Exemple #1
0
    def mainloop(self):
        if (GlobalData.displayInitialized==0):
            self.initDisplay()
            self.initPlayer()
        pygame.key.set_repeat(75, 75)       
        TextBox.loadTextImages(3, 3, -1)
        Battle.loadBattleTextures()
        Creature.loadCreatureImages()
        Map.loadTileSet("Exterior_Town1.png", 30, 16)
        Map.loadTileSet("Interior_Town1.png", 30, 16)
        Map.loadTileSet("Interior_Cave1.png", 30, 16)
        self.map = Map.Map("Exterior_Town1", "Exterior_Town1-6", 30, 30)
        self.maps["Exterior_Town1"] = [self.map] 
        #timer = pygame.time.get_ticks()
        #timeOffset = 0.00
 

        while not GlobalData.quitFlag:
            for e in pygame.event.get():
                if e.type == QUIT:
                    GlobalData.quitFlag = 1
                    return
                self.playerInput(e)
                pygame.event.pump()     
            self.drawWorld()
            self.printFPS()
            self.flipScreenBuffer()
            self.timer.tick(12)
Exemple #2
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 def generate_grid(self, surf):
     """
     Generates a new grid with randomized terrain covering the map.
     :param surf: surface images are displayed to
     :return: stored data
     """
     row_len = 0
     for row in range(self.width // self.block_size):
         col_len = 0
         self.grid.append([])
         for col in range(self.height // self.block_size):
             grass_or_clover = random.randint(0, 5)
             spot = [
                 [row_len, col_len, self.block_size, self.block_size],
                 Creature.Creature(""),
                 Terrain.Terrain(""),
             ]
             spot[1] = Empty.Empty()
             if grass_or_clover > 1:
                 spot[2] = Grass.Grass()
             else:
                 spot[2] = Clover.Clover()
             spot[2].set_color("alive")
             spot.append(
                 pygame.draw.rect(surf, spot[2].get_color(), spot[0]))
             self.grid[row].append(spot)
             col_len += self.block_size
         row_len += self.block_size
     return self.grid
Exemple #3
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def test_creature_create():
    attributes = {}
    senses = {}
    action_set = []

    #Create Attributes
    attributes.__setitem__('STR', 16)
    attributes.__setitem__('DEX', 15)
    attributes.__setitem__('CON', 18)
    attributes.__setitem__('INT', 22)
    attributes.__setitem__('WIS', 17)
    attributes.__setitem__('CHA', 13)

    #Create Senses
    senses.__setitem__('DarkVision', 'DarkVision 60ft.')
    senses.__setitem__('TremorSense', '')
    senses.__setitem__('BlindSense', '')

    myAction = Action.Action('Test_Action', 'Melee 5ft slash', '+5 to hit', '2d12 + 3 damage')
    action_set.append(myAction)

    #created_creature = Creat       (name, size, specification, alignment, ac, hp, speed, attributes, senses,
    #                                languages, challenge_rating, action_set)
    myCreature = Creature.Creature('Test', 'Small', 'Dragon', 'LG', 16, '100', '35 ft.', attributes, senses,
                                   'Draconic Common', '4', action_set)
    myCreature.save(True)
Exemple #4
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    def __init__(self, parent, width, height):
        """
        Initializes the application

        Args:
            parent: An object for the parent of the application
            width: An integer for the width of the application
            height: An integer for the height of the application
        """
        Frame.__init__(self, parent)  # Create the frame

        self.parent = parent
        self.width = width
        self.height = height

        center_window(self)

        self.parent.title("Evolution Simulator")
        self.pack(fill=BOTH, expand=1)

        self.canvas = Canvas(self)
        self.create_tiles()
        Utils.creatures = Creature.create_creatures(Utils.init_creature_num,
                                                    self.canvas)

        self.canvas.pack(fill=BOTH, expand=1)

