x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x ГОВОРИТ РАДИО СВОБОДА... xXx xXx XY xXx xXx... Как говорил мой сосед по парте: компилировать можно и на бумаге. Поэтому Код 🪬 Ядра всегда идёт впереди скомпилированного ядра...
¡🔥!
**Sync 🪬 Studio** is a groundbreaking **Meta 🌈 Application**
that empowers you to build **Odoo ✨ Connectors** in just a few hours.
=== === X === ===
=== === Y === ===
Click the image for a quick introduction.
Is It Magic?
# Каша из топора!
import random
import ast
import astor
import curses
from datetime import datetime, timedelta
start_code = """
import random
import ast
import astor
import curses
from datetime import datetime, timedelta
import dill
def Zion(func):
return dill.source.getsource(func)
# Пример использования
def example_function():
return "Hello, world!"
# Получение кода функции в виде строки
code_string = Zion(example_function)
print(code_string)
SUPERMAGIC = "SUPERMAGIC = 'TODO'"
MAGIC = SUPERMAGIC
def start_init():
position = 0
scene_index = 0
moves = 0
skull_counts = {"💀": 0, "☠️": 0, "🏴☠️": 0}
def game(stdscr):
nonlocal position, scene_index, moves, skull_counts
curses.curs_set(0)
stdscr.nodelay(1)
stdscr.timeout(100)
start_time = datetime.now()
timer_duration = timedelta(seconds=10)
while True:
current_time = datetime.now()
timer = (start_time + timer_duration - current_time).seconds
key = stdscr.getch()
if key == curses.KEY_RIGHT and position < 9:
position += 1
moves += 1
elif key == curses.KEY_LEFT and position > 0:
position -= 1
moves += 1
elif key == curses.KEY_DOWN and scene_index < len(SCENERY) - 1:
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
scene_index += 1
moves += 1
elif key == curses.KEY_UP and scene_index > 0:
scene_index -= 1
moves += 1
current_cell = SCENERY[scene_index][position]
if current_cell == "🤠":
new_skull = random.choice(SKULLS)
SCENERY[scene_index] = (SCENERY[scene_index][:position] + new_skull + SCENERY[scene_index][position + 1:])
skull_counts[new_skull] += 1
elif current_cell in FLOWERS_AND_BUTTERFLIES:
if current_cell == "🦋" or current_cell == "🌈":
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
else:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
stdscr.addstr(scene_index + 4, position * 2, next_cell)
if key == ord(' '):
if current_cell in FLOWERS_AND_BUTTERFLIES:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
SCENERY[scene_index] = (SCENERY[scene_index][:position] + next_cell + SCENERY[scene_index][position + 1:])
draw_scene(stdscr, position, SCENERY, scene_index, moves, skull_counts, timer, SUPERMAGIC)
SUPERMAGIC = xxx(SUPERMAGIC)
if key == ord('q'):
break
if timer <= 0:
break
if not SUPERMAGIC:
SUPERMAGIC = MAGIC
return timer > 0 and key == curses.KEY_RIGHT
return curses.wrapper(game)
"""
MAGIC=start_code
def xxx(TITLE, text):
print(f"=== === {TITLE} === ===")
lines = text.split('\n')
result = []
for i, line in enumerate(lines, 1):
result.append(f"{i:03} {line}")
formatted_text = '\n'.join(result)
print(formatted_text)
# import time
# time.sleep(1)
ddd = globals()
# Выполнение кода из текста
exec(text, ddd)
# Проверка наличия переменной с именем TITLE
if TITLE in ddd:
return formatted_text
else:
return xxx(f"RE: {TITLE}", start_code)
# Заранее подготовленные сцены из смайликов, каждый кадр содержит 10 смайликов
SCENERY = [
"🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏",
"🌼🌸💐🌹🌻🌲🌳🌴🌵🎄",
"🌊🏝️🏖️🏞️🌋🗻🏔️⛰️🏕️🏜️",
"🌅🌄🌠🌇🌆🏙️🌃🌉🌌🎆",
"🌈⚡❄️🔥💧🌍🌎🌏🌐🗺️",
"🐍🦅🦋🌹🌻🌼🌸💐🌲🌳",
"🏵️🍀🌿🌾🌴🎄🌳🌲🍁🍂",
"🍃🍂🍁🍄🌾🌿🍀🍁🌻🌼",
"🌸💐🌹🥀🌷🌺🌻🌼🌸💮",
"🏞️🏜️🏕️⛰️🏔️🌋🗻🏖️🏝️🏞️",
"🔠🅰️🅱️🔤🆎🆑🆘🆚🈁🈂️", # "Там"
"🈷️🈶🈯🈚🈹🈵🈴🉐🈸🈷️", # "всё"
"🅾️🆗🆙🆒🆕🆓🆖🅿️🅾️🆚", # "просто."
