Example #1
0
def clear_and_go(direction):
    global is_modified
    global game
    new_x = game.player.pos[0]
    new_y = game.player.pos[1]
    if direction == Constants.DOWN:
        new_x += 1
    elif direction == Constants.UP:
        new_x -= 1
    elif direction == Constants.LEFT:
        new_y -= 1
    elif direction == Constants.RIGHT:
        new_y += 1

    if new_x < 0 or new_y < 0 or new_x > (game.current_board().size[1]-1) or new_y > (game.current_board().size[0]-1):
        Utils.warn(f"Cannot remove anything at [{new_x},{new_y}] as it is out of bound.")
    else:
        game.current_board().clear_cell(new_x,new_y)
        game.move_player(direction,1)
        is_modified = True
Example #2
0
def create_wizard():
    global game
    key = ''
    while True:
        game.clear_screen()
        print(Utils.green_bright("\t\tObject creation wizard"))
        print('What do you want to create: a NPC or a structure?')
        print('1 - NPC (Non Playable Character)')
        print('2 - Structure (Wall, Door, Treasure, Portal, Trees, etc.)')
        key = Utils.get_key()
        if key == '1' or key == '2':
            break
    if key == '1':
        game.clear_screen()
        print(
            Utils.green_bright("\t\tObject creation wizard: ") +
            Utils.cyan_bright("NPC"))
        new_object = NPC()
        print("First give a name to your NPC. Default value: " +
              new_object.name)
        r = str(input('(Enter name)> '))
        if len(r) > 0:
            new_object.name = r
        print(
            "Then give it a type. A type is important as it allows grouping.\nType is a string. Default value: "
            + new_object.type)
        r = str(input('(Enter type)> '))
        if len(r) > 0:
            new_object.type = r
        print("Now we need a model. Default value: " + new_object.model)
        input('Hit "Enter" when you are ready to choose a model.')
        new_object.model = model_picker()
        game.clear_screen()
        print(
            Utils.green_bright("\t\tObject creation wizard: ") +
            Utils.cyan_bright("NPC") + f' - {new_object.model}')
        print(
            'We now needs to go through some basic statistics. You can decide to go with default by simply hitting the "Enter" key.'
        )
        r = input_digit(
            f'Number of cell crossed in one turn. Default: {new_object.step}(type: int) > '
        )
        if len(r) > 0:
            new_object.step = int(r)
        else:
            # If it's 0 it means it's going to be a static NPC so to prevent python to pass some random pre-initialized default, we explicitly set the Actuator to a static one
            new_object.actuator = SimpleActuators.RandomActuator(moveset=[])
        r = input_digit(
            f'Max HP (Health Points). Default: {new_object.max_hp}(type: int) > '
        )
        if len(r) > 0:
            new_object.max_hp = int(r)
        new_object.hp = new_object.max_hp
        r = input_digit(
            f'Max MP (Mana Points). Default: {new_object.max_mp}(type: int) > '
        )
        if len(r) > 0:
            new_object.max_mp = int(r)
        new_object.mp = new_object.max_mp
        r = input_digit(
            f'Remaining lives (it is advised to set that to 1 for a standard NPC). Default: {new_object.remaining_lives}(type: int) > '
        )
        if len(r) > 0:
            new_object.remaining_lives = int(r)
        r = input_digit(
            f'AP (Attack Power). Default: {new_object.attack_power}(type: int) > '
        )
        if len(r) > 0:
            new_object.attack_power = int(r)
        r = input_digit(
            f'DP (Defense Power). Default: {new_object.defense_power}(type: int) > '
        )
        if len(r) > 0:
            new_object.defense_power = int(r)
        r = input_digit(
            f'Strength. Default: {new_object.strength}(type: int) > ')
        if len(r) > 0:
            new_object.strength = int(r)
        r = input_digit(
            f'Intelligence. Default: {new_object.intelligence}(type: int) > ')
        if len(r) > 0:
            new_object.intelligence = int(r)
        r = input_digit(
            f'Agility. Default: {new_object.agility}(type: int) > ')
        if len(r) > 0:
            new_object.agility = int(r)
        game.clear_screen()
        print(
            "We now need to give some life to that NPC. What kind of movement should it have:"
        )
        print("1 - Randomly chosen from a preset of directions")
        print("2 - Following a predetermined path")
        r = Utils.get_key()
        if r == '1':
            new_object.actuator = SimpleActuators.RandomActuator(moveset=[])
            print(
                'Random it is! Now choose from which preset of movements should we give it:'
            )
            print('1 - UP,DOWN,LEFT, RIGHT')
            print('2 - UP,DOWN')
            print('3 - LEFT, RIGHT')
            print('4 - UP,DOWN,LEFT, RIGHT + all DIAGONALES')
            print(
                '5 - DIAGONALES (DIAG UP LEFT, DIAG UP RIGHT, etc.) but NO straight UP, DOWN, LEFT and RIGHT'
            )
            print('6 - No movement')
            r = Utils.get_key()
            if r == '1':
                new_object.actuator.moveset = [
                    Constants.UP, Constants.DOWN, Constants.LEFT,
                    Constants.RIGHT
                ]
            elif r == '2':
                new_object.actuator.moveset = [Constants.UP, Constants.DOWN]
            elif r == '3':
                new_object.actuator.moveset = [Constants.RIGHT, Constants.LEFT]
            elif r == '4':
                new_object.actuator.moveset = [
                    Constants.UP, Constants.DOWN, Constants.LEFT,
                    Constants.RIGHT, Constants.DLDOWN, Constants.DLUP,
                    Constants.DRDOWN, Constants.DRUP
                ]
            elif r == '5':
                new_object.actuator.moveset = [
                    Constants.DLDOWN, Constants.DLUP, Constants.DRDOWN,
                    Constants.DRUP
                ]
            elif r == '6':
                new_object.actuator.moveset = []
            else:
                Utils.warn(
                    f'"{r}" is not a valid choice. Movement set is now empty.')
                new_object.actuator.moveset = []
        elif r == '2':
            new_object.actuator = SimpleActuators.PathActuator(path=[])
            print("Great, so what path this NPC should take:")
            print('1 - UP/DOWN patrol')
            print('2 - DOWN/UP patrol')
            print('3 - LEFT/RIGHT patrol')
            print('4 - RIGHT/LEFT patrol')
            print('5 - Circle patrol: LEFT, DOWN, RIGHT, UP')
            print('6 - Circle patrol: LEFT, UP, RIGHT, DOWN')
            print('7 - Circle patrol: RIGHT, DOWN, LEFT, UP')
            print('8 - Circle patrol: RIGHT, UP, LEFT, DOWN')
            print('9 - Write your own path')
            r = Utils.get_key()
            if r == '1':
                print(
                    "How many steps should the NPC go in one direction before turning back ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == '2':
                print(
                    "How many steps should the NPC go in one direction before turning back ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == '3':
                print(
                    "How many steps should the NPC go in one direction before turning back ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
            elif r == '3':
                print(
                    "How many steps should the NPC go in one direction before turning back ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
            elif r == '4':
                print(
                    "How many steps should the NPC go in one direction before turning back ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == '5':
                print(
                    "How many steps should the NPC go in EACH direction before changing ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == '6':
                print(
                    "How many steps should the NPC go in EACH direction before changing ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == '7':
                print(
                    "How many steps should the NPC go in EACH direction before changing ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == '8':
                print(
                    "How many steps should the NPC go in EACH direction before changing ?"
                )
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == '9':
                print(
                    "Write your own path using only words from this list: UP, DOWN, LEFT, RIGHT, DLDOWN, DLUP, DRDOWN, DRUP."
                )
                print('Each direction has to be separated by a coma.')
                r = str(input('Write your path: ')).upper()
                new_object.actuator.path = r.split(',')
            else:
                Utils.warn(f'"{r}" is not a valid choice. Path is now empty.')
                new_object.actuator.path = []

