You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Changes:
- Create a definition-label shortcode to be used in config index pages
- Add a version history pages
- Intermediate update for Concepts pages
Part of #7
Copy file name to clipboardExpand all lines: content/docs/guide/concepts/_index.md
+14-15Lines changed: 14 additions & 15 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,41 +3,40 @@ title: Simulation Concepts
3
3
description: Overview of the concepts
4
4
weight: 1
5
5
---
6
-
{{% pageinfo color="info" %}}
7
-
This is placeholder content.
8
-
{{% /pageinfo %}}
9
-
10
-
The Simulation is driven by a [Scenario]({{% ref "#scenarios" %}}) that defines the starting conditions of a Simulation.
6
+
The MarsSim project is an autonomous simulation of life on Mars for Settlers living in Settlements.
7
+
Any Simulation is defined by a [Scenario]({{% relref "#scenarios" %}}) that defines the starting conditions.
11
8
12
9
## Entities
13
-
Time Base Simulation
14
10
15
-
Event event based
11
+
The simulation involves managing many entities and simulating the impact of time on each of them. There are different Entities from the large Settlement down to a small EVASuit. The impact of time affects each type differently and has consequences on other Entities.
12
+
13
+
Time is simulated as a time pulse that applies a time duration to all entities, the frequency and duratino of these pulses can be altered by the end-user to drive a slower or faster simulation.
16
14
17
15
## Scenarios
18
16
The Scenario provides the starting condition of a Simulation.
19
-
The default installation provide a number of predefined [Scenarios]({{% ref "/docs/definitions/scenario" %}}) as well as the ability for a user to create their own can be created via the Scenario Editor
17
+
The default installation provide a number of predefined [Scenarios]({{% relref "/docs/definitions/scenario" %}}) as well as the ability for a user to create their own can be created via the Scenario Editor tool.
20
18
Each Scenario consists of 2 elements of information that the Simulation uses to build the initial set of entities; one for the exiting Settlements and the other future Settlements.
21
19
22
-
### Settlements
20
+
### Existing Settlements
23
21
24
-
[Settlements]({{% ref "settlement" %}}) are the cornerstone of the Simulation as they are the main modelled entity. Each settlement that exist in the Scenario is defined as:
22
+
[Settlements]({{% relref "settlement" %}}) are the cornerstone of the Simulation as they are the main modelled entity. Each settlement that exist in the Scenario is defined as:
25
23
26
24
- A unique name
27
25
- A Settlement Template that specifies the physical layout of the Settlement.
28
26
- Location on Mars Surface
29
27
- The owning Authority
30
28
- Population sizes
31
-
- Optional Crew. If a crew is present; it's members will be seeded into the initial Settlement population. There are a number of pre-defined [Crews]({{% ref "/docs/definitions/crew" %}}); in addition new Crews can be created via the Scenario Editor.
32
-
29
+
- Optional Crew. If a crew is present; it's members will be seeded into the initial Settlement population. There are a number of pre-defined [Crews]({{% relref "/docs/definitions/crew" %}}); in addition new Crews can be created via the Scenario Editor.
33
30
34
31
### Arriving Settlement Mission
35
32
36
-
This defines if any new Settlements will be created in the future via a Resupply Mission. Currently there is no limit of the size of the supply mission, e.g. a 20 Building Settlement could arrive in one delivery.
37
-
The Resupply stipulates all the existing Settlement details with the additino of the future arrivla in terms of Sols.
33
+
This defines any new Settlements that will be created in the future via a Resupply Mission. Currently there is no limit of the size of the supply mission, e.g. a 20 Building Settlement could arrive in one delivery.
34
+
The Resupply stipulates all the existing Settlement details with the additino of the future arrival in terms of Sols.
38
35
39
36
## Activities
40
37
41
-
[Missions]({{% ref "mission" %}})
38
+
The daily life of Settlers and Robots are simulated at a micro level allowing them to perform Activities that may improve the settlements:
39
+
-[Tasks]({{% relref "task" %}}) which are activities for an individual to perform.
40
+
-[Missions]({{% relref "mission" %}}) these use a group of Settlers to work together to achieve an objective.
Copy file name to clipboardExpand all lines: content/docs/guide/concepts/building.md
+20-23Lines changed: 20 additions & 23 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,16 +3,13 @@ title: Building
3
3
description: Buildings within a Settlement
4
4
weight: 40
5
5
---
6
-
{{% pageinfo color="info" %}}
7
-
This is placeholder content.
