Sorted out the resource access problem on Tomcat.
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9 changed files with 22 additions and 12 deletions
1
resources/public/rulesets/basic.txt
Symbolic link
1
resources/public/rulesets/basic.txt
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/home/simon/workspace/MicroWorld/mw-parser/resources/rules.txt
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99
resources/public/rulesets/ecology.txt
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99
resources/public/rulesets/ecology.txt
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## Ruleset which attempts to model predator/prey ecology (not very well yet)
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## Vegetation rules
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;; rules which populate the world with plants
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;; Occasionally, passing birds plant tree seeds into grassland
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if state is grassland then 1 chance in 10 state should be heath
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;; heath below the treeline grows gradually into forest, providing browsing pressure is not to high
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if state is heath and deer are fewer than 6 and altitude is less than 120 then state should be scrub
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if state is scrub then 1 chance in 5 state should be forest
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;; Forest on fertile land at low altitude grows to climax
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if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
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;; Climax forest occasionally catches fire (e.g. lightning strikes)
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if state is climax then 1 chance in 500 state should be fire
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;; Climax forest neighbouring fires is likely to catch fire
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if state is climax and some neighbours are fire then 1 chance in 3 state should be fire
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;; After fire we get waste
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if state is fire then state should be waste
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;; And after waste we get pioneer species; if there's a woodland seed
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;; source, it's going to be heath, otherwise grassland.
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if state is waste and some neighbours are scrub then state should be heath
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if state is waste and some neighbours are forest then state should be heath
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if state is waste and some neighbours are climax then state should be heath
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if state is waste then state should be grassland
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## Herbivore rules
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;; rules describing the impact of herbivores on the environment
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;; if there are too many deer for the fertility of the area to sustain,
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;; some die or move on.
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;; if deer are more than fertility then deer should be fertility / 2
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;; deer arrive occasionally at the edge of the map.
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if x is 0 or y is 0 and deer are 0 then 1 chance in 50 deer should be 2
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;; deer gradually spread through the world by breeding or migrating.
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if fertility is more than 10 and deer is 0 and some neighbours have deer more than 2 then deer should be 2
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;; deer breed.
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if deer are more than 1 then deer should be deer * 2
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## Predator rules
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;; rules describing the impact of predator behaviour on the environment
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if deer are more than wolves then deer should be deer - wolves
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;; if there are not enough deer to sustain the population of wolves,
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;; some wolves die or move on.
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if wolves are more than deer then deer should be 0 and wolves should be deer + 0
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;; wolves arrive occasionally at the edge of the map.
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if x is 0 or y is 0 and wolves are 0 then 1 chance in 50 wolves should be 2
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;; wolves gradually spread through the world by breeding or migrating.
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if state is not water and wolves is 0 and some neighbours have wolves more than 2 then 1 chance in 5 wolves should be 2
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;; wolves breed.
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if wolves are more than 1 then wolves should be wolves * 2
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## Potential blockers
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;; Forest increases soil fertility.
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if state is in forest or climax then fertility should be fertility + 1
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## Initialisation rules
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;; Rules which deal with state 'new' will waste less time if they're near the
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;; end of the file
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;; below the waterline we have water.
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if state is new and altitude is less than 10 then state should be water
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;; above the snowline we have snow.
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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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63
resources/public/rulesets/iceage.txt
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63
resources/public/rulesets/iceage.txt
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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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## Vegetation rules
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;; rules which populate the world with plants
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;; Occasionally, passing birds plant tree seeds into grassland
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if state is grassland then 1 chance in 10 state should be heath
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;; heath below the treeline grows gradually into forest, providing browsing pressure is not to high
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if state is heath and fertility is more than 10 and altitude is less than 120 then state should be scrub
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if state is scrub and fertility is more than 20 then 1 chance in 20 state should be forest
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;; Forest on fertile land grows to climax
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if state is forest and fertility is more than 30 and altitude is less than 70 then state should be climax
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;; Climax forest occasionally catches fire (e.g. lightning strikes)
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if state is climax then 1 chance in 500 state should be fire
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;; Climax forest neighbouring fires is likely to catch fire
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if state is climax and some neighbours are fire then 1 chance in 3 state should be fire
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;; After fire we get waste
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if state is fire then state should be waste
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;; And after waste we get pioneer species; if there's a woodland seed
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;; source, it's going to be heath, otherwise grassland.
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if state is waste and some neighbours are scrub then state should be heath
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if state is waste and some neighbours are forest then state should be heath
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if state is waste and some neighbours are climax then state should be heath
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if state is waste then state should be grassland
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## Potential blockers
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;; Woody plants increase soil fertility over time.