        return new_object
    elif key == '2':
        while True:
            game.clear_screen()
            print(
                Utils.green_bright("\t\tObject creation wizard: ") +
                Utils.magenta_bright("Structure"))
            print("What kind of structure do you want to create:")
            print(
                '1 - A wall like structure (an object that cannot be picked-up and is not overlappable). Ex: walls, trees, non moving elephant (try to go through an elephant or to pick it up in your backpack...)'
            )
            print('2 - A door (player and/or NPC can go through)')
            print(
                '3 - A treasure (can be picked up, take space in the inventory, give points to the player)'
            )
            print(
                '4 - A generic object (you can set the properties to make it pickable or overlappable)'
            )
            print(
                '5 - A generic actionable object (to make portals, heart to replenish life, etc.)'
            )
            key = Utils.get_key()
            new_object = None
            if key == '1':
                new_object = Structures.Wall()
                new_object.name = str(uuid.uuid1())
                new_object.model = model_picker()
                break
            elif key == '2':
                new_object = Structures.Door()
                new_object.name = str(uuid.uuid1())
                new_object.model = model_picker()
                break
            elif key == '3':
                new_object = Structures.Treasure()
                print("First give a name to your Treasure. Default value: " +
                      new_object.name)
                r = str(input('(Enter name)> '))
                if len(r) > 0:
                    new_object.name = r
                print(
                    "Then give it a type. A type is important as it allows grouping (in this case probably in the inventory).\nType is a string. Default value: "
                    + new_object.type)
                r = str(input('(Enter type)> '))
                if len(r) > 0:
                    new_object.type = r
                print("Now we need a model. Default value: " +
                      new_object.model)
                input('Hit "Enter" when you are ready to choose a model.')
                new_object.model = model_picker()
                break
            elif key == '4' or key == '5':
                if key == '4':
                    new_object = Structures.GenericStructure()
                else:
                    new_object = Structures.GenericActionableStructure()
                new_object.set_overlappable(False)
                new_object.set_pickable(False)
                print("First give a name to your structure. Default value: " +
                      new_object.name)
                r = str(input('(Enter name)> '))
                if len(r) > 0:
                    new_object.name = r
                print(
                    "Then give it a type. \nType is a string. Default value: "
                    + new_object.type)
                r = str(input('(Enter type)> '))
                if len(r) > 0:
                    new_object.type = r
                print("Now we need a model. Default value: " +
                      new_object.model)
                input('Hit "Enter" when you are ready to choose a model.')
                new_object.model = model_picker()
                print(
                    'Is this object pickable? (can it be picked up by the player)?'
                )
                print('0 - No')
                print('1 - Yes')
                r = Utils.get_key()
                if r == '1':
                    new_object.set_pickable(True)
                print(
                    'Is this object overlappable? (can it be walked over by player?'
                )
                print('0 - No')
                print('1 - Yes')
                r = Utils.get_key()
                if r == '1':
                    new_object.set_overlappable(True)
                break

