Sorted out the resource access problem on Tomcat.
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resources/public/rulesets/ecology.txt
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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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