        self.update_app()
Exemple #5
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 def __init__(self, data):
     """"""
     try:
         self.Race = data["Race"]
         self.Class = data["Class"]
         self.creature = Creature(data)
         self.Creature_Id = self.creature.Id
     except ValueError:
         print(data["Name"])
         raise
Exemple #6
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 def __init__(self, data):
     """"""
     try:
         self.creature = Creature(data)
         self.Creature_Id = self.creature.Id
         self.Environment = data ["Environment"]
         self.Source = data["Source"]
         self.Description = data["Description_Visual"]
     except ValueError:
         print(data["Name"])
         raise
def game_loop():
    creatures = [
            Creature('Bat', 5),
            Creature('Toad', 1),
            Creature('Tiger', 12),
            Dragon('Black Dragon', 50, scaliness=2, breathes_fire=False),
            Wizard('Evil Wizard', 1000),
    ]
    
    hero = Wizard('Gandolf', 75)
    
    while True:
        
        active_creature = random.choice(creatures)
        print('A {} of level {} has appeared from a dark and foggy forest...'
              .format(active_creature.name, active_creature.value))
        
        
        #ask user for action
        if win or exit:
            break
        
    print("Goodbye")
Exemple #8
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class Room:
    x = 0
    y = 0
    monster_list = []
    treasure_list = []
    monster_list.append(Creature.giant_spider_rarity())
    monster_list.append(Creature.skeleton_rarity())
    monster_list.append(Creature.orc_rarity())
    monster_list.append(Creature.troll_rarity())
    treasure_list.append(Treasure.gemstone_rarity())
    treasure_list.append(Treasure.gold_jewelry_rarity())
    treasure_list.append(Treasure.loose_coins_rarity())
    treasure_list.append(Treasure.small_treasure_chest_rarity())

    def __init__(self, x, y):
        self.x = x
        self.y = y

    def getx(self):
        return self.x

    def gety(self):
        return self.y
Exemple #9
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 def _create_starting_creatures(self):
     creatures = []
     for i in range(1):
         senseg = Gene(10, 0, (lambda x: x + randint(-1, 1)))
         speedg = Gene(PolarVector(BASE_TURN_SPEED, BASE_MOVE_SPEED), 10,
                       (lambda x: PolarVector(
                           (x.angle + radians(randint(-2, 2)) %
                            (2 * pi)), x.magnitude + randint(-2, 2))))
         sizeg = Gene(1, 20, (lambda x: x + randint(-5, 5)))
         start_pos, start_heading = self._get_start_pos()
         creatures.append(
             Creature(start_pos, 10000, senseg, sizeg, speedg,
                      start_heading))
     return creatures
Exemple #10
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class main:

    #Colors in RGB format
    BLACK = (0, 0, 0)
    WHITE = (255, 255, 255)
    BLUE = (0, 0, 255)
    GREEN = (0, 255, 0)
    RED = (255, 0, 0)

    Origin = Point.Point(0, 0)

    if __name__ == "__main__":
        pygame.init()

        ## Spawn player, floors, and wall
        gameWorld = World.World(500, 500)
        gameWorld.initialize_world()
        player = Creature.Creature(Point.Point(250,
                                               400), Point.Point(275, 425),
                                   5)  # xloc, yloc, size
        gameWorld.spawnCreature(player)
        floor = Wall.Wall(Point.Point(0, gameWorld.yPixels - 30),
                          Point.Point(gameWorld.xPixels, gameWorld.yPixels))
        leftWall = Wall.Wall(Origin, Point.Point(30, gameWorld.yPixels))
        rightWall = Wall.Wall(
            Point.Point(gameWorld.xPixels - 30, 0),
            Point.Point(gameWorld.yPixels, gameWorld.yPixels))
        ceiling = Wall.Wall(Origin, Point.Point(gameWorld.xPixels, 30))
        gameWorld.spawnWall(floor)
        gameWorld.spawnWall(leftWall)
        gameWorld.spawnWall(rightWall)
        gameWorld.spawnWall(ceiling)
        gameWorld.update_world()
        ## end world initialization

