Added Animal Forced Mutation

Not a complete implementation of forced mutation. Created controls which
toggle an animal's forced mutation boolean. The animal will only begin
to mutate when the Environment seasons are activated and the simulation
begins running.
Future TODO is make the group box which toggles the forced mutation work
with both animals and plants. Currently the button only works for
Animals.
updating hour log

Small refactoring
Finished spawning through abiogenesis
Updating time log
Added serialization to each model class
Finished seasons

Plants and parasites reproduce based on seasons. Add organisms randomly
using Abiogenesis now functional.
updating hour log
Finished animal reproduction/SeasonChange

Seasons change based on a timer. Each organisms reproduction may occur
after a season change, but will only occur after a season change.
Currently all reproduction is asexual. Must implement sexual
reproduction in next iteration.
Added States to animals

stubbed out all states for animals.
Created the idle state for animals.
Animals now move! (wander)

Animals are now able to move about the environment. Used the observer
pattern to decouple the usercontrol from the model.
Animals and Plants on display

Animals and plants display on the GUI. Plants are not displaying
correctly quite yet. Plants all spawn at 0,0
Plants are displayed correctly
Animal States complete

Abiogenesis seems to favor either animals or plants. Possibly sync
issues with the random generator.