diff --git a/resources/public/docs/mw-parser/uberdoc.html b/resources/public/docs/mw-parser/uberdoc.html index e7b0e9f..9a00606 100644 --- a/resources/public/docs/mw-parser/uberdoc.html +++ b/resources/public/docs/mw-parser/uberdoc.html @@ -3162,7 +3162,7 @@ front of the sequence of tokens it returns nil.
([tokens expect-int] (or (parse-disjunct-value tokens expect-int) - (parse-simple-value tokens))) + (parse-simple-value tokens expect-int))) ([tokens] (parse-value tokens false)))Parses a condition of the form '[property] in [value] or [value]...'
(defn parse-member-condition diff --git a/resources/public/img/tiles/abandoned.png b/resources/public/img/tiles/abandoned.png new file mode 100644 index 0000000..1492e7e Binary files /dev/null and b/resources/public/img/tiles/abandoned.png differ diff --git a/resources/public/img/tiles/inn.png b/resources/public/img/tiles/inn.png new file mode 100644 index 0000000..67cbf58 Binary files /dev/null and b/resources/public/img/tiles/inn.png differ diff --git a/resources/public/img/tiles/plague.png b/resources/public/img/tiles/plague.png new file mode 100644 index 0000000..4235d08 Binary files /dev/null and b/resources/public/img/tiles/plague.png differ diff --git a/resources/rulesets/settlement.txt b/resources/rulesets/settlement.txt new file mode 100644 index 0000000..df21d8b --- /dev/null +++ b/resources/rulesets/settlement.txt @@ -0,0 +1,116 @@ +# Human settlement + +;; nomads make their first significant camp near water because of fish and +;; shellfish (kitchen-midden people) +if state is in grassland or heath and more than 3 neighbours are water and generation is more than 20 then state should be camp + +;; sooner or later nomads learn to keep flocks +if state is in grassland or heath and some neighbours are camp then state should be meadow + +;; and more herds support more people +if state is in grassland or heath and more than 2 neighbours are meadow then state should be camp +if state is meadow and more than 3 neighbours are meadow and + +;; the idea of agriculture spreads +if state is in grassland or heath and some neighbours are meadow and some neighbours within 3 are house then state should be meadow + +;; nomads move on +if state is camp then 1 chance in 5 state should be waste + +;; meadow that's too far from a house or camp will be abandoned +if state is meadow and fewer than 1 neighbours within 3 are house and fewer than 1 neighbours within 2 are camp then state should be heath + +;; good fertile pasture close to settlement will be ploughed for crops +if state is meadow and fertility is more than 10 and altitude is less than 100 and some neighbours are camp or some neighbours are house then state should be ploughland + +if state is ploughland then state should be crop + +;; after the crop is harvested, the land is allowed to lie fallow +if state is crop then state should be grassland + +;; if there's reliable food available, nomads build permanent settlements +if state is in camp or abandoned and some neighbours are crop then state should be house +;; people camp near to markets +if state is in waste or grassland and some neighbours are market then state should be camp + +;; markets spring up near settlements +if state is meadow and more than 1 neighbours are house then 1 chance in 10 state should be market + +;; a market in a settlement survives +if state is market and more than 3 neighbours are house then state should be market +if state is market and some neighbours are inn then state should be market +if state is market then state should be grassland + +;; a house near a market in a settlement will become an inn +if state is house and some neighbours are market and more than 1 neighbours are house then state should be inn +;; but it will need some local custom to survive +if state is inn and fewer than 2 neighbours are house then state should be house + +;; if there aren't enough resources houses should be abandoned +;; resources from fishing +if state is house and more than 2 neighbours are water then state should be house +;; from farming +if state is house and some neighbours are meadow then state should be house +if state is house and some neighbours are crop then state should be house +;; from the market +if state is house and some neighbours are market then state should be house +if state is house then 1 chance in 2 state should be abandoned +if state is abandoned then 1 chance in 5 state should be waste + + +## Vegetation rules +;; rules which populate the world with plants + +;; Occasionally, passing birds plant tree seeds into grassland + +if state is grassland then 1 chance in 10 state should be heath + +;; heath below the treeline grows gradually into forest, providing browsing pressure is not to high + +if state is heath and deer are fewer than 6 and altitude is less than 150 then state should be scrub +if state is scrub then 1 chance in 5 state should be forest + +;; Forest on fertile land grows to climax + +if state is forest and fertility is more than 5 then state should be climax + +;; Climax forest occasionally catches fire (e.g. lightning strikes) + +if state is climax then 1 chance in 500 state should be fire + +;; Climax forest neighbouring fires is likely to catch fire. So are buildings. +if state is in climax or camp or house or inn and some neighbours are fire then 1 chance in 3 state should be fire + +;; After fire we get waste + +if state is fire then state should be waste + +;; And after waste we get pioneer species; if there's a woodland seed +;; source, it's going to be heath, otherwise grassland. + +if state is waste and some neighbours are scrub then state should be heath +if state is waste and some neighbours are forest then state should be heath +if state is waste and some neighbours are climax then state should be heath +if state is waste then state should be grassland + + +## Potential blockers + +;; Forest increases soil fertility. +if state is in forest or climax then fertility should be fertility + 1 + +## Initialisation rules + +;; Rules which deal with state 'new' will waste less time if they're near the +;; end of the file + +;; below the waterline we have water. + +if state is new and altitude is less than 10 then state should be water + +;; above the snowline we have snow. +if state is new and altitude is more than 200 then state should be snow + +;; otherwise, we have grassland. +if state is new then state should be grassland + diff --git a/resources/templates/rules.html b/resources/templates/rules.html index 9eaf279..24ac35d 100644 --- a/resources/templates/rules.html +++ b/resources/templates/rules.html @@ -4,9 +4,6 @@ - {% if error %} -{{error}}
- {% endif %}