# A-level Computing/AQA/Paper 1/Skeleton program/2017

This is for the new Computer Science Specification. Keep in mind that there is another Comp1 exam for Computing (for retakes?) though this specific page is for the new course.

This is where suggestions can be made about what some of the questions might be and how we can solve them.

Please be respectful and do not vandalise or tamper with the page, as this would affect students' preparation for their exams!

## Add a way for a disease to kill rabbits in warrens

C# Solution:

```// Kieran South

// Animal class
protected double NaturalLifespan;
protected int ID;
protected static int NextID = 1;
protected int Age = 0;
protected double ProbabilityOfDeathOtherCauses;
protected double ProbabilityOfDeathDisease;
protected bool IsAlive;
protected static Random Rnd = new Random();

public Animal(int AvgLifespan, double AvgProbabilityOfDeathOtherCauses, int Variability)
{
NaturalLifespan = AvgLifespan * CalculateRandomValue(100, Variability) / 100;
ProbabilityOfDeathOtherCauses = AvgProbabilityOfDeathOtherCauses * CalculateRandomValue(100, Variability) / 100;
ProbabilityOfDeathDisease = 0.1 * CalculateRandomValue(100, Variability) / 100;
IsAlive = true;
ID = NextID;
NextID++;
}

// CheckIfKilledByOtherFactors method in Animal class

public virtual bool CheckIfKilledByOtherFactor()
{
if (Rnd.Next(0, 100) < ProbabilityOfDeathOtherCauses * 100) // Kill by other factors
{
IsAlive = false;
return true;
}

if (Rnd.Next(0, 100) < ProbabilityOfDeathDisease * 100 && this is Rabbit) // Kill rabbits by disease, not foxes
{
IsAlive = false;
return true;
}
return false;
}
```

Delphi/Pascal Solution

```function Animal.CheckIfKilledByOtherFactor() : boolean;
begin
if random(100) < ProbabilityOfDeathOtherCauses * 100 then
begin
IsAlive := False;
CheckIfKilledByOtherFactor := True;
end;

if self is Rabbit then //Checks for Rabbits only
begin
if random(100) < ProbabilityOfDeathOtherCauses * 100 then
begin
IsAlive := False;  //kill Rabbits with disease
CheckIfKilledByOtherFactor := True;
end;
end

else
CheckIfKilledByOtherFactor := False;
end;

//Harry Barron, Faringdon Community College
```

Java Solution

```//I spiced this up - any rabbit has a 1% chance of contracting disease at any simulation.
//If the rabbit Above/Below it in the Rabbits Array is infected then it has a 25% chance and if both do it's a 50% chance.
//If a rabbit is infeced it has a 10% chance to die, no matter how it was infected.
//Almost certainly won't come up in the exam, but good practice.

public void infectedByDisease() {
for (int i = 0; i < RabbitCount; i++) {
int infectedProb = 0;
if (Rabbits[i - 1].infected || Rabbits[i + 1].infected)
if (Rabbits[i - 1].infected && Rabbits[i + 1].infected)
infectedProb = 50;
else
infectedProb = 25;
else
infectedProb = 1;
Random r = new Random();
r.nextInt(100) + 1 <= infectedProb
Rabbits[i].infected = true;
}
}

public int killedbyDisease(boolean ShowDetail) {
int DeathCount = 0;
Random r = new Random();
for (int i = 0; i < RabbitCount; i++) {
if (Rabbits[i].infected && r.nextInt(10) == 0) {
Rabbits[i] = null;
DeathCount += 1;
}
}
CompressRabbitList(DeathCount);
if (ShowDetail) {
Console.println("  " + DeathCount + " rabbits die of disease.");
}

}
```

Python Solution:

```## Adapted Kill by other factors

def __KillByOtherFactors(self, ShowDetail):
DeathCount = 0
DeathCountOF = 0
DeathCountD = 0
for r in range (0, self.__RabbitCount):
if self.__Rabbits[r].CheckIfKilledByOtherFactor():
self.__Rabbits[r] = None
DeathCount += 1
DeathCountOF += 1
elif self.__Rabbits[r].CheckIfKilledByDisease():
self.__Rabbits[r] = None
DeathCount += 1
DeathCountD += 1

if ShowDetail:
print(" ", DeathCountOF, "rabbits killed by other factors.")
print(" ", DeathCountD, "rabbits killed by Disease.")

self.__CompressRabbitList(DeathCount)

#########################################

## New function in the class, Animal.

def CheckIfKilledByDisease(self):
if random.randint(0, 100) < 25:
self._IsAlive = False
return True
else:
return False

##          ^
## not as impressive as you'd like to think
##^^^^^
```

VB.NET Solution

```Private Sub disease(ByVal ShowDetail As Boolean, ByVal diseasekilled As Boolean, ByVal ProbabilityOfdisease As Double)

If getdiseasekilled() Then

ProbabilityOfDeathdisease = ProbabilityOfDeathdisease * 1.1
Else
ProbabilityOfDeathdisease = ProbabilityOfdisease * CalculateRandomValue(100, Variability) / 100
End If

Dim deathCount As Integer = 0
For r = 0 To RabbitCount - 1
If Rabbits(r).CheckIfKilledDisease(ProbabilityOfDeathdisease) Then
Rabbits(r) = Nothing
deathCount += 1

End If
Next

setdiseasekilled(deathCount)

CompressRabbitList(deathCount)
If ShowDetail Then
Console.WriteLine("  " & deathCount & " rabbits killed by disease.")
End If

End Sub

------------------------------------------------

Public Overridable Function CheckIfKilledDisease(ByVal ProbabilityOfDeathdisease As Double)

If Rnd.Next(0, 100) < ProbabilityOfDeathdisease * 100 Then
IsAlive = False
Return True
Else

Return False
End If

End Function

--------------------------------------------

Public Function setdiseasekilled(ByVal deathcount As Integer)
If deathcount > 0 Then
diseaseKilled = True
Else
diseaseKilled = False

End If
Return diseaseKilled

End Function

---------------------------------

Public Function getdiseasekilled()

Return diseaseKilled

End Function

---------------------------------------------------------

//Call the following in the 'Advance Generation' Sub and declare the variables:

If RabbitCount > 0 Then
disease(ShowDetail, diseasekilled, probabilityofdisease)
End If

'''
```

This code also allows for the disease spreading, and with each turn the disease will spread and there is a higher chance of rabbits dying.

VB.NET Solution (using object-oriented programming)

```Animal class:
Private diseased As Boolean

Public Overridable Sub Inspect()
Console.Write("  ID " & ID & " ")
Console.Write("Age " & Age & " ")
Console.Write("LS " & NaturalLifespan & " ")
If diseased = True Then
Console.Write(" Diseased ")
Else Console.Write(" Not diseased ")
End If
Console.Write("Pr dth " & Math.Round(ProbabilityOfDeathOtherCauses, 2) & " ")
End Sub

Public Function Checkifinfected()
Return diseased
End Function

Public Sub Becomeinfected() '(validation also added to prevent multiplier from being re-used)
If diseased = False Then
diseased = True
ProbabilityOfDeathOtherCauses *= 1.1  ' increasing the value by 10%
End If
End Sub
Warren Class:
Private diseased As Boolean = False

Public Sub Inspect()
Console.WriteLine("Periods Run " & PeriodsRun & " Size " & RabbitCount)
If diseased = True Then
Console.Write(" Diseased ")
Else Console.Write(" Not diseased ")
End if
End Sub
Public Function Checkifinfected()
Return diseased
End Function
Public Sub Becomeinfected() '(validation also added to prevent multiplier from being re-used)
If diseased = False Then
diseased = True
For looper = 0 To Rabbits.Length - 1
If Not Rabbits(looper) Is Nothing Then
Rabbits(looper).Becomeinfected()
End If
Next
End If
End Sub

Simulation Class:

Dim NewFoxCount As Integer = 0

//-Lots of code that doesn’t need to be shown-
If ShowDetail Then
End If
'''propagate()'''
DrawLandscape()

' draw the updated version of the landscape
Console.WriteLine()
End Sub
Private Sub CreateLandscapeAndAnimals(ByVal InitialWarrenCount As Integer, ByVal InitialFoxCount As Integer, ByVal FixedInitialLocations As Boolean)
' build a set of grid locations with no contents yet
For x = 0 To LandscapeSize - 1 ' visit all x references
For y = 0 To LandscapeSize - 1 ' visit all y references
Landscape(x, y) = New Location() ' make new location for x,y
Next
Next

If FixedInitialLocations Then
' if user picked option 1 from first menu .....
' then create 5 warrens of different size
' with 0 as the variability
Landscape(1, 1).Warren = New Warren(Variability, 38)
Landscape(2, 8).Warren = New Warren(Variability, 80)
Landscape(9, 7).Warren = New Warren(Variability, 20)
Landscape(10, 3).Warren = New Warren(Variability, 52)
Landscape(13, 4).Warren = New Warren(Variability, 67)
initialinfection(Landscape(1, 1).Warren)
initialinfection(Landscape(10, 3).Warren)
initialinfection(Landscape(13, 4).Warren)
WarrenCount = 5  ' set count of warrens to number created above

' create 5 foxes at fixed locations use 0 as the variability
Landscape(2, 10).Fox = New Fox(Variability)
Landscape(6, 1).Fox = New Fox(Variability)
Landscape(8, 6).Fox = New Fox(Variability)
Landscape(11, 13).Fox = New Fox(Variability)
Landscape(12, 4).Fox = New Fox(Variability)
FoxCount = 5
initialinfection(Landscape(12, 4).Fox)
Else
' must have chosen option 2 from first menu
For w = 0 To InitialWarrenCount - 1 ' loop to user choice
CreateNewWarren() ' make warren with custom settings
Next
For f = 0 To InitialFoxCount - 1 ' loop to user choice
CreateNewFox() ' make fox with custom settings
Next
End If
End Sub
Public Overloads Sub initialinfection(ByRef patientZero As Warren)
patientZero.Becomeinfected()
End Sub
Public Overloads Sub initialinfection(ByRef patientZero As Animal)
patientZero.Becomeinfected()
End Sub
Public Sub propagate()
For x = 0 To LandscapeSize - 1
For y = 0 To LandscapeSize - 1
If Not Landscape(x, y).Fox Is Nothing Then
If Landscape(x, y).Fox.Checkifinfected = True Then spreaddisease(x, y)
End If
If Not Landscape(x, y).Warren Is Nothing Then
If Landscape(x, y).Warren.Checkifinfected = True Then spreaddisease(x, y)
End If
Next
Next
End Sub
Private Sub spreaddisease(ByVal infectedx As Integer, ByVal infectedy As Integer)
' this sub looks for
For x = infectedx - 1 To infectedx + 1
For y = infectedy - 1 To infectedy + 1
If x < LandscapeSize And x > -1 Then
If y < LandscapeSize And y > -1 Then
If Not Landscape(x, y).Fox Is Nothing Then
Landscape(x, y).Fox.Becomeinfected()
End If
If Not Landscape(x, y).Warren Is Nothing Then
Landscape(x, y).Warren.Becomeinfected()
End If
End If
End If
Next
Next
End Sub
```

This code allows for the disease to spread between warrens and animals. It has no symptoms, but increases the ProbabilityOfDeathOtherCauses variable by 10%. This code was VERY QUICKLY made by Shaun Aziz and almost definitely contains lots of errors. Feel free to fix them and add your name below(preferably along with what you fixed): Nobody has yet to fix anything. :(

## Natural disaster (e.g. storm or fire) affects number of animals in a given radius

C# Solution:

```        private void AdvanceTimePeriod()
{
int NewFoxCount = 0;
if (ShowDetail)
{
Console.WriteLine();
}
//Start of Fire//
if (Rnd.Next(1, 5) <= 2)
{
int x, y, z;
int PercentageToKill = 33;
x = Rnd.Next(0, LandscapeSize);
y = Rnd.Next(0, LandscapeSize);
Console.WriteLine("Fire at (" + x + "," + y + ")");
for (int Xco = x - radius; Xco <= x + radius; Xco++)
{
for (int Yco = y - radius; Yco <= y + radius; Yco++)
{
try {
if (Landscape[Xco, Yco].Warren != null)
{
int RabbitsToKill = Landscape[Xco, Yco].Warren.GetRabbitCount() * PercentageToKill / 100;
Landscape[Xco, Yco].Warren.EatRabbits(RabbitsToKill);
if (ShowDetail)
{
Console.WriteLine(PercentageToKill + "% rabbits killed in Warren at (" + Xco + "," + Yco + ")");
}
}
}
catch { }
}
}
}
//End of Fire//
```

Delphi/Pascal Solution

```//Start of Fire
if (Random(20) <= 2) then
begin
PercentToKill := Random(100);
xFire := Random(LandscapeSize);
yFire := Random(LandscapeSize);

Writeln('A fire has occured at (', XFire,',', YFire,')');

Begin
begin
try
begin
if not(Landscape[Xco][Yco].Warren = nil) then
begin
RabbitsToKill := Round(Landscape[Xco][Yco].Warren.GetRabbitCount() * PercentToKill / 100);
Landscape[Xco][Yco].Warren.EatRabbits(RabbitsToKill);

if (ShowDetail) then
Writeln(RabbitsToKill, ' have died in the fire at (', Xco, ',', Yco, ')');
end;
end;
except
end;
end;
end;
end;
//End of Fire

//Harry Barron, Faringdon Community College
```

Java Solution

This method needs to be called from somewhere. I added an option in the simulation menu to execute the storm code. If you call the storm via the menu like I did, then other factors such as the rabbits dying from natural causes and being eaten still happen for the warrens affected.

```    private void StormLocation(){
int locationX = Rnd.nextInt(LandscapeSize);
int locationY = Rnd.nextInt(LandscapeSize);
for(int LocCentreY = locationY-(int) Math.floor(radius/2), endpoint = locationY+(int) Math.floor(radius/2); LocCentreY < endpoint+1; LocCentreY++){
if(LocCentreY > 0 && LocCentreY < LandscapeSize){
for(int LocCentreX = locationX-(int) Math.floor(radius/2), endpointX = locationX+(int) Math.floor(radius/2); LocCentreX < endpointX+1; LocCentreX++){
if(LocCentreX > 0 && LocCentreX < LandscapeSize){

if(Landscape[LocCentreX][LocCentreY].Warren != null){
int percentage = Rnd.nextInt(100);
int rabbitCount = Landscape[LocCentreX][LocCentreY].Warren.GetRabbitCount();
int rabbitcountnew = rabbitCount * percentage/100;
Landscape[LocCentreX][LocCentreY].Warren.EatRabbits(rabbitCount-rabbitcountnew);
System.out.println("Warren At "+LocCentreX+","+LocCentreY+" Was hit by the storm, lowering the rabbit count from "+rabbitCount+" to "+ rabbitcountnew);

}
}
}
}
}
}
// Joel LB, Twyford Sixth Form
```

Python Solution:

```"""FIRE TRIGGER BASED ON RANDOM CHANCE
if random.randint(1,5) <= 2:
self.fire(self.__LandscapeSize)

"""FIRE SUBROUTINE"""
def fire(self, LandscapeSize):
x = 9#random.randint(0,LandscapeSize)
y = 5#random.randint(0, LandscapeSize)
PercentageKill = 40
print(radius, "Fire starts at (" + str(x) + "," + str(y) + ")")

if 0 < xAxis < LandscapeSize and 0 < yAxis < LandscapeSize:
if self.__Landscape[xAxis][yAxis].Warren is not None:
rabbitDeaths = self.__Landscape[xAxis][yAxis].Warren.GetRabbitCount() * PercentageKill // 100
self.__Landscape[xAxis][yAxis].Warren.EatRabbits(rabbitDeaths)

if self.__ShowDetail:
print(rabbitDeaths, "rabbits have met a grizzly end at (" + str(xAxis) + "," + str(yAxis) + ")")

##Alvise and Matt, Budmouth College
```

