Lexington Land Battle

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Default-person Wade Berger (Author)

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Globals [
  two-armies         ;; a way to count all soldiers on both sides of the battle
]

breed [ Csoldiers a-Csoldier ]
breed [ Britsoldiers a-Bsoldier ]
breed [ Ccommanders a-Ccommander ]
breed [ Britcommanders a-Bcommander ]

turtles-own [
  morale            ;; this is the desire to fight of each soldier
  damage            ;; this is a simulation of bullets. It is not visualized to keep from distracting the model user
  origin            ;; this variable is used to calculate distances the soldiers are from enemies
]


; ======================== Setup ====================

to setup
  clear-all
  reset-ticks
  make-battlefield               ;; this puts the soldiers into rows and places the commanders at the back of the columns
  set-distance-from-front        ;; this establishes the origin for each soldier
end 

;; In the following proceedures, soldiers are given an initial xy cor based in columns,
;; given a initial color to denote their side of the battle,
;; and given an initial morale. This morale value is equal for all soldiers on each side if that switch is turned on.
;; These setup instructions are the same for the commanders

to make-battlefield
  set-default-shape Csoldiers "person"
  set-default-shape Britsoldiers "person"
  set-default-shape Britcommanders "chess knight"
  set-default-shape Ccommanders "chess knight"
  set two-armies turtles with [ breed = "Csoldiers" or breed = "Britsoldiers" ]
  make-Csoldiers
  make-Ccommanders
  make-Britsoldiers
  make-Britcommanders
end 

to make-Csoldiers
  create-Csoldiers militia_size [
    setxy (random -10 - 3) (random 16 + random -16)
    set heading 90
    set color blue
    ifelse Start_Morale_Equal? [ set morale Starting_Desire_to_Fight_militia - random 30 ]
      [ set morale (random 50) + 10 ]
  ]
end 

to make-Ccommanders
  create-Ccommanders Num_Militia_Commanders [
    setxy -15 (random 10 + random -10)
    set heading 90
    set size 2
    set color blue
  ]
end 

to make-Britsoldiers
  create-Britsoldiers British_Army_Size [
    setxy (random 10 + 3) (random 16 + random -16) ;could use (world-height * who / militia_size) ??
    set heading 270
    set color red
    ifelse Start_Morale_Equal? [ set morale Starting_Desire_to_Fight_militia - random 30 ]
      [ set morale (random 50) + 10 ]
  ]
end 

to make-Britcommanders
  create-Britcommanders Num_British_Commanders [
    set shape "chess knight"
    setxy 15 (random 10 + random -10)
    ; if any? turtles touching, move +1 on y axis
    set size 2
    set heading 270
    set color red
  ]
end 

to set-distance-from-front
  ask turtles [
    set origin [ xcor ] of self
  ]
end 


;======================== Go ========================

to go
  visualize-morale   ;; this changes the shading of each soldier to show the user the morale spread
  fight-soldiers     ;; this is the set of commands that tell soldiers how much damage to take from battle
  give-commands      ;; this set of commands is how the Commanders "instruct" their troops
  declare-winner     ;; this displays a message to a user when a side of the battle has won
  tick
end 

; ====================== Code =======================

;; this scales the colors based on the morale of each soldier. This doesn't happen on the first tick,
;; and it rechecks every .25 seconds
;; darker shades = low morale
;; lighter shades = high morale

to visualize-morale
  every .25 [
    ifelse ticks <= 1 [stop] [
      ask Britsoldiers [ set color scale-color red morale -50 150]
      ask Csoldiers [ set color scale-color blue morale -50 150 ]
    ]
  ]
end 

;; this is how commanders instruct their soldiers. The instructions are seen as positive to morale.
;; Commander_skill tells how often orders go out.
;; Commander_influences effects how far the cone directs the message of positive morale
;; morale is capped at 100 because the color-scaling gets washed out

to give-commands
  every (20 / commander_skill) [
    ask Britcommanders [
      ask Britsoldiers in-cone (commander_influence * 1.5) 180 [
        set morale (morale + (training_level / 2))
        if morale > 100 [ set morale 99 ]
      ]
    ]
    ask Ccommanders [
      ask Csoldiers in-cone (commander_influence * 1.5 ) 180 [
        set morale (morale + (training_level / 2))
        if morale > 100 [ set morale 99 ]

      ]
    ]
  ]
end 

;; this displays a message to the user when one of the armies has no soldiers left, commanders are not counted

to declare-winner
  if (count Csoldiers <= 0) or (count Britsoldiers <= 0) [
    ifelse count Csoldiers < count Britsoldiers [ user-message (word "the British have won this battle with " count Britsoldiers " left") ]
    [ user-message (word "the Colonists have won this battle with " count Csoldiers " left")]
  ]
end 

;==================================== Soldier Rules =================================

to fight-soldiers
  take-damage
  desert
end 

;; take-damage simulates soldiers getting wounded in battle.

to take-damage
;; prevents damage before battle is set up completely
;; continues every 2 seconds
  if ticks >= 4 [
    every 2 [
      ask Britsoldiers [
;; this makes the damage random based on distance from enemy (bullets were highly innacurate)
        set damage (random 50 / abs origin )
;; if damage is high, it effects the soldier's morale
        if damage >= 5 [set morale (morale - 10) ]
;; if damage is really high, the soldier may die, also this effects the morale of other soldiers nearby
        if damage >= 7 [
          let die-chance random 100
          if die-chance >= 70 [ die ]
          damage-other-brit ]
        if morale >= 90 [morale-up-other-brit ]
      ]
 ;; this is the same code as above but for Milita soldiers
      ask Csoldiers [
        set damage ( random 50 / abs origin )
        if damage >= 5 [set morale (morale - 10) ]
        if damage >= 7 [
          let die-chance random 100
          if die-chance >= 70 [ die ]
          damage-other-militia ]
        if morale >= 90 [ morale-up-other-militia ]
      ]
    ]
  ]
end 

to damage-other-brit
;; this lowers morale when you see your neighbor get damage
  ask Britsoldiers in-cone (training_level / 2) 360  [ set morale morale - 1]
;; also we want the damage to be recognized by the other side,
;; so this next code increases moral when damage is delt
  ask Csoldiers in-cone 10 360 [
    set morale (morale + .5)
    if morale > 100 [ set morale 99 ]
  ]
end 

to morale-up-other-brit
;; this allows soldiers to ride your momentum and get some morale from your success
  ask Britsoldiers in-cone (training_level / 2) 360 [
    set morale (morale + (training_level / 4 ))
;; this next line makes sure morale never goes over 100
    if morale > 100 [ set morale 99 ]
  ]
end 

to damage-other-militia
;; this code is the Milita version of damage-other-brit
  ask Csoldiers in-cone ( training_level / 2 ) 360 [ set morale morale - 1]
  ask Britsoldiers in-cone 10 360 [
    set morale (morale + .5)
    if morale > 100 [ set morale 99 ]
  ]
end 

to morale-up-other-militia
;; this code is the Milita version of morale-up-other-brit
  ask Csoldiers in-cone (training_level / 2 ) 360 [
    set morale (morale + (training_level / 4 ))
    if morale > 100 [ set morale 99 ]
  ]
end 

;; desert causes soldiers with very low morale to leave the battlefield

to desert
  if ticks >= 10 [
    ask Britsoldiers [
      if morale <= 1 [ die ]
    ]
    ask Csoldiers [
      if morale <= 1 [ die ]
    ]
  ]
end 

There is only one version of this model, created almost 6 years ago by Wade Berger.

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