[AI] AAAHogEx

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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AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

uzurpator wrote: 24 Jan 2024 16:14 I am using version 58 and the crash on copper ore service crash remains. Base game - no mods whatsoever. Just a game with 5 Hogs.
Thank you for your report. However, the attached image file seems to be from AAAHogEx version 52. Could you please check and confirm the version you are using again?
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uzurpator
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Re: [AI] AAAHogEx

Post by uzurpator »

You're right. I've been banana'ed. I upgraded, but for some reason it wasn't applied. Locally the AI does seem to work fine. I have started a little pigsty on my home server. I'll allow it to run for a few days, we'll see what happens.
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hogz.PNG
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All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

version 59 released!

・Minor bug fixes and performance tuning
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uzurpator
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Re: [AI] AAAHogEx

Post by uzurpator »

After roughly 48 hours in the pigsty - 15 hogs came out victorious. Each having about 460 trains and numerous trucks.

One managed to crash early on though.
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hogix_2076.PNG
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hogz_Cr3.PNG
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All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

uzurpator wrote: 28 Jan 2024 14:45 After roughly 48 hours in the pigsty - 15 hogs came out victorious. Each having about 460 trains and numerous trucks.

One managed to crash early on though.
Thank you for your report. I have made the necessary corrections in version 61.
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Re: [AI] AAAHogEx

Post by skc »

Spotted a spelling mistake:
OTTD HogEx spelling mistake.png
OTTD HogEx spelling mistake.png (26.5 KiB) Viewed 768 times
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

skc wrote: 31 Jan 2024 23:58 Spotted a spelling mistake:
OTTD HogEx spelling mistake.png
Oops, I made a spelling mistake. It is scheduled to be corrected in the next release. Thank you for your report.
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Re: [AI] AAAHogEx

Post by peter1138 »

tl;dr: AI crashes if MAIL (CC_MAIL) does not exist.

Some NewGRFs remove MAIL, e.g. Improved Town Industries. This used caused lots of broken behaviour in the game, but with the 14 betas this is now handled properly, and is considered supported.

So it would be nice if this AI could carry on without if it can't find a CC_MAIL cargo.
He's like, some kind of OpenTTD developer.
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

peter1138 wrote: 11 Feb 2024 15:28 tl;dr: AI crashes if MAIL (CC_MAIL) does not exist.

Some NewGRFs remove MAIL, e.g. Improved Town Industries. This used caused lots of broken behaviour in the game, but with the 14 betas this is now handled properly, and is considered supported.

So it would be nice if this AI could carry on without if it can't find a CC_MAIL cargo.
That was unexpected. It's version 14 beta, then? I will give it a try. Thank you.
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Re: [AI] AAAHogEx

Post by xarick »

Captura de ecrã 2024-02-20 105616.png
(493.7 KiB) Not downloaded yet
Crash shortly after loading savegame.
Warning: Savegame is big, I hosted it on OneDrive: https://1drv.ms/u/s!Ah9vX-Q9n7Ijm0sYaLf ... Y?e=QaiTa5
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AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

xarick wrote: 20 Feb 2024 10:59 Captura de ecrã 2024-02-20 105616.png
Crash shortly after loading savegame.
Warning: Savegame is big, I hosted it on OneDrive: https://1drv.ms/u/s!Ah9vX-Q9n7Ijm0sYaLf ... Y?e=QaiTa5
Thank you for your report.I managed to fix the issue so that the save data that was previously not loading now loads, but now I'm encountering an "Assertion failed" error in the OpenTTD(14.0RC1) core itself.
assertionfailed.png
assertionfailed.png (26.48 KiB) Viewed 204 times
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

xarick wrote: 20 Feb 2024 10:59 Captura de ecrã 2024-02-20 105616.png
Crash shortly after loading savegame.
Warning: Savegame is big, I hosted it on OneDrive: https://1drv.ms/u/s!Ah9vX-Q9n7Ijm0sYaLf ... Y?e=QaiTa5
For some reason, it seems that OpenTTD was crashing due to an error in my script. Once I corrected the script error, the crashes stopped. I have published the fixed version as version 63 on Bananas. I have also fixed the issue with CC_MAIL, as well as improved performance and fixed minor bugs.
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Re: [AI] AAAHogEx

Post by AAAHogEx »

Version 64 released!

・By dividing the area, AAAHogEx instances are less likely to compete with each other.
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Re: [AI] AAAHogEx

Post by AAAHogEx »

Version 65 released!

・[Feature] Remove stations and rails that are no longer in use while under construction due to Save/load
・[Change] WaterDepot placement avoid ET_VEHICLE_LOST
・[Change] RailDepot placement when vehicle_breakdowns is enabled
・[Change] Add maintenance order to ship when vehicle_breakdowns is enabled
・[Fix] Wrong reuse engines refited to other cargo
・[Fix] Calling CloneVehicle() in succession when funds are insufficient

Save data from previous versions is incompatible.
xarick
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Re: [AI] AAAHogEx

Post by xarick »

Unnamed, 1955-10-12.png
(270.13 KiB) Not downloaded yet
It is crashing on v67 ~5 years into it.
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Unnamed, 1955-10-15.sav
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Formerly known as Samu
AAAHogEx
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Re: [AI] AAAHogEx

Post by AAAHogEx »

xarick wrote: 24 Feb 2024 11:41 Unnamed, 1955-10-12.png

It is crashing on v67 ~5 years into it.
Thank you for your report. AAAHogEx crashed when difficulty.vehicle_breakdowns is false. I have released a corrected version as v69 to Bananas.
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