VB.NET Solution

```  Private Sub naturalDisaster()
Dim x As Integer = Rnd.Next(0, LandscapeSize - 1)
Dim y As Integer = Rnd.Next(0, LandscapeSize - 1)
If Rnd.Next(0, 100) < 5 Then
Console.WriteLine("A natural disaster has struck at " & x & "," & y & "!")
For i As Integer = 0 To LandscapeSize - 1
For j As Integer = 0 To LandscapeSize - 1
If DistanceBetween(i, j, x, y) < 5 Then
If Not IsNothing(Landscape(i, j).Fox) Then
Landscape(i, j).Fox = Nothing
FoxCount -= 1
If ShowDetail Then
Console.WriteLine("Fox at " & i & "," & j & " has been killed.")
End If
End If
If Not IsNothing(Landscape(i, j).Warren) Then
If Landscape(i, j).Warren.GetRabbitCount < 15 Then
Landscape(i, j).Warren = Nothing
WarrenCount -= 1
If ShowDetail Then
Console.WriteLine("Warren at " & i & "," & j & " has been destroyed.")
End If
Else
Dim rabbitsKilled As Integer = Rnd.Next(10, 15)
Landscape(i, j).Warren.EatRabbits(rabbitsKilled)
If ShowDetail Then
Console.WriteLine(rabbitsKilled & " rabbits killed in warren at " & i & "," & j & ".")
End If
End If
End If
End If
Next
Next
End If
End Sub
```

## Check if input coordinates are valid

C# Solution:

```//Charles' Linq solution is slow, since it iterates through the entire range and checks for equality.
//Other solutions use a try-catch block, which is bad practice, since exception throwing should be avoided
//unless a genuinely unforeseeable problem has occurred.
//My Solution: by (((Samuel Collins))):
private int InputCoordinate(char Coordinatename)
{
int (((Coordinate)));
Console.Write("  Input " + Coordinatename + " coordinate: ");
while (!int.TryParse(Console.ReadLine(), out Coordinate) || Coordinate >= LandscapeSize || Coordinate < 0)
Console.Write(\$"Invalid Input. Enter an integer from 0 to {LandscapeSize - 1}: ");
return Coordinate;
}
//Note: string interpolation requires C# 6/7. The same behaviour can be achieved using + symbols in earlier versions.

//Written by Charles Batten using Linq for coordinate range checking
using System.Linq;
private int InputCoordinate(char Coordinatename)
{
while (true)
{
Console.WriteLine("Enter the {0} coordinate:", Coordinatename);
bool succeeded = Int32.TryParse(Console.ReadLine(), out int coordinate);

if(succeeded && Enumerable.Range(0, LandscapeSize).Contains(coordinate))
{
return coordinate;
}
else
{
Console.WriteLine("The coordinate you entered was invalid.");
Console.WriteLine("Please enter an integer between 0 and {0}", (LandscapeSize - 1));
}
}
}

//In Response To Luke's Attempt, I attempted to solve the problem and developed the following solution.
private int InputCoordinate(char Coordinatename)
{
bool invalidInput = true;
int Coordinate = 0;
Console.Write("  Input " + Coordinatename + " coordinate: ");
try
{
do
{
if (Coordinate > LandscapeSize)
{
Console.Write("Invalid Input Please Input A Value smaller than " + LandscapeSize + ": ");
}
}
while (Coordinate > LandscapeSize);
}
catch
{
Console.Write("Invalid Input: ");
while(invalidInput == true)
{
try
{
invalidInput = false;
}
catch
{
//Continues Loop If Invalid Input
invalidInput = true;
}
}
}
return Coordinate;
}
//Declyn Sealey, St Mary's College

//For a better solution:
private int InputCoordinate(char Coordinatename)
{
int Coordinate = 0;
while (true)
{
Console.Write("  Input " + Coordinatename + " coordinate: ");
try
{
if (0 <= Coordinate && Coordinate < LandscapeSize)
{
break;
}
else
{
Console.Write("Invalid Input. Try again");
}
}
catch
{
Console.Write("Invalid Input. Try again");
}
}
return Coordinate;
}

//for a non monkeyed together solution that doesn't use unnecessary breaks
private int InputCoordinate(char Coordinatename)
{
int Coordinate = 0;
bool valid = true;
while (valid)
{
Console.Write("  Input " + Coordinatename + " coordinate: ");
try
{
if (0 <= Coordinate && Coordinate < LandscapeSize)
{
valid = false;
}
else
{
Console.Write("Invalid Input. Try again");
}
}
catch
{
Console.Write("Invalid Input. Try again");
}
}
return Coordinate;
}
```

Delphi/Pascal Solution

```// Add SysUtils to uses
function Simulation.InputCoordinate(CoordinateName : Char): integer;
var
Coordinate : integer;
isInt : Boolean;
begin
isInt := False;
while isInt = False do
Begin
write('  Input ' , CoordinateName, ' coordinate: ');
try
isInt := True;
except
on E: EInOutError do
end;
if Coordinate > LandscapeSize - 1 then
repeat
write('  Input ' , CoordinateName, ' coordinate: ');
until (Coordinate <= LandscapeSize - 1);
End;
InputCoordinate := Coordinate;
end;

//Graveney School MVP's
```

Java Solution

``` private int InputCoordinate(char CoordinateName)
{
int Coordinate;
Coordinate = Console.readInteger("  Input " + CoordinateName + " coordinate: ");
while ( Coordinate < 0 || Coordinate > LandscapeSize ){
Console.println("This coordinate is not on the board, enter again.");
Coordinate = Console.readInteger("  Input " + CoordinateName + " coordinate: ");
}
return Coordinate;
}

//This is the alternative solution and works by checking the coordinates for menu options 3 and 4, this is worse but still works:
{
x = InputCoordinate('x');
y = InputCoordinate('y');
while ( x > LandscapeSize || x < 0 || y > LandscapeSize || y < 0){// validation
Console.println("Sorry these coordinates are invalid, enter again");
x = InputCoordinate('x');
y = InputCoordinate('y');
}
if (Landscape[x][y].Fox != null)
{
Landscape[x][y].Fox.Inspect();
}

}
{
x = InputCoordinate('x');
y = InputCoordinate('y');
while ( x > LandscapeSize || x < 0 || y > LandscapeSize || y < 0){// validation
Console.println("Sorry these coordinates are invalid, enter again");
x = InputCoordinate('x');
y = InputCoordinate('y');
}
if (Landscape[x][y].Warren != null )
{
Landscape[x][y].Warren.Inspect();
ViewRabbits = Console.readLine("View individual rabbits (y/n)?");
if ( ViewRabbits.equals("y") )
{
Landscape[x][y].Warren.ListRabbits();
}
}
}
```

Python Solution:

```  def __InputCoordinate(self, CoordinateName):
while True:
try:
#&nbsp;Attempt to parse the input string as an integer
Coordinate = int(input("  Input " + CoordinateName + " coordinate:"))
except:
#&nbsp;If parsing failed print the line and start the next iteration of the loop
print("Input co-ordinate not an integer")
continue
#&nbsp;Once parsing was successful, check the integer is between 0 and the LandscapeSize
if Coordinate in range(self.__LandscapeSize):
#&nbsp;Break from the loop on success
break
else:
#&nbsp;If the integer is not within the valid limits, print an error and go to the next loop iteration
print("Co-ordinate must be between 0 and {0} inclusive".format(self.__LandscapeSize - 1))
return Coordinate
```

VB.NET Solution

```    Private Function InputCoordinate(ByVal CoordinateName As Char) As Integer
Dim inputtedCoordinate As String
Dim Coordinate As Integer
Dim Validity As Boolean = False
Do Until Validity = True
Console.Write("Enter " & CoordinateName & " co-ordinate: ")
If Integer.TryParse(inputtedCoordinate, Coordinate) = True Then Validity = True
'type check
If Coordinate < 0 Or Coordinate > LandscapeSize - 1 Then Validity = False
'range check
Loop
Return Coordinate
End Function

'by Brandon
```

## Display number of rabbits born that period (This question is unlikely as it is already coded into Visual Basic and Java)

(This can be done if option 1 selected when advancing time period)

C# Solution:

```    private void AdvanceTimePeriod()
{
int newRabbitsBorn = 0;
int NewFoxCount = 0; //Stores the number of new rabbits in a period
if (ShowDetail)
{
Console.WriteLine();
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Warren != null)
{
if (ShowDetail)
{
Console.WriteLine("Warren at (" + x + "," + y + "):");
Console.Write("  Period Start: ");
Landscape[x, y].Warren.Inspect();
}
if (FoxCount > 0)
{
FoxesEatRabbitsInWarren(x, y);
}
if (Landscape[x, y].Warren.NeedToCreateNewWarren())
{
CreateNewWarren();
}
if (ShowDetail)
{
Console.Write("  Period End: ");
Landscape[x, y].Warren.Inspect();
}
if (Landscape[x, y].Warren.WarrenHasDiedOut())
{
Landscape[x, y].Warren = null;
WarrenCount--;
}

newRabbitsBorn = newRabbitsBorn + Landscape[x, y].Warren.getNewRabbitsBorn(); //Adds up new rabbits born from each warren
Landscape[x, y].Warren.resetNewRabbitsBorn(); //set back to 0

}
}
}
Console.WriteLine("Total number of rabbits born this period: " + newRabbitsBorn);
newRabbitsBorn = 0;

class Warren
{
public int totalRabbitsBorn = 0;
//Other Variables
private void MateRabbits(bool ShowDetail)
{
int Mate = 0;
int Babies = 0;
double CombinedReproductionRate;
for (int r = 0; r < RabbitCount; r++)
{
if ((Rabbits[r].IsFemale()) && (RabbitCount + Babies < MaxRabbitsInWarren))
{
do
{
Mate = Rnd.Next(0, RabbitCount);
} while ((Mate == r) || (Rabbits[Mate].IsFemale()));
CombinedReproductionRate = (Rabbits[r].GetReproductionRate() + Rabbits[Mate].GetReproductionRate()) / 2;
if (CombinedReproductionRate >= 1)
{
Rabbits[RabbitCount + Babies] = new Rabbit(Variability, CombinedReproductionRate);
Babies++;
totalRabbitsBorn++;
}
}
}
RabbitCount = RabbitCount + Babies;
if (ShowDetail)
{
Console.WriteLine("  " + Babies + " baby rabbits born.");
}
}
public int getNewRabbitsBorn()
{
}
public void resetNewRabbitsBorn()
{
totalRabbitsBorn = 0;
}

```

Delphi/Pascal Solution

```//Global Variable

var
NextID : integer = 1;

//Within Warren.MateRabbits

NoOfRabbitsBorn := NoOfRabbitsBorn + Babies; //Added
RabbitCount := RabbitCount + Babies;
if ShowDetail then
writeln('  ', Babies, ' baby rabbits born.');

//Within Simulation.New

writeln;
writeln('The number of rabbits born in the last period: ', NoOfRabbitsBorn); //Added
writeln;
writeln('1. Advance to next time period showing detail');
writeln('2. Advance to next time period hiding detail');
writeln('3. Inspect fox');
writeln('4. Inspect warren');
writeln('5. Exit');

//Callum, Exeter College
```

Java Solution

Python Solution:

```  """Add NewRabbitsThisPeriod to the start of AdvanceTimePeriod,
it will reset every time period"""
NewRabbitsThisPeriod = 0

"""Add Return Babies to the end of MateRabbits"""
return Babies

"""In AdvanceGeneration Set NewRabbits equal to MateRabbits on the line MateRabbits is currently on. Return NewRabbits at the end of the line"""
NewRabbits = self.__MateRabbits(ShowDetail)
Return NewRabbits

"""in AdvanceTimePeriod Add the return Value of AdvanceGeneraton to NewRabbitsThisPeriod. Print if show detail after the first double for Loop"""
if self.__ShowDetail:
print("New Rabbits Born: " + str(NewRabbitsThisPeriod))
#Jordan, Budmouth College
```

VB.NET Solution

## Constraints for number of animals placed

(This can be done if option 2 selected)

C# Solution:

```                   class Program
{
static void Main(string[] args)
{
Simulation Sim;
int LandscapeSize;
int InitialWarrenCount;
int InitialFoxCount;
int Variability;
bool FixedInitialLocations;

do
{
Console.WriteLine();
Console.WriteLine("1. Run simulation with default settings");
Console.WriteLine("2. Run simulation with custom settings");
Console.WriteLine("3. Exit");
Console.WriteLine();
Console.Write("Select option: ");
try
{
}
catch
{   bool validInput = false;
while(validInput == false)
{
Console.WriteLine("Invalid Input Please Try Again: ");
try
{
validInput = true;
}
catch
{
}
}
}
{
{
LandscapeSize = 15;
InitialWarrenCount = 5;
InitialFoxCount = 5;
Variability = 0;
FixedInitialLocations = true;
}
else
{
Console.Write("Landscape Size: ");
Console.Write("Initial number of warrens: ");
while (InitialWarrenCount > 10) //Set The Limit as 10 for the InitialWarrenCount however this can be changed.
{
Console.Write("Too Many Warrens Please Input A Value Less Than 10: ");
}
Console.Write("Initial number of foxes: ");
while(InitialFoxCount > 5) //Set The Limit as 5 for the InitialFoxCount however this can be changed.
{
Console.Write("Too Many Foxes Please Input A Value Less Than 5: ");
}
Console.Write("Randomness variability (percent): ");
FixedInitialLocations = false;
}
Sim = new Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations);
}
}
}//Declyn Sealey, St Marys College

static void Main(string[] args) //Allows user to input any number of warrens and foxes as long as the total
//does not exceed the total area
{
Simulation Sim;
int LandscapeSize;
int InitialWarrenCount;
int InitialFoxCount;
int Variability;
bool FixedInitialLocations;
do
{
Console.WriteLine();
Console.WriteLine("1. Run simulation with default settings");
Console.WriteLine("2. Run simulation with custom settings");
Console.WriteLine("3. Exit");
Console.WriteLine();
Console.Write("Select option: ");
{
{
LandscapeSize = 15;
InitialWarrenCount = 5;
InitialFoxCount = 5;
Variability = 0;
FixedInitialLocations = true;
}
else
{
Console.Write("Landscape Size: ");
int MaxWarren = LandscapeSize * LandscapeSize; //The max amount of warrens is one warren per square
Console.Write("Initial number of warrens: ");
if (InitialWarrenCount > MaxWarren) //If number is bigger than MaxWarren then user must input a smaller number
{
Console.WriteLine("Invalid input, please enter a number less than " + MaxWarren);
Console.Write("Initial number of warrens: ");
}
int MaxFox = (LandscapeSize * LandscapeSize) - InitialWarrenCount + 1;  //The max amount of foxes is one fox
//per left over squares
Console.Write("Initial number of foxes: ");                             //MaxFoxes and MaxWarrens always adds up
if (InitialFoxCount > MaxFox) //If number is bigger than MaxFox then user must input a smaller number
{
Console.WriteLine("Invalid input, please enter a number less than " + MaxFox);
Console.Write("Initial number of foxes: ");
}
Console.Write("Randomness variability (percent): ");
FixedInitialLocations = false;
}
Sim = new Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations);
}
}
} //William Parkinson, Bridgwater College
```