8
-
{{% /pageinfo %}}
9
6
10
7
## Overview
11
-
Buildings provide the physical environment of a Settlement. Each Building can be connection to others or stand-alone. Not all builidngs have LifeSupport features. The Building is defined as providing a set of Functions via a [Building Template]({{% ref "/docs/definitions/building" %}}).
8
+
Buildings provide the physical environment of a Settlement. Each Building can be connection to others or stand-alone. Not all buildings have LifeSupport features. The Building is defined as providing a set of Functions via a [Building Template]({{% relref "/docs/definitions/building" %}}).
12
9
13
10
Each Building also has a Category that summerises the purpose of the Building in the Settlement. This is derived from the most important Function.
14
11
15
-
Buildings defrade as they are used and therefore need [maintenance]({{% ref "maintenance" %}}) to prevent Faults occurring.
12
+
Buildings degrade as they are used and therefore need [maintenance]({{% relref "maintenance" %}}) to prevent Faults occurring.
16
13
17
14
## Physical Characteristics
18
15
@@ -22,7 +19,7 @@ Buildings can be constructed from a number of materials:
22
19
- PRE_FABRICATED
23
20
- SEMI_ENGINEERED
24
21
25
-
The type of material contrbiutes to heat loss and how ti survives a meteorite strike. It also has an impact on contriction speed.
22
+
The type of material contributes to heat loss and how it survives a meteorite strike. It also has an impact on contruction speed.
26
23
27
24
## Functions
28
25
Each Function has a special purpose and confguration set in the associated building template. Also many have a capacity of how many Workers can use that Function simultaneously.
@@ -31,26 +28,26 @@ Each Function has a special purpose and confguration set in the associated build
31
28
This function provides office space for adminstrative tasks to be completed.
32
29
33
30
### Algea Farming
34
-
This function provides the Building the ability to grow Algea in a farm so that it cna be used as Food.
31
+
This function provides the Building the ability to grow Algea in a farm so that it can be used as Food.
35
32
There is also cleaning activities of the facilities.
36
33
37
34
### Astronomical Observatory
38
35
This function means a Building has the ability to observe the stars. This could be used for social skywatching parties or specialised scientific research.
39
36
40
37
### Communication
41
-
Manages communcation channels to Earth. This function provides a specialised dedicated communcation equipment allowing Persons to contact Earth
38
+
Manages communcation channels to Earth. This function provides a specialised dedicated communication equipment allowing Persons to contact Earth.
42
39
43
40
### Computation
44
-
Represents a dedicated computing resources that can be used generally from throughout the Settlement.
41
+
Represents a dedicated computing resource that can be used generally from throughout the Settlement.
45
42
46
43
### Cooking
47
-
This provides a location where Workers can Cook to create [Meals]({{% ref "/docs/definitions/meal" %}}). This function capacity is aligned to how many hobs/ovens available.
44
+
This provides a location where Workers can Cook to create [Meals]({{% relref "/docs/definitions/meal" %}}). This function capacity is aligned to how many hobs/ovens available.
48
45
49
46
### Dining
50
47
This provides an area where Persons can collect to eat Meals together.
51
48
52
49
### Earth Return
53
-
This provides th ablity for Persons to return to Earth via a spacecraft. It is currently under developed in the SImulation.
50
+
This provides the ablity for Persons to return to Earth via a spacecraft. It is currently under developed in the Simulation.
54
51
55
52
### EVA
56
53
The EVA function provides Airlocks allowing Persons to transfer to the Mars Surface. Airlocks have multiple chambers and usually one Person takes control the of the Airlock process. It includes the wearing and removal of EVA Suits.
@@ -59,7 +56,7 @@ The EVA function provides Airlocks allowing Persons to transfer to the Mars Surf
59
56
A gym used for Persons to complete Exercise related Tasks.
60
57
61
58
### Farming
62
-
Growing of [Crops]({{% ref "/docs/definitions/crop" %}}) is essential to a Settlement and this is provides by this Function. Numerous activities have to be completed continously at this Function to tender the growing crops.
59
+
Growing of [Crops]({{% relref "/docs/definitions/crop" %}}) is essential to a Settlement and this is provides by this Function. Numerous activities have to be completed continously at this Function to tender the growing crops.
63
60
64
61
There is also cleaning activities of the facilities.
65
62
@@ -69,7 +66,7 @@ The Fishery function results in a Building have a pool to support growing Fish.
69
66
There is also cleaning activities of the facilities.
70
67
71
68
### Food & Dessert Preparation
72
-
This is complementory to the Cooking function but it is focused on taking raw ingredients and creating food products that can be eaten directly or used in Cooking. There are a number of [Food Recipes]({{% ref "/docs/definitions/food" %}}) that define what produce can be created.
