Battle of the Chesapeake

Battle of the Chesapeake preview image

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Default-person Wade Berger (Author)

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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 3 months ago by Wade Berger.

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