Delphi/Pascal Solution

```procedure Main();
var
LandscapeSize : integer;
InitialWarrenCount : integer;
InitialFoxCount : integer;
Variability : integer;
FixedInitialLocations : boolean;
Sim : Simulation;
validation : boolean; // Create a new validation boolean
begin
repeat
writeln;
writeln('1. Run simulation with default settings');
writeln('2. Run simulation with custom settings');
writeln('3. Exit');
writeln;
write('Select option: ');
begin
begin
LandscapeSize := 15;
InitialWarrenCount := 5;
InitialFoxCount := 5;
Variability := 0;
FixedInitialLocations := True;
end
else
begin
write('Landscape Size: ');
validation := false;
repeat                       //Start of repeat
write('Initial number of warrens: ');
if ((InitialWarrenCount <= sqr(LandscapeSize))and(InitialWarrenCount >= 0)) then
validation := true   // if statement to make sure a positive number inputted
else                   // and that no more warrens are enters than spaces avaialable
writeln('Invalid Input!')
until (validation);                   //exits on the result of the validation
validation := false;
repeat                             //same validation for the number of foxes
write('Initial number of foxes: ');
if ((InitialFoxCount <= sqr(LandscapeSize))and(InitialFoxCount >= 0)) then
validation := true
else
writeln('Invalid Input!');
until (validation);
write('Randomness variability (percent): ');
FixedInitialLocations := False;
end;
Sim := simulation.New(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations);
end;
end; // Henry Atkins, Oakwood Park Grammar
```

Java Solution

```public class Main
{
public static void main(String[] args) {
Simulation Sim;
int LandscapeSize;
int InitialWarrenCount;
int InitialFoxCount;
int Variability;
Boolean FixedInitialLocations;
do
{
Console.println();
Console.println("1. Run simulation with default settings");
Console.println("2. Run simulation with custom settings");
Console.println("3. Exit");
Console.println();
{
{
LandscapeSize = 15;
InitialWarrenCount = 5;
InitialFoxCount = 5;
Variability = 0;
FixedInitialLocations = true;
}
else
{   //Added input validation and restrictions on input like the number of initial warrens and foxes cannot be greater than the number of squares and that they have to be positive
LandscapeSize=-1;
while(LandscapeSize<0){
Console.println("Please enter a number greater than 0!");
}

InitialWarrenCount=-1;
InitialWarrenCount = Console.readInteger("Initial number of warrens: ");
while(InitialWarrenCount<0 || InitialWarrenCount>=(LandscapeSize*LandscapeSize)){
Console.println("Please enter a number between 0 and "+(LandscapeSize*LandscapeSize));
InitialWarrenCount = Console.readInteger("Initial number of warrens: ");
}

InitialFoxCount=-1;
InitialFoxCount = Console.readInteger("Initial number of foxes: ");
while(InitialFoxCount<0 || InitialFoxCount>=(LandscapeSize*LandscapeSize)){
Console.println("Please enter a number between 0 and "+(LandscapeSize*LandscapeSize));
InitialFoxCount = Console.readInteger("Initial number of foxes: ");
}

Variability=-2;
Variability = Console.readInteger("Randomness variability (percent): ");
while(Variability<-1||Variability>101){
Console.println("Please enter a number between 0 and 100!");
Variability = Console.readInteger("Randomness variability (percent): ");
}

FixedInitialLocations = false;
}
Sim = new Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations);
}
}
```

Python Solution:

```def Main():
print()
print("1. Run simulation with default settings")
print("2. Run simulation with custom settings")
print("3. Exit")
print()
LandscapeSize = 15
InitialWarrenCount = 5
InitialFoxCount = 5
Variability = 0
FixedInitialLocations = True
else:
LandscapeSize = int(input("Landscape Size: "))
# ------- NEW -------
#&nbsp;Store the LandscapeSize^2 in the variable 'Limit' because I'm lazy
Limit = LandscapeSize * LandscapeSize

#&nbsp;Get the InitialWarrenCount input and loop until it is less than the limit,
# in this case LandscapeSize^2 as that's the max number of places on the board
InitialWarrenCount = int(input("Initial number of warrens: "))
while not InitialWarrenCount in range(0, Limit + 1):
print("Please enter a value between 0 and {0} inclusive".format(Limit))
InitialWarrenCount = int(input("Initial number of warrens: "))

#&nbsp;Exactly the same deal as the warrens
InitialFoxCount = int(input("Initial number of foxes: "))
while not InitialFoxCount in range(0, Limit + 1):
print("Please enter a value between 0 and {0} inclusive".format(Limit))
InitialFoxCount = int(input("Initial number of foxes: "))
# -------------------
Variability = int(input("Randomness variability (percent): "))
FixedInitialLocations = False
Sim = Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations)
input()
```

VB.NET Solution

## When inspecting a fox, if there is no fox present in the given coordinates, display error message and loop coordinate input

C# Solution:

```public Simulation(int LandscapeSize, int InitialWarrenCount, int InitialFoxCount, int Variability, bool FixedInitialLocations)
{
int x;
int y;
string viewRabbits;
this.LandscapeSize = LandscapeSize;
this.Variability = Variability;
bool animalFound = false; //Bool used to make the search function loop is no animal is found.
Landscape = new Location[LandscapeSize, LandscapeSize];
CreateLandscapeAndAnimals(InitialWarrenCount, InitialFoxCount, FixedInitialLocations);
DrawLandscape();

do
{
Console.WriteLine();
Console.WriteLine("1. Advance to next time period showing detail");
Console.WriteLine("2. Advance to next time period hiding detail");
Console.WriteLine("3. Inspect fox");
Console.WriteLine("4. Inspect warren");
Console.WriteLine("5. Exit");
Console.WriteLine();
Console.Write("Select option: ");

{
TimePeriod++;
ShowDetail = true;
}
{
TimePeriod++;
ShowDetail = false;
}
{
do
{
x = InputCoordinate('x');
y = InputCoordinate('y');
if (Landscape[x, y].Fox != null)
{
animalFound = true; //Exits the loop when a fox has been found.
Landscape[x, y].Fox.Inspect();
}
else
{
animalFound = false;
//Tells the user there is no fox here.
Console.WriteLine("No fox found at (" + x + ", " + y + ")");

//Just in case they didn't mean to inspect:
Console.WriteLine("Would you like to continue the simulation? (y/n)");
{
animalFound = true;
}
}
}
while (animalFound == false);
}
{
do
{
x = InputCoordinate('x');
y = InputCoordinate('y');
if (Landscape[x, y].Warren != null)
{
animalFound = true;
Landscape[x, y].Warren.Inspect();
Console.Write("View individual rabbits (y/n)?");
if (viewRabbits == "y")
{
Landscape[x, y].Warren.ListRabbits();
}
}
else
{
animalFound = false;
//Tells the user there is no warren here.
Console.WriteLine("No Warren found at (" + x + ", " + y + ")");

//Just in case they didn't mean to inspect:
Console.WriteLine("Would you like to continue the simulation? (y/n)");
{
animalFound = true;
}
}
}
while (animalFound == false);
}
}
while (((WarrenCount > 0) || (FoxCount > 0)) && (menuOption != 5));
}
//Logan Dibnah, St Mary's College
```

Delphi/Pascal Solution

```      if MenuOption = 3 then
begin
Repeat
x := InputCoordinate('x');
y := InputCoordinate('y');
if not(Landscape[x][y].Fox = nil) then
Landscape[x][y].fox.Inspect()
else
begin
Writeln;
Writeln('No Fox was found at this location');
Writeln;
end
until not(Landscape[x][y].Fox = nil)
end;

//Harry Barron, Faringdon Community College
```

Java Solution

```if (MenuOption == 3)
{
x = InputCoordinate('x');
y = InputCoordinate('y');

//Validating x Co-ordinate
while(x<0 || x>LandscapeSize){
System.out.println("Please enter in an x coordinate within range:");
x = InputCoordinate('x');
}

//Validating y Co-ordinate
while(y<0 || y>LandscapeSize){
System.out.println("Please enter in an y coordinate within range:");
y = InputCoordinate('y');
}

//Validating that a fox is the position selected
while (Landscape[x][y].Fox == null)
{
x = InputCoordinate('x');
y = InputCoordinate('y');
}

if(Landscape[x][y].Fox != null){
Landscape[x][y].Fox.Inspect();
}

}
```

Python Solution:

```      if MenuOption == 3:
while True:
x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
if not self.__Landscape[x][y].Fox is None:
self.__Landscape[x][y].Fox.Inspect()
break
else:
print("There is no fox at this location, try again")

x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
while self.__Landscape[x][y].Fox is None:
x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
self.__Landscape[x][y].Fox.Inspect()
```

Python Alternative Solution:

Solution:
```if MenuOption == 3:
Select=True
while Select==True:
x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
if not self.__Landscape[x][y].Fox is None:
self.__Landscape[x][y].Fox.Inspect()
Select=False
```

VB.NET Solution

VB.NET Solution

```If MenuOption = 3 Then
Do
x = InputCoordinate("x")
y = InputCoordinate("y")
'Gives repsonse when no fox is found
If Not Landscape(x, y).Fox Is Nothing Then
Landscape(x, y).Fox.Inspect()
Else
Console.WriteLine()
Console.WriteLine("No fox was found at this location")
Console.WriteLine()
End If
Loop Until Not Landscape(x, y).Fox Is Nothing
End If
```

## Add a new animal (Eagles/Coyotes?) that can hunt foxes

C# Solution:

Answer, includes an eagle with an adapted fox class, eagle has 25% chance of consuming closest fox, has the same fox attributes and working food/death system (it is quick and dirty, many improvements should be made):

```class Eagle : Animal
{
private int FoodUnitsNeeded = 10;
private int FoodUnitsConsumedThisPeriod = 0;
private const int DefaultLifespan = 7;
private const double DefaultProbabilityDeathOtherCauses = 0.1;

public Eagle(int Variability)
: base(DefaultLifespan, DefaultProbabilityDeathOtherCauses, Variability)
{
FoodUnitsNeeded = (int)(10 * base.CalculateRandomValue(100, Variability) / 100);
}

{
if (FoodUnitsConsumedThisPeriod == 0)
{
IsAlive = false;
if (ShowDetail)
{
Console.WriteLine("  Eagle dies as has eaten no food this period.");
}
}
else
{
if (CheckIfKilledByOtherFactor())
{
IsAlive = false;
if (ShowDetail)
{
Console.WriteLine("  Eagle killed by other factor.");
}
}
else
{
if (FoodUnitsConsumedThisPeriod < FoodUnitsNeeded)
{
CalculateNewAge();
if (ShowDetail)
{
Console.WriteLine("  Eagle ages further due to lack of food.");
}
}
CalculateNewAge();
if (!IsAlive)
{
if (ShowDetail)
{
Console.WriteLine("  Eagle has died of old age.");
}
}
}
}
}

public void ResetFoodConsumed()
{
FoodUnitsConsumedThisPeriod = 0;
}

public bool ReproduceThisPeriod()
{
const double ReproductionProbability = 0.25;
if (Rnd.Next(0, 100) < ReproductionProbability * 100)
{
return true;
}
else
{
return false;
}
}

public void GiveFood(int FoodUnits)
{
FoodUnitsConsumedThisPeriod = FoodUnitsConsumedThisPeriod + FoodUnits;
}

public override void Inspect()
{
base.Inspect();
Console.Write("Food needed " + FoodUnitsNeeded + " ");
Console.Write("Food eaten " + FoodUnitsConsumedThisPeriod + " ");
Console.WriteLine();
}
}

private void DrawLandscape()
{
Console.WriteLine();
Console.WriteLine("TIME PERIOD: " + TimePeriod);
Console.WriteLine();
Console.Write("    ");
for (int x = 0; x < LandscapeSize; x++)
{
if (x < 10)
{
Console.Write(" ");
}
Console.Write(x + " |");
}
Console.WriteLine();
for (int x = 0; x <= LandscapeSize * 4 + 3; x++)
{
Console.Write("-");
}
Console.WriteLine();
for (int y = 0; y < LandscapeSize; y++)
{
if (y < 10)
{
Console.Write(" ");
}
Console.Write(" " + y + "|");
for (int x = 0; x < LandscapeSize; x++)
{
if (Landscape[x, y].Warren != null)
{
if (Landscape[x, y].Warren.GetRabbitCount() < 10)
{
Console.Write(" ");
}
Console.Write(Landscape[x, y].Warren.GetRabbitCount());
}
else
{
Console.Write("  ");
}
if (Landscape[x, y].Fox != null)
{
Console.Write("F");
}
else if (Landscape[x, y].Eagle != null)
{
Console.Write("E");
}
else
{
Console.Write(" ");
}
Console.Write("|");
}
Console.WriteLine();
}
}
}
private void EagleEatFox(int EagleX, int EagleY)
{
int ClosestFoxX = 0, ClosestFoxY = 0;
double ClosestDistance = 999;
for(int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Fox != null)
{
if(DistanceBetween(EagleX, EagleY, x, y) < ClosestDistance)
{
ClosestDistance = DistanceBetween(EagleX, EagleY, x, y);
ClosestFoxX = x;
ClosestFoxY = y;
}
}
}
}
if (Rnd.Next(1, 100) < 25)
{
Landscape[ClosestFoxX, ClosestFoxY].Fox = null;
Landscape[EagleX, EagleY].Eagle.GiveFood(10);
Console.WriteLine("Fox Eaten At: (" + ClosestFoxX + "," + ClosestFoxY + ")");
}
}
{
int NewFoxCount = 0;
if (ShowDetail)
{
Console.WriteLine();
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Warren != null)
{
if (ShowDetail)
{
Console.WriteLine("Warren at (" + x + "," + y + "):");
Console.Write("  Period Start: ");
Landscape[x, y].Warren.Inspect();
}
if (FoxCount > 0)
{
FoxesEatRabbitsInWarren(x, y);
}
if (Landscape[x, y].Warren.NeedToCreateNewWarren())
{
CreateNewWarren();
}
if (ShowDetail)
{
Console.Write("  Period End: ");
Landscape[x, y].Warren.Inspect();
}
if (Landscape[x, y].Warren.WarrenHasDiedOut())
{
Landscape[x, y].Warren = null;
WarrenCount--;
}
}
}
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Fox != null)
{
if (ShowDetail)
{
Console.WriteLine("Fox at (" + x + "," + y + "): ");
}
{
Landscape[x, y].Fox = null;
FoxCount--;
}
else
{
if (Landscape[x, y].Fox.ReproduceThisPeriod())
{
if (ShowDetail)
{
Console.WriteLine("  Fox has reproduced. ");
}
NewFoxCount++;
}
if (ShowDetail)
{
Landscape[x, y].Fox.Inspect();
}
Landscape[x, y].Fox.ResetFoodConsumed();
}
}
}
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Eagle != null)
{
if (ShowDetail)
{
Console.WriteLine("Eagle at (" + x + "," + y + "): ");
}
EagleEatFox(x, y);
{
Landscape[x, y].Eagle = null;
EagleCount--;
}
else
{
if (Landscape[x, y].Eagle.ReproduceThisPeriod())
{
if (ShowDetail)
{
Console.WriteLine("  Eagle has reproduced. ");
}

}
if (ShowDetail)
{
Landscape[x, y].Eagle.Inspect();
}
Landscape[x, y].Eagle.ResetFoodConsumed();
}
}
}
if (NewFoxCount > 0)
{
if (ShowDetail)
{
Console.WriteLine("New foxes born: ");
}
for (int f = 0; f < NewFoxCount; f++)
{
CreateNewFox();
}
}
if (ShowDetail)
{
}
DrawLandscape();
Console.WriteLine();
}
}
static void Main(string[] args)
{
Simulation Sim;
int LandscapeSize;
int InitialWarrenCount;
int InitialFoxCount;
int InitialEagleCount;
int Variability;
bool FixedInitialLocations;
do
{
Console.WriteLine();
Console.WriteLine("1. Run simulation with default settings");
Console.WriteLine("2. Run simulation with custom settings");
Console.WriteLine("3. Exit");
Console.WriteLine();
Console.Write("Select option: ");
{
{
LandscapeSize = 15;
InitialWarrenCount = 5;
InitialFoxCount = 5;
InitialEagleCount = 5;
Variability = 0;
FixedInitialLocations = true;
}
else
{
Console.Write("Landscape Size: ");
Console.Write("Initial number of warrens: ");
Console.Write("Initial number of foxes: ");
Console.Write("Initial Number of eagles: ");
Console.Write("Randomness variability (percent): ");
FixedInitialLocations = false;
}
Sim = new Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations, InitialEagleCount);
}
}
}
// Harry G Poole High School
```

