globals [ ] patches-own [ v ;; elevation _v ;; floor of elevation * scalar ] to startup setup end to setup ca display-message [ "Welcome to the Terrain Generator Workshop" "" "Featuring an assortment of simulated terrain generators" "" "Press the generator button to generate a sample" ] end to go setup-terrain-midpoint-displacement-fractal smoothness end to setup-terrain cp ct end to setup-terrain-midpoint-displacement-fractal [ #roughness ] ;; note that, unlike other implementations found on the web ;; this implementation does NOT require the field to be square, nor ;; does it require the field grid to be sized at (1 + 2^n) ;; i.e. it world for any size gird of any ratio. ;; this is because it dynamically finds the minimum power of two needed ;; to correctly populate the provided grid. let time0 timer setup-terrain let r #roughness let md 1 let rr 2 ^ (- r) ;; which dimention is smaller? let dim min (list world-width world-height) ;; use that dimension to figure out the initial gap to use let g 2 ^ ( floor (log (dim ) 2) - 1 ) let diamond-set 0 let square-set 0 ask patches [ set v 0 ] set diamond-set (patch-set patch 0 0) repeat floor log world-width 2 [ set square-set (patch-set [my-parent-corners g] of diamond-set) ask square-set [ set v v + plus-or-minus md + mean [ v ] of my-parent-corners g ] set diamond-set (patch-set [ my-parent-points g ] of square-set) ask diamond-set [ set v v + plus-or-minus md + mean [ v ] of my-parent-points g ] set g g / 2 set md md * rr ] let time1 timer let timespan floor (time1 - time0) if timespan < 1 [ set timespan "< 1" ] print (word "MDF terrain generated for " count patches " patches in " timespan " seconds.") compress color-default end to setup-terrain-bespoke-atoll [ ] setup-terrain let deepest 0 let peaks 0 ; build an irregular, circular island ; with a shallow center lagoon cp ; create overall ring shape ask patches [ let temp distancexy 0 0 ; sin wave, 0 at center, peak in middle, 0 at corners let temp3 temp * 360 / 3 / 100 ; scale as distance from edge let temp2 2 * sin ( temp * 180 / max-pxcor ) * ( max-pxcor - abs pxcor) / max-pxcor * ( max-pycor - abs pycor) / max-pycor set v world-width * sin temp3 * temp2 ] ; add random peaks and dips, repeat repeat max-pxcor [ ; "picking peak/pit location" ask patch 0 0 [ set v (- world-width) ] set peaks n-of max-pxcor patches ; "talking to peaks" ask peaks [ set v v + max-pxcor * random 2 * 2 - 1 ] ] ;; ; erode, just a bit repeat 4 [ ask patch 0 0 [ set v min-pxcor ] diffuse v .8 ] ; add "stress ridges" ask patches [ ; get distance from center let temp distancexy 0 0 let temp2 0 ; get angle from center ifelse temp = 0 [ set temp 1 set temp2 0 ] [ set temp2 ( towardsxy 0 0 + 180 ) if temp2 > 360 [ set temp2 temp2 - 360 ] ] ; set number of ridges let temp3 temp2 * 50 set v v + (max-pxcor * sin temp3 + sin temp * .2 )/ temp ] ;; apply non-linear scaling of v ask patches [ set v v * v ] compress color-default end to-report my-parent-corners [ g ] let -g (- g) report patches at-points (list (list -g g) (list g g) (list g -g) (list -g -g ) ) ;; to-do: maybe pre-calculate the at-points lists for each generation ;; save some time over generating them over and over end to-report my-parent-points [ g ] let -g (- g) report patches at-points (list (list 0 -g ) (list g 0) (list 0 g) (list -g 0) ) end to-report plus-or-minus [ n ] report n - 2 * random-float n end to setup-terrain-circles [ #number #connect ] setup-terrain let mr world-width * #connect let mrd mr / #number * .9 let r 0 let h 0 let a 0 let pm 1 let candidates [ patches in-radius (world-width * (.75 - #connect)) ] of patch 0 0 ask n-of #number candidates [ set r (.1 + random-float .5) * mr set h (.1 + random-float 1) * mr if subtract? [ set pm (((random 2)* 2)- 1) ] set a 180 / r ; ask patches in-radius r [ set v v + pm * h * cos ( .5 * a * distance myself ) ] set mr mr - mrd ] compress color-default end to setup-terrain-line-dropper [ #number #roundness ] setup-terrain ;; this has got to be super naive. ;; that is, there has to be a better way to decide on what side ;; of a line a point lies. ;; pick a center point and an angle ;; if the difference tween the angle and the heading from this point ;; to the center point is > 0 (and less than 180, natch) ;; then increment this patch ;; i.e. elevate patches on only one side of the line repeat #number [ let center one-of patches let angle random 360 let inc .5 * random-float 1 let curve .5 * world-width * .1 * .5 * (#roundness + random-float #roundness) ask center [ set v v - inc ] ask patches with [ self != center ] [ ;; depending on which side of the line this patch falls... ifelse subtract-headings angle towards center > 0 [ let dist-from-line (distance center * sin (180 - (angle - towards center ) ) ) let inc' inc ;; calculate a smooth transition from one plane to the other if dist-from-line <= curve [ set inc' inc' * cos (( (curve - dist-from-line) / curve ) * 180 ) ] set v v + inc' ] [ set v v - inc ] ] ] compress color-default end to setup-terrain-sin-wave-overlay [ #number #max-frequency ] setup-terrain repeat #number ;; apply this number of waves to the view [ let freq random-float #max-frequency let amp random-float 1 let offset random-float 1 * freq let angle random-float 360 let wx sin angle let wy (- cos angle) ask patches [ set v v + amp * (sin (offset + freq * (pxcor * wx + pycor * wy))) ] ;; uncomment the below lines to see the application of each layer ; color-sample ; display ; wait .1 ] compress color-default end to setup-terrain-particle-deposition [ #iterations ] setup-terrain let sp patch 0 0 repeat #islands [ let md 1 ; #max-displacement let od md ; let r #roughness let md-d 1 / #iterations let p sp let op p repeat #iterations [ ask p [ set p one-of neighbors4 ; set v v + random-float md ] while [ is-patch? p ] [ ask p [ set op p ; set v v + random-float md set p one-of neighbors4 with [ v < [ v ] of myself and atan 1 (v - [v] of myself) > 45 ] ] ] ask op [ set v v + random-float md ] set p op ; op set md md - md-d ] set sp one-of patches ] compress color-default end ;;_,-'-._,-'-._,-'-._,-'-._,-'-._,-'-._,-'-. ;; COMMONI PROCEDURES ;;_,-'-._,-'-._,-'-._,-'-._,-'-._,-'-._,-'-. to color-default ifelse default = 4 [ color-monochrome map-color ][ ifelse default = 3 [ color-false-color-contour map-color ][ ifelse default = 2 [ color-cartegraphic-contour ][ ifelse default = 1 [ color-contours divisions ][ color-contours-mono divisions map-color ]]]] end to compress let new-max 9.9 let minv min [ v] of patches let maxv max [ v ] of patches let spanv maxv - minv if-else spanv != 0 [ let s new-max / spanv ask patches [ set v (v - minv) * s ] ] [ ask patches [ set v 0 ] ] end to color-mono-simple [ #color ] ask patches [ set pcolor v - 5 + #color ] end to color-monochrome [ #color ] ;; assumes v has been scaled to 0.0...9.9 ;; color the patches using V as the brightness, using the given color ask patches [ let pc v - gray + #color if-else shaded? [ set pc scale-color #color (2.5 + .5 * v) 0 9.9 let s patch-at 1 -1 if is-patch? s [ if-else [ v] of s < v [ set pc max (list (pc - 2) (pc - (pc mod 10))) ] [ set pc min (list (pc + 2) (9.9 + pc - (pc mod 10))) ] ] ] [ ] set pcolor pc ] end to color-contours [ #div ] ask patches [ set _v floor( #div * v) ] ask patches [ let n count neighbors with [ _v = [ _v ] of myself ] if n < 1 [ set n 1 ] set pcolor scale-color _v n 0 8 ] end to color-contours-mono [ #div #color ] ask patches [ set _v floor ( #div * v ) ] ask patches [ let n 1.2 * count neighbors with [ _v = [ _v ] of myself ] if n < 1 [ set n 1 ] set pcolor scale-color #color n 0 8 ] end to color-false-color-contour [ #div ] ;; color the patches as a false-color contour map ;; color slider determines the number of colors in the map ifelse graduated? [ let $div 10 * (#div - 1 ) / 9.9 ask patches [ set pcolor 5 + int(v * $div) ] ] [ ask patches [ set pcolor 5 + 10 * int(v * #div) ] ] display end to color-no-scale [ #color ] ;; color the patches using V as the brightness, using the given color ;; does not assume v has been scaled let minv min [ v] of patches let maxv max [ v ] of patches let spanv maxv - minv let cs spanv * .1 let mins minv - cs let maxs maxv + cs ;; default: V = brightness ask patches [ set pcolor scale-color #color v minv maxv ] end to color-cartegraphic-contour ;; color the patches using typical terrain map colors ;; default: V = brightness ask patches [ ifelse v < 3 [ set pcolor scale-color blue v 0 4 ][ ifelse v < 4 [ set pcolor scale-color yellow (- v) -4.5 -2.5 ][ ifelse v < 6 [ set pcolor scale-color lime v 0 12 ][ ifelse v < 8 [ set pcolor scale-color green v 4 12 ][ ifelse v < 9 [ set pcolor scale-color brown v 6 12 ][ set pcolor scale-color gray v 5 9.9 ]]]]] ] end to setup-3d-vis if is-applet? [ user-message "Note, this feature does not work in applet mode.\n\nPlease run the model directly, to use the 3d Viewer." stop ] let alt world-width * .1 if count turtles != count patches [ ct foreach reverse sort patches [ ask ? [ sprout 1 [ set shape "line" __set-line-thickness 2 set heading 0 ] ] ] ] ask turtles [ set size v * alt set color pcolor ] end to clear-3d-vis ask turtles [ die ] user-message "If it is open, please close the 3d vis window." end ;;_,-'-._,-'-._,-'-._,-'-._,-'-._,-'-._,-'-. ;; UTILITY PROCEDURES ;;_,-'-._,-'-._,-'-._,-'-._,-'-._,-'-._,-'-. to display-message [ message-list ] let pr (max-pycor - 4 ) foreach message-list [ ask patch max-pxcor pr [ set plabel ? set plabel-color white ] set pr pr - 3 ] end @#$#@#$#@ GRAPHICS-WINDOW 410 10 677 298 128 128 1.0 1 15 1 1 1 0 0 0 1 -128 128 -128 128 1 1 1 ticks CC-WINDOW 5 597 686 692 Command Center 0 BUTTON 10 10 105 43 fractal setup-terrain-midpoint-displacement-fractal\nsmoothness NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 45 390 180 423 monochrome color-monochrome map-color NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 110 10 205 43 smoothness smoothness 0 1 0.79 .01 1 NIL HORIZONTAL SLIDER 185 390 277 423 map-color map-color 5 135 75 10 1 NIL HORIZONTAL SLIDER 110 150 205 183 iterations iterations 100 4000 4000 100 1 NIL HORIZONTAL BUTTON 10 150 105 183 dust drop setup-terrain-particle-deposition\niterations NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 10 245 132 278 diffuse elevation diffuse v .8 compress color-default NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 10 305 100 338 NIL setup-3d-vis\n NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 45 470 180 503 cartegraphic contour color-cartegraphic-contour NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 105 305 195 338 NIL clear-3d-vis NIL 1 T OBSERVER NIL NIL NIL NIL TEXTBOX 10 370 100 388 Map Coloring 11 0.0 1 SLIDER 10 400 43 570 default default 0 4 2 1 1 NIL VERTICAL BUTTON 10 185 105 218 atoll setup-terrain-bespoke-atoll NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 200 305 325 338 increase-3d-height ask turtles [ set v v * 1.1 set size v * 10 ] NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 210 80 305 113 max-frequency' max-frequency' 1 20 10 1 1 NIL HORIZONTAL SLIDER 110 80 205 113 iterations' iterations' 1 100 30 1 1 NIL HORIZONTAL BUTTON 10 80 105 113 sine drop setup-terrain-sin-wave-overlay\niterations' max-frequency' NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 210 150 305 183 #islands #islands 1 10 10 1 1 NIL HORIZONTAL BUTTON 45 430 180 463 false-color contour color-false-color-contour map-color NIL 1 T OBSERVER NIL NIL NIL NIL SWITCH 280 430 395 463 graduated? graduated? 