        while True:  # main game loop
            for event in pygame.event.get():
                if event.type == pygame.locals.QUIT:
                    pygame.quit()
                    sys.exit()
                elif event.type == pygame.locals.MOUSEBUTTONUP:
                    pos = pygame.mouse.get_pos()
                    player.handleMouseClick(pos, gameWorld)
            keys = pygame.key.get_pressed()  # checking pressed keys
            player.handleInput(keys, gameWorld)
            gameWorld.screen.fill(BLACK)
            gameWorld.update_world()  # update all locations
            gameWorld.renderworld()  # redraw the world on screen
 def spawn_creature(self, *args, **kwargs):
     """
     Method to spawn new creature in current environment.
     :param creature_lifetime: time after which creature dies (used for GA)
                               Used for self.alive parameter.
     :param sensor_cells: cells treated as sensory - stimulated from simulation
     :param trackL_cells: cells treated as motor - drive body's left track in simulation
     :param trackR_cells: cells treated as motor - drive body's right track in simulation
     :param motors_min_spikes: minimum numer of spikes of sensory cell,
                                none if not using smooth_track_control
     :param motors_max_spikes: maximum numer of spikes of sensory cell,
                                none if not using smooth_track_control
     :param smooth_track_control: set it if engine force should be dependend
                                  on number of motory cells
     :param logging: decides whether to log creature's activity from within this classs
     """
     creature = Creature.Creature(*args, **kwargs)
     self.creatures.append(creature)
Exemple #12
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 def __init__(self):
     pygame.init()
     self.clk = pygame.time.Clock()
     self.fps = 0
     self.size = Params.window_size
     self.screen = pygame.display.set_mode(self.size)
     self.caption = "Pygame Window"
     self.toFullscreen = 0
     self.tileset = None
     self.map_surface = None
     self.curr_map_surface = None
     self.curr_creature = Creature()
     pygame.display.set_caption(self.caption)
     self.map_surface = pygame.Surface(Params.map_size)
     self.curr_map_surface = pygame.Surface(Params.map_size)
     self.buffer_surface = pygame.Surface((1, 1))
     self.buffer_surface.set_colorkey(Params.buffer_color_key)
     self.buffer_aa_surface = self.buffer_surface.copy()
     pygame.display.set_caption("PyGame Window")
     pygame.mouse.set_cursor(*Window.get_cursor_data('std'))
     pygame.mouse.set_visible(1)
     pygame.key.set_repeat(200, 10)
Exemple #13
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    def __init__(self, pos=[0, 0, 0], rot=[0.0, 0.0, 0.0]):
        # give player a creature to control
        self.creature = Creature.Creature(self)

        # let Creature class know what creature is the player creature
        Creature.Creature.PlayerCreature = self.creature

        # give the player a ship - for testing
        self.ship = Ship.Ship(self)

        # Give the player an OP weapon - for testing
        self.ship.weapon.setFireRate(20)
        self.ship.weapon.setCoolrate(20)