Delphi/Pascal Solution

Answer is incomplete at the moment. Will finish it in 2 days (Some Functionality added see below the first answer):

```//This method only allows eagle to kill fox. There is not reporoduction, death or food units for eagle. This can be implemented but takes time.
//Also if you make any changes to the constuctors or procedures in the class declaration, you must change them when you implement that constructor or procedure

//Create a new class
Type Eagle = class(Animal)  //Creating the Eagle Class
Private
DefaultLifespan : integer;    // Some properties these dont really get used though
DefaultProbabilityDeathOtherCauses : double;
Public
Constructor New(Variability :integer); Overload;  // Creating the actual object Eagle
end;

//Add to the Location Class under Public
Eagle:Eagle;  // Allowing Eagle to be part of the location class

//Add to the simulation class under Private
Eaglecount:integer;
killedbyeagle:boolean;
Procedure EaglesEatFoxes(FoxX:integer;FoxY:integer);  // Eats Foxes procedure
//Add parameter to CreateLandscapeAnimals as shown below
procedure CreateLandscapeAndAnimals(InitialWarrenCount : integer; InitialFoxCount : integer; FixedInitialLocations : Boolean; InitialsEaglesCount:integer);

//Add parameter to the constructor under Public in Simulation Class as shown below
constructor New(LandscapeSizeInput : integer; InitialWarrenCount : integer; InitialFoxCount : integer; VariabilityInput : integer; FixedInitialLocations : boolean; InitialEaglesCount:integer);

Constructor Eagle.New(Variability :integer);
begin
self.New(DefaultLifespan, DefaultProbabilityDeathOtherCauses, Variability); //Just creates the Eagle  and initialises some values
End;

procedure Fox.AdvanceGeneration(ShowDetail : boolean ; killedbyeagle:boolean);
begin
IF killedbyEagle then
begin
IsAlive := False;   //set to true if an Eagle has found it
if ShowDetail then
writeln('Fox killed by eagle.');
end
else
begin
writeln('No sighting  by eagle') ; //
end;

// Add to the Location.New Constructor
Eagle:=nil;

//Add this to the Simulation.New constructor after FoxCount
Eaglecount:=0;

{By Dayo(Did the majority) and Jalp(Fixed Errors)}

//using your code outlined above i managed to implement the eagle further into the program where it displays on the screen and kills foxes

//add this code to the main procedure after the number of foxes
write('Initial number of eagles: ');

//add this to the Simulation.CreateLandscapeAndAnimals procedure
var
e : integer;
// add this to the else statement under the fox creation
for e  := 0 to InitialEagleCount - 1 do // add eagles into the landscape
CreateNewEagle();

//add this to the Simulation class
procedure CreateNewEagle(); // create the new eagle in the simulation

//create a new procedure in simulation to create the eagle similar to the fox
procedure Simulation.CreateNewEagle(); // create new eagle
var
x : integer;
y : integer;
begin
repeat
x := Random(landscapesize);
y := random(landscapesize);
until landscape[x][y].Eagle = nil;         // make sure there is no eagle already in that spot
if showdetail then
writeln(' New Eagle at (',x, ',',y, ')');
Landscape[x][y].Eagle := eagle.new(Variability);
end;

//edit the display so that it looks nicer inside the Simulation.DrawLandscape procedure
for x := 0 to LandscapeSize - 1 do
begin
if x < 10 then
write(' ');
write(x, '  |');   //another space for spacing
end;
writeln;
for x:=0 to LandscapeSize * 5 + 3 do // 5 was a 4 to change for spacing
write('-');
//also add in under the fox input
if not(self.Landscape[x][y].Eagle = nil) then
write('E')
else
write(' ');
eaglespotted : boolean;

//and add this at the start of the fox loop
if ShowDetail then
Writeln('Fox at (', x, ',', y, '): ');
EagleSpotted := self.EaglesEatFoxes(x,y); // if the fox is spotted by the eagle

// form the example i changed the EaglesEatFoxes to a function that returned boolean like so
Function EaglesEatFoxes(FoxX : integer; FoxY : integer): boolean; // function return boolean

// the then edited code for the simulation.EaglesEatFoxes
function Simulation.EaglesEatFoxes(FoxX: Integer; FoxY: Integer): boolean; // calculates a random value
var
i : integer;
begin
i := random(1000);        // on some condition then the function is true
if i mod 37 = 0 then       // example if the number is divisibe by 37 then it is true
EaglesEatFoxes := true
else
EaglesEatFoxes := false;
end;

//this then makes it possible for the eagle to spot and kill the fox, the eagle still has no food needed and cannot die but adds some functionality
//Henry Atkins, Oakwood Park Grammar
```

Java Solution

I came up with this as a quick test. I'm sure this could be done in a more efficient way but this does work. More instructions near the bottom of this!
```class AlexHunter extends Animal {
private static final int DefaultLifeSpan = 1000;
private static final double DefaultProbabilityDeathOtherCauses = 0.0;
static int LandscapeSize = Simulation.getLandscapeSize();
static int[] x = new int[(int) Math.pow(LandscapeSize, 2)];
static int[] y = new int[(int) Math.pow(LandscapeSize, 2)];

static int a = 0;

public AlexHunter(int Variability) {
super(DefaultLifeSpan, DefaultProbabilityDeathOtherCauses, Variability);
}

public static void findFox(Location[][] Landscape) {
// This finds where the foxes are on the map and stores the x and y coordinates in separate arrays
for (int i = 0; i < LandscapeSize; i++) {
for (int j = 0; j < LandscapeSize; j++) {
if (Landscape[i][j].Fox != null) {

x[a] = i;
y[a] = j;

a++;
}

}
}
}

public static void killRandomFox(Location[][] Landscape) {
// This takes a random set of coordinates of where the foxes are and kills the fox in that coordinate
int coord = Rnd.nextInt(a);

Landscape[x[coord]][y[coord]].Fox = null;

Console.println("Fox has been murdered at (" + x[coord] + ", " + y[coord] + ") by The Hunter");
}

}

// Call the findFoxes method in the AdvanceTimePeriod method in the Simluation class at the beginning and then put the below line of code just before the if(showdetail) condition:

if (Rnd.nextInt(100) < 10) {
AlexHunter.killRandomFox(Landscape);
}

// Hope that makes sense!

// Harnaam Jandoo - Reading School
```

Python Solution:

```# This is a simple solution that can be improved upon with variability, making the eagles move, etc
#&nbsp;But as none of that is specified in the question (and it's two in the morning) I'll let you do that!
#&nbsp;Also worth noting is that these eagles are tanks and will pretty much destroy all foxes as they will kill all foxes with a Euclidian distance <= 5
#&nbsp;They also cannot die, breed or move. However, this would not be hard to implement using the animal class

#&nbsp;Add an Eagle property to the existing Location class
#&nbsp;This is so we can store instances of the Eagle in different locations in the grid
class Location:
def __init__(self):
self.Fox = None
self.Warren = None
#&nbsp;---------- New ----------
self.Eagle = None
#&nbsp;-------------------------

#&nbsp;Add an EagleCount variable to Simulation in the init method
#&nbsp;This is so we can keep track of all the Eagle instances
self.__EagleCount = 0

#&nbsp;Create an Eagle class that inherits from Animal (I just stole the constructor from the fox but this is where you can get creative)
class Eagle(Animal):
def __init__(self, Variability):
self.__DEFAULT_LIFE_SPAN = 7
self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES = 0.1
super(Eagle, self).__init__(self.__DEFAULT_LIFE_SPAN, self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES, Variability)
self.__FoodUnitsNeeded = int(10 * self._CalculateRandomValue(100, Variability) / 100)
self.__FoodUnitsConsumedThisPeriod  = 0

#&nbsp;Add a KilledByEagle property in the Fox class (This is lazy but it works)
#&nbsp;It should be false by default
KilledByEagle = False

#&nbsp;Add the eagles in the Simulation.__CreateLandscapeAndAnimals() method
#&nbsp;Add the following lines of code after and outside of the FixedInitialLocations conditional
#&nbsp;Loop from 0 - n eagles that need to be placed (I hard coded 5)
#&nbsp;Check different Locations on the grid until it can place an eagle
for e in range(0, 5):
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)

while not self.__Landscape[x][y].Eagle is None:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)

if self.__ShowDetail:
print("New Eagle at ({0}, {1})".format(x, y))

self.__Landscape[x][y].Eagle = Eagle(self.__Variability)
self.__EagleCount += 1

#&nbsp;Overwrite the CheckIfKilledByOtherFactor() method in the fox class, inherited from the animal class
#&nbsp;Add a conditional to check if Fox.KilledByEagle is true. If not run the original method and return its values
#&nbsp;Reference the parent class method using super(Fox, self)
def CheckIfKilledByOtherFactor(self):
if self.KilledByEagle:
print("Eagles killed fox!")
self._IsAlive = False
return True
else:
return super(Fox, self).CheckIfKilledByOtherFactor()

#&nbsp;Create an __EaglesEatFox() method in Simulation that takes a fox's x and y
#&nbsp;It will loop through each space in the grid and check for an eagle
#&nbsp;Once an eagle is found it will check the Euclidian distance between the Eagle and the Fox
#&nbsp;If the distance is less than 5 is will mark the Fox for death when the AdvanceGeneration() method is run on it
def __EaglesEatFox(self, foxX, foxY):
for EagleX in range(0, self.__LandscapeSize):
for EagleY in range(0, self.__LandscapeSize):
if not self.__Landscape[EagleX][EagleY].Eagle is None:
dist = self.__DistanceBetween(EagleX, EagleY, foxX, foxY)
# print("Distance = {0}".format(dist))

if dist <= 5:
self.__Landscape[foxX][foxY].Fox.KilledByEagle = True

#&nbsp;In Simulation().__AdvanceTimePeriod() run the __EaglesEatFox() method just before the AdvanceGeneration method is run on the fox (in the second set of loops)
#&nbsp;Pass it the current X and Y coordinates of the fox
#&nbsp;In this example the count will always be 5 but you could add the ability for them to breed and die
#&nbsp;A lot of this can be achieved using the animal class we are inheriting from
if self.__EagleCount > 0:
self.__EaglesEatFox(x, y)
```