"🆔🆖🆗🆙🆒🆓🆕🅿️🆖🅰️", # "Я"
"🆑🆒🆕🆓🆙🆗🆔🅿️🆖🆚", # "придумал"
"🅾️🆗🆙🆓🅿️🆔🆒🆖🅿️🆕", # "функцию,"
"🅿️🆕🆔🆒🅾️🆗🆖🆓🅰️🆙", # "которая"
"🆕🅿️🆓🆖🅿️🆔🆑🆚🅾️🆗", # "сама"
"🆖🅾️🆗🆓🆙🅿️🆔🆒🅾️🆕", # "себя"
"🆒🆓🆖🆔🅾️🆙🆕🅿️🆗🆖", # "модифицирует"
"🆖🆓🅿️🅾️🆗🆙🆔🆒🅿️🆕", # "в"
"🆓🅾️🆖🆙🆒🅿️🆗🆕🆔🅿️", # "соответствии"
"🆗🆙🆔🆓🅾️🆖🆒🅿️🆕🆔", # "с"
"🆕🆖🆓🅾️🆔🆒🆙🆗🆓🆕", # "пожеланиями"
"🅿️🆔🆕🆓🆙🆖🆒🅾️🆗🆓", # "игрока,"
"🆓🆖🆕🅿️🆒🅾️🆙🆔🆓🅿️", # "который"
"🆕🆓🅾️🆙🆒🅿️🆖🆔🅿️🆗", # "10"
"🅿️🆒🆓🆕🆔🆙🅾️🆖🆗🆕", # "секунд"
"🆓🅿️🆒🆗🆖🆕🆔🅾️🆙🆓", # "играет"
"🆕🆔🅿️🆒🅾️🆗🆙🆓🆖🅿️", # "с"
"🆓🆖🅾️🆔🆙🆗🅿️🆒🆕🅿️", # "новым"
"🆕🆔🅾️🆖🆓🅿️🆒🆗🆙🆕", # "кодом"
"🆓🅾️🆖🆒🅿️🆗🆙🆕🆔🆓", # "игры"
"🆕🅿️🆖🆒🅾️🆗🆙🆓🆔🅿️", # "и"
"🆗🆒🅾️🆖🆓🆙🅿️🆕🆔🅿️", # "потом"
"🅿️🆔🆗🆒🅾️🆕🆓🆖🆙🆓", # "опять"
"🆔🆓🅾️🆗🆖🆙🆒🅿️🆕🅿️", # "выбирает"
"🆓🆖🅿️🆒🆕🆔🅾️🆙🆓🆗", # "код"
"🆒🆗🅾️🆕🆓🆖🆙🆔🆓🅿️", # "стал"
"🆕🆔🆓🅾️🆖🆗🆒🅿️🆙🅿️", # "лучше"
"🆓🆒🆖🆕🆔🅾️🆗🅿️🆙🆓", # "или"
"🆕🆔🆗🅾️🆓🆖🆒🅿️🆙🆓", # "код"
"🆗🅾️🆒🆖🆓🆕🆔🅿️🆙🆓", # "стал"
"🆖🆔🆗🅾️🆕🆒🆓🆙🅿️🆕", # "хуже."
"🆒🆕🆔🆓🅾️🆖🅿️🆗🆙🆒", # "Хочет"
"🆕🆔🆒🅾️🆓🆖🅿️🆗🆙🆕", # "попробовать"
"🆖🅿️🆗🆒🆕🅾️🆓🆔🆙🆓🆖", # "первое"
"🅾️🆖🆒🆕🅿️🆓🆔🆙🆖🅿️", # "в"
"🆒🆕🅿️🆓🆖🅾️🆗🆔🆙🆓", # "мире"
"🆖🅿️🆓🆒🆗🅾️🆕🆔🆙🆓", # "эволюционное"
"🆖🅿️🆒🆕🆔🅾️🆓🆙🆔🆓", # "программирование?"
"🆒🅾️🆓🆙🆔🆓🆕🆗🆖🅿️", # "))"
] * 3
# Список черепушек
SKULLS = ["💀", "☠️", "🏴☠️"]
# Список цветочков и бабочек
FLOWERS_AND_BUTTERFLIES = ["🌼", "🌸", "💐", "🌹", "🌻", "🌷", "🦋", "🌈"]
def is_prime(n):
"""Проверка простого числа"""
if n <= 1:
return False
for i in range(2, int(n**0.5) + 1):
if n % i == 0:
return False
return True
def nth_prime(n):
"""Поиск n-го простого числа"""
count = 0
num = 1
while count < n:
num += 1
if is_prime(num):
count += 1
return num
def draw_scene(stdscr, position, scenery, scene_index, moves, skull_counts, timer, show_prompt=False, extra=""):
stdscr.clear()
if show_prompt:
stdscr.addstr(0, 0, f"¡Налево пойдёшь — козлёночком станешь! !Через два часа вы будете абсолютно счастливыми! !Направо пойдешь — мы сделаем вас счастливыми!")