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if state is in heath or scrub or forest or climax then fertility should be fertility + 1
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## Initialisation rules
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;; Rules which deal with state 'new' will waste less time if they're near the
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;; end of the file
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if state is new then state should be ice
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;; thaw moves gradually southwards (the distinction between 'ice' and 'snow' is
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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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33
resources/public/rulesets/life.txt
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33
resources/public/rulesets/life.txt
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# Conway's Game of Life is the classic cellular automaton.
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;; see http://en.wikipedia.org/wiki/Conway's_Game_of_Life
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;; This ruleset works with any strictly black and white map, but the maps which
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;; are designed to work with it have names starting 'life'.
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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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;; Any live cell with fewer than two live neighbours dies, as if caused by
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;; under-population.
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if state is black and fewer than 2 neighbours are black then state should be white
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;; Any live cell with two or three live neighbours lives on to the next generation.
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;; Any live cell with more than three live neighbours dies, as if by overcrowding.
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if state is black and more than 3 neighbours are black then state should be white
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;; Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
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if state is not black and 3 neighbours are black then state should be black
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# Initialisation rules
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if state is new and altitude is more than 127 then state should be black
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if state is new then state should be white
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126
resources/public/rulesets/settlement.txt
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126
resources/public/rulesets/settlement.txt
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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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;; 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 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 are pasture and some neighbours within 3 are house then state should be pasture
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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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;; pasture that's too far from a house or camp will be abandoned
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if state is pasture and fewer than 1 neighbours within 3 are house and fewer than 1 neighbours within 2 are camp then state should be heath
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;; markets spring up near settlements
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if state is in grassland or pasture and more than 1 neighbours are house then 1 chance in 10 state should be market
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;; good fertile pasture close to settlement will be ploughed for crops
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if state is pasture 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
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if state is ploughland then state should be crop
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;; after the crop is harvested, the land is allowed to lie fallow
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if state is crop then state should be grassland
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;; if there's reliable food available, nomads build permanent settlements
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if state is in camp or abandoned and some neighbours are crop then state should be house
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if state is abandoned and some neighbours are pasture then state should be house
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;; people camp near to markets
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if state is in waste or grassland and some neighbours are market then state should be camp
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;; a market in a settlement survives
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if state is market and some neighbours are inn then state should be market
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if state is market then state should be grassland
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;; a house near a market in a settlement will become an inn
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if state is house and some neighbours are market and more than 1 neighbours are house then 1 chance in 5 state should be inn
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;; but it will need some local custom to survive
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if state is inn and fewer than 3 neighbours are house then state should be house
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;; if there aren't enough resources houses should be abandoned
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;; resources from fishing
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if state is house and more than 2 neighbours are water then state should be house
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;; from farming
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if state is house and some neighbours are pasture then state should be house
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if state is house and some neighbours are ploughland then state should be house
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if state is house and some neighbours are crop then state should be house
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;; from the market
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if state is house and some neighbours are market then state should be house
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if state is house then 1 chance in 2 state should be abandoned
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if state is abandoned then 1 chance in 5 state should be waste
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## Vegetation rules
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;; rules which populate the world with plants
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;; Occasionally, passing birds plant tree seeds into grassland
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if state is grassland then 1 chance in 10 state should be heath
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;; heath below the treeline grows gradually into forest
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if state is heath and altitude is less than 120 then state should be scrub
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if state is scrub then 1 chance in 5 state should be forest
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;; Forest on fertile land grows to climax
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if state is forest and fertility is more than 5 and altitude is less than 70 then state should be climax
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;; Climax forest occasionally catches fire (e.g. lightning strikes)
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if state is climax then 1 chance in 500 state should be fire
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;; Climax forest neighbouring fires is likely to catch fire. So are buildings.
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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
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;; Climax forest near to settlement may be cleared for timber
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if state is in climax and more than 3 neighbours within 2 are house then state should be scrub
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;; After fire we get waste
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if state is fire then state should be waste
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;; waste near settlement that is fertile becomes ploughland
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if state is waste and fertility is more than 10 and some neighbours are house or some neighbours are camp then state should be ploughland
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;; And after waste we get pioneer species; if there's a woodland seed
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;; source, it's going to be heath, otherwise grassland.
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if state is waste and some neighbours are scrub then state should be heath
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if state is waste and some neighbours are forest then state should be heath
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if state is waste and some neighbours are climax then state should be heath
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if state is waste then state should be grassland
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## Potential blockers
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;; Forest increases soil fertility.
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if state is in forest or climax then fertility should be fertility + 1
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## Initialisation rules
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;; Rules which deal with state 'new' will waste less time if they're near the
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;; end of the file
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;; below the waterline we have water.
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if state is new and altitude is less than 10 then state should be water
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;; above the snowline we have snow.
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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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