VB.NET Solution

```//Ben Sosteric Riddlesdown
Dim InitialEagleCount As Integer
Dim Variability As Integer
Dim FixedInitialLocations As Boolean
Do
Console.WriteLine()
Console.WriteLine("1. Run simulation with default settings")
Console.WriteLine("2. Run simulation with custom settings")
Console.WriteLine("4. Exit")
Console.WriteLine()
Console.Write("Select option: ")
LandscapeSize = 14
InitialWarrenCount = 5
InitialFoxCount = 5
InitialEagleCount = 5
Variability = 0
FixedInitialLocations = True
LandscapeSize = 20
InitialWarrenCount = 20
InitialFoxCount = 0
InitialEagleCount = 0
Variability = 1
FixedInitialLocations = False

Else
Console.Write("Landscape Size: ")
Console.Write("Initial number of warrens: ")
Console.Write("Initial number of foxes: ")
Console.WriteLine("Initial number of eagles: ")
Console.Write("Randomness variability (percent): ")
FixedInitialLocations = False
End If
Dim Sim As New Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, InitialEagleCount, Variability, FixedInitialLocations)
End If

Class Location
Public Fox As Fox
Public Warren As Warren
Public Eagle As Eagles

Public Sub New()
Fox = Nothing
Warren = Nothing
Eagle = Nothing
End Sub
End Class

Class Simulation
Private Landscape(,) As Location
Private TimePeriod As Integer = 0
Private WarrenCount As Integer = 0
Private FoxCount As Integer = 0
Private Eaglecount As Integer = 0
Private ShowDetail As Boolean = False
Private LandscapeSize As Integer
Private Variability As Integer
Private Shared Rnd As New Random()

Public Sub New(ByVal LandscapeSize As Integer, ByVal InitialWarrenCount As Integer, ByVal InitialFoxCount As Integer, ByVal InitialEagleCount As Integer, ByVal Variability As Integer, ByVal FixedInitialLocations As Boolean)
Dim x As Integer
Dim y As Integer
Dim ViewRabbits As String
Dim checkfox As Boolean
Me.LandscapeSize = LandscapeSize
Me.Variability = Variability
Landscape = New Location(LandscapeSize, LandscapeSize) {}
CreateLandscapeAndAnimals(InitialWarrenCount, InitialFoxCount, InitialEagleCount, FixedInitialLocations)
DrawLandscape()
Do
Console.WriteLine()
Console.WriteLine("0. Advance time by 10 periods hiding detail")
Console.WriteLine("1. Advance to next time period showing detail")
Console.WriteLine("2. Advance to next time period hiding detail")
Console.WriteLine("3. Inspect fox")
Console.WriteLine("4. Inspect warren")
Console.WriteLine("5. Inspect Eagle")
Console.WriteLine("6. Exit")
//Under the same sub
x = InputCoordinate("x")
y = InputCoordinate("y")
If Not Landscape(x, y).Eagle Is Nothing Then
Landscape(x, y).Eagle.Inspect()
End If
End If
Loop While (WarrenCount > 0 Or FoxCount > 0 Or Eaglecount > 0) And MenuOption <> 6

Dim NewFoxCount As Integer = 0
Dim NewEagleCount As Integer = 0
If ShowDetail Then
Console.WriteLine()
End If
For z = 0 To 9
z = 9
End If
For x = 0 To LandscapeSize - 1
For y = 0 To LandscapeSize - 1
If Not Landscape(x, y).Warren Is Nothing Then
If ShowDetail Then
Console.WriteLine("Warren at (" & x & "," & y & "):")
Console.Write("  Period Start: ")
Landscape(x, y).Warren.Inspect()
End If
If FoxCount > 0 Then
FoxesEatRabbitsInWarren(x, y)
End If
If Eaglecount > 0 Then
EaglesEatFoxes(x, y)
End If
//Under same sub
For x = 0 To LandscapeSize - 1
For y = 0 To LandscapeSize - 1
If Not Landscape(x, y).Eagle Is Nothing Then
If ShowDetail Then
Console.WriteLine("Eagle at (" & x & "," & y & "): ")
End If
Landscape(x, y).Eagle = Nothing
Eaglecount -= 1
Else
If Landscape(x, y).Eagle.ReproduceThisPeriod() Then
If ShowDetail Then
Console.WriteLine("  Eagle has reproduced. ")
End If
NewEagleCount += 1
End If
If ShowDetail Then
Landscape(x, y).Eagle.Inspect()
End If
Landscape(x, y).Eagle.ResetFoodConsumed()
End If
End If
Next
Next
If NewEagleCount > 0 Then
If ShowDetail Then
Console.WriteLine("New Eagles born: ")
End If
For f = 0 To NewEagleCount - 1
CreateNewEagle()
Next
End If
If ShowDetail Then
End If
DrawLandscape()
Console.WriteLine()
Next
End Sub

Private Sub CreateLandscapeAndAnimals(ByVal InitialWarrenCount As Integer, ByVal InitialFoxCount As Integer, ByVal InitialEagleCount As Integer, ByVal FixedInitialLocations As Boolean)

Landscape(3, 7).Eagle = New Eagles(Variability, 45)
Landscape(4, 9).Eagle = New Eagles(Variability, 70)
Landscape(1, 6).Eagle = New Eagles(Variability, 45)
Landscape(8, 4).Eagle = New Eagles(Variability, 45)
Landscape(11, 5).Eagle = New Eagles(Variability, 45)
Eaglecount = 5
Else
For w = 0 To InitialWarrenCount - 1
CreateNewWarren()
Next
For f = 0 To InitialFoxCount - 1
CreateNewFox()
Next
For e = 0 To InitialEagleCount - 1
CreateNewEagle()
Next
End If
End Sub

Private Sub CreateNewEagle()
Dim x As Integer
Dim y As Integer
Do
x = Rnd.Next(0, LandscapeSize)
y = Rnd.Next(0, LandscapeSize)
Loop While Not Landscape(x, y).Eagle Is Nothing
If ShowDetail Then
Console.WriteLine("  New Eagle at (" & x & "," & y & ")")
End If
Landscape(x, y).Eagle = New Eagles(Variability, 46)
Eaglecount += 1
End Sub

Private Sub EaglesEatfoxes(ByVal WarrenX As Integer, ByVal WarrenY As Integer)
Dim FoodConsumed As Integer
Dim PercentToEat As Integer
Dim Dist As Double
Dim RabbitsToEat As Integer
Dim RabbitCountAtStartOfPeriod As Integer = Landscape(WarrenX, WarrenY).Warren.GetRabbitCount()
For EagleX = 0 To LandscapeSize - 1
For EagleY = 0 To LandscapeSize - 1
If Not Landscape(EagleX, EagleY).Eagle Is Nothing Then
Dist = DistanceBetween(EagleX, EagleY, WarrenX, WarrenY)
If Dist <= 3.5 Then
PercentToEat = 20
ElseIf Dist <= 7 Then
PercentToEat = 10
Else
PercentToEat = 0
End If
RabbitsToEat = CInt(Math.Round(CDbl(PercentToEat * RabbitCountAtStartOfPeriod / 100)))
FoodConsumed = Landscape(WarrenX, WarrenY).Warren.EatRabbits(RabbitsToEat)
Landscape(EagleX, EagleY).Eagle.GiveFood(FoodConsumed)
If ShowDetail Then
Console.WriteLine("  " & FoodConsumed & " foxes eaten by Eagle at (" & EagleX & "," & EagleY & ").")
End If
End If
Next
Next
End Sub

Private Sub DrawLandscape()
If Not Landscape(x, y).Eagle Is Nothing Then
Console.Write("E")
Else
Console.Write(" ")
End If
Console.Write("|")
Next
Console.WriteLine()
Next
End Sub

Class Eagles
Inherits Animal
Enum Genders
Male
Female
End Enum
Private ReproductionRate As Double
Private FoodUnitsNeeded As Integer = 10
Private FoodUnitsConsumedThisPeriod As Integer = 0
Private Const DefaultLifespan As Integer = 7
Private Const DefaultProbabilityDeathOtherCauses As Double = 0.1
Private Const GenderratioEagle As Integer = 34
Private Gender As Genders

Public Sub New(ByVal Variability As Integer, ByVal parentsreproductionrate As Double)
MyBase.New(DefaultLifespan, DefaultProbabilityDeathOtherCauses, Variability)
FoodUnitsNeeded = CInt(10 * MyBase.CalculateRandomValue(100, Variability) / 100)
ReproductionRate = parentsreproductionrate * MyBase.CalculateRandomValue(100, Variability) / 100
If Rnd.Next(0, 100) < GenderratioEagle Then
Gender = Genders.Male
Else
Gender = Genders.Female
End If
End Sub

Public Sub AdvanceGeneration(ByVal ShowDetail As Boolean)
If FoodUnitsConsumedThisPeriod = 0 Then
IsAlive = False
If ShowDetail Then
Console.WriteLine("  Eagle dies as has eaten no food this period.")
End If
Else
If CheckIfKilledByOtherFactor() Then
IsAlive = False
If ShowDetail Then
Console.WriteLine("  Eagle killed by other factor.")
End If
Else
If FoodUnitsConsumedThisPeriod < FoodUnitsNeeded Then
CalculateNewAge()
If ShowDetail Then
Console.WriteLine("  Eagle ages further due to lack of food.")
End If
End If
CalculateNewAge()
If Not IsAlive Then
If ShowDetail Then
Console.WriteLine("  Eagle has died of old age.")
End If
End If
End If
End If
End Sub

Public Sub ResetFoodConsumed()
FoodUnitsConsumedThisPeriod = 0
End Sub

Public Function ReproduceThisPeriod() As Boolean
Const ReproductionProbability As Double = 0.10
If Rnd.Next(0, 100) < ReproductionProbability * 100 And Gender = Genders.Female Then
Return True
Else
Return False
End If
End Function

Public Sub GiveFood(ByVal FoodUnits As Integer)
FoodUnitsConsumedThisPeriod = FoodUnitsConsumedThisPeriod + FoodUnits
End Sub

Public Overrides Sub Inspect()
MyBase.Inspect()
Console.Write("Food needed " & FoodUnitsNeeded & " ")
Console.Write("Food eaten " & FoodUnitsConsumedThisPeriod & " ")
Console.WriteLine()
MyBase.Inspect()
Console.Write("Rep rate " & Math.Round(ReproductionRate, 1) & " ")
If Gender = Genders.Female Then
Console.WriteLine("Gender Female")
Else
Console.WriteLine("Gender Male")
End If
End Sub
End Class
```

## Foxes have a random chance to move towards the closest warren each time period

C# Solution:

Includes a new procedure and appended AdvanceTimePeriod procedure, only problem being there is a chance foxes could be moved twice, a boolean value in the fox class which signifies if they have been moved that period or not would solve this. Answer :

``` private void AdvanceTimePeriod()
{
int NewFoxCount = 0;
if (ShowDetail)
{
Console.WriteLine();
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Warren != null)
{
if (ShowDetail)
{
Console.WriteLine("Warren at (" + x + "," + y + "):");
Console.Write("  Period Start: ");
Landscape[x, y].Warren.Inspect();
}
if (FoxCount > 0)
{
FoxesEatRabbitsInWarren(x, y);
}
if (Landscape[x, y].Warren.NeedToCreateNewWarren())
{
CreateNewWarren();
}
if (ShowDetail)
{
Console.Write("  Period End: ");
Landscape[x, y].Warren.Inspect();
}
if (Landscape[x, y].Warren.WarrenHasDiedOut())
{
Landscape[x, y].Warren = null;
WarrenCount--;
}
}
}
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Fox != null )
{
if (ShowDetail)
{
Console.WriteLine("Fox at (" + x + "," + y + "): ");
}

{
Landscape[x, y].Fox = null;
FoxCount--;
}
else
{
if (Landscape[x, y].Fox.ReproduceThisPeriod())
{
if (ShowDetail)
{
Console.WriteLine("  Fox has reproduced. ");
}
NewFoxCount++;
}
if (ShowDetail)
{
Landscape[x, y].Fox.Inspect();
}
Landscape[x, y].Fox.ResetFoodConsumed();
MoveFox(x, y, ref Landscape);
}
}
}
}

if (NewFoxCount > 0)
{
if (ShowDetail)
{
Console.WriteLine("New foxes born: ");
}
for (int f = 0; f < NewFoxCount; f++)
{
CreateNewFox();
}
}
if (ShowDetail)
{
}
DrawLandscape();
Console.WriteLine();
}

private void MoveFox(int FoxX, int FoxY, ref Location[,] Landscape)
{
double ClosestWarren = 0;
int ClosestWarrenX = 0, ClosestWarrenY = 0, NewFoxX = 0, NewFoxY = 0;
for(int i = 0; i < Landscape.GetLength(0); i++)
{
for(int j = 0; j < Landscape.GetLength(1); j++)
{
if (Landscape[i, j].Warren != null)
{
if (DistanceBetween(FoxX, FoxY, i, j) < ClosestWarren || ClosestWarren == 0)
{
ClosestWarren = DistanceBetween(FoxX, FoxY, i, j);
ClosestWarrenX = i;
ClosestWarrenY = j;
}
}
}
}
if(ClosestWarrenX < FoxX)
{
NewFoxX = FoxX-1;
}
if (ClosestWarrenY < FoxY)
{
NewFoxY = FoxY-1;
}
if (ClosestWarrenX > FoxX)
{
NewFoxX = FoxX+1;
}
if (ClosestWarrenY > FoxY)
{
NewFoxY = FoxY+1;
}
if(ClosestWarrenX == FoxX)
{
NewFoxX = FoxX;
}
if (ClosestWarrenY == FoxY)
{
NewFoxY = FoxY;
}
Landscape[NewFoxX, NewFoxY].Fox = Landscape[FoxX, FoxY].Fox;
Landscape[FoxX, FoxY].Fox = null;
}
```

Delphi/Pascal Solution

Java Solution

Python Solution:

```#Add to the method __AdvanceTimePeriod on the Simulation class between fox loop and add new foxes loop
for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Fox is None and self.__Landscape[x][y].Fox.MoveThisPeriod():
NewX,NewY = self.__FoxMovesToWarran(x,y)
Fox =  self.__Landscape[x][y].Fox
self.__Landscape[x][y].Fox = None
self.__Landscape[NewX][NewY].Fox = Fox
if self.__ShowDetail:
if NewX != x or NewY != y:
print("Fox at (", x, ",", y, "): ", sep = "")
print("  Fox has moved to (", NewX, ",", NewY, ")")
def __FoxMovesToWarran(self,FoxX,FoxY):
Warrens = []
NewFoxLocation = [FoxX,FoxY]
for WarrenX in range(0, self.__LandscapeSize):
for WarrenY in range (0, self.__LandscapeSize):
if not self.__Landscape[WarrenX][WarrenY].Warren is None:
Dist = self.__DistanceBetween(FoxX, FoxY, WarrenX, WarrenY)
Warrens.append({
"X":WarrenX,
"Y":WarrenY,
"Dist":Dist
})
ClosestWarren = sorted(Warrens, key=lambda Warren: Warren["Dist"])[0]
if ClosestWarren["X"] > FoxX and self.__Landscape[FoxX+1][FoxY].Fox == None and self.__Landscape[FoxX+1][FoxY].Warren == None:
NewFoxLocation[0] +=1
elif ClosestWarren["X"] < FoxX and self.__Landscape[FoxX-1][FoxY].Fox == None and self.__Landscape[FoxX-1][FoxY].Warren == None:
NewFoxLocation[0] -=1
if ClosestWarren["Y"] > FoxY+1 and self.__Landscape[FoxX][FoxY+1].Fox == None and self.__Landscape[FoxX][FoxY+1].Warren == None:
NewFoxLocation[1] +=1
elif ClosestWarren["Y"] < FoxY-1 and self.__Landscape[FoxX][FoxY-1].Fox == None and self.__Landscape[FoxX][FoxY-1].Warren == None:
NewFoxLocation[1] -=1
return NewFoxLocation[0],NewFoxLocation[1]
def MoveThisPeriod(self):
MOVE_PROBABILITY  = 0.5
if random.randint(0, 100) < MOVE_PROBABILITY * 100:
return True
else:
return False
#Max @ The Manchester College
```

VB.NET Solution

```'Extension to the answer 2 code in the below problem
'View that problem first to get all of the code to make this work

If Landscape(x, y).Fox.moveforfood() = True Then 'Calls on an extension of the fox class
Dim x2, y2 As Integer
Dim choice As Integer = Rnd.Next(1, 5) 'This is changed from 4 to 5
Dim move As Boolean = False

Dim closestX, closestY As Integer 'These 2 variables are added to aid the extension
Dim closestwarren As Boolean = False

Do

If choice = 1 Then 'North
x2 = x
y2 = y - 1
ElseIf choice = 2 Then 'East
x2 = x + 1
y2 = y
ElseIf choice = 3 Then 'South
x2 = x
y2 = y + 1
ElseIf choice = 4 Then 'West
x2 = x - 1
y2 = y

ElseIf choice = 5 Then
closestX = closestwarrenX(x, y) 'This calls upon the functions that find the coordinates of the closest warren to the fox
closestY = closestwarrenY(x, y)
'once found the fox is moved closer to the warren by comparing the warren x and fox x to see how the foxes needs to be changed
If closestX > x Then
x2 = x + 1
ElseIf closestX < x Then
x2 = x - 1
ElseIf closestX = x Then
x2 = x
End If
'The same is the carried out for the y coordinates
If closestY > y Then
y2 = y + 1
ElseIf closestY < y Then
y2 = y - 1
ElseIf closestY = y Then
y2 = y
End If
'This boolean statement is in place to show additional detail if show detail is selected
closestwarren = True
End If
If x2 > LandscapeSize Or y2 > LandscapeSize Then
move = False
Else
If Landscape(x2, y2).Fox Is Nothing Then
Landscape(x2, y2).Fox = Landscape(x, y).Fox
Landscape(x, y).Fox = Nothing
If ShowDetail = True Then
If closestwarren = False Then
Console.WriteLine("Fox moved from (" & x & "," & y & ") to (" & x2 & "," & y2 & ") due to a lack of food")
Else
'This is a unique message for if the fox is moving closer to a warren
Console.WriteLine("Fox moved closer to the warren at (" & closestX & "," & closestY & ") from (" & x & "," & y & ") to (" & x2 & "," & y2 & ")")
closestwarren = False
End If
End If
move = True
Else
move = False
End If
End If
Loop Until move = True

Landscape(x2, y2).Fox.ResetFoodConsumed()
Else
Landscape(x, y).Fox.ResetFoodConsumed()
End If
'Create these 2 functions in the simulation class
Private Function closestwarrenX(ByRef foxx As Integer, ByRef foxy As Integer)
Dim distance As Double = 0
Dim distance2 As Double
Dim warrenX As Integer

For X = 0 To LandscapeSize - 1
For Y = 0 To LandscapeSize - 1
If Not Landscape(X, Y).Warren Is Nothing Then
If distance = 0 Then
distance = DistanceBetween(foxx, foxy, X, Y)
warrenX = X

Else
distance2 = DistanceBetween(foxx, foxy, X, Y)
If distance2 < distance Then
distance = distance2
warrenX = X
End If
End If
End If
Next
Next
Return warrenX
End Function
Private Function closestwarrenY(ByRef foxx As Integer, ByRef foxy As Integer)
Dim distance As Double = 0
Dim distance2 As Double
Dim warrenY As Integer

For X = 0 To LandscapeSize - 1
For Y = 0 To LandscapeSize - 1
If Not Landscape(X, Y).Warren Is Nothing Then
If distance = 0 Then
distance = DistanceBetween(foxx, foxy, X, Y)
warrenY = Y
Else
distance2 = DistanceBetween(foxx, foxy, X, Y)
If distance2 < distance Then
distance = distance2
warrenY = Y
End If
End If
End If
Next
Next
Return warrenY
End Function
'J.M, Year 13 student
```

## A fox moves in a random direction if they haven't eaten enough food that turn

(Could be extended to move towards nearest warren as in previous question)

