Serious work on the buildall script (and project.clj) to capture a

build signature in the MANIFEST.MF file.
This commit is contained in:
Simon Brooke 2014-07-27 09:42:44 +01:00
parent b5e28496f3
commit 529731e5f1
6 changed files with 73 additions and 24 deletions

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@ -1,7 +1,9 @@
## Ruleset which attempts to model retreat of ice after an iceage
;; Limitations: because the rule language doesn't (yet) allow sophisticated
;; arithmetic, the ice retreats north to south (southern hemisphere).
;; arithmetic, the ice retreats north to south (southern hemisphere). Otherwise,
;; it's pretty realistic; ice moves progressively up hillsides, and vegetation
;; gradually re-establishes.
## Vegetation rules
;; rules which populate the world with plants
@ -55,9 +57,9 @@ if state is new then state should be ice
;; just a hack because I can't do complex arithmetic in rules)
;; below the waterline ice thaws to water.
if state is ice and generation is more than y and altitude is less than 10 then state should be water
;; otherwise it thaws to snow
if state is ice and generation is more than y then state should be snow
;; thaw moves gradually up the hills
if state is snow and generation is more than altitude then state should be waste

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@ -7,9 +7,15 @@
;; The universe of the Game of Life is an infinite two-dimensional orthogonal
;; grid of square cells, each of which is in one of two possible states, alive
;; or dead. Every cell interacts with its eight neighbours, which are the
;; cells that are horizontally, vertically, or diagonally adjacent. At each
;; step in time, the following transitions occur:
;; or dead, represented in this ruleset by 'black' and 'white' respectively.
;; Every cell interacts with its eight neighbours, which are the
;; cells that are horizontally, vertically, or diagonally adjacent.
;; Although this ruleset is superficially simple, it runs very slowly, because
;; all the rules depend on neighbours, which makes them more expensive to
;; compute.
;; At each step in time, the following transitions occur:
;; Any live cell with fewer than two live neighbours dies, as if caused by
;; under-population.

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@ -1,25 +1,51 @@
# Human settlement
;; This rule set attempts to model human settlement in a landscape. It models
;; western European pre-history moderately well. Settlement first occurs as
;; nomadic camps on coastal promentaries (cells with four or more neighbours
;; that are water). This represents 'kitchen-midden' mesolithic settlement.
;;
;; As grassland becomes available near camps, pastoralists appear, and will
;; follow their herds inland. When pastoralists have available fertile land,
;; they will till the soil and plant crops, and in doing so will establish
;; permanent settlements; this is approximately a neolithic stage.
;;
;; Where soil is fertile, settlements will cluster, and markets will appear.
;; where there is sufficient settlement, the markets become permanent, and you
;; have the appearance of towns. This takes us roughly into the bronze age.
;;
;; This is quite a complex ruleset, and runs quite slowly. However, it does
;; model some significant things. Soil gains in fertility under woodland; deep
;; loams and podzols build up over substantial time. Agriculture depletes
;; fertility. So if forest has become well established before human settlement
;; begins, a higher population (more crops) will eventually be sustainable,
;; whereas if human population starts early the deep fertile soils will not
;; establish and you will have more pastoralism, supporting fewer permanent
;; settlements.
;; hack to speed up processing on the 'great britain and ireland' map
if state is water then state should be water
# 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 pasture
if state is in grassland or heath and some neighbours are camp then 1 chance in 2 state should be pasture
;; and more herds support more people
if state is in grassland or heath and more than 2 neighbours are pasture then state should be camp
if state is in grassland or heath and more than 2 neighbours are pasture then 1 chance in 3 state should be camp
if state is pasture and more than 3 neighbours are pasture and fewer than 1 neighbours are camp and fewer than 1 neighbours within 2 are house then state should be camp
;; the idea of agriculture spreads
if state is in grassland or heath and some neighbours within 3 are house then state should be pasture
if state is in grassland or heath and some neighbours within 2 are house then state should be pasture
;; nomads don't move on while the have crops growing. That would be silly!
if state is camp and some neighbours are ploughland then state should be camp
;; Impoverished pasture can't be grazed permanently
if state is pasture and fertility is less than 2 then 1 chance in 3 state should be heath
;; nomads move on
if state is camp then 1 chance in 5 state should be waste
@ -127,5 +153,4 @@ 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