        return new_object

    #Placeholder
    return BoardItemVoid()
Example #3
0
        if edit_mode:
            print(Utils.green_bright("EDIT"), end='')
        else:
            print(Utils.red_bright('DELETE'), end='')
        print(
            f' | Board: {game.current_board().name} - {game.current_board().size} | Cursor @ {game.player.pos}'
        )
    game.display_board()
    if len(object_history) > 10:
        del (object_history[0])
    if current_menu == 'main':
        print('Item history:')
        cnt = 0
        for o in object_history:
            print(f"{cnt}: {o.model}", end='  ')
            cnt += 1
        print('')
        print(f'Current item: {current_object.model}')
    if not (current_menu == 'main' and menu_mode == 'hidden'):
        game.display_menu(current_menu, Constants.ORIENTATION_VERTICAL, 15)
    for m in dbg_messages:
        Utils.debug(m)
    for m in info_messages:
        Utils.info(m)
    for m in warn_messages:
        Utils.warn(m)
    if current_menu == 'boards_list':
        key = input('Enter your choice (and hit ENTER): ')
    else:
        key = Utils.get_key()
Example #4
0
    def load_board(self, filename, lvl_number=0):
        """Load a saved board

        Load a Board saved on the disk as a JSON file. This method creates a new Board object, populate it with all the elements (except a Player) and then return it.

        If the filename argument is not an existing file, the open function is going to raise an exception.

        This method, load the board from the JSON file, populate it with all BoardItem included, check for sanity, init the board with BoardItemVoid and then associate the freshly created board to a lvl_number.
        It then create the NPCs and add them to the board.