C# Solution:

```//In the simulation class:

{
int NewFoxCount = 0;
if (ShowDetail)
{
Console.WriteLine();
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Warren != null)
{
if (ShowDetail)
{
Console.WriteLine("Warren at (" + x + "," + y + "):");
Console.Write("  Period Start: ");
Landscape[x, y].Warren.Inspect();
}
if (FoxCount > 0)
{
FoxesEatRabbitsInWarren(x, y);
}
if (Landscape[x, y].Warren.NeedToCreateNewWarren())
{
CreateNewWarren();
}
if (ShowDetail)
{
Console.Write("  Period End: ");
Landscape[x, y].Warren.Inspect();
}
if (Landscape[x, y].Warren.WarrenHasDiedOut())
{
Landscape[x, y].Warren = null;
WarrenCount--;
}
}
}
}
for (int x = 0; x < LandscapeSize; x++)
{
for (int y = 0; y < LandscapeSize; y++)
{
if (Landscape[x, y].Fox != null)
{
if (ShowDetail)
{
Console.WriteLine("Fox at (" + x + "," + y + "): ");
}
{
Landscape[x, y].Fox = null;
FoxCount--;
}
else
{
if (Landscape[x, y].Fox.ReproduceThisPeriod())
{
if (ShowDetail)
{
Console.WriteLine("  Fox has reproduced. ");
}
NewFoxCount++;
}
if (ShowDetail)
{
Landscape[x, y].Fox.Inspect();
}

//Edit: removed ==true
if (Landscape[x, y].Fox.MoveFox()) //Move Fox ------------------------------
{
int x2;
int y2;
do
{
x2 = Rnd.Next(0, 14);   //Creates a new random number < 14
y2 = Rnd.Next(0, 14);   //Creates a new random number < 14

} //Edit: moved code out of Do loop so if we get a null point twice,we don't attempt to move a null object, also properly checks for empty spot
while(Landscape[x2, y2].Warren != null && Landscape[x2, y2].Fox != null);  //Makes sure the new location is empty
Landscape[x, y].Fox.ResetFoodConsumed();
Landscape[x2, y2].Fox = Landscape[x, y].Fox;    //Clones the old fox into the new location
Landscape[x, y].Fox = null;     //Removes the old fox
// Edit: only shows detail if asked for
if (ShowDetail){
Console.WriteLine(" Fox moves to ({0},{1}) due to lack of food.", x2, y2);
}
}
// Edit: Removed need for else
}
}
}
}
if (NewFoxCount > 0)
{
if (ShowDetail)
{
Console.WriteLine("New foxes born: ");
}
for (int f = 0; f < NewFoxCount; f++)
{
CreateNewFox();
}
}
if (ShowDetail)
{
}
DrawLandscape();
Console.WriteLine();
}

//In the Fox : Animal class:
public bool MoveFox()//Move Fox ------------------------------------------------------------------------------
{
//Edit: Removed need for "move" boolean var
if (FoodUnitsConsumedThisPeriod < FoodUnitsNeeded)
{
return true;
}
else
{
return false;
}
}

// Will Anderson, The Harvey Grammar School
// Edited by JW, The Harvey Grammar School
```

Delphi/Pascal Solution

Java Solution

Python Solution:

if not self.__Landscape[x][y].Fox is None:

```           if self.__Landscape[x][y].Fox.GetEatenEnoughFood() is False:
OldXL = x-1
OldXU = x+1
OldYL = y-1
OldYU = y+1
if x == 0:
OldXL = 0
elif x == self.__LandscapeSize - 1:
OldXU = self.__LandscapeSize - 1
if y == 0:
OldYL = 0
elif y == self.__LandscapeSize - 1:
OldYU = self.__LandscapeSize - 1
NewX = random.randint(OldXL, OldXU)
NewY = random.randint(OldYL, OldYU)
while not self.__Landscape[NewX][NewY].Fox is None:
NewX = random.randint(OldXL, OldXU)
NewY = random.randint(OldYL, OldYU)
self.__Landscape[NewX][NewY].Fox = self.__Landscape[x][y].Fox
self.__Landscape[x][y].Fox = None
print("(",x,",",y,") has moved to (",NewX,",",NewY,")",sep="")
```
1. IN FOX CLASS

def __init__(self, Variability):

```   self.__DEFAULT_LIFE_SPAN = 7
self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES = 0.1
super(Fox, self).__init__(self.__DEFAULT_LIFE_SPAN, self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES, Variability)
self.__FoodUnitsNeeded = int(10 * self._CalculateRandomValue(100, Variability) / 100)
self.__FoodUnitsConsumedThisPeriod  = 0
self.__EatenEnoughFood = True
```
``` def AdvanceGeneration(self, ShowDetail):
self.__EatenEnoughFood = True
if self.__FoodUnitsConsumedThisPeriod == 0:
self._IsAlive = False
if ShowDetail:
print("  Fox dies as has eaten no food this period.")
else:
if self.CheckIfKilledByOtherFactor():
self._IsAlive = False
if ShowDetail:
print("  Fox killed by other factor.")
else:
if self.__FoodUnitsConsumedThisPeriod < self.__FoodUnitsNeeded:
self.CalculateNewAge()
self.__EatenEnoughFood = False
if ShowDetail:
print("  Fox ages further due to lack of food.")
self.CalculateNewAge()
if not self._IsAlive:
if ShowDetail:
print("  Fox has died of old age.")
```
``` def GetEatenEnoughFood(self):
```
return self.__EatenEnoughFood

VB.NET Solution

```Private Sub AdvanceTimePeriod()
Dim NewFoxCount As Integer = 0
If ShowDetail Then
Console.WriteLine()
End If
For x = 0 To LandscapeSize - 1
For y = 0 To LandscapeSize - 1
If Not Landscape(x, y).Warren Is Nothing Then
If ShowDetail Then
Console.WriteLine("Warren at (" & x & "," & y & "):")
Console.Write("  Period Start: ")
Landscape(x, y).Warren.Inspect()
End If
If FoxCount > 0 Then
FoxesEatRabbitsInWarren(x, y)
End If
If Landscape(x, y).Warren.NeedToCreateNewWarren() Then
CreateNewWarren()
End If
If ShowDetail Then
Console.Write("  Period End: ")
Landscape(x, y).Warren.Inspect()
End If
If Landscape(x, y).Warren.WarrenHasDiedOut() Then
Landscape(x, y).Warren = Nothing
WarrenCount -= 1
End If
End If
Next
Next
For x = 0 To LandscapeSize - 1
For y = 0 To LandscapeSize - 1
If Not Landscape(x, y).Fox Is Nothing Then
If ShowDetail Then
Console.WriteLine("Fox at (" & x & "," & y & "): ")
End If
Landscape(x, y).Fox = Nothing
FoxCount -= 1
Else
If Landscape(x, y).Fox.ReproduceThisPeriod() Then
If ShowDetail Then
Console.WriteLine("  Fox has reproduced. ")
End If
NewFoxCount += 1
End If
If ShowDetail Then
Landscape(x, y).Fox.Inspect()
End If

If Landscape(x, y).Fox.moveforfood() = True Then 'Calls on an extension of the fox class
Dim x2, y2 As Integer
Dim choice As Integer = Rnd.Next(1, 4)
Dim move As Boolean = False

Do 'This loop wil run until a valid move has been processed

'Can be extended to allow for varying move distances, e.g. those who have eaten a certain amount of food can move 2 space
If choice = 1 Then 'North
x2 = x
y2 = y - 1
ElseIf choice = 2 Then 'East
x2 = x + 1
y2 = y
ElseIf choice = 3 Then 'South
x2 = x
y2 = y + 1
ElseIf choice = 4 Then 'West
x2 = x - 1
y2 = y
End If

If x2 > LandscapeSize Or y2 > LandscapeSize Then 'This makes sure that the new coordinates do not go off of the grid
move = False
Else
If Landscape(x2, y2).Fox Is Nothing Then 'This statement checks to see if there is already a fox in the new position
Landscape(x2, y2).Fox = Landscape(x, y).Fox 'Moves the data of the fox being moved to the new coordinate
Landscape(x, y).Fox = Nothing 'Sets the old position of the fox to nothing
If ShowDetail = True Then
Console.WriteLine("Fox moved from " & x & "," & y & " to " & x2 & "," & y2 & " due to a lack of food")
End If
move = True
Else
move = False
End If
End If
Loop Until move = True

Landscape(x2, y2).Fox.ResetFoodConsumed()
Else
Landscape(x, y).Fox.ResetFoodConsumed()
End If

End If
End If
Next
Next
If NewFoxCount > 0 Then
If ShowDetail Then
Console.WriteLine("New foxes born: ")
End If
For f = 0 To NewFoxCount - 1
CreateNewFox()
Next
End If
If ShowDetail Then
End If
DrawLandscape()
Console.WriteLine()
End Sub

Public Function moveforfood() As Boolean
'This determines whether or not the fox is able to move/ needs to move
If FoodUnitsConsumedThisPeriod < FoodUnitsNeeded Then
Return True
Else
Return False
End If
End Function
'J.M, Year 13 student
```

## If a fox moves, the food needed for the next time period should increase relative to how far it has travelled

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

VB.NET Solution

## Animals need water as well as food in order to survive

C# Solution:

Delphi/Pascal Solution

Java Solution

```class Fox extends Animal {
private int FoodUnitsNeeded = 10;
private int WaterNeeded = 10; //add new variable for water that is needed
private int FoodUnitsConsumedThisPeriod = 0;
private int WaterConsumedThisPeriod = 0; //add new variable for water consumed this period
private static final int DefaultLifespan = 7;
private static final double DefaultProbabilityDeathOtherCauses = 0.1;
private int FoxCount = 0;
private Fox[] Foxes;
double ReproductionProbability;

public Fox(int Variability) {

super(DefaultLifespan, DefaultProbabilityDeathOtherCauses, Variability);
FoodUnitsNeeded = (int) (10 * this.CalculateRandomValue(100, Variability) / 100);
}

public int GetFoxCount() {

return FoxCount;
}

if (FoodUnitsConsumedThisPeriod == 0 || WaterConsumedThisPeriod == 0) { // test if water consumed this period is also 0
IsAlive = false;
if (ShowDetail) {
Console.println("  Fox dies as has eaten no food or drank no water this period."); //change this message to fit water also
}
} else {
if (CheckIfKilledByOtherFactor()) {
IsAlive = false;
if (ShowDetail) {
Console.println("  Fox killed by other factor.");
}
} else {
if (FoodUnitsConsumedThisPeriod < FoodUnitsNeeded || WaterConsumedThisPeriod < WaterNeeded) { //test if water consumed this period is also less than the water need
CalculateNewAge();
if (ShowDetail) {
Console.println("  Fox ages further due to lack of food or water."); //change this message to fit water also
}
}

CalculateNewAge();
if (!IsAlive) {
if (ShowDetail) {
Console.println("  Fox has died of old age.");
}
}
}
}
}

public void ResetFoodAndWaterConsumed() { //change name of class to include water (change name also in advanceTimePeriod)
FoodUnitsConsumedThisPeriod = 0;
WaterConsumedThisPeriod = 0; //reset water consumed to 0
}

public Boolean ReproduceThisPeriod() {
ReproductionProbability = 0.25;
if (Rnd.nextInt(100) < ReproductionProbability * 100) {
return true;
} else {
return false;
}
}

public void GiveFoodAndWater(int FoodUnits, int WaterUnits) {
FoodUnitsConsumedThisPeriod = FoodUnitsConsumedThisPeriod + FoodUnits;
WaterConsumedThisPeriod = WaterConsumedThisPeriod + WaterUnits; // add water units to water units consumed this period

}
}

```

Python Solution:

VB.NET Solution

## If a fox eats more food than it needs, its reproduction rate increases

(Could be extended to cause a lower chance of movement/range of movement)

C# Solution:

```class Fox : Animal
{
double ReproductionProbability = 0.25;              // Declare at the start
private double FoodUnitsNeeded = 10;                // Change to a double
private double FoodUnitsConsumedThisPeriod = 0;     // Change to a double
private const int DefaultLifespan = 7;
private const double DefaultProbabilityDeathOtherCauses = 0.1;

// In the "public bool ReproduceThisPeriod() method
public bool ReproduceThisPeriod()
{
if (FoodUnitsConsumedThisPeriod > FoodUnitsNeeded)  // Compares the food units eaten this period with the food units needed
{

double increase = FoodUnitsConsumedThisPeriod / FoodUnitsNeeded;   // Create a new double variable called increase

if (ReproductionProbability > 0.25)
{
ReproductionProbability = 0.25;   // Resets the foxes ReproductionProbability to 0.25 at the start
}
ReproductionProbability = ReproductionProbability * increase; // Times increase by ReproductionProbability to get a new ReproductionProbability
Console.WriteLine("the reproduction probability is  " + ReproductionProbability);

}

// Adam Williams, The Harvey Grammar School
```

Delphi/Pascal Solution

Java Solution

```public void GiveFood(int FoodUnits, double ReproductionProbability) {
FoodUnitsConsumedThisPeriod = FoodUnitsConsumedThisPeriod + FoodUnits;

if(FoodUnitsConsumedThisPeriod > FoodUnitsNeeded){
ReproductionProbability = 0.5;
}
}

```

Python Solution:

```def AdvanceGeneration(self, ShowDetail):
if self.__FoodUnitsConsumedThisPeriod == 0:
self._IsAlive = False
if ShowDetail:
print("  Fox dies as has eaten no food this period.")
else:
if self.CheckIfKilledByOtherFactor():
self._IsAlive = False
if ShowDetail:
print("  Fox killed by other factor.")
else:
if self.__FoodUnitsConsumedThisPeriod < self.__FoodUnitsNeeded:
self.CalculateNewAge()
if ShowDetail:
print("  Fox ages further due to lack of food.")
self.CalculateNewAge()
if self.__FoodUnitsConsumedThisPeriod > self.__FoodUnitsNeeded:
self.__IncreasedProbability = random.randint(0, self.__FoodUnitsConsumedThisPeriod)/100
if not self._IsAlive:
if ShowDetail:
print("  Fox has died of old age.")

def ReproduceThisPeriod(self):
REPRODUCTION_PROBABILITY  = 0.25
if random.randint(0, 100) < (REPRODUCTION_PROBABILITY + self.__IncreasedProbability) * 100:
print()
return True
else:
return False
```

VB.NET Solution

```Class Fox
Inherits Animal
'New variable to store the reproduction rate
Private ReproductionProbability As Double = 0.25

Public Sub GiveFood(ByVal FoodUnits As Integer)
FoodUnitsConsumedThisPeriod = FoodUnitsConsumedThisPeriod + FoodUnits
'increase the reproduction rate by 10% when food consumed is greater than food needed
If FoodUnitsConsumedThisPeriod > FoodUnitsNeeded Then
ReproductionProbability *= 1.1
End If
End Sub

Public Function ReproduceThisPeriod() As Boolean
'-- Line Removed -> Const ReproductionProbability As Double = 0.25
If Rnd.Next(0, 100) < ReproductionProbability * 100 And Gender = Genders.Female Then
Return True
Else
Return False
End If
End Function

End Class

'Mohammad Noyan Choudhury, City University of London
```

## Add geographical areas of the grid where only certain animals can survive (i.e. Mountainous regions where rabbits cannot create warrens and where it is harder for foxes to survive, but eagles can flourish, etc.)

