Forest_Fire_V3

Tap Run, then tap at least one tree with the hand tool to start it burning. Then tap the dark ground next to the Ranger with the Hand tool, which actually starts the simulation. When the simulation completes, you can change initial conditions via the simulation properties. Tap Run, then tap the Ranger with the Hand tool to set up the new forest. Then tap the dark ground to start the simulation. Note that if you wish to save a new forest, you can set up the forest as described above but not start the simulation running by tapping on the dark ground. Instead, tap Stop. Then BE SURE TO SET THE first_time attribute in the Ranger to zero before saving the world. The @Density simulation property determines the forest density when you tap the Ranger to set up new conditions. The @Actual_Density simulation property shows the actual density created. The @Mode =0 means that the perceive-act computational thinking pattern (via the Ranger agent) controls the simulation. When @Mode=1 means that the simulation is not controlled by the Ranger. Rather, all agents run under control of their While Running method. @Runmode=1 allows the simulation to run when the Run button is tapped. It is initially set to zero until the dark Ground agent is tapped, which sets it to 1. @Burnt_Percent is calculated by dividing the number of Charred_Tree agent shapes (@Charred_Tree) by the number of Tree agent shapes (@Trees). @Forest_Size is the theoretical maximum number of trees, which equates to the number of Ground agent shapes. New in Version 3: wind speed as a variable. Setting @wind_speed>0 causes wind speed to be considered in fire spread. This is treated as a probability in % chance condition and is multiplied by the @dryness property. (To disable dryness as a factor, set it to 100.). @wind_direction has these values: 0=from above, 1=from left, 2=from below, 3=from right. All other values are treated as no direction. @wind_factor is used to scale back the probability of fire spread from all other directions other than from @wind_direction.
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Created:May 2, 2017
Played:64
Agent:3
Rules:32
Methods:15
Parent Project:63888
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Tap Run, then tap at least one tree with the hand tool to start it burning. Then tap the dark ground next to the Ranger with the Hand tool, which actually starts the simulation. When the simulation completes, you can change initial conditions via the simulation properties. Tap Run, then tap the Ranger with the Hand tool to set up the new forest. Then tap the dark ground to start the simulation. Note that if you wish to save a new forest, you can set up the forest as described above but not start the simulation running by tapping on the dark ground. Instead, tap Stop. Then BE SURE TO SET THE first_time attribute in the Ranger to zero before saving the world. The @Density simulation property determines the forest density when you tap the Ranger to set up new conditions. The @Actual_Density simulation property shows the actual density created. The @Mode =0 means that the perceive-act computational thinking pattern (via the Ranger agent) controls the simulation. When @Mode=1 means that the simulation is not controlled by the Ranger. Rather, all agents run under control of their While Running method. @Runmode=1 allows the simulation to run when the Run button is tapped. It is initially set to zero until the dark Ground agent is tapped, which sets it to 1. @Burnt_Percent is calculated by dividing the number of Charred_Tree agent shapes (@Charred_Tree) by the number of Tree agent shapes (@Trees). @Forest_Size is the theoretical maximum number of trees, which equates to the number of Ground agent shapes. New in Version 3: wind speed as a variable. Setting @wind_speed>0 causes wind speed to be considered in fire spread. This is treated as a probability in % chance condition and is multiplied by the @dryness property. (To disable dryness as a factor, set it to 100.). @wind_direction has these values: 0=from above, 1=from left, 2=from below, 3=from right. All other values are treated as no direction. @wind_factor is used to scale back the probability of fire spread from all other directions other than from @wind_direction.
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