        :param filename: The file to load
        :type filename: str
        :param lvl_number: The level number to associate the board to. Default is 0.
        :type lvl_number: int
        :returns: a newly created board (see :class:`gamelib.Board.Board`)
        
        Example::

            mynewboard = game.load_board( 'awesome_level.json', 1 )
            game.change_level( 1 )
        """
        with open(filename, 'r') as f:
            data = json.load(f)
        local_board = Board()
        data_keys = data.keys()
        if "name" in data_keys:
            local_board.name = data["name"]
        if 'size' in data_keys:
            local_board.size = data['size']
        if 'player_starting_position' in data_keys:
            local_board.player_starting_position = data[
                'player_starting_position']
        if 'ui_border_top' in data_keys:
            local_board.ui_border_top = data['ui_border_top']
        if 'ui_border_bottom' in data_keys:
            local_board.ui_border_bottom = data['ui_border_bottom']
        if 'ui_border_left' in data_keys:
            local_board.ui_border_left = data['ui_border_left']
        if 'ui_border_right' in data_keys:
            local_board.ui_border_right = data['ui_border_right']
        if 'ui_board_void_cell' in data_keys:
            local_board.ui_board_void_cell = data['ui_board_void_cell']
        # Now we need to recheck for board sanity
        local_board.check_sanity()
        # and re-initialize the board (mainly to attribute a new model to the void cells as it's not dynamic).
        local_board.init_board()
        # Then add board to the game
        self.add_board(lvl_number, local_board)

        # Define an internal function to transform directions string into constants
        def _string_to_constant(s):
            if type(s) is int:
                return s
            elif s == "UP":
                return Constants.UP
            elif s == "DOWN":
                return Constants.DOWN
            elif s == "RIGHT":
                return Constants.RIGHT
            elif s == "LEFT":
                return Constants.LEFT
            elif s == "DRUP":
                return Constants.DRUP
            elif s == "DRDOWN":
                return Constants.DRDOWN
            elif s == "DLDOWN":
                return Constants.DLDOWN
            elif s == "DLUP":
                return Constants.DLUP

        def _ref2obj(ref):
            obj_keys = ref.keys()
            local_object = BoardItemVoid()
            if 'Wall' in ref['object']:
                local_object = Structures.Wall()
            elif 'Treasure' in ref['object']:
                local_object = Structures.Treasure()
                if 'value' in obj_keys:
                    local_object.value = ref['value']
                if 'size' in obj_keys:
                    local_object._size = ref['size']
            elif 'GenericStructure' in ref['object']:
                local_object = Structures.GenericStructure()
                if 'value' in obj_keys:
                    local_object.value = ref['value']
                if 'size' in obj_keys:
                    local_object._size = ref['size']
                if 'pickable' in obj_keys:
                    local_object.set_pickable(ref['pickable'])
                if 'overlappable' in obj_keys:
                    local_object.set_overlappable(ref['overlappable'])
            elif 'Door' in ref['object']:
                local_object = Structures.Door()
                if 'value' in obj_keys:
                    local_object.value = ref['value']
                if 'size' in obj_keys:
                    local_object._size = ref['size']
                if 'pickable' in obj_keys:
                    local_object.set_pickable(ref['pickable'])
                if 'overlappable' in obj_keys:
                    local_object.set_overlappable(ref['overlappable'])
                if 'restorable' in obj_keys:
                    local_object.set_restorable(ref['restorable'])
            elif 'GenericActionableStructure' in ref['object']:
                local_object = Structures.GenericActionableStructure()
                if 'value' in obj_keys:
                    local_object.value = ref['value']
                if 'size' in obj_keys:
                    local_object._size = ref['size']
                if 'pickable' in obj_keys:
                    local_object.set_pickable(ref['pickable'])
                if 'overlappable' in obj_keys:
                    local_object.set_overlappable(ref['overlappable'])
            elif 'NPC' in ref['object']:
                local_object = NPC()
                if 'value' in obj_keys:
                    local_object.value = ref['value']
                if 'size' in obj_keys:
                    local_object._size = ref['size']
                if 'hp' in obj_keys:
                    local_object.hp = ref['hp']
                if 'max_hp' in obj_keys:
                    local_object.max_hp = ref['max_hp']
                if 'step' in obj_keys:
                    local_object.step = ref['step']
                if 'remaining_lives' in obj_keys:
                    local_object.remaining_lives = ref['remaining_lives']
                if 'attack_power' in obj_keys:
                    local_object.attack_power = ref['attack_power']
                if 'actuator' in obj_keys:
                    if 'RandomActuator' in ref['actuator']['type']:
                        local_object.actuator = RandomActuator(moveset=[])
                        if 'moveset' in ref['actuator'].keys():
                            for m in ref['actuator']['moveset']:
                                local_object.actuator.moveset.append(
                                    _string_to_constant(m))
                    elif 'PathActuator' in ref['actuator']['type']:
                        local_object.actuator = PathActuator(path=[])
                        if 'path' in ref['actuator'].keys():
                            for m in ref['actuator']['path']:
                                local_object.actuator.path.append(
                                    _string_to_constant(m))
            # Now what remains is what is common to all BoardItem
            if not isinstance(local_object, BoardItemVoid):
                if 'name' in obj_keys:
                    local_object.name = ref['name']
                if 'model' in obj_keys:
                    local_object.model = ref['model']
                if 'type' in obj_keys:
                    local_object.type = ref['type']
            return local_object