        # Player is not really in ship yet
        self.inship = False

        # set the position of the player. this should not be used.

        # var to tell if player is in the atmosphere of some planet
        self.inatmosphere = False

        # var to tell if player is in a dungeon
        self.in_dungeon = False

        # give the player a camera
        self.cam = Camera(self)

        # let the Player class know the player instance
        Player.setPlayer(self)

        # give the player stats
        self.stats = RPGStats()

        # the player will be level 1
        self.stats.lvlUP()

        # player enters ship, set vars to make this happen - for testing
        self.enterShip(self.ship)
Exemple #14
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 def __init__(self, cam):
     pi = 3.141
     maxDist = 100
     minDist = maxDist - 50
     self.ang = random.uniform(-pi*2,pi )
     dis = random.randint(minDist, maxDist)
     self.pos = cam.pos.add( Vex(math.sin(self.ang)*dis, math.cos(self.ang)*dis, 0))
     self.pos.setZ(0)
     self.speed = -.1
     self.ship = Ship.Ship(self)
     self.inship = False
     self.inatmosphere = False
     self.state = 0
     self.mindDur = 0
     self.mindCho = 0
     self.mindTim = 0
     self.shotspd = 2
     self.shotms = 0
     self.statement = ""
     self.creature = Creature.Creature(self)
     self.target = []
     self.enterShip(self.ship)
     Mind.Minds.extend([self])
Exemple #15
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def eval_genome(genome, config):
    net = neat.ctrnn.CTRNN.create(genome, config, time_const)

    fitnesses = []
    for runs in range(runs_per_net):
        sim = Creature.Creature(simulation_field)
        net.reset()

        # Run the given simulation for up to num_steps time steps.
        fitness = 0.0
        while sim.total_time < simulation_seconds:
            inputs = sim.return_inputs()
            action = net.advance(inputs, time_const, time_const)

            sim.move_AI(action)

            fitness = sim.fitness

        fitnesses.append(fitness)

        #print("{0} fitness {1}".format(net, fitness))

    # The genome's fitness is its worst performance across all runs.
    return min(fitnesses)
from Creature import *
import time
from rayMarcher import *

pygame.init()
pygame.font.init()
clock = pygame.time.Clock()
background = [1,22,39]
myfont = pygame.font.SysFont('timesnewromanttf', 15)

screen = pygame.display.set_mode((500, 500))#, pygame.FULLSCREEN)
#screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.set_caption("EvoSim")
lsit = []

firstCreature = Creature(screen, (50, 50))
food = [food(screen, (100, 100))]

runFlag = True
generation = 0
# Main game loop
secondCounter = 0

testPolygon = [(200,140),(250, 195), (280, 144)]

testBodies = [[(200,140),(250, 195), (280, 144)],[(290,240),(340, 295), (370, 244)]]
testFoods = [(100,100)]

rayStart = (250, 250)
rayDirection = 3
Exemple #17
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from sklearn.neural_network import MLPRegressor as mlp
import Environment as E
import Creature as C
import Hunter as H
import Operations as Op

brain = mlp(hidden_layer_sizes=(100, ),
            max_iter=200,
            shuffle=True,
            activation='relu',
            learning_rate='adaptive')

creature = C.Creature('trained_creature.sav', -1)
hunter = H.Hunter('Problems', -1000)
environment = E.Environment('The Matrix', 15, creature, hunter)

Op.train_to_win(environment, 10000, 100, .95, 10000)
Op.interactive_trial(environment)
Op.save_creature(environment.creature, 'trained_creature.sav')
Exemple #18
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import os
import pickle

import Creature

import neat
from neat.math_util import mean
import visualize

runs_per_net = 5
simulation_seconds = 60.0
time_const = Creature.EPOCH_DELAY

simulation_field = Creature.Field(30, 30, nibbles=100)


def eval_genome(genome, config):
    net = neat.ctrnn.CTRNN.create(genome, config, time_const)

    fitnesses = []
    for runs in range(runs_per_net):
        sim = Creature.Creature(simulation_field)
        net.reset()

        # Run the given simulation for up to num_steps time steps.
        fitness = 0.0
        while sim.total_time < simulation_seconds:
            inputs = sim.return_inputs()
            action = net.advance(inputs, time_const, time_const)

            sim.move_AI(action)
Exemple #19
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 def __init__(self, x, y):
     super().__init__(x, y, Creature.blue_dragon())
Exemple #20
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def main(story):
    # Load game data
    try:
        with open(story) as f:
            game_data = json.load(f)
            print("Story Loaded...ready to begin.")
    except Exception as e:
        print("File problem: {}".format(e))
        print("Exiting.")