69
+
This is complementory to the Cooking function but it is focused on taking raw ingredients and creating food products that can be eaten directly or used in Cooking. There are a number of [Food Recipes]({{% relref "/docs/definitions/food" %}}) that define what produce can be created.
73
70
74
71
### Life Support
75
72
Any Building that support Persons needs to have a Life Support capability. This controls the air mixture. This function will have a capacity limit on the number of Persons that can be supported.
@@ -81,11 +78,11 @@ Sleeping quarters for Persons encompasses an allocated bed. Primarily used for t
81
78
Provide office space for the leadership team of a Settlement.
82
79
83
80
### Manufacture
84
-
This function provides a workshop with manufacturing equipment that new inventory to be created or salvaged. Each Workshop has a technical level that contrls what proccesses can e run.
85
-
There is a list of configured [Processes]({{% ref "/docs/definitions/process" %}}) defined.
81
+
This function provides a workshop with manufacturing equipment that new inventory to be created or salvaged. Each Workshop has a technical level that controls what proccesses can be run.
82
+
There is a list of configured [Processes]({{% relref "/docs/definitions/process" %}}) defined.
86
83
87
84
### Medical Care
88
-
This provides a SickBay capability that provide[Treatments]({{% ref "/docs/definitions/treatment" %}}) for Persons that suffer a [Complaint]({{% ref "/docs/definitions/complaint" %}})
85
+
This provides a SickBay capability that provides[Treatments]({{% relref "/docs/definitions/treatment" %}}) for Persons that suffer a [Complaint]({{% relref "/docs/definitions/complaint" %}})
89
86
90
87
### Power Generation
91
88
This generates power that can be used in the Settlement. The generation will be one of the available sources:
@@ -104,16 +101,16 @@ Power is critical to the Settlement operations and this Function allows any gene
104
101
This provides an area where Persons can meet out of work. Generally this would be chairs and tables.
105
102
106
103
### Research
107
-
TBD explain features of a Lab
108
-
[Research]({{% ref "research" %}})
104
+
Provides laboratory service to allow Workers to complete [Research]({{% relref "research" %}}). Each lab has a specific technology level and the range of supported Science.
109
105
110
106
### Resource Processing
107
+
This Function support a number of processes that convert Resources from one type to another. The specific Building type supports a specific set of [Resource Processes]({{% relref "/docs/definitions/resprocess" %}}). A process requires a manual effort to start but then runs until either the source Resource is exhausted or the process is stopped.
111
108
112
109
### Robotic Station
113
-
This provides a charging station for [Robots]({{% ref "robot" %}}). It can also be used as a parkign area for idle Robots.
110
+
This provides a charging station for [Robots]({{% relref "robot" %}}). It can also be used as a parking area for idle Robots.
114
111
115
112
### Storage
116
-
This covers a storage ability within the Building. Storage can holdany type of [Resources]({{% ref "/docs/definitions/resource" %}}) if there is capacity. Storage can have a capacility limit for particular resources of types.
113
+
This covers a storage ability within the Building. Storage can hold any type of [Resources]({{% relref "/docs/definitions/resource" %}}) if there is capacity. Storage can have a capacity limit for particular resources of types.
117
114
118
115
### Thermal Generation
119
116
This provides heat to a Building using one of the supported heat sources:
@@ -123,9 +120,10 @@ This provides heat to a Building using one of the supported heat sources:
123
120
- Solar Heating Source
124
121
125
122
### Vehicle Maintenance
126
-
[Vehicles]({{% ref "vehicle" %}}) need periodic maintenance and this is most easy done when the Vehicle is garaged off the Mars Surface. The function has a garage that can support a fixed number of vehicle spaces. This function can also be used to provide a quicker load/unload process.
123
+
[Vehicles]({{% relref "vehicle" %}}) need periodic maintenance and this is most easy done when the Vehicle is garaged off the Mars Surface. The function has a garage that can support a fixed number of vehicle spaces. This function can also be used to provide a quicker load/unload process.
127
124
128
125
### Waste Processing
126
+
This is similiar to the [Resource Processing]({{% relref "building#resource-processing" %}}) but removes Resources that are waste. As above it supports a number of processes that are triggered once the amount of waste exceeds a certain level.
129
127
130
128
## Build a new building
131
129
@@ -134,5 +132,4 @@ New Building can be constructed by using a Construction Mission. A Building cons
134
132
* Frame
135
133
* Building
136
134
137
-
Each stage delivers one of the [Construction Stages]({{% ref "/docs/definitions/construction" %}}).
