Serious work on the buildall script (and project.clj) to capture a
build signature in the MANIFEST.MF file.
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6 changed files with 73 additions and 24 deletions
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## Ruleset which attempts to model retreat of ice after an iceage
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;; Limitations: because the rule language doesn't (yet) allow sophisticated
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;; arithmetic, the ice retreats north to south (southern hemisphere).
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;; arithmetic, the ice retreats north to south (southern hemisphere). Otherwise,
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;; it's pretty realistic; ice moves progressively up hillsides, and vegetation
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;; gradually re-establishes.
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## Vegetation rules
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;; rules which populate the world with plants
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@ -55,9 +57,9 @@ if state is new then state should be ice
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;; just a hack because I can't do complex arithmetic in rules)
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;; below the waterline ice thaws to water.
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if state is ice and generation is more than y and altitude is less than 10 then state should be water
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;; otherwise it thaws to snow
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if state is ice and generation is more than y then state should be snow
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;; thaw moves gradually up the hills
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if state is snow and generation is more than altitude then state should be waste
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@ -7,9 +7,15 @@
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;; The universe of the Game of Life is an infinite two-dimensional orthogonal
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;; grid of square cells, each of which is in one of two possible states, alive
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;; or dead. Every cell interacts with its eight neighbours, which are the
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;; cells that are horizontally, vertically, or diagonally adjacent. At each
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;; step in time, the following transitions occur:
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;; or dead, represented in this ruleset by 'black' and 'white' respectively.
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;; Every cell interacts with its eight neighbours, which are the
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;; cells that are horizontally, vertically, or diagonally adjacent.
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;; Although this ruleset is superficially simple, it runs very slowly, because
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;; all the rules depend on neighbours, which makes them more expensive to
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;; compute.
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;; At each step in time, the following transitions occur:
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;; Any live cell with fewer than two live neighbours dies, as if caused by
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;; under-population.
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@ -1,25 +1,51 @@
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# Human settlement
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;; This rule set attempts to model human settlement in a landscape. It models
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;; western European pre-history moderately well. Settlement first occurs as
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;; nomadic camps on coastal promentaries (cells with four or more neighbours
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;; that are water). This represents 'kitchen-midden' mesolithic settlement.
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;;
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;; As grassland becomes available near camps, pastoralists appear, and will
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;; follow their herds inland. When pastoralists have available fertile land,
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;; they will till the soil and plant crops, and in doing so will establish
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;; permanent settlements; this is approximately a neolithic stage.
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;;
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;; Where soil is fertile, settlements will cluster, and markets will appear.
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;; where there is sufficient settlement, the markets become permanent, and you
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;; have the appearance of towns. This takes us roughly into the bronze age.
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;;
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;; This is quite a complex ruleset, and runs quite slowly. However, it does
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;; model some significant things. Soil gains in fertility under woodland; deep
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;; loams and podzols build up over substantial time. Agriculture depletes
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;; fertility. So if forest has become well established before human settlement
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;; begins, a higher population (more crops) will eventually be sustainable,
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;; whereas if human population starts early the deep fertile soils will not
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;; establish and you will have more pastoralism, supporting fewer permanent
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;; settlements.
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;; hack to speed up processing on the 'great britain and ireland' map
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if state is water then state should be water
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# Human settlement
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;; nomads make their first significant camp near water because of fish and
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;; shellfish (kitchen-midden people)
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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
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;; sooner or later nomads learn to keep flocks
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if state is in grassland or heath and some neighbours are camp then state should be pasture
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if state is in grassland or heath and some neighbours are camp then 1 chance in 2 state should be pasture
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;; and more herds support more people
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if state is in grassland or heath and more than 2 neighbours are pasture then state should be camp
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if state is in grassland or heath and more than 2 neighbours are pasture then 1 chance in 3 state should be camp
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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
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;; the idea of agriculture spreads
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if state is in grassland or heath and some neighbours within 3 are house then state should be pasture
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if state is in grassland or heath and some neighbours within 2 are house then state should be pasture
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;; nomads don't move on while the have crops growing. That would be silly!
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if state is camp and some neighbours are ploughland then state should be camp
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;; Impoverished pasture can't be grazed permanently
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if state is pasture and fertility is less than 2 then 1 chance in 3 state should be heath
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;; nomads move on
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if state is camp then 1 chance in 5 state should be waste
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@ -127,5 +153,4 @@ if state is new and altitude is more than 200 then state should be snow
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;; otherwise, we have grassland.
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if state is new then state should be grassland
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