        # Now load the library if any
        if 'library' in data_keys:
            self.object_library = []
            for e in data['library']:
                self.object_library.append(_ref2obj(e))
        # Now let's place the good stuff on the board
        if 'map_data' in data_keys:
            for pos_x in data['map_data'].keys():
                x = int(pos_x)
                for pos_y in data['map_data'][pos_x].keys():
                    y = int(pos_y)
                    ref = data['map_data'][pos_x][pos_y]
                    obj_keys = ref.keys()
                    if 'object' in obj_keys:
                        o = _ref2obj(ref)
                        if not isinstance(o, NPC) and not isinstance(
                                o, BoardItemVoid):
                            local_board.place_item(o, x, y)
                        elif isinstance(o, NPC):
                            self.add_npc(lvl_number, o, x, y)

                    else:
                        Utils.warn(
                            f'while loading the board in {filename}, at coordinates [{pos_x},{pos_y}] there is an entry without "object" attribute. NOT LOADED.'
                        )
        return local_board
Example #5
0
def create_wizard():
    global game
    key = ""
    while True:
        game.clear_screen()
        print(Utils.green_bright("\t\tObject creation wizard"))
        print("What do you want to create: a NPC or a structure?")
        print("1 - NPC (Non Playable Character)")
        print("2 - Structure (Wall, Door, Treasure, Portal, Trees, etc.)")
        key = Utils.get_key()
        if key == "1" or key == "2":
            break
    if key == "1":
        game.clear_screen()
        print(
            Utils.green_bright("\t\tObject creation wizard: ") +
            Utils.cyan_bright("NPC"))
        new_object = NPC()
        print("First give a name to your NPC. Default value: " +
              new_object.name)
        r = str(input("(Enter name)> "))
        if len(r) > 0:
            new_object.name = r
        print(
            "Then give it a type. A type is important as it allows grouping.\n"
            "Type is a string. Default value: " + new_object.type)
        r = str(input("(Enter type)> "))
        if len(r) > 0:
            new_object.type = r
        print("Now we need a model. Default value: " + new_object.model)
        input('Hit "Enter" when you are ready to choose a model.')
        new_object.model = model_picker()
        game.clear_screen()
        print(
            Utils.green_bright("\t\tObject creation wizard: ") +
            Utils.cyan_bright("NPC") + f" - {new_object.model}")
        print("We now needs to go through some basic statistics. "
              "You can decide to go with default by simply hitting "
              'the "Enter" key.')
        r = input_digit(f"Number of cell crossed in one turn. "
                        f"Default: {new_object.step}(type: int) > ")
        if len(r) > 0:
            new_object.step = int(r)
        else:
            # If it's 0 it means it's going to be a static NPC so to prevent
            # python to pass some random pre-initialized default, we explicitly
            # set the Actuator to a static one
            new_object.actuator = SimpleActuators.RandomActuator(moveset=[])

        r = input_digit(f"Max HP (Health Points). "
                        f"Default: {new_object.max_hp}(type: int) > ")
        if len(r) > 0:
            new_object.max_hp = int(r)
        new_object.hp = new_object.max_hp

        r = input_digit(f"Max MP (Mana Points). "
                        f"Default: {new_object.max_mp}(type: int) > ")
        if len(r) > 0:
            new_object.max_mp = int(r)
        new_object.mp = new_object.max_mp

        r = input_digit(
            f"Remaining lives (it is advised to set that to 1 for a "
            f"standard NPC). "
            f"Default: {new_object.remaining_lives}(type: int) > ")
        if len(r) > 0:
            new_object.remaining_lives = int(r)

        r = input_digit(f"AP (Attack Power). "
                        f"Default: {new_object.attack_power}(type: int) > ")
        if len(r) > 0:
            new_object.attack_power = int(r)

