to handle every AIEvent brodcasted.
HGus wrote: BTW, your AI works pretty well when starting from early eras (tested so far from 1700), but when it gets enough money it starts buying every competitor thats goes bankrupcy, taking over more and more useless stations around the map, making the game very ugly. Also it builds a ship depot for every sea route, wich leads to blockades in small water areas, and then I am forced to restart the AI to clean the messing...
Thanks, noted for the later-than-sooner version :D
xarick wrote:Trans crashes with Modulo by Zero error when trying to place an HQ while being Company #1 (0 in code).
if (counter % My.ID != 0) continue;
Thanks, fixed.
xarick wrote:crashed: it took too long to save, while testing only ships for 100 years.
[+] Spoiler
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [Water Tracker] max len: 42
dbg: [script] [1] [Water Tracker] original max len: 42
dbg: [script] [1] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [Water Tracker] Opening tile 1
dbg: [script] [1] [Water Tracker] nautical max len: 38
dbg: [script] [1] [Water Tracker] path finding # -1
dbg: [script] [1] [Events Check] No more event to save
dbg: [script] [1] [Water Tracker] path finding succeed
dbg: [script] [1] [Water Connector] est. Cost 262
dbg: [script] [1] [I] [Water Connector] Have 262 [true] -> Good Job ^_^
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [W] [Water Connector] failed: ERR_SITE_UNSUITABLE
dbg: [script] [1] [I] [Water Tracker] sources: 1 dests: 1
dbg: [script] [1] [I] [Water Tracker] max len: 44
dbg: [script] [1] [I] [Water Tracker] original max len: 44
dbg: [script] [1] [I] [Water Tracker] calculated multiplier: 1
dbg: [script] [1] [I] [Water Tracker] Opening tile 1
dbg: [script] [1] [I] [Water Tracker] nautical max len: 40
dbg: [script] [1] [I] [Water Tracker] path finding # -1
dbg: [script] [1] [I] [Events Check] No more event to save
dbg: [net] [udp] advertising to master server
dbg: [script] [1] [I] [Events Check] No more event to save
dbg: [script] [1] [E] This script took too long to Save.
dbg: [script] The script died unexpectedly.
One of the running scripts crashed. Please report this to the script author with a screenshot of the AI/Game Script Debug Window
dbg: [script] [1] [I] Please report the error to the following URL:
dbg: [script] [1] [I] http://dev.openttdcoop.org/projects/ai-trans/issues

Thanks, fixed. That was because it check structure of data to be saved, and run out of Ops available.

xarick wrote:Trans is massing ships on the same route, but they get lost.

Image

Thanks, noted, Perhaps, it is time to employ buoy .. :)
xarick wrote:Crashed right after buying Chopper

Thanks, fixed. That was because Valuator need either bool or integer return value from a function
Correct me If I am wrong - PM me if my English was bad :D

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Re: Trans AI .:18.04.11 :. (Rail-less)

Post by fanioz » 11 Apr 2018 05:32

Bump.....
Version 180411 is available on BaBaNaNaS, as well as on first post. :D

* 180411
Fixes: Not connecting air route with infrastructure maintenance setting activated. Thanks Steffl
Fixes: crashes with Modulo by Zero error when trying to place an HQ while being Company #1 (0 in code). Thanks xarick
Fixes: Crashed due to return value of a function is neither bool nor integer, when being used as Valuator. Thanks xarick
Fixes: AI forced to be stopped due to it took too long to save. Thanks xarick
Correct me If I am wrong - PM me if my English was bad :D

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Re: Trans AI .:18.05.06 :. (Rail Alpha)

Post by fanioz » 06 May 2018 08:17

Bump for the new version. We are now at 180506. Trans is available on BaNaNaS, as well as on first post.
Now, the the ships has buoys in their route. And I re-introduce the rail service. But now only build one train, on one rail.
Let see the changelog.

* 180506
General: Moving repository to git and uses GitHub as issue tracker
Bundling: Now using PowerShell script to bundling package for Bananas
CodeChange: General Pathfinder Optimization
CodeChange: General code CleanUp
Codechange:[Load/Save]:Refactoring service route table
Codechange: Optimize water pathfinder for buoys
Feature: Trans.Rail is back online (alpha stage). Right now we only support for running one train
Feature: Trans.Water now can build buoys
Feature: Closing route if it was not producing/accepting anymore
Feature: If infrastructure maintenance activated in game, we would close the aircraft route
Feature: [Debug] Add option to "break" in game
Feature: [Debug] Make a distinct between build sign for path finding and other sign
Fixes:[Save] max. 25 levels deep
Fixes: Do not deleting station if being used by other route
Fixes:Find nearby depot should be reachable (now for Road & Water)
Fixes:Checking AITile.HasTransportType should be done on next iteration
Fixes: Build depot for water now inline
Fixes: Put a limit distance to find a depot

And more logs can be seen at the repository. :D

And... Happy Bhirtday to me :mrgreen:
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fanioz
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Re: Trans AI .:18.06.22 :.

Post by fanioz » 21 Jun 2018 23:56

We are at 180622. Check it out at Bananas or first post :D
Introducing some features and fixes some bugs, here are the highlights:

Trans.Rail now could handle two train on single track
Trans.Rail will try to build the second track
Trans.Rail now could handle more train on double track
Trans.Rail Uses Dual line Terminus station
Continue building current train route if loaded from a save game

Fixes:[PF] Rail PT cannot detect existing bridge/tunnel
Fixes: GetReplacement() should build a replacement vehicle
Fixes: Save the route built state
Fixes: Don't build station entry if not built station
Fixes: Re-order priority for closing route and adding vehicle
Fixes: Don't crash if got an invalid industry ID
Fixes: Don't Crash if only have one depot
Fixes: Don't crash if Airport first tiles was hangar. (When uses heliport depot type airport)
Fixes: Don't go thru back of rail signal
Fixes: Crash due to no start/end point saved
Fixes: Build rail depot on the same level
Fixes: Rail not removed if depot is not built near station

Check out more at changelog.txt
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Re: Trans AI .:18.06.22 :.

Post by xarick » 07 Sep 2018 15:41

CPU evaluator crash
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Re: Trans AI .:18.06.22 :.

Post by xarick » 29 Sep 2018 22:29

Another cpu evaluator crash
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Re: Trans AI .:18.06.22 :.

Post by fanioz » 16 Oct 2018 06:29

xarick wrote:Another cpu evaluator crash
xarick wrote:CPU evaluator crash
Thanks for the report. But I have no idea what was wrong. Is this related to #opcode limit or there was another thing that "limit" the valuator. I'll try to figure it out. :roll:
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