138
-
135
+
Each stage delivers one of the [Construction Stages]({{% relref "/docs/definitions/construction" %}}).
Copy file name to clipboardExpand all lines: content/docs/guide/concepts/robot.md
+11-9Lines changed: 11 additions & 9 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,23 +3,25 @@ title: Robot
3
3
description: Robots can work on Tasks.
4
4
weight: 55
5
5
---
6
-
{{% pageinfo color="info" %}}
7
-
This is placeholder content.
8
-
{{% /pageinfo %}}
9
6
10
7
## Overview
11
8
12
-
Robots can act as [Workers]({{% ref "worker" %}}) to complete Tasks and Missions.
9
+
Robots can act as [Workers]({{% relref "worker" %}}) to complete Tasks and Missions.
13
10
14
11
## Robot Types
15
12
16
-
There are number of predefined types of Robots that can be simulated.
17
-
* Garden Bot
18
-
* Repair Bot
13
+
There are number of predefined types of Robots that are simulated. These have physical characteristics to certain Tasks.
14
+
* Chef Bot - Specialise in cooking and food preparation activities
15
+
* Construction Bot - Specialise in Constructing new Buildings
16
+
* Delivery Bot - Specialises in logicistics of delivery missions
17
+
* Garden Bot - Adapted to tender the growing of plants
18
+
* Maker Bot - Works in manufacturing goods
19
+
* Medic Bot - Provides medical support
20
+
* Repair Bot - Highly specialised to repairing malfunctions
19
21
20
22
## Robot Specification
21
-
The actual Robots in the simulation are defined by a RobotSpec. The specification defines the behaviour for certain robot model that follows the characteristic of a single type.
23
+
The actual Robots in the simulation are defined by a RobotSpec. The specification defines the behaviour for a robot a single type. There can be different Models of a types to support variations.
22
24
23
-
There are a number of preconfigured RobotSpecs defined by default [Robot Spec]({{% ref "/docs/definitions/robot" %}}).
25
+
There are a number of preconfigured RobotSpecs defined by default [Robot Spec]({{% relref "/docs/definitions/robot" %}}).
Settlements are the key entities of a Simulation that drives all interactions and hence are complex with numerous components.
16
9
17
10
## Settlement Components
11
+
A Settlement has many components that, for example, cover Goods and Trade with other Settlements but the ones below provide other entities to simulate.
18
12
19
13
### Buildings
20
-
[Building]({{% ref "building" %}}).
14
+
Buildings make up the location of a Settlement. The Building provide all the Functions to support the Activities of a Settlement and provided an environment for Persons and Robots to exist. Further details can be found in a dedicated page for [Buildings]({{% relref "building" %}}).
21
15
22
16
### Population
23
-
[Persons]({{% ref "person" %}}).
24
-
Persons uses Shifts
25
-
Link to Robots &
17
+
Within a Settlement lives [Persons]({{% relref "person" %}}) and [Robots]({{% relref "robot" %}}). These act as [Workers]({{% relref "worker" %}}) perform the various Tasks and activities.
26
18
27
-
### Equipment
28
-
[Equipment]({{% ref "equipment" %}})
29
-
[Vehicle]({{% ref "vehicle" %}})
19
+
### Appliances/Tools
20
+
To perform Tasks the Worker use tools. These can be:
21
+
-[Equipment]({{% relref "equipment" %}}) which can be carried by a Worker to help in a Task.
22
+
-[Vehicle]({{% relref "vehicle" %}}) which can carry Workers and Equipment to perform remote Tasks via Missions.
Once established a Settlement can be get regular resupply missions form Earth. The payload of these Missions come from a range of pre-defined [Resupply Manifests]({{% relref "/docs/definitions/manifest" %}}).
34
26
35
27
## Governance
28
+
Governance of a Settlement is controlled at 2 levels.
29
+
- Macro level - Control of the objectives of the Settlemetn is defined by a Sponsor in terms of [Reporting Authority]({{% relref "authority" %}})
30
+
- Micro level - Individual Persons that run the Settlement follow a [Management Structure]({{% relref "management" %}})
31
+
32
+
## Definition
33
+
A Settlement is a complex entity and it will be created from a Settlement Template. The template defines all the above components.
34
+
35
+
These can be referenced in the initial Scenario Configuration either directly for current Settlements or future arriving Settlements. The simulation comes with a list of pre-defined [Settlement Templates]({{% relref "/docs/definitions/settlement" %}}).
0 commit comments