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

class Location:

``` def __init__(self):
self.Fox = None
self.Warren = None
self.Mountain = None
```
1. add relevant variables like MountainCount and InitialMountainCount into the main part of program and simulation.

class Simulation:

``` def __init__(self,LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations,InitialMountainCount):
self.__ViewRabbits = ""
self.__TimePeriod = 0
self.__WarrenCount = 0
self.__FoxCount = 0
self.__MountainCount = 0
self.__ShowDetail = False
self.__LandscapeSize = LandscapeSize
self.__Variability = Variability
self.__FixedInitialLocations = FixedInitialLocations
self.__Landscape = []
```

def Main():

``` MenuOption = 0
print()
print("1. Run simulation with default settings")
print("2. Run simulation with custom settings")
print("3. Exit")
print()
LandscapeSize = 15
InitialMountainCount = 1
InitialWarrenCount = 5
InitialFoxCount = 5
Variability = 0
FixedInitialLocations = True
else:
LandscapeSize = int(input("Landscape Size: "))
InitialWarrenCount = int(input("Initial number of warrens: "))
InitialFoxCount = int(input("Initial number of foxes: "))
InitialMountainCount = int(input("Initial number of Mountains: "))
Variability = int(input("Randomness variability (percent): "))
FixedInitialLocations = False
Sim = Simulation(LandscapeSize, InitialWarrenCount, InitialFoxCount, Variability, FixedInitialLocations,InitialMountainCount)
input()
```
1. Class mountains gives mountain size for later addition where inspection will be avadiable.

class Mountain():

``` def __init__(self):
self.__MountainList=[]
def CreateMountain():
random=random.randint(1,99)
self.__MountainList.append(random)
```
1. also need to edit the draw landscape function to add an M for when a mountain is present

def __DrawLandscape(self):

```   print()
print("TIME PERIOD:", self.__TimePeriod)
print()
print("   ", end = "")
for x in range (0, self.__LandscapeSize):
if x < 10:
print(" ", end = "")
print(x, "|", end = "")
print()
for x in range (0, self.__LandscapeSize * 4 + 3):
print("-", end = "")
print()
for y in range (0, self.__LandscapeSize):
if y < 10:
print(" ", end = "")
print("", y, "|", sep = "", end = "")
for x in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Warren is None:
if self.__Landscape[x][y].Warren.GetRabbitCount() < 10:
print(" ", end = "")
print(self.__Landscape[x][y].Warren.GetRabbitCount(), end = "")
else:
print("  ", end = "")
if not self.__Landscape[x][y].Fox is None:
print("F", end = "")
if not self.__Landscape[x][y].Mountain is None:
print("M", end = "")
else:
print(" ", end = "")
print("|", end = "")
print()
```
1. lastly allow mountains to be added for default and custom settings.

def __CreateLandscapeAndAnimals(self, InitialWarrenCount, InitialFoxCount, FixedInitialLocations,InitialMountainCount):

```   for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
self.__Landscape[x][y] = Location()
if FixedInitialLocations:
self.__Landscape[1][1].Warren = Warren(self.__Variability, 38)
self.__Landscape[2][8].Warren = Warren(self.__Variability, 80)
self.__Landscape[9][7].Warren = Warren(self.__Variability, 20)
self.__Landscape[10][3].Warren = Warren(self.__Variability, 52)
self.__Landscape[13][4].Warren = Warren(self.__Variability, 67)
self.__WarrenCount = 5
self.__Landscape[2][10].Fox = Fox(self.__Variability)
self.__Landscape[6][1].Fox = Fox(self.__Variability)
self.__Landscape[8][6].Fox = Fox(self.__Variability)
self.__Landscape[11][13].Fox = Fox(self.__Variability)
self.__Landscape[12][4].Fox = Fox(self.__Variability)
self.__FoxCount = 5
self.__Landscape[2][2].Mountain = Mountain()
self.__MountainCount = 1
else:
for w in range (0, InitialWarrenCount):
self.__CreateNewWarren()
for f in range (0, InitialFoxCount):
self.__CreateNewFox()
for m in range (0, InitialMountainCount):
self.__CreateNewMountain()
```

def __CreateNewMountain(self):

```   x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
while not self.__Landscape[x][y].Mountain is None:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
if self.__ShowDetail:
print("  You have discovered a Mountain  at (", x, ",", y, ")", sep = "")
self.__Landscape[x][y].Mountain = Mountain()
self.__MountainCount += 1
```
1. To stop warrens appearing with mountains just add this to the CreateNewWarren
```def __CreateNewWarren(self):
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
while not self.__Landscape[x][y].Warren is None and not self.__Landscape[x][y].Mountain is None:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
if self.__ShowDetail:
print("New Warren at (", x, ",", y, ")", sep = "")
self.__Landscape[x][y].Warren = Warren(self.__Variability)
self.__WarrenCount += 1
```

VB.NET Solution

## If already added another animal (e.g. Eagle), make it so that they prefer hunting around the added geographical areas. (Extension of above).

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

VB.NET Solution

## For reproduction to occur, there must be 2 or more of the species in adjacent cells to reproduce

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

VB.NET Solution

## (Extension) Make it so that all animals are able to create their own respective homes (eg Dens for foxes or nests for eagles)

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

VB.NET Solution

## Add a food source for rabbits (such as grass)

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

VB.NET Solution

## (Extension) Meteor that has a low random chance of spawning and destroys everything inside a warren and foxes (Singular Class)

C# Solution:

Delphi/Pascal Solution

Java Solution

```'''Installation : Past this method in the Simulation Class'''

private void BridgeMeteor() {
Landscape = new Meteor().SpawnMeteor(Landscape, LandscapeSize, ShowDetail);
}

'''Installation : Call the Method in AdvancedTimePeriod() just before DrawLandscape()
Installation : Now paste the Meteor Class in the very bottom of the code'''

class Meteor {

// Created By Jonny Dyer (Reigate College)

public double SpawnVariability;

public Meteor() {
SpawnVariability = 0.0125;
}

public Location[][] SpawnMeteor(Location[][] Landscape, int LandscapeSize, boolean ShowDetail) {
if (AllowSpawn(SpawnVariability)) {
int CenterX = new Random().nextInt(LandscapeSize);
int CenterY = new Random().nextInt(LandscapeSize);
Landscape[CenterX][CenterY].Meteor = new Meteor();
if (ShowDetail) {
Console.println("Meteor Crashed (" + CenterX + "," + CenterY + ")");
}
if (CenterX + 1 < LandscapeSize) {
Landscape[CenterX+1][CenterY].Meteor = new Meteor();
}
if (CenterX - 1 >= 0) {
Landscape[CenterX-1][CenterY].Meteor = new Meteor();
}
if (CenterY + 1 < LandscapeSize) {
Landscape[CenterX][CenterY+1].Meteor = new Meteor();
}
if (CenterY - 1 >= 0) {
Landscape[CenterX][CenterY-1].Meteor = new Meteor();
}
}
Landscape = KillAnimals(Landscape, LandscapeSize);
return Landscape;
}

public boolean AllowSpawn(double Variability) {
if (new Random().nextDouble() <= Variability) {
return true;
}
return false;
}

public Location[][] KillAnimals(Location[][] Landscape, int LandscapeSize) {
for (int x=0; x<LandscapeSize; x++) {
for (int y=0; y<LandscapeSize; y++) {
if (Landscape[x][y].Meteor != null && Landscape[x][y].Warren != null) {
Landscape[x][y].Warren = null;
}
if (Landscape[x][y].Meteor != null && Landscape[x][y].Fox != null) {
Landscape[x][y].Fox = null;
}
}
}
return Landscape;
}

}
```

Python Solution:

```#The question itself wasn't entirely clear on specifics such as how large the area of effect should be but as a default you can see in my Meteor class #that the strike radius of sorts is 3.
#Below are all of the classes that were changed in order to implement the Meteor feature, along with comments giving brief descriptions on the purpose #of each change.

class Location:
def __init__(self):
self.Fox = None
self.Warren = None
self.Meteor = None #Sets default, necessary for all objects.

NewFoxCount = 0
if self.__ShowDetail:
print()
for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Warren is None:
if self.__ShowDetail:
print("Warren at (", x, ",", y, "):", sep = "")
print("  Period Start: ", end = "")
self.__Landscape[x][y].Warren.Inspect()
if self.__FoxCount > 0:
self.__FoxesEatRabbitsInWarren(x, y)
if self.__Landscape[x][y].Warren.NeedToCreateNewWarren():
self.__CreateNewWarren()
if self.__ShowDetail:
print("  Period End: ", end = "")
self.__Landscape[x][y].Warren.Inspect()
input()
if self.__Landscape[x][y].Warren.WarrenHasDiedOut():
self.__Landscape[x][y].Warren = None
self.__WarrenCount -= 1
for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Fox is None:
if self.__ShowDetail:
print("Fox at (", x, ",", y, "): ", sep = "")
self.__Landscape[x][y].Fox = None
self.__FoxCount -= 1
else:
if self.__Landscape[x][y].Fox.ReproduceThisPeriod():
if self.__ShowDetail:
print("  Fox has reproduced. ")
NewFoxCount += 1
if self.__ShowDetail:
self.__Landscape[x][y].Fox.Inspect()
self.__Landscape[x][y].Fox.ResetFoodConsumed()
if NewFoxCount > 0:
if self.__ShowDetail:
print("New foxes born: ")
for f in range (0, NewFoxCount):
self.__CreateNewFox()
if self.__ShowDetail:
input()
meteorValue = random.randint(1,20) #Generates random integer between 1 and 20, giving a 1 in 20 chance each time, of a Meteor spawning.
if meteorValue == 1:
xCoOrd = random.randint(0,14)
yCoOrd = random.randint(0,14) #Picks random coordinates which will be where the Meteor spawns, and will be the centre for the area of effect.
self.__Landscape[xCoOrd][yCoOrd].Meteor = Meteor(self.__Variability, xCoOrd, yCoOrd, self.__Landscape, self.__FoxCount, self.__WarrenCount)
self.__Landscape = self.__Landscape[xCoOrd][yCoOrd].Meteor.Strike() #Calls the strike function of the Meteor class.
self.__DrawLandscape()
print()

def __DrawLandscape(self):
print()
print("TIME PERIOD:", self.__TimePeriod)
print()
print("   ", end = "")
for x in range (0, self.__LandscapeSize):
if x < 10:
print(" ", end = "")
print(x, "|", end = "")
print()
for x in range (0, self.__LandscapeSize * 4 + 3):
print("-", end = "")
print()
for y in range (0, self.__LandscapeSize):
if y < 10:
print(" ", end = "")
print("", y, "|", sep = "", end = "")
for x in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Warren is None:
if self.__Landscape[x][y].Warren.GetRabbitCount() < 10:
print(" ", end = "")
print(self.__Landscape[x][y].Warren.GetRabbitCount(), end = "")
else:
print("  ", end = "")
if not self.__Landscape[x][y].Fox is None:
print("F", end = "")
else:
print(" ", end = "")
if not self.__Landscape[x][y].Meteor is None:
print("M", end = "") #Allows placement of the M character, indicating a Meteor strike.
print("|", end = "")
print()

class Meteor:
def __init__(self, Variability, currentX, currentY, landScape, foxCount, warrenCount, strikeRadius = 3):
self.__currentX = currentX
self.__currentY = currentY
self.__landScape = landScape
self.__foxCount = foxCount
self.__warrenCount = warrenCount #Receives the randomly generated coordinates and the current landscape array to allow for easy editing.

def Strike(self):
self.__startingY = self.__currentY - self.__strikeRadius #The strike area coordinates need to 'start' at a value "strikeRadius" less than the #current x and y values
self.__xValues = []
self.__yValues = []
for i in range(0,((2*self.__strikeRadius) + 1)): #2* because the area of effect needs to cover both 'sides' of the Meteor placement.
self.__xValues.append(self.__startingX + i)
self.__yValues.append(self.__startingY + i)
for x in self.__xValues:
for y in self.__yValues:
if 0 <= x <= 14 and 0 <= y <= 14: #The values produced by the previous 'for' loop can give coordinates that are outside the board so this #checks the current coordinate is inside the board.
if not self.__landScape[x][y].Fox is None:
self.__landScape[x][y].Fox = None #If a fox is in the coordinate, it is removed by setting it to 'None'.
self.__foxCount -= 1 #Reduce the fox count by 1.
elif not self.__landScape[x][y].Warren is None:
self.__landScape[x][y].Warren = None #If a warren is in the coordinate, it is removed by setting it to 'None'.
self.__warrenCount -= 1 #Reduce the warren count by 1.
return self.__landScape, self.__foxCount, self.__warrenCount #Return all the variables that were passed to us from the Simulation object, that are #required to continue the game.
```

VB.NET Solution

## Increase the probability of death for foxes in particular regions of the board

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

```class Location:
def __init__(self):
self.Fox = None
self.Warren = None
self.DangerZone = None #Added DangerZone to location

#Creation of class DangerZone
class DangerZone:
def __init__(self, Variability = random.randint(0, 100)): #If not given randomly calculate the value of Variability
self.__DeathFactor = Variability

def DoesKillAnimal(self):
PosShift = random.randint(0, (100 - self.__DeathFactor)) #Shift the position the bracket being checked for. E.g. 0 - 50 could become 10 - 60 etc.
Rand = random.randint(0, 100) #Calculate a random number
IsKilled = Rand in range(PosShift, PosShift+self.__DeathFactor) #If number falls in bracket Fox has been killed.
return IsKilled

for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Fox is None:
if self.__ShowDetail:
print("Fox at (", x, ",", y, "): ", sep = "")
if not self.__Landscape[x][y].DangerZone is None: #Check if the location is a dangerzone as well
self.__Landscape[x][y].Fox.AdvanceGeneration(self.__ShowDetail, self.__Landscape[x][y].DangerZone.DoesKillAnimal()) #If so check if the dangerzone kills the Fox
self.__Landscape[x][y].Fox = None
self.__FoxCount -= 1
else:
if self.__Landscape[x][y].Fox.ReproduceThisPeriod():
if self.__ShowDetail:
print("  Fox has reproduced. ")
NewFoxCount += 1
if self.__ShowDetail:
self.__Landscape[x][y].Fox.Inspect()
self.__Landscape[x][y].Fox.ResetFoodConsumed()

#Modifications to Simulation.__CreateLandscapeAndAnimals
def __CreateLandscapeAndAnimals(self, InitialWarrenCount, InitialFoxCount, FixedInitialLocations):
for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
self.__Landscape[x][y] = Location()
if FixedInitialLocations:
self.__Landscape[1][1].Warren = Warren(self.__Variability, 38)
self.__Landscape[2][8].Warren = Warren(self.__Variability, 80)
self.__Landscape[9][7].Warren = Warren(self.__Variability, 20)
self.__Landscape[10][3].Warren = Warren(self.__Variability, 52)
self.__Landscape[13][4].Warren = Warren(self.__Variability, 67)
self.__WarrenCount = 5
self.__Landscape[2][10].Fox = Fox(self.__Variability)
self.__Landscape[6][1].Fox = Fox(self.__Variability)
self.__Landscape[8][6].Fox = Fox(self.__Variability)
self.__Landscape[11][13].Fox = Fox(self.__Variability)
self.__Landscape[12][4].Fox = Fox(self.__Variability)
self.__FoxCount = 5
else:
for w in range (0, InitialWarrenCount):
self.__CreateNewWarren()
for f in range (0, InitialFoxCount):
self.__CreateNewFox()
DangerX, DangerY = (10,10) #Give coordinates for the centre point of the dangerzone
for x in range(DangerX - 5, DangerX + 5):
for y in range(DangerY - 5, DangerY + 5):
self.__Landscape[x][y].DangerZone = DangerZone()
#Method could be amended to have user give size and location

#Modifications to the Fox class
class Fox(Animal):
def __init__(self, Variability):
self.__DEFAULT_LIFE_SPAN = 7
self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES = 0.1
super(Fox, self).__init__(self.__DEFAULT_LIFE_SPAN, self.__DEFAULT_PROBABILITY_DEATH_OTHER_CAUSES, Variability)
self.__FoodUnitsNeeded = int(10 * self._CalculateRandomValue(100, Variability) / 100)
self.__FoodUnitsConsumedThisPeriod  = 0

def AdvanceGeneration(self, ShowDetail, DangerKills = False): #If not given assume Fox not killed by dangerzone
if self.__FoodUnitsConsumedThisPeriod == 0:
self._IsAlive = False
if ShowDetail:
print("  Fox dies as has eaten no food this period.")
else:
if self.CheckIfKilledByOtherFactor() or DangerKills: # OR between other reasons and danger zone
self._IsAlive = False
if ShowDetail:
print("  Fox killed by {}.".format('danger zone' if DangerKills else 'other factors')) #Change statement to give reason for death
else:
if self.__FoodUnitsConsumedThisPeriod < self.__FoodUnitsNeeded:
self.CalculateNewAge()
if ShowDetail:
print("  Fox ages further due to lack of food.")
self.CalculateNewAge()
if not self._IsAlive:
if ShowDetail:
print("  Fox has died of old age.")
# Max Pinfield, Ringwood School
```

VB.NET Solution

## Reign Of The Giant (Too Complicated, Unlikely)

This part of the code is inspired by the computer survival game 'Don't Starve'. It features many improvements and additions to the code, some which have already been completed above. But the main feature is transforming the simulation into a game, by allowing the user to move around the landscape and interact with the Warren's, Foxes and any other Entities you may have implemented.