stdscr.addstr(1, 0, f"{extra}")
else:
stdscr.addstr(0, 0, f"Moves: {moves}")
stdscr.addstr(1, 0, f"Speed: {extra}")
stdscr.addstr(2, 0, f"Timer: {timer}")
stdscr.addstr(3, 0, f"Game: [\"💀\"*{skull_counts['💀']}, \"☠️\"*{skull_counts['☠️']}, \"🏴☠️\"*{skull_counts['🏴☠️']}]")
for idx in range(scene_index + 1):
current_scene = scenery[idx]
for i in range(10):
if idx == scene_index and i == position:
stdscr.addstr(idx + 5, i * 2, "🤠")
elif current_scene[i] == "✨" and (idx == scene_index and i == position):
stdscr.addstr(idx + 5, i * 2, "✨")
else:
stdscr.addstr(idx + 5, i * 2, current_scene[i])
coords = f"Position: ({position + 1}, {nth_prime(scene_index + 1)})\n{extra}"
stdscr.addstr(scene_index + 6, 0, coords)
stdscr.refresh()
def start():
position = 0
scene_index = 0
moves = 0
skull_counts = {"💀": 0, "☠️": 0, "🏴☠️": 0}
count = 0
# MAGIC = """
SUPERMAGIC = MAGIC
def game(stdscr):
nonlocal position, scene_index, moves, skull_counts, count, SUPERMAGIC
count += 1
MAGIC = SUPERMAGIC
curses.curs_set(0)
stdscr.nodelay(1)
stdscr.timeout(100)
start_time = datetime.now()
timer_duration = timedelta(seconds=10)
prompt_shown = False
while True:
current_time = datetime.now()
timer = (start_time + timer_duration - current_time).seconds
if timer <= 0:
draw_scene(stdscr, position, SCENERY, scene_index, moves, skull_counts, timer, show_prompt=True, extra=MAGIC)
stdscr.timeout(-1) # Wait for user input
key = stdscr.getch()
if key == curses.KEY_RIGHT:
return True
elif key == curses.KEY_LEFT:
return False
else:
# ¡Падажи!
import time
time.sleep(timer/(10*count + moves))
# MAGIC = mutate_code(code)
key = stdscr.getch()
if key == curses.KEY_RIGHT and position < 9:
position += 1
moves += 1
elif key == curses.KEY_LEFT and position > 0:
position -= 1
moves += 1
elif key == curses.KEY_DOWN and scene_index < len(SCENERY) - 1:
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
scene_index += 1
moves += 1
elif key == curses.KEY_UP and scene_index > 0:
scene_index -= 1
moves += 1
elif key == ord(' '):
if timer > 0:
break
current_cell = SCENERY[scene_index][position]
if current_cell == "🤠":
new_skull = random.choice(SKULLS)
SCENERY[scene_index] = (SCENERY[scene_index][:position] + new_skull + SCENERY[scene_index][position + 1:])
skull_counts[new_skull] += 1
elif current_cell in FLOWERS_AND_BUTTERFLIES:
if current_cell == "🦋" or current_cell == "🌈":
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
else:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
stdscr.addstr(scene_index + 4, position * 2, next_cell)
if key == ord(' '):
if current_cell in FLOWERS_AND_BUTTERFLIES:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
SCENERY[scene_index] = (SCENERY[scene_index][:position] + next_cell + SCENERY[scene_index][position + 1:])
draw_scene(stdscr, position, SCENERY, scene_index, moves, skull_counts, timer, extra=timer/(count + moves))
if key == ord('q'):
break
# if timer > 0:
# import time
# time.sleep(0.1)
return timer > 0 and key == curses.KEY_RIGHT
return curses.wrapper(game)
def test(frames):
expected_frames = [
"000 🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏",
"001 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹🌻🌲🌳🌴🌵🎄",
"002 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼✨💐🌹🌻🌲🌳🌴🌵🎄",
"003 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸✨🌹🌻🌲🌳🌴🌵🎄",
"005 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐✨🌻🌲🌳🌴🌵🎄",
"007 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄",
"011 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄",
"012 🌵🏜️🌞🏇💀🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄"
]
total_similarity = 0
for i, expected_frame in enumerate(expected_frames):
if i >= len(frames):
break
similarity = calculate_similarity(frames[i], expected_frame)
total_similarity += similarity
max_similarity = len(expected_frames)
return total_similarity / max_similarity
def calculate_similarity(frame1, frame2):
# Преобразуем строки в списки символов для посимвольного сравнения
frame1_chars = list(frame1)
frame2_chars = list(frame2)
# Вычисляем минимальную длину между двумя кадрами
min_length = min(len(frame1_chars), len(frame2_chars))
# Сравниваем каждый символ и считаем совпадения
matches = sum(1 for i in range(min_length) if frame1_chars[i] == frame2_chars[i])
# Возвращаем коэффициент похожести как отношение совпадений к длине кадра
return matches / max(len(frame1_chars), len(frame2_chars))
def create_test_frames(expected_frames, match_ratio):
test_frames = []
for frame in expected_frames:
frame_chars = list(frame)
num_chars = len(frame_chars)
num_matches = int(num_chars * match_ratio)
for i in range(num_matches):
frame_chars[i] = frame[i]
for i in range(num_matches, num_chars):
frame_chars[i] = random.choice("🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏🌼🌸💐🌹🌻🌲🌳🌴🌵🎄")
test_frames.append("".join(frame_chars))
return test_frames
def nature(start_func, test_func):
# Ожