21:02 < Mythos> For gates, do we want them to act like AOK or AOM?
21:03 < quantumstate> I would say AoM
21:03 < Mythos> Okay, maybe we should be more specific.
21:03 < quantumstate> since then you remove the concept5 of opening and closing gates except for graphical purposes
21:04 < quantumstate> in AoM gates are permanently open for allies and permanently closed for enemies
21:04 < Mythos> Gate construction: (original 0 A.D. concept) Auto-placed when wall is built? or: Select long wall segment, click button, gate is placed? or: Select "gate" from worker UI and place it on the wall segment (AOK)?
21:05 <@Philip`> How would it know where to auto-place a gate?
21:05 <@Brian1> I think gates should be placed like in AoE3, but act like AoK
21:05 < quantumstate> auto placement sounds annoying, trying to get a computer do do the sensible thing is a bad move
21:05 < Mythos> Philip`: I assume it would alternate between 2 long wall segments and the gate segment.
21:06 <@Philip`> That sounds likely to annoy players when it auto-picks a stupid place
21:06 < Mythos> That was the original idea. Of course, we've ignored a lot of the original concepts over the years.

21:06 < quantumstate> Brian1: why do you say AoK style?
21:07 <@Brian1> So you can lock your allies out if they try to steal all your gold.
21:07 < Mythos> Alright, so, select a long wall segment, click the button in the UI to place gate. Does it place a fully-formed gate magically (AOM-AOE3), or does it lay down a gate foundation and we task units to build it (AOK)?
21:08 <@Brian1> Ideally, you'd just click on an acceptably long wall segment rather than the UI panel, but that may be too hard to implement.
21:08 <@Philip`> Selecting a wall segment then clicking an 'upgrade' button sounds to me like it should be easier for players than using the worker UI, since there's fewer steps and fewer opportunities to get confused, and it reduces clutter in the worker UI
21:08 < quantumstate> Brian1: That doesn't sound compelling to me, and AoM style is simpler to implement
21:09 < Mythos> Philip`: Agreed. But does it just swap out the wall segment for a fully-built gate, or does is swap the wall segment with a gate foundation, that then requires construction?
21:10 <@Brian1> Well, AoE3 gates would often left enemies in when my units went out to fight them. Changing the stances on all my units to prevent that is a lot more trouble than just locking the gate.
21:10 < quantumstate> I say directly switch to a gate
21:10 < Mythos> Let's stick to one problem at a time. We're at gate construction now.

21:10 < Pureon> I agree, swap out for a fully built gate
21:10 <@Brian1> Yes, switch directly
21:11 <@Brian1> Maybe for a small cost
21:11 < Mythos> Alright. Long Wall segment gets swapped directly for fully-built gate.
21:11 < Pureon> Small cost is good
21:11 < Mythos> For a cost, definitely.
21:11 < quantumstate> Brian1: AoM isn't like AoE3, enemies can never go through a gate
21:11 < Mythos> Alright, so now, how will a gate work?
21:11 <@Brian1> Well, only part of the long segment, not the entire segment.
21:12 < Pureon> Enemies should be able to walk through a gate if its open
21:12 < Mythos> Brian: A gate segment will be the same length as a Long Wall segment, for ease of swap.
21:12 < Mythos> Right. In AOM enemies can never walk through a gate, even when it's "open." Looked dumb to me.
21:12 <@Brian1> (Although I still prefer AoK style gates, I could probably live with AoM style)
21:13 < Mythos> Plus, I liked in AOK how you could rush your army through the enemy's gate.
21:13 < Pureon> Yeah me too

21:13 <@Brian1> Yeah, or lure them in... then have a trap...
21:13 <@Philip`> For pathfinding simplicity, I think it helps if passability is the same for every player
21:13 < Mythos> Alright, Philip just decided it for us.
21:14 < Mythos> But, a gate should not auto-open for enemy units.
21:14 < quantumstate> because a closed but unlocked gate is passible to the owner but impassible to enemies
21:15 <@Philip`> If you tell a unit to walk from one side of enemy's wall to the other, and there's a closed gate in the middle, what should the unit do?
21:15 < quantumstate> walk round the wall
21:15 < quantumstate> if there is a way round
21:15 < Pureon> It opens automatically for owner, but passability is the same for all
21:16 < quantumstate> Pureon: yes, but for path planning we can't treat it that way, otherwise your units would never walk through a gate since it would be impassible when they started moving
21:16 <@Philip`> quantumstate: If so, that's a bit annoying
21:16 < Mythos> Now you can see why AOM's gates are the way they were.