        r = input_digit(f"DP (Defense Power). "
                        f"Default: {new_object.defense_power}(type: int) > ")
        if len(r) > 0:
            new_object.defense_power = int(r)

        r = input_digit(
            f"Strength. Default: {new_object.strength}(type: int) > ")
        if len(r) > 0:
            new_object.strength = int(r)

        r = input_digit(
            f"Intelligence. Default: {new_object.intelligence}(type: int) > ")
        if len(r) > 0:
            new_object.intelligence = int(r)

        r = input_digit(
            f"Agility. Default: {new_object.agility}(type: int) > ")
        if len(r) > 0:
            new_object.agility = int(r)

        game.clear_screen()
        print("We now need to give some life to that NPC. "
              "What kind of movement should it have:")
        print("1 - Randomly chosen from a preset of directions")
        print("2 - Following a predetermined path")
        print("3 - Following a predetermined path back and forth")
        print(
            "4 - Automatically finding it's way from one point to another (no"
            " pre-determined path, you will set the points on the map).")
        r = Utils.get_key()
        if r == "1":
            new_object.actuator = SimpleActuators.RandomActuator(moveset=[])
            print("Random it is! Now choose from which preset "
                  "of movements should we give it:")
            print("1 - UP,DOWN,LEFT, RIGHT")
            print("2 - UP,DOWN")
            print("3 - LEFT, RIGHT")
            print("4 - UP,DOWN,LEFT, RIGHT + all DIAGONALES")
            print("5 - DIAGONALES (DIAG UP LEFT, DIAG UP RIGHT, etc.) "
                  "but NO straight UP, DOWN, LEFT and RIGHT")
            print("6 - No movement")
            r = Utils.get_key()
            if r == "1":
                new_object.actuator.moveset = [
                    Constants.UP,
                    Constants.DOWN,
                    Constants.LEFT,
                    Constants.RIGHT,
                ]
            elif r == "2":
                new_object.actuator.moveset = [Constants.UP, Constants.DOWN]
            elif r == "3":
                new_object.actuator.moveset = [Constants.RIGHT, Constants.LEFT]
            elif r == "4":
                new_object.actuator.moveset = [
                    Constants.UP,
                    Constants.DOWN,
                    Constants.LEFT,
                    Constants.RIGHT,
                    Constants.DLDOWN,
                    Constants.DLUP,
                    Constants.DRDOWN,
                    Constants.DRUP,
                ]
            elif r == "5":
                new_object.actuator.moveset = [
                    Constants.DLDOWN,
                    Constants.DLUP,
                    Constants.DRDOWN,
                    Constants.DRUP,
                ]
            elif r == "6":
                new_object.actuator.moveset = []
            else:
                Utils.warn(
                    f'"{r}" is not a valid choice. Movement set is now empty.')
                new_object.actuator.moveset = []
        elif r == "2" or r == "3":
            if r == "2":
                new_object.actuator = SimpleActuators.PathActuator(path=[])
            elif r == "3":
                new_object.actuator = SimpleActuators.PatrolActuator(path=[])
            print("Great, so what path this NPC should take:")
            print("1 - UP/DOWN patrol")
            print("2 - DOWN/UP patrol")
            print("3 - LEFT/RIGHT patrol")
            print("4 - RIGHT/LEFT patrol")
            print("5 - Circle patrol: LEFT, DOWN, RIGHT, UP")
            print("6 - Circle patrol: LEFT, UP, RIGHT, DOWN")
            print("7 - Circle patrol: RIGHT, DOWN, LEFT, UP")
            print("8 - Circle patrol: RIGHT, UP, LEFT, DOWN")
            print("9 - Write your own path")
            r = Utils.get_key()
            if r == "1":
                print("How many steps should the NPC go in one direction "
                      "before turning back ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += ([
                    Constants.UP for i in range(0, r, 1)
                ], )
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == "2":
                print("How many steps should the NPC go in one "
                      "direction before turning back ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == "3":
                print("How many steps should the NPC go in one "
                      "direction before turning back ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
            elif r == "3":
                print("How many steps should the NPC go in one direction "
                      "before turning back ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
            elif r == "4":
                print("How many steps should the NPC go in one "
                      "direction before turning back ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == "5":
                print("How many steps should the NPC go in EACH "
                      "direction before changing ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == "6":
                print("How many steps should the NPC go in EACH "
                      "direction before changing ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == "7":
                print("How many steps should the NPC go in EACH "
                      "direction before changing ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
            elif r == "8":
                print("How many steps should the NPC go in EACH direction "