    # Import our challenges
    try:
        import challenges
    except ImportError as e:
        print("Error loading challenges.")
        print("Exiting.")

    # Begin the Game
    ut.slow_print("Welcome to the Adventure Game in Text")
    print("The Rules are Simple: Get through the rooms and stay alive.")
    print("To get started, let's hear a little about you: ")

    # Initialize Player
    player = Player.Player()

    print("You start off with an empty knapsack:")
    for i in player.knapsack:
        print(i)
    print("You have {} hitpoints".format(player.hitpoints))

    ut.slow_print(game_data['introduction'])
    # While loop for multiple episodes.
    # Initialize Episode
    episode_data = game_data["episodes"][0]
    episode = Episode.Episode(episode_data)
    episode.print_narrative()
    ut.slow_print("You enter the room.")
    episode.describe_room()
    reply = input("Do you want to look for treasure? (Y/n) ")
    if reply.lower() != "n":
        result = episode.get_treasure()
    player.hitpoints += result[0]
    player.add_item(result[1])

    # Initialize Creature
    creature_data = game_data["creatures"][0]
    creature = Creature.Creature(creature_data)

    print("There's a creature in the room.")
    creature.describe()
    reply = input("Do you want to greet {}? (Y/n)".format(creature.name))
    if reply.lower() != "n":
        creature.greet()
        creature.tell_story()

    print("{} wants to offer you a challenge to get out of the room.".format(
        creature.name))
    reply = input("Do you accept? (Y/n)")
    if reply.lower() != "n":
        success = False
        chal = challenges.Episode1()
        # chal = challenges.Episode2()
        while not creature.is_hostile and not success:
            success = creature.offer_challenge(chal)

    if success:
        print("YOU WIN!")
    else:
        print("YOU NEED TO TRY THIS ROOM AGAIN. THE MONSTER'S PISSED.")
Exemple #21
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import Episode
import Creature
import Utils as ut
import Player
import Game
import random


def challenge_1(num):
    guess = None
    guess = input("Give me a number between 1 and 10")
    try:
        guess = int(guess)
        if guess == num:
            return True
        elif guess < num:
            print("Try higher")
        elif guess > num:
            print("Try lower")
    except:
        print("That was not a number. Try again")
    return False


c = Creature.Creature("Billy", "Hi there", "No greeting", "no story")
n = random.randint(1, 10)
success = False
while not c.is_hostile and not success:
    success = c.offer_challenge(challenge_1(n))
Exemple #22
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from sklearn.neural_network import MLPRegressor as mlp
import Environment as E
import Creature as C
import Hunter as H
import Operations as Op

creature = C.Creature('Extraordinary Algorithm', -1)
hunter = H.Hunter('Problems', -1000)
environment = E.Environment('The Matrix', 15, creature, hunter)

Op.train_to_win(environment, 10000, 100, .95, 10000)
Op.interactive_trial(environment)
Exemple #23
0
 def addCreature(self, pos):
     self.creatures.append(Creature(self.anType, self.name, pos))
interpreter = ga.GAinterpreter()
interpreter.id_len = 10  # So now we have max of 1024 cells
architecture, dop, dopdr = interpreter.decode(DNA_str)

conf = dict([("dopamine-r%d" % i, False) for i in xrange(num_of_regions)])
conf["random_stim"] = False
conf["random_stim_cells"] = 50.
conf["sensor_stim"] = False
# im = ControlGUI.ControlPanel(conf)

# Initailize our creature!
creature = Creature.Creature(display_sim=display_sim,
                             clock=0,
                             creature_sim_dt=creature_sim_dt,
                             sensor_cells=sensor_cells,
                             trackL_cells=trackL_cells,
                             trackR_cells=trackR_cells,
                             creature_lifetime=creature_lifetime,
                             num_of_targets=0,
                             logging=True)
creature.create_from_architecture(architecture, dop, dopdr)

while True:
    print "stepping"
    creature.step()

