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A-level Computing/AQA/Paper 1/Skeleton program/2021

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This is for the AQA A Level Computer Science Specification. 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 the page, as this would affect students' preparation for exams! Please do not discuss questions on this page. Instead use the discussion page. center|Class Diagram Section C Predictions The 2021 paper 1 will contain 4 questions worth 13 marks. Section D Predictions Programming Questions on Skeleton Program The 2020 paper 1 contained 4 questions: a 6 mark, an 8 mark question, a 11 mark question and one 12 mark question - these marks include the screen capture(s), so the likely marks for the coding will be 1-2 marks lower. The 2019 paper 1 contained 4 questions: a 5 mark, an 8 mark question, a 9 mark question and one 13 mark question - these marks include the screen capture(s), so the marks for the coding will be 1-2 marks lower. The 2018 paper 1 contained one 2 mark question, a 5 mark question, two 9 mark questions, and one 12 mark question - these marks include the screen capture(s). The 2017 paper 1 contained a 5 mark question, three 6 mark questions, and one 12 mark question. Current questions are speculation by contributors to this page. Display the tile numbers Create a subroutine 'DrawGridWithTileNumbers' which will display the tile numbers on a grid to help the players identify each tile eg for the default game: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 C# public string DrawGridWithTileNumbers() { var sb = new System.Text.StringBuilder(); var id = 0; var lineNo = 0; int width = size / 2; int maxId = size * width; while (id < maxId) { // If on an odd-numbered line, add an indent if (lineNo % 2 != 0) sb.Append(" "); // Create line of ID's for (int i = 0; i < width; i++) { sb.Append(id + " "); id++; } sb.AppendLine(); lineNo++; } return sb.ToString(); } Delphi/Pascal Java Python # In HexGrid Class def DrawGridWithTileNumbers(self): count = 0 # Used to count the tiles Line = "" # Used to store the output for x in range(0, 8): # Runs through each tile line for y in range(0, 4): # Runs through each column if x % 2 == 0: # Checks if odd/even line if y == 0: # Adds only 3 spaces to beginning if even line Line = Line + " " + str(count) else: Line = Line + " " + str(count) else: Line = Line + str(count) + " " count = count + 1 Line = Line + os.linesep return Line # In PlayGame Subroutine while not (GameOver and Player1Turn): print(Grid.GetGridAsString(Player1Turn)) print(Grid.DrawGridWithTileNumbers()) VB.NET Create a new method in the class HexGrid to allow you to easily recall the size: Public Function GetGridSize() Return Size End Function Add the following lines to Playgame (just before loop): GridSize = Grid.GetGridSize DrawGridWithTileNumbers(GridSize) Add the new subroutine: Sub DrawGridWithTileNumbers(GrideSize As Integer) Dim Tile As Integer = 0 Console.WriteLine() For i = 1 To GrideSize If i Mod 2 = 0 Then Console.Write(" ") End If For j = 1 To GrideSize / 2 If Tile < 10 Then Console.Write(" " & Tile & " ") Else Console.Write(" " & Tile & " ") End If Tile = Tile + 1 Next Console.WriteLine() Next Console.WriteLine() End Sub Help Command This question refers to the subroutine PlayGame. Currently, the player can enter move, saw, dig, upgrade, or spawn as a command. The game is to be amended so that the player can enter a help command, which will show the list of commands they can enter. The help command should not impede the players commands. In other words, the player should be able to enter “help” and it should not be counted as one of the three commands the player enters. C# public static void PlayGame(Player player1, Player player2, HexGrid grid) { bool gameOver = false; bool player1Turn = true; bool validCommand; List<string> commands = new List<string>(); Console.WriteLine("Player One current state - " + player1.GetStateString()); Console.WriteLine("Player Two current state - " + player2.GetStateString()); do { Console.WriteLine(grid.GetGridAsString(player1Turn)); if (player1Turn) Console.WriteLine(player1.GetName() + " state your three commands, pressing enter after each one."); else Console.WriteLine(player2.GetName() + " state your three commands, pressing enter after each one."); int maxCommands = 3; for (int count = 1; count <= maxCommands; count++) { Console.Write("Enter command: "); var command = Console.ReadLine().ToLower(); if (command == "help") { DisplayHelpMenu(); maxCommands++; continue; } commands.Add(command); } foreach (var c in commands) { List<string> items = new List<string>(c.Split(' ')); validCommand = CheckCommandIsValid(items); if (!validCommand) Console.WriteLine("Invalid command"); else { int fuelChange = 0; int lumberChange = 0; int supplyChange = 0; string summaryOfResult; if (player1Turn) { summaryOfResult = grid.ExecuteCommand(items, ref fuelChange, ref lumberChange, ref supplyChange, player1.GetFuel(), player1.GetLumber(), player1.GetPiecesInSupply()); player1.UpdateLumber(lumberChange); player1.UpdateFuel(fuelChange); if (supplyChange == 1) player1.RemoveTileFromSupply(); } else { summaryOfResult = grid.ExecuteCommand(items, ref fuelChange, ref lumberChange, ref supplyChange, player2.GetFuel(), player2.GetLumber(), player2.GetPiecesInSupply()); player2.UpdateLumber(lumberChange); player2.UpdateFuel(fuelChange); if (supplyChange == 1) { player2.RemoveTileFromSupply(); } } Console.WriteLine(summaryOfResult); } } commands.Clear(); player1Turn = !player1Turn; int player1VPsGained = 0; int player2VPsGained = 0; if (gameOver) { grid.DestroyPiecesAndCountVPs(ref player1VPsGained, ref player2VPsGained); } else gameOver = grid.DestroyPiecesAndCountVPs(ref player1VPsGained, ref player2VPsGained); player1.AddToVPs(player1VPsGained); player2.AddToVPs(player2VPsGained); Console.WriteLine("Player One current state - " + player1.GetStateString()); Console.WriteLine("Player Two current state - " + player2.GetStateString()); Console.Write("Press Enter to continue..."); Console.ReadLine(); } while (!gameOver || !player1Turn); Console.WriteLine(grid.GetGridAsString(player1Turn)); DisplayEndMessages(player1, player2); } static void DisplayHelpMenu() { Console.WriteLine("\n---HELP MENU---\n"); Console.WriteLine("...\n"); } Delphi/Pascal Java Python commandCount = 1 while commandCount < 4: command = input("Enter command: ").lower() if command == "help": pass else: Commands.append(command) commandCount = commandCount + 1 VB.NET Dim commandCount As Integer Dim command As String Dim commandList As New List(Of String) commandCount = 0 While commandCount < 3 Console.WriteLine("Enter command: ") command = Console.ReadLine().ToLower() If command = "help" Then Console.WriteLine("The commands you can use are: move, dig, saw, spawn, upgrade") Else commandList.Add(command) commandCount += 1 End If End While Start with a grid of any even width Create a new function to be called instead of default game or load game. This should allow the user to enter any even number and create a grid of that size. Each location in the grid should have a 25% chance of being a forest, 25% chance of being a peat bog and 50% chance of being a plain. The Barons should still start in the corners of the map as in the default game with a serf in an adjacent tile. C# Delphi/Pascal Java Python def AnyGridSize(): GridSize = int(input("Enter the grid size you would like to use (Must be an even number): ")) T = [] for i in range(GridSize * (GridSize//2)): TempNum = random.randint(1,4) if TempNum == 1: T.append("#") elif TempNum == 2: T. append("~") else: T.append(" ") Grid = HexGrid(GridSize) Player1 = Player("Player One", 0, 10, 10, 5) Player2 = Player("Player Two", 1, 10, 10, 5) print(T) print(Grid._Tiles) Grid.SetUpGridTerrain(T) Grid.AddPiece(True, "Baron", 0) Grid.AddPiece(True, "Serf", 0 + GridSize) Grid.AddPiece(False, "Baron", len(T)-1) Grid.AddPiece(False, "Serf", len(T) - 1 - GridSize) return Player1, Player2, Grid def DisplayMainMenu(): print("1. Default game") print("2. Load game") print("3. Any size game") print("Q. Quit") print() print("Enter your choice: ", end="") def Main(): FileLoaded = True Player1 = None Player2 = None Grid = None Choice = "" while Choice != "Q": DisplayMainMenu() Choice = input() if Choice == "1": Player1, Player2, Grid = SetUpDefaultGame() PlayGame(Player1, Player2, Grid) elif Choice == "2": FileLoaded, Player1, Player2, Grid = LoadGame() if FileLoaded: PlayGame(Player1, Player2, Grid) elif Choice == "3": Player1, Player2, Grid = AnyGridSize() PlayGame(Player1, Player2, Grid) VB.NET Add another command called teleport that allows any piece to move to any location, at a cost of three fuel Describe the question here C# Delphi/Pascal Java Python VB.NET Add another type of tile called ore (or other type of resource) Currently there are 3 terrain types: field, peat bog, and forest. The new type of tile will have the $ symbol and there will be 1 ore for every 10 tiles. 1 ore is worth 2 fuel. C# Delphi/Pascal Java Python VB.NET Save Option. My best guess is a way of saving the game; currently you can load game1.txt, but you can't save a game that you are playing. The text file gives us the format to use, so I think this is quite likely. C# Delphi/Pascal Java Python VB.NET Game Over Bug With this version, a player can trap their own baron to end the game. While this kind of makes sense, it is possible that they could ask you to make it so that at least one of the pieces that are trapping a baron must belong to the other player. C# Delphi/Pascal Java Python VB.NET Land Mine Currently, if your baron gets trapped (if the game is over), you can see exactly what is going on. A land mine could be placed on a tile, and hidden from both players, so that if your opponent steps on that tile, they lose that piece. C# Delphi/Pascal Java Python VB.NET New Piece Type We have 4 piece types: baron, serf, LESS (Lumberjack), and PBDS (Peat digger). It is possible (especially if there are new terrains or resources), that they might ask you to create a new piece type. C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET New question Question description C# Delphi/Pascal Java Python VB.NET