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cacatoo

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Building, exploring, and sharing spatially structured models

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<html> <script src="../../dist/cacatoo.js"></script> <!-- Include cacatoo library (compiled with rollup) --> <script src="../../lib/all.js"></script> <!-- Load other packages --> <link rel="shortcut icon" type="image/jpg" href="../../patterns/cacatoo.png"/> <link rel="stylesheet" href="../../style/cacatoo.css"> <!-- Set style sheet --> <script> /*-----------------------Start user-defined code ---------------------*/ // Aapjes is a simulations where "aapjes" (Dutch for monkeys) are roaming // around for food. When a monkey is too far from the group, it will get // scared and run back to the group. Otherwise, it can run into a random // direction looking for fruit. When it has found a certain number of fruit // items, the monkey will stand still and eat the fruit. Only after the // monkey is done eating will it run back to the group. Interestingly, // the parameter "time spent eating" helps the group find more food! let sim; var time_spent_eating = 0 function cacatoo() { let simconfig = { title: "Aapjes", // The name of your cacatoo-simulation description: "Foraging in groups<br><u>NOTE: REQUIRES LIVE SERVER</u>", // And a description if you wish maxtime: 10000, // How many time steps the model continues to run // (note, the onscreen FPS may drop below 60 fps when using fast mode, although many more timesteps may be handled per second) ncol: 300, // Number of columns (width of your grid) nrow: 300, // Number of rows (height of your grid) scale: 2, // Scale of the grid (nxn pixels per grid point) sleep: 0, seed: 2, wrap: [true,true], fpsmeter: true, statecolours: { 'type': { 'grass': '#14782f', 'fruit': '#DDDD00' } }, } let flockconfig = { // Flock parameters num_boids: 0, // Starting number of boids (flocking individuals) shape: 'png', // Shape of the boids drawn (options: bird, arrow, line, rect, dot, ant) max_speed: 1, // Maximum velocity of boids max_force: 0.1, // Maximum steering force applied to boids (separation/cohesion/alignment rules) friction: 0.0, // Frictionless monkeys, ofc // Mouse parameters mouse_radius: 30, // Radius of boids captured by the mouse overlay draw_mouse_radius: true, // Show a circle where the mouse is // Steering behaviour alignment: {strength:0, radius:30}, // Alignment parameters (uses default neighbour radius of 30) cohesion: {strength:0, radius:50}, // Cohesion parameters (uses default neighbour radius of 30) separation:{strength:0, radius:4}, // Separation radius is smaller size: 15, // Size of the boids (scales drawing and colision detection) // Optimalisation (speed) parameters //qt_colour: 'white', // Show quadtree (optimalisation by automatically tessalating the space) qt_capacity: 5, // How many boids can be in one subspace of the quadtree before it is divided further } sim = new Simulation(simconfig) // Initialise the Cacatoo simulation sim.makeGridmodel("biome") // Initialise a gridmodel where the fruit will be sim.initialGrid(sim.biome, 'type', 'grass', 'fruit', 0.15) sim.addPatches = function(){ for(let i=0; i<10;i++){ sim.initialSpot(sim.biome, 'type', 'fruit', 100, Math.floor(sim.rng.random()*sim.ncol), Math.floor(sim.rng.random()*sim.nrow),background_state=false) } } sim.createGridDisplay("biome", "type", "") sim.makeFlockmodel("flock", flockconfig) // Add a flockmodel, which contains invidiuals (boids) in continuous space sim.createFlockDisplay("flock",{addToDisplay:sim.canvases[0]}) // Alias for old 'createDisplay' function, makes distinction with new flocks clearer sim.flock.populateSpot(50,sim.nrow/2,sim.ncol/2,1) for(boid of sim.flock.boids) { boid.png = "../../images/aapje_normal.png" boid.velocity.x = sim.rng.random()*2-1 boid.velocity.y = sim.rng.random()*2-1 boid.food = 0 } /* 2. DEFINING THE RULES. Below, the user defines the nextState function. This function will be applied for each grid point when we will update the grid later. */ sim.biome.nextState = function(x, y) { } sim.biome.update = function() { this.synchronous() // Applied as many times as it can in 1/60th of a second } let food_gathered = 0 sim.flock.update = function(){ let i = 0 for(let boid of this.boids) { if(boid.food>=5){ // If the monkey has food, lock it in space and set a different icon boid.locked = true boid.png = "../../images/aapje_eating.png" } if(boid.locked){ boid.food -= (1/time_spent_eating) if(boid.food <= 0) { boid.locked=false boid.png = "../../images/aapje_normal.png" } else continue // Eating monkeys are not scared } for(let i of sim.flock.getNearbyGridpoints(boid,sim.biome,5)){ if(i.type == 'fruit') { boid.food++ food_gathered++ i.type = 'grass' } } //boid.velocity = this.rotateVector(boid.velocity,3*sim.rng.random()-1.5) let numneighs = this.getIndividualsInRange(boid.position, 20).length -1 if(numneighs < 10) { boid.cohesionstrength = 1.0 boid.png = "../../images/aapje_scared.png" } else { boid.cohesionstrength = 0.0 boid.png = "../../images/aapje_normal.png" } } this.plotArray(["Total fruit gathered"], [food_gathered], ["gold"], "Total fruit gathered") } sim.start() sim.addButton("pause/continue", function () { sim.toggle_play() }) sim.addButton("step", function () { sim.step(); sim.display() }) sim.addSlider("time_spent_eating",0,100,1,"Time spent eating") sim.addButton("add patches", sim.addPatches) } </script> <body onload="cacatoo()"> <div class="header" id="header"> <h2>Cacatoo </h2> </div> <div class="content" id="canvas_holder"></div> <div class="content" id="form_holder"></div> <div class="content" id="graph_holder"> </div> <div class="footer" id="footer"></div> </body> </html>