    # Loop for all regions
    for i in xrange(num_of_regions):
        if im.conf['dopamine-r%d' % i] is True:
            print "Feel the pleasure"
            # Stimulate and reset button
Exemple #25
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    print('(4) Update an Existing Creature - BETA')
    print('(5) Delete an Existing Creature')
    selection = input("\nPlease Select your option:")

    if selection == '0':
        print('\nGoodbye!')
        exit()

    # Creates a Creature Object through Prompts, saves the completed Creature into the database
    elif selection == '1':
        Database.Database.print_all_creatures(False)

    elif selection == '2':
        user_input = input('Name of Creature: ')
        menu_creature = Database.Database.read(user_input, False)
        menu_creature.export(menu_creature.to_dict(), False)

    elif selection == '3':
        CreateCreature.prompt_create().save(False)

    # Update functionality is in Beta, not guaranteed to work.
    elif selection == '4':
        u_creature = Creature.Creature('','','','','','','','','','','','',)
        u_creature.update(False)

    elif selection == '5':
        user_input = input('Name of Creature: ')
        Database.Database.delete(user_input, False)

    else:
        print('Unknown option selected. Please try again.')
Exemple #26
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def create(A,race,pop,breed,tech):
	A = Creature.__init__(race,pop,breed,tech)
def generateCreature():
    CR.new_creature(main, nameEntry.get(), int(sizeEntry.get()),
                    int(soakEntry.get()), int(initEntry.get()))
Exemple #28
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def prompt_create():
    selection = ''
    attributes = {}
    senses = {}
    action_set = []

    #Create Attributes dictionary
    attributes.__setitem__('STR', 16)
    attributes.__setitem__('DEX', 15)
    attributes.__setitem__('CON', 18)
    attributes.__setitem__('INT', 22)
    attributes.__setitem__('WIS', 17)
    attributes.__setitem__('CHA', 13)

    #Create Senses
    senses.__setitem__('DarkVision', 'DarkVision 60ft.')
    senses.__setitem__('TremorSense', '')
    senses.__setitem__('BlindSense', '')

    my_action = Action.Action('Test_Action', 'Melee 5ft slash', '+5 to hit', '2d12 + 3 damage')
    action_set.append(my_action)

    created_creature = Creature.Creature('Test', 'Small', 'Dragon', 'LG', 16, '100', '35 ft,', attributes, senses,
                                   'Draconic Common', '4', action_set)
    print('You will be prompted for values representing a creature. Press X to exit at any time')
    # allows quitting early
    while selection != 'x':
            selection = input('Name:')
            name = selection

            selection = input('Size:')
            size = selection

            selection = input('Specification:')
            specification = selection

            selection = input('Alignment:')
            alignment = selection

            selection = input('Armor Class (int):')
            ac = selection

            selection = input('Hit Points:')
            hp = selection

            selection = input('Speed (feet):')
            speed = selection

            selection = input('Strength (Int)')
            attributes.__setitem__('STR', selection)

            selection = input('Dexterity (Int)')
            attributes.__setitem__('DEX', selection)

            selection = input('Constitution (Int)')
            attributes.__setitem__('CON', selection)

            selection = input('Intelligence (Int)')
            attributes.__setitem__('INT', selection)

            selection = input('Wisdom (Wis)')
            attributes.__setitem__('WIS', selection)

            selection = input('Charisma (Int)')
            attributes.__setitem__('CHA', selection)

            selection = input('Senses: DarkVision?')
            senses.__setitem__('DarkVision', selection)

            selection = input('Senses: TremorSense?')
            senses.__setitem__('TremorSense', selection)

            selection = input('Senses: BlindSense?')
            senses.__setitem__('BlindSense', selection)

            selection = input('Languages:')
            languages = selection

            selection = input('Challenge Rating:')
            challenge_rating = selection

            # Build an Action
            selection = input('Action Name:')
            action_name = selection

            selection = input('Action Descriptor:')
            action_desc = selection

            selection = input('Attack Modifier to Hit:')
            action_attack = selection

            selection = input('Attack Damage:')
            action_hit = selection

            creature_action = Action.Action(action_name, action_desc, action_attack, action_hit)
            assert isinstance(creature_action, Action.Action)

