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Zombie infection 2
Zombie infection 2












Thus, for instance, it's more reasonable for humans to keep The model of space is the standard NetLogo model, in which space and direction are both continuous. NUKE-MINIMUM-KILL: military will only use pocket nukes if they think there are NUKE-MINIMUM-KILL zombies within NUKE-DISTANCE. NUKE-DAMAGE: how damaging the nukes are to buildings (they always annihilate all creatures in their radius) NUKE-RADIUS: the blast radius of pocket nukes NUKES-AUTHORIZED?: can the military use their pocket nukes? The military will never expand past NUM-MILITARY members (one imagines they have a finite supply of guns, or badges, or whatnot.) RECRUIT-%AGE: how likely the military are to recruit humans into the military. NOM-BOOST: if aging is on, the extension catching a victim provides to a zombie's lifespan, as a fraction of ZOMBIE-LIFESPAN ZOMBIE-LIFESPAN: if aging is on, how long a new zombie can expect to live, unfed ZOMBIES-AGE?: if on, zombies become decrepit and eventually cease to exist with the passage of time NOM-TIME: how long a zombie takes to consume its prey's brains WALL-BREAK-%AGE: how likely a zombie sensing something across a wall is to smash through PANIC-DURATION: how long humans panic upon seeing something frighteningīREEDING-%AGE: how likely two humans meeting are to procreate (immediately!) ZOMBIE-ACUTENESS: multiplier to this distance for zombies VISION-DISTANCE: baseline distance which creatures can sense (see/hear/smell/.) other creatures in NUM-MILITARY: number of military (changing RECRUIT-%AGE looks at this in real time, though) Initial populations (only takes effect on SETUP or SETUP-BEINGS) NUM-SQUARES: number of open areas in the city Town parameters (only takes effect on SETUP) Press SETUP-BEINGS to place the beings while retaining the current city. Press SETUP to create and populate a new city.

  • they may recruit ordinary humans, up to the originally specified size of the force.
  • they may detonate a pocket nuke if they see sufficiently many zombies, immolating all life (undead included) in the blast radius and damaging buildings.
  • Further options are open to the military if authorised:

    #ZOMBIE INFECTION 2 PATCH#

    A member of the military will kill any zombies on a patch they walk into.

    zombie infection 2

    The military are red and move as regular humans do, unless they see a zombie or panicked human, which they will run towards. A panicked human who has seen nothing to panic about for a while will calm down again. If a human sees another panicked human, it starts panicking as well. Panicked humans are pink and run twice as fast as other humans. If they see a zombie in front of them, they turn around and panic. Humans are lightish gray and walk five times as fast as zombies, changing direction when they run into a wall, and sporadically otherwise.

    zombie infection 2

    If a zombie finds a human on the same patch, it infects them the human immediately joins the ranks of the undead. After a while they get bored and wander randomly again. Zombies are green, shamble around very slowly and change direction randomly and frequently unless they can see something moving in front of them, in which case they start walking towards it. The first version was a moderately faithful rewrite of Kevan Davis' Zombie Infection Simulation in NetLogo since then we've added a lot of functionality. This is a simulation of a town in which a zombie infection arises.

    zombie infection 2

    Do you have questions or comments about this model?












    Zombie infection 2