1 1 -1000 SLIDER 185 430 277 463 stripes stripes 2 13 5 1 1 NIL HORIZONTAL BUTTON 45 510 180 543 color contour lines color-contours divisions NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 185 530 277 563 divisions divisions 3 15 15 1 1 NIL HORIZONTAL BUTTON 45 550 180 583 contour lines color-contours-mono divisions map-color NIL 1 T OBSERVER NIL NIL NIL NIL SWITCH 280 390 395 423 shaded? shaded? 1 1 -1000 BUTTON 10 45 105 78 circle drop setup-terrain-circles iterations'' connection NIL 1 T OBSERVER NIL NIL NIL NIL BUTTON 10 115 105 148 line drop setup-terrain-line-dropper iterations''' transition-width NIL 1 T OBSERVER NIL NIL NIL NIL SLIDER 110 45 205 78 iterations'' iterations'' 1 200 200 1 1 NIL HORIZONTAL SLIDER 110 115 205 148 iterations''' iterations''' 1 100 15 1 1 NIL HORIZONTAL SLIDER 210 115 305 148 transition-width transition-width 1 100 10 1 1 % HORIZONTAL SLIDER 210 45 305 78 connection connection .25 .5 0.37 .01 1 NIL HORIZONTAL BUTTON 140 245 242 278 flatten-water ask patches with [ v < water-level ] [ set v water-level - .1 ]\ncolor-default NIL 1 T OBSERVER NIL NIL NIL NIL SWITCH 310 45 405 78 subtract? subtract? 0 1 -1000 SLIDER 245 245 355 278 water-level water-level 0 9.9 7.2 .1 1 NIL HORIZONTAL BUTTON 430 415 492 448 simple color-mono-simple map-color NIL 1 T OBSERVER NIL NIL NIL NIL SWITCH 330 305 437 338 is-applet? is-applet? 0 1 -1000 TEXTBOX 10 285 365 303 3D visualization (a hack of the 3D viewer, does not work in applet mode) 11 0.0 1 TEXTBOX 10 225 160 243 Manipulate the elevation 11 0.0 1 @#$#@#$#@ WHAT IS IT? ----------- This model produces simulated terrain using a variety of algorithms HOW IT WORKS ------------ HOW TO USE IT ------------- Set the required parameters, click the buttons. THINGS TO NOTICE ---------------- Midpoint Displacement: Notice how fast it is. This is because the implementation avoids use of ASK PATCHES and MOD, and instead directly creates agentsets of patches from the previous iterations patches. THINGS TO TRY ------------- EXTENDING THE MODEL ------------------- NETLOGO FEATURES ---------------- at-points patch-set RELATED MODELS -------------- watershed-model ;; also has a terrain generator, though it's rather primitive, special purpose, and silly. CREDITS AND REFERENCES ---------------------- http://www.lighthouse3d.com/opengl/terrain/index.php3?mpd http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 http://en.wikipedia.org/wiki/Diamond-square_algorithm http://www.gameprogrammer.com/fractal.html#diamond @#$#@#$#@ default true 0 Polygon -7500403 true true 150 5 40 250 150 205 260 250 airplane true 0 Polygon -7500403 true true 150 0 135 15 120 60 120 105 15 165 15 195 120 180 135 240 105 270 120 285 150 270 180 285 210 270 165 240 180 180 285 195 285 165 180 105 180 60 165 15 arrow true 0 Polygon -7500403 true true 150 0 0 150 105 150 105 293 195 293 195 150 300 150 box false 0 Polygon -7500403 true true 150 285 285 225 285 75 150 135 Polygon -7500403 true true 150 135 15 75 150 15 285 75 Polygon -7500403 true true 15 75 15 225 150 285 150 135 Line -16777216 false 150 285 150 135 Line -16777216 false 150 135 15 75 Line -16777216 false 150 135 285 75 bug true 0 Circle -7500403 true true 96 182 108 