21:16 < Mythos> Even if they looked dumb
21:16 < quantumstate> Philip`: it is inevitable
21:17 < quantumstate> gates are fundamentally player dependent
21:17 <@Philip`> Mythos: AoM sounds like it has the same difficulty, since passability is still player-dependent
21:17 < quantumstate> Philip`: yes, it is simpler by virtue of not being time dependent
21:18 < Mythos> Philip`: in AOM, the enemy pathfinding treated your gate like any other wall segment.
21:18 < quantumstate> Philip`: so units will take fewer stupid paths
21:18 < Pureon> It's almost the same as a wall piece being destroyed and then rebuilt - how does passability work there?
21:19 < quantumstate> Philip`: How does your pathfinding deal with dynamic changes while walking?
21:23 <@Philip`> quantumstate: It doesn't - the unit will just crash into any new obstruction and then stop and compute a new path
21:23 < quantumstate> Philip`: That sounds reasonable
21:24 < quantumstate> Philip`: since it will be fairly rare
21:24 <@Philip`> Pureon: Changes over time are not a problem - it'll just recompute whatever internal data structures it needs
21:25 <@Philip`> My only concern is that I don't want to have to duplicate all the internal data structures for every player (since passability will be slightly different for every player) and use 8x as much memory, so the pathfinder will need to be made less dumb
21:26 <@Brian1> (So walls with all the necessary features is about a week-long task, or possible double that?)
21:26 < quantumstate> Philip`: you can just change the accessibility of the gate regiosn if that is fast enough
21:27 <@Philip`> quantumstate: That may be possible, depending on how long it takes to do those updates
21:27 < Pureon> I don't think it matters if the attacking force walks up to the gate to find it locked - it either finds another route or begins to attack the gate
21:28 < Pureon> gates will have less hp than walls right?
21:28 < quantumstate> I don't know if it would be possible to group a certain players pathfinding together
21:28 < Mythos> We could make gates one of the few infantry-attackable buildings.
21:28 < Mythos> (since you wouldn't "capture" a gate the same way you capture a house)
21:29 <@Brian1> Hmm, I'd say not, but it's not a big deal, to me either way.
21:29 < quantumstate> Mythos: I would say you would be more likely to try and capture a gate than a house
21:29 < Mythos> quantumstate: Right, but you would need to get *through* the gate first.
21:30 <@Brian1> I kind of think I'd rather force enemies to use battering rams, etc. rather than worry about my gates being captured.
21:30 < quantumstate> yes, in real life people tend to climb and stuff like that
21:30 < Pureon> I wouldn't like walls or gates capturable
21:30 < Mythos> right, I don't think defensive structures should be capturable anyway. They'd need to be destroyed.
21:31 < Mythos> I was just saying, we could allow non-siege units to attack gates. lol
21:31 < quantumstate> yes, that sounds reasonable
21:31 < Mythos> Where with a Barracks or House or something, they would try to capture it instead.
21:31 < Pureon> Yes, that works
21:32 < Mythos> A wall segment or turret? No, you need a siege weapon.
21:32 <@Philip`> Attackability would only help the pathfinding difficulties if enemy units never attempted to walk more than perhaps half a screen width to get around a gate, and always just walked up to the gate and attacked it instead
21:33 <@Brian1> That would preclude automatically generating gates as that would essentially allow enemies to attack any wall segment. Not that I like automatically generating gates anyway.

21:33 <@Brian1> By "enemies," I meant non-siege.
21:34 < quantumstate> Philip`: I think units should walk around where possible
21:35 <@Brian1> (You know what, It might be good to implement walls before finishing the pathfinder. (Hey, I have to try.

)
23:13 < historicbruno> (reading the logs) about gates, I like how AoK gates worked, I would say the best (not the easiest) way of handling gate pathfinding, is enemies should walk up to the gate nearest the point inside the enclosed town they want to enter (of course if it's not perfectly enclosed they can just go around)