perform the replicate action from x , y to tx , ty concode_field_sep Position sentinel concode_elem_sep Queue<Position> moveQueue concode_elem_sep int N concode_elem_sep Occupant[][] occupants concode_elem_sep int population concode_field_sep boolean inBounds concode_elem_sep void doDie concode_elem_sep void removeFromQueue concode_elem_sep void placeOccupant concode_elem_sep void creatureCheck concode_elem_sep void creatureCheck concode_elem_sep boolean tic concode_elem_sep void writeWorld concode_elem_sep void collisionCheck concode_elem_sep Map<Direction,Occupant> neighbors concode_elem_sep void removeOccupant concode_elem_sep void getInLine concode_elem_sep void doMove concode_elem_sep boolean lifeExists concode_elem_sep void drawWorld concode_elem_sep void createCreature concode_elem_sep Action requestAction concode_elem_sep boolean isEmpty concode_elem_sep Occupant getOccupant concode_elem_sep void destroyCreature concode_elem_sep void doStay concode_elem_sep Creature getCreature concode_elem_sep boolean isCreature concode_elem_sep void assertQueueCorrect concode_elem_sep Position targetPosition concode_elem_sep void handleAction concode_elem_sep void doAttack
void function ( int arg0 , int arg1 , int arg2 , int arg3 ) { Creature loc0 = getCreature ( arg0 , arg1 ) ; Occupant loc1 = getOccupant ( arg2 , arg3 ) ; creatureCheck ( arg0 , arg1 , "srini_string" ) ; collisionCheck ( arg0 , arg1 , arg2 , arg3 , "srini_string" ) ; Creature loc2 = loc0 . replicate ( ) ; createCreature ( arg2 , arg3 , loc2 ) ; getInLine ( arg0 , arg1 ) ; }