            # Assign Creature Action
            action_set.append(creature_action)

            # Create the Creature
            created_creature = Creature.Creature(name, size, specification, alignment, ac, hp, speed, attributes, senses, languages, challenge_rating, action_set)

            assert isinstance(created_creature, Creature.Creature)
            selection = 'x'
    try:
        return created_creature
    except Exception as e:
        print('Creature Creation stopped before completion.')
        print(e)
Exemple #29
0
    def read(creature_name, is_test):
        try:
            if is_test:
                db = sqlite3.connect('..\src\db\cst8333.db')
            else:
                db = sqlite3.connect('db\cst8333.db')
            print("Opened database successfully.")
            cursor = db.cursor()
            print('*** Cursor set')

            cursor.execute('SELECT * FROM CREATURE WHERE name = ?',
                           (creature_name, ))
            print('***Execute SELECT')

            # from the Creature Table, *** Might throw an error if more than 1 creature_name is selected...
            for row in cursor:
                print(row)
                name = row[1]
                size = row[2]
                specification = row[3]
                alignment = row[4]
                ac = row[5]
                hp = row[6]
                speed = row[7]
                attribute_ref = row[8]
                senses_ref = row[9]
                languages = row[10]
                challenge_rating = row[11]
                action_collection_ref = row[12]

            # from the Attributes Table
            cursor.execute('SELECT * FROM ATTRIBUTES WHERE ATTRIBUTES.ID = ?',
                           (attribute_ref, ))
            attributes = {}
            for row in cursor:
                print(row)
                attributes.__setitem__('STR', str(row[1]))
                attributes.__setitem__('DEX', str(row[2]))
                attributes.__setitem__('CON', str(row[3]))
                attributes.__setitem__('INT', str(row[4]))
                attributes.__setitem__('WIS', str(row[5]))
                attributes.__setitem__('CHA', str(row[6]))

            # from the Senses Table
            cursor.execute('SELECT * FROM SENSES WHERE SENSES.ID = ?',
                           (senses_ref, ))
            senses = {}
            for row in cursor:
                print(row)
                senses.__setitem__('DarkVision', row[1])
                senses.__setitem__('TremorSense', row[2])
                senses.__setitem__('BlindSense', row[3])
                print(senses.get('TremorSense'))

            # from the Action Collection Table
            cursor.execute(
                'SELECT * FROM ACTION_COLLECTION WHERE ACTION_COLLECTION.ID = ?',
                (action_collection_ref, ))

            action_collection = []
            for row in cursor:
                print(row)
                action_collection.append(row[1])

            # Retrieving the actions
            action_set = []
            for fk in action_collection:
                cursor.execute('SELECT * FROM ACTIONS WHERE ACTIONS.ID = ?',
                               (str(fk), ))

                action = {}
                for row in cursor:
                    print(row)
                    action.__setitem__('Name', row[1])
                    action.__setitem__('Description', row[2])
                    action.__setitem__('Attack', row[3])
                    action.__setitem__('Hit', row[4])

                # Add the Dictionary to the List ¯\_(ツ)_/¯
                action_set.append(action)
            this_creature = Creature.Creature(name, size, specification,
                                              alignment, ac, hp, speed,
                                              attributes, senses, languages,
                                              challenge_rating, action_set)
        except Exception as e:
            print('*** The Following Exception Occurred:')
            print(e)
            db.rollback()
        finally:
            db.close()

        return this_creature