The list of challenges are as follows:

1. Insert the player into a random location, that is unoccupied. Display the first letter of the player name on the landscape.
2. Move around the landscape. You can move N,E,S,W, for each time period. Or you can stay put.
3. Add health and hunger attributes to the player. You can display these attributes via a menu option. The hunger attribute should decrease by 1 unit after each time period.
4. Allow the player to fight a fox. This can only happen if the player is close to a fox (2 units), and the player must startle the fox. Foxes do not startle players. Winning the fight will result in a random amount of food gained and damage to player health. Therefore if you loose the fight the player will die and return to default simulation (spectate mode).
5. Add in the Eagle class next. The Eagle can attack the player by taking a cheeky stab. This means an Eagle has the ability to move around the landscape, but there is a potential for errors in the display now. For example, if you (the player), a warren, and an Eagle are all in the same cell things are going to get west. So ensure an Eagle can't enter a cell that has a player and warren in it. There can only be one Eagle per Simulation (for now), with a 10% chance of attacking the player if it is within 2 cells. When an Eagle attacks it will decrease the players health by 10. Finally, make sure an Eagle has private attributes for it's own Health and Hunger.

Python Solution:

Reign Of The Giant Python Solution

Thomas O'Keeffe (BEEF CORP)

Queen Elizabeth School,Kirby Lonsdale

```############
Location Class

class Location:
def __init__(self):
self.Fox = None
self.Warren = None
self.Player = None

################
New Player Class

class Player:
def __init__(self):
self.__PlayerName = raw_input("Enter player name: ")
self.__Health = 50
self.__Hunger = 50

def DisplayStats(self):
print ""
print "Player: " + self.__PlayerName
print "Health: " + str(self.__Health) + "  Hunger: " + str(self.__Hunger)
print ""

def GetPlayerName(self):
return self.__PlayerName

def GetHealth(self):
return self.__Health

def GetHunger(self):
return self.__Hunger

def EatRabbit(self):
self.__Hunger += 5

def EatFox(self):
self.__Hunger += 15

def TakeHits(self, Hits):
self.__Health -= Hits

def FoodDrop(self):
self.__Hunger -= 1

if (self.__Health > 0) and (self.__Hunger > 0):
return False
else:
return True

#################

while (self.__WarrenCount > 0 or self.__FoxCount > 0) and MenuOption != 5:
print
if not self.__PlayerAlive:
print ""
print "0. Join the simulation. "
print "1. Advance to next time period showing detail"
print "2. Advance to next time period hiding detail"
print "3. Inspect fox"
print "4. Inspect warren"
print "5. Exit"
print ""

self.__TimePeriod += 1
self.__ShowDetail = False
self.__TimePeriod += 1
self.__ShowDetail = True
self.__TimePeriod += 1
self.__ShowDetail = False
x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
if not self.__Landscape[x][y].Fox is None:
self.__Landscape[x][y].Fox.Inspect()
x = self.__InputCoordinate("x")
y = self.__InputCoordinate("y")
if not self.__Landscape[x][y].Warren is None:
self.__Landscape[x][y].Warren.Inspect()
self.__ViewRabbits = raw_input("View individual rabbits (y/n)? ")
if self.__ViewRabbits == "y":
self.__Landscape[x][y].Warren.ListRabbits()

else:
PlayerX,PlayerY = self.__ReturnPlayerLocation()
print ""
print "0. View Player Stats"
print "1. Move"
print "2. Stay Put"
if self.__PlayerCanFightFox():
print "3. Fight Nearest Fox"
print ""

##################
Fox Fight Methods

def __FightFox(self):
FoxX, FoxY, NearestFoxDist = self.__NearestFox()
PlayerX,PlayerY = self.__ReturnPlayerLocation()
print ""
print "Fighting fox at: " , FoxX , FoxY
raw_input("")
print ""
# Fox Will take a random number of hits #
# if the hits is greater than player health, fox wins, player dies #
FoxHits = random.randint(0,50)
print "The fox bit you" , FoxHits, "times! "
if self.__Landscape[PlayerX][PlayerY].Player.GetHealth() - FoxHits > 0:
print "You killed the fox. "
self.__Landscape[PlayerX][PlayerY].Player.TakeHits(FoxHits)
self.__Landscape[PlayerX][PlayerY].Player.EatFox()
self.__Landscape[FoxX][FoxY].Fox = None
else:
print "Fox killed player. "
self.__PlayerAlive = False
self.__Landscape[PlayerX][PlayerY].Player = None

def __PlayerCanFightFox(self):
NearestFoxX,NearestFoxY,NearestFoxDist = self.__NearestFox()
if  NearestFoxDist <= 2:
return True
else:
return False

def __NearestFox(self):
NearestFoxDist = 10000
PlayerX,PlayerY = self.__ReturnPlayerLocation()
for FoxX in range (0, self.__LandscapeSize):
for FoxY in range (0, self.__LandscapeSize):
if not self.__Landscape[FoxX][FoxY].Fox is None:
DistToFox = self.__DistanceBetween(PlayerX,PlayerY,FoxX,FoxY)
if DistToFox < NearestFoxDist:
NearestFoxDist = DistToFox
NearestFoxX,NearestFoxY = FoxX,FoxY

return NearestFoxX,NearestFoxY,NearestFoxDist

def __ReturnPlayerLocation(self):
for X in range (0, self.__LandscapeSize):
for Y in range (0, self.__LandscapeSize):
if not self.__Landscape[X][Y].Player is None:
PlayerX,PlayerY = X,Y
return PlayerX,PlayerY

###########
Move Player and Other Methods

def __MovePlayer(self):
Direction = raw_input("Which direction are you going to move? NESW? : ")
Direction = str.upper(Direction)
PlayerX,PlayerY = self.__ReturnPlayerLocation()[0],self.__ReturnPlayerLocation()[1]
OriginX,OriginY= PlayerX,PlayerY
if Direction == 'N':
PlayerY -= 1
elif Direction  == 'E':
PlayerX += 1
elif Direction == 'S':
PlayerY += 1
elif Direction == 'W':
PlayerX -= 1
else:
print "Invalid direction! Try again. "
self.__MovePlayer()

self.__Landscape[PlayerX][PlayerY].Player = self.__Landscape[OriginX][OriginY].Player
self.__Landscape[OriginX][OriginY].Player = None

self.__PlayerAlive = True
if not raw_input("Random Location? Y/N: ") in ['y','Y']:
x = int(raw_input("Input X: "))
y = int(raw_input("Input Y: "))
else:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
while (not self.__Landscape[x][y].Warren is None) or (not self.__Landscape[x][y].Fox is None):
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)

self.__Landscape[x][y].Player = Player()
print ""
print "Welcome " + self.__Landscape[x][y].Player.GetPlayerName() + " ..."
print "You have entered the game at position: " + str(x) + "," + str(y)
```

## Validate the Input Coordinate subroutine in Simulation class (EXAM Question - June 2017)

C# Solution:

Delphi/Pascal Solution

Java Solution

```    private int InputCoordinate(char CoordinateName)
{
int Coordinate;
Coordinate = Console.readInteger("  Input " + CoordinateName + " coordinate: ");
//edit: validate coordinate input
while(Coordinate < 0 || Coordinate > LandscapeSize){
Console.println("INVALID COORDINATE");
Coordinate = Console.readInteger("Input " + CoordinateName + " coordinate: ");
}
return Coordinate;
}

//Psalmjrel Paulin - St. Brendan's Sixthform College
```

Python Solution:

```def __InputCoordinate(self, CoordinateName):
# COMPLETELY UNVALIDATED; strings, empty values, incorrect lengths will all break this, until now.

while True:
try:
# Attempt to parse the input string as an integer
Coordinate = int(input("  Input " + CoordinateName + " coordinate:"))
except:
# If parsing failed print the line and start the next iteration of the loop
print("Input co-ordinate not an integer")
continue

# Once parsing was successful, check the integer is between 0 and the LandscapeSize
if Coordinate in range(self.__LandscapeSize):
# Break from the loop on success
break
else:
# If the integer is not within the valid limits, print an error and go to the next loop iteration
print("Co-ordinate must be between 0 and {0} inclusive".format(self.__LandscapeSize - 1))

return Coordinate   # only when number input is valid.

#--------------------------------------------------------------------------------------------------------------------------------------------

S Wood - Ossett Sixth
```

## Death by other causes increases with age for Rabbits, increase is more rapid in males. (EXAM Question - June 2017)

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

```  ##------------------ Q10 - Calculate New Rabbit Age -------------------------------------
##------------------ This will override the original Animal Class version ---------------
def CalculateNewAge(self):
if self.__Gender == Genders.Male:                                           ## Add in the gender check for Male...
# Get the 'self._ProbabilityOfDeathOtherCauses' (from Animal class as we are overriding)...
self._ProbabilityOfDeathOtherCauses = self._ProbabilityOfDeathOtherCauses * 1.5     # Then Multiply it by 50%.
#print("Found Male")

if (self.__Gender == Genders.Female) and (self._Age >= 1):                  ## Add in gender check for Female as well as Age being 2 or over. If so change probability...
# Get the 'self._ProbabilityOfDeathOtherCauses' (from Animal class as we are overriding)...
self._ProbabilityOfDeathOtherCauses = self._ProbabilityOfDeathOtherCauses + 0.05    # Then Add the 0.05 each time the female rabbits age.
#print("Found Female")

## Build in an override (polymorphism) of the CalculateNewAge() subroutine for the Rabbit class to push its own specific aging on the original Animal class version.
## This will use the newly calculated 'Probability of Death by Other Causes' as a parameter to be overridden.
super(Rabbit, self).CalculateNewAge()

##---------------------------------------------------------------------------------------

## S Wood - Ossett Sixth
```

## Add a River on to the Landscape (EXAM Question - June 2017)

C# Solution:

Delphi/Pascal Solution

Java Solution

Python Solution:

11.1 - Program code for Location class.

```class Location:
def __init__(self):
self.Fox = None
self.Warren = None
##---------- Q11 ----------------
self.River = None
##-------------------------------

### S Wood - Ossett Sixth ###
```

11.2 - Program code for CreateLandscapeAndAnimals subroutine from the Simulation class.

```##----------------------------- Q11 - River ----------------------------------------------------------------------
def __CreateLandscapeAndAnimals(self, InitialWarrenCount, InitialFoxCount, FixedInitialLocations):
for x in range (0, self.__LandscapeSize):
for y in range (0, self.__LandscapeSize):
self.__Landscape[x][y] = Location()
if FixedInitialLocations:
self.__Landscape[1][1].Warren = Warren(self.__Variability, 38)
self.__Landscape[2][8].Warren = Warren(self.__Variability, 80)
self.__Landscape[9][7].Warren = Warren(self.__Variability, 20)
self.__Landscape[10][3].Warren = Warren(self.__Variability, 52)
self.__Landscape[13][4].Warren = Warren(self.__Variability, 67)
self.__WarrenCount = 5
self.__Landscape[2][10].Fox = Fox(self.__Variability)
self.__Landscape[6][1].Fox = Fox(self.__Variability)
self.__Landscape[8][6].Fox = Fox(self.__Variability)
self.__Landscape[11][13].Fox = Fox(self.__Variability)
self.__Landscape[12][4].Fox = Fox(self.__Variability)
self.__FoxCount = 5
##---------------------------- Form River on row 2
for x in range (0, self.__LandscapeSize):
for y in range (2, 3):
self.__Landscape[x][y].River = "R"
##---------------------------- Form River on column 5
for x in range (5, 6):
for y in range (0, self.__LandscapeSize):
self.__Landscape[x][y].River = "R"

else:
for w in range (0, InitialWarrenCount):
self.__CreateNewWarren()
for f in range (0, InitialFoxCount):
self.__CreateNewFox()

### S Wood - Ossett Sixth ###
```

11.3 - Program code for DrawLandscape subroutine from the Simulation class.

```##----------------------------- Q11 - River ----------------------------------------------------------------------
def __DrawLandscape(self):
print()
print("TIME PERIOD:", self.__TimePeriod)
print()
print("   ", end = "")
for x in range (0, self.__LandscapeSize):
if x < 10:
print(" ", end = "")
print(x, "|", end = "")
print()
for x in range (0, self.__LandscapeSize * 4 + 3):
print("-", end = "")
print()
for y in range (0, self.__LandscapeSize):
if y < 10:
print(" ", end = "")
print("", y, "|", sep = "", end = "")
for x in range (0, self.__LandscapeSize):
if not self.__Landscape[x][y].Warren is None:
if self.__Landscape[x][y].Warren.GetRabbitCount() < 10:
print(" ", end = "")
print(self.__Landscape[x][y].Warren.GetRabbitCount(), end = "")
else:
print("  ", end = "")
if not self.__Landscape[x][y].Fox is None:
print("F", end = "")
##------------------------------------------------- Draw River onto Landscape -------------------
elif not self.__Landscape[x][y].River is None:
print("R", end = "")
else:
print("L", end = "")
##-----------------------------------------------------------------------------------------------
print("|", end = "")
print()

### S Wood - Ossett Sixth ###
```

11.4 - Program code for CreateWarren and CreateNewFox subroutines from the Simulation class.

```##----------------------------- Q11 - River ----------------------------------------------------------------------

def __CreateNewWarren(self):
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
##---------------------------------------------------- Check for River, do NOT place
while not self.__Landscape[x][y].River is None:
self.__Landscape[x][y].Warren is None
##----------------------------------------------------
while not self.__Landscape[x][y].Warren is None:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
if self.__ShowDetail:
print("New Warren at (", x, ",", y, ")", sep = "")
self.__Landscape[x][y].Warren = Warren(self.__Variability)
self.__WarrenCount += 1

def __CreateNewFox(self):
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
##---------------------------------------------------- Check for River, do NOT place
while not self.__Landscape[x][y].River is None:
self.__Landscape[x][y].Fox is None
##----------------------------------------------------
while not self.__Landscape[x][y].Fox is None:
x = random.randint(0, self.__LandscapeSize - 1)
y = random.randint(0, self.__LandscapeSize - 1)
if self.__ShowDetail:
print("  New Fox at (", x, ",", y, ")", sep = "")
self.__Landscape[x][y].Fox = Fox(self.__Variability)
self.__FoxCount += 1

### S Wood - Ossett Sixth ###
```

## Stop the animals from crossing the River when moving (EXAM Question - June 2017)

C# Solution:

Delphi/Pascal Solution

Java Solution