Battle of the Chesapeake
Model was written in NetLogo 6.0.4
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Globals [ two-navies ;; a way to count all ships on both sides of the battle ran-ship ;; picks a random ship to show in the monitor ran-enemyship ;; picks a random enemy ship to show in the monitor ] breed [ ships a-ship ] breed [ enemyships a-enemyship ] breed [ admirals a-admiral ] breed [ smokeclouds a-smokecloud ] 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 target ;; this variable is used to aim at enemy ships ] patches-own [ crowded-seas ] ; ======================== Setup ==================== to setup clear-all reset-ticks make-battlefield ;; this puts the ships into rows and places the admirals at the back of the columns make-ran-ships end ;; In the following proceedures, ships 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 ships on each side if that switch is turned on. ;; These setup instructions are the same for the admirals to make-battlefield set-default-shape turtles "boat top" set two-navies turtles with [ breed = "Ships" or breed = "enemyships" ] make-Ships make-admirals make-enemyships ask patches [ set pcolor 89 set crowded-seas patches in-radius 3 ] end to make-Ships create-Ships Navy-Size [ setxy (random -10 - 3) (random 16 + random -16) set size 3 set heading 90 set color blue ifelse Start_Morale_Equal? [ set morale Starting_Desire_to_Fight_Ships - random 30 ] [ set morale (random 50) + 10 ] ] end to make-admirals create-admirals Num-Admirals [ setxy -15 (random 10 + random -10) set heading 90 set size 4 set color blue ifelse Start_Morale_Equal? [ set morale Starting_Desire_to_Fight_Ships - random 30 ] [ set morale (random 50) + 10 ] ] end to make-enemyships create-enemyships Enemy-Navy-Size [ setxy (random 10 + 3) (random 16 + random -16) ;could use (world-height * who / militia_size) ?? set size 3 set heading 270 set color red ifelse Start_Morale_Equal? [ set morale Starting_Desire_to_Fight_Ships - random 30 ] [ set morale (random 50) + 10 ] ] end to make-ran-ships set ran-ship random navy-size set ran-enemyship random enemy-navy-size end ;======================== Go ======================== to go visualize-morale ;; this changes the shading of each soldier to show the user the morale spread fight-ships ;; this is the set of commands that tell ships how much damage to take from battle give-commands ;; this set of commands is how the admirals "instruct" their fleet declare-winner ;; this displays a message to a user when a side of the battle has won generate-smoke ;; creates smoke from cannon fire on the battle field that ships avoid and increases confusion 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 enemyships [ set color scale-color red morale -50 150] ask Ships [ set color scale-color blue morale -50 150 ] ask admirals [ set color scale-color blue morale -50 150 ] ] ] end ;; this is how admirals instruct their fleet. The instructions are seen as positive to morale. ;; admiral_skill tells how often orders go out. ;; admiral_influences effects how far the cone directs the message of positive morale, in the naval battle this goes out in 360 degrees ;; morale is capped at 100 because the color-scaling gets washed out to give-commands float every (20 / admiral-skill) [ ask admirals [ ask Ships in-cone (Admiral-influence * 2.5 ) 360 [ 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 ships left, admirals are not counted to declare-winner if (count Ships <= 0) or (count enemyships <= 0) [ ifelse count Ships < count enemyships [ user-message (word "the British have won this battle with " count ships " Colonist ship(s) surrendering") ] [ user-message (word "the Colonists have won this battle with " count enemyships " British ship(s) surrendering")] ] end to generate-smoke every 4 [ create-smokeclouds random 2 ask smokeclouds [ setxy random-xcor random-ycor set shape "cloud" set color grey set size 5 if count smokeclouds >= 10 [ die ] ] ] end ;==================================== Soldier Rules ================================= to fight-ships float take-damage desert end to float every .5 [ ask enemyships [ ifelse any? other turtles in-cone 5 20 [ rt 90 fd 1 ] [ rt -20 fd 2 ] if any? other turtles in-cone .5 360 [ set damage damage + .5] if any? other enemyships in-cone 2 360 [set morale morale + 10] ] ask ships [ ifelse any? other turtles in-cone 5 20 [ rt 90 fd 1 ] [ rt -20 fd 2 ] if any? other turtles in-cone .5 360 [ set damage damage + .5] ] ask admirals [ ifelse any? other turtles in-cone 5 20 [ rt 90 fd 1 ] [ rt -20 fd 2 ] if any? other turtles in-cone .5 360 [ set damage damage + .5] ] ] end ;; take-damage simulates ships getting wounded in battle. to take-damage ;; prevents damage before battle is set up completely ;; continues every 2 seconds if ticks >= 4 [ ; xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx collision damage ask patch-here if turtles-on = 2 every 2 [ ask enemyships [ ;; this makes the damage random based on distance from enemy (bullets were highly innacurate) set damage (random 10 ) ;; 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 ships nearby if damage >= 7 [ let die-chance random 100 if die-chance >= 70 [ die ] damage-other-enemy ] if morale >= 90 [morale-up-other-enemy ] ] ;; this is the same code as above but for ships ask Ships [ set damage ( random 10) 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 ] ] ask admirals [ set damage ( random 10) 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-enemy ;; this lowers morale when you see your neighbor get damage ask enemyships 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 Ships in-cone 10 360 [ set morale (morale + .5) if morale > 100 [ set morale 99 ] ] end to morale-up-other-enemy ;; this allows ships to ride your momentum and get some morale from your success ask enemyships 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-enemy ask Ships in-cone ( training_level / 2 ) 360 [ set morale morale - 1] ask enemyships 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-enemy ask Ships in-cone (training_level / 2 ) 360 [ set morale (morale + (training_level / 4 )) if morale > 100 [ set morale 99 ] ] end ;; desert causes ships with very low morale to leave the battlefield to desert if ticks >= 10 [ ask enemyships [ if morale <= 1 [ die ] ] ask Ships [ if morale <= 1 [ die ] ] ] end
There is only one version of this model, created almost 6 years ago by Wade Berger.
Attached files
File | Type | Description | Last updated | |
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Battle of the Chesapeake.png | preview | Preview for 'Battle of the Chesapeake' | almost 6 years ago, by Wade Berger | Download |
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