Circle -7500403 true true 110 127 80 Circle -7500403 true true 110 75 80 Line -7500403 true 150 100 80 30 Line -7500403 true 150 100 220 30 butterfly true 0 Polygon -7500403 true true 150 165 209 199 225 225 225 255 195 270 165 255 150 240 Polygon -7500403 true true 150 165 89 198 75 225 75 255 105 270 135 255 150 240 Polygon -7500403 true true 139 148 100 105 55 90 25 90 10 105 10 135 25 180 40 195 85 194 139 163 Polygon -7500403 true true 162 150 200 105 245 90 275 90 290 105 290 135 275 180 260 195 215 195 162 165 Polygon -16777216 true false 150 255 135 225 120 150 135 120 150 105 165 120 180 150 165 225 Circle -16777216 true false 135 90 30 Line -16777216 false 150 105 195 60 Line -16777216 false 150 105 105 60 car false 0 Polygon -7500403 true true 300 180 279 164 261 144 240 135 226 132 213 106 203 84 185 63 159 50 135 50 75 60 0 150 0 165 0 225 300 225 300 180 Circle -16777216 true false 180 180 90 Circle -16777216 true false 30 180 90 Polygon -16777216 true false 162 80 132 78 134 135 209 135 194 105 189 96 180 89 Circle -7500403 true true 47 195 58 Circle -7500403 true true 195 195 58 circle false 0 Circle -7500403 true true 0 0 300 circle 2 false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 cow false 0 Polygon -7500403 true true 200 193 197 249 179 249 177 196 166 187 140 189 93 191 78 179 72 211 49 209 48 181 37 149 25 120 25 89 45 72 103 84 179 75 198 76 252 64 272 81 293 103 285 121 255 121 242 118 224 167 Polygon -7500403 true true 73 210 86 251 62 249 48 208 Polygon -7500403 true true 25 114 16 195 9 204 23 213 25 200 39 123 cylinder false 0 Circle -7500403 true true 0 0 300 dot false 0 Circle -7500403 true true 90 90 120 face happy false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 255 90 239 62 213 47 191 67 179 90 203 109 218 150 225 192 218 210 203 227 181 251 194 236 217 212 240 face neutral false 0 Circle -7500403 true true 8 7 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Rectangle -16777216 true false 60 195 240 225 face sad false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 168 90 184 62 210 47 232 67 244 90 220 109 205 150 198 192 205 210 220 227 242 251 229 236 206 212 183 fish false 0 Polygon -1 true false 44 131 21 87 15 86 0 120 15 150 0 180 13 214 20 212 45 166 Polygon -1 true false 135 195 119 235 95 218 76 210 46 204 60 165 Polygon -1 true false 75 45 83 77 71 103 86 114 166 78 135 60 Polygon -7500403 true true 30 136 151 77 226 81 280 119 292 146 292 160 287 170 270 195 195 210 151 212 30 166 Circle -16777216 true false 215 106 30 flag false 0 Rectangle -7500403 true true 60 15 75 300 Polygon -7500403 true true 90 150 270 90 90 30 Line -7500403 true 75 135 90 135 Line -7500403 true 75 45 90 45 flower false 0 Polygon -10899396 true false 135 120 165 165 180 210 180 240 150 300 165 300 195 240 195 195 165 135 Circle -7500403 true true 85 132 38 Circle -7500403 true true 130 147 38 Circle -7500403 true true 192 85 38 Circle -7500403 true true 85 40 38 Circle -7500403 true true 177 40 38 Circle -7500403 true true 177 132 38 Circle -7500403 true true 70 85 38 Circle -7500403 true true 130 25 38 Circle -7500403 true true 96 51 108 Circle -16777216 true false 113 68 74 Polygon -10899396 true false 189 233 219 188 249 173 279 188 234 218 Polygon -10899396 true false 180 255 150 210 105 210 75 240 135 240 house false 0 Rectangle -7500403 true true 45 120 255 285 Rectangle -16777216 true false 120 210 180 285 Polygon -7500403 true true 15 120 150 15 285 120 Line -16777216 false 30 120 270 120 leaf false 0 Polygon -7500403 true true 150 210 135 195 120 210 60 210 30 195 60 180 60 165 15 135 30 120 15 105 40 104 45 90 60 90 90 105 105 120 120 120 105 60 120 60 135 30 