                      "before changing ?")
                r = int(input_digit("(please enter an integer)> "))
                new_object.actuator.path += [
                    Constants.RIGHT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.UP for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.LEFT for i in range(0, r, 1)
                ]
                new_object.actuator.path += [
                    Constants.DOWN for i in range(0, r, 1)
                ]
            elif r == "9":
                print("Write your own path using only words from this list: "
                      "UP, DOWN, LEFT, RIGHT, DLDOWN, DLUP, DRDOWN, DRUP.")
                print("Each direction has to be separated by a coma.")
                r = str(input("Write your path: ")).upper()
                new_object.actuator.path = r.split(",")
            else:
                Utils.warn(f'"{r}" is not a valid choice. Path is now empty.')
                new_object.actuator.path = []
        elif r == "4":
            new_object.actuator = AdvancedActuators.PathFinder(
                parent=new_object, circle_waypoints=True)
            print(
                "Do you want the NPC to go through your way points once and stop or"
                " to cycle through all of them infinitely ?")
            print("1 - Cycle once")
            print("2 - Cycle infinitely (default value)")
            r = Utils.get_key()
            if r == "1":
                new_object.actuator.circle_waypoints = False
        return new_object
    elif key == "2":
        while True:
            game.clear_screen()
            print(
                Utils.green_bright("\t\tObject creation wizard: ") +
                Utils.magenta_bright("Structure"))
            print("What kind of structure do you want to create:")
            print(
                "1 - A wall like structure (an object that cannot be picked-up "
                "and is not overlappable). Ex: walls, trees, non moving "
                "elephant (try to go through an elephant or to pick it up "
                "in your backpack...)")
            print("2 - A door (player and/or NPC can go through)")
            print("3 - A treasure (can be picked up, take space in the "
                  "inventory, give points to the player)")
            print("4 - A generic object (you can set the properties to "
                  "make it pickable or overlappable)")
            print("5 - A generic actionable object (to make portals, heart "
                  "to replenish life, etc.)")
            key = Utils.get_key()
            new_object = None
            if key == "1":
                new_object = Structures.Wall()
                new_object.name = str(uuid.uuid1())
                new_object.model = model_picker()
                break
            elif key == "2":
                new_object = Structures.Door()
                new_object.name = str(uuid.uuid1())
                new_object.model = model_picker()
                break
            elif key == "3":
                new_object = Structures.Treasure()
                print("First give a name to your Treasure. Default value: " +
                      new_object.name)
                r = str(input("(Enter name)> "))
                if len(r) > 0:
                    new_object.name = r
                print("Then give it a type. A type is important as it allows "
                      "grouping (in this case probably in the inventory).\n"
                      "Type is a string. Default value: " + new_object.type)
                r = str(input("(Enter type)> "))
                if len(r) > 0:
                    new_object.type = r
                print("Now we need a model. Default value: " +
                      new_object.model)
                input('Hit "Enter" when you are ready to choose a model.')
                new_object.model = model_picker()
                break
            elif key == "4" or key == "5":
                if key == "4":
                    new_object = Structures.GenericStructure()
                else:
                    new_object = Structures.GenericActionableStructure()
                new_object.set_overlappable(False)
                new_object.set_pickable(False)
                print("First give a name to your structure. Default value: " +
                      new_object.name)
                r = str(input("(Enter name)> "))
                if len(r) > 0:
                    new_object.name = r
                print(
                    "Then give it a type. \nType is a string. Default value: "
                    + new_object.type)
                r = str(input("(Enter type)> "))
                if len(r) > 0:
                    new_object.type = r
                print("Now we need a model. Default value: " +
                      new_object.model)
                input('Hit "Enter" when you are ready to choose a model.')
                new_object.model = model_picker()
                print("Is this object pickable? (can it be picked up "
                      "by the player)?")
                print("0 - No")
                print("1 - Yes")
                r = Utils.get_key()
                if r == "1":
                    new_object.set_pickable(True)
                print("Is this object overlappable? (can it be walked "
                      "over by player?")
                print("0 - No")
                print("1 - Yes")
                r = Utils.get_key()
                if r == "1":
                    new_object.set_overlappable(True)
                break

        return new_object

    # Placeholder
    return BoardItemVoid()