150 15 165 30 180 60 195 60 180 120 195 120 210 105 240 90 255 90 263 104 285 105 270 120 285 135 240 165 240 180 270 195 240 210 180 210 165 195 Polygon -7500403 true true 135 195 135 240 120 255 105 255 105 285 135 285 165 240 165 195 line false 0 Line -7500403 true 150 0 150 300 line half false 0 Line -7500403 true 150 0 150 150 line-r true 0 Line -7500403 true 150 0 150 300 pentagon false 0 Polygon -7500403 true true 150 15 15 120 60 285 240 285 285 120 person false 0 Circle -7500403 true true 110 5 80 Polygon -7500403 true true 105 90 120 195 90 285 105 300 135 300 150 225 165 300 195 300 210 285 180 195 195 90 Rectangle -7500403 true true 127 79 172 94 Polygon -7500403 true true 195 90 240 150 225 180 165 105 Polygon -7500403 true true 105 90 60 150 75 180 135 105 plant false 0 Rectangle -7500403 true true 135 90 165 300 Polygon -7500403 true true 135 255 90 210 45 195 75 255 135 285 Polygon -7500403 true true 165 255 210 210 255 195 225 255 165 285 Polygon -7500403 true true 135 180 90 135 45 120 75 180 135 210 Polygon -7500403 true true 165 180 165 210 225 180 255 120 210 135 Polygon -7500403 true true 135 105 90 60 45 45 75 105 135 135 Polygon -7500403 true true 165 105 165 135 225 105 255 45 210 60 Polygon -7500403 true true 135 90 120 45 150 15 180 45 165 90 square false 0 Rectangle -7500403 true true 30 30 270 270 square 2 false 0 Rectangle -7500403 true true 30 30 270 270 Rectangle -16777216 true false 60 60 240 240 star false 0 Polygon -7500403 true true 151 1 185 108 298 108 207 175 242 282 151 216 59 282 94 175 3 108 116 108 target false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 Circle -7500403 true true 60 60 180 Circle -16777216 true false 90 90 120 Circle -7500403 true true 120 120 60 tree false 0 Circle -7500403 true true 118 3 94 Rectangle -6459832 true false 120 195 180 300 Circle -7500403 true true 65 21 108 Circle -7500403 true true 116 41 127 Circle -7500403 true true 45 90 120 Circle -7500403 true true 104 74 152 triangle false 0 Polygon -7500403 true true 150 30 15 255 285 255 triangle 2 false 0 Polygon -7500403 true true 150 30 15 255 285 255 Polygon -16777216 true false 151 99 225 223 75 224 truck false 0 Rectangle -7500403 true true 4 45 195 187 Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194 Rectangle -1 true false 195 60 195 105 Polygon -16777216 true false 238 112 252 141 219 141 218 112 Circle -16777216 true false 234 174 42 Rectangle -7500403 true true 181 185 214 194 Circle -16777216 true false 144 174 42 Circle -16777216 true false 24 174 42 Circle -7500403 false true 24 174 42 Circle -7500403 false true 144 174 42 Circle -7500403 false true 234 174 42 turtle true 0 Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210 Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105 Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105 Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87 Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210 Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99 wheel false 0 Circle -7500403 true true 3 3 294 Circle -16777216 true false 30 30 240 Line -7500403 true 150 285 150 15 Line -7500403 true 15 150 285 150 Circle -7500403 true true 120 120 60 Line -7500403 true 216 40 79 269 Line -7500403 true 40 84 269 221 Line -7500403 true 40 216 269 79 Line -7500403 true 84 40 221 269 x false 0 Polygon -7500403 true true 270 75 225 30 30 225 75 270 Polygon -7500403 true true 30 75 75 30 270 225 225 270 @#$#@#$#@ NetLogo 4.0.4 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ default 0.0 -0.2 0 0.0 1.0 0.0 1 1.0 0.0 0.2 0 0.0 1.0 link direction true 0 Line -7500403 true 150 150 90 180 Line -7500403 true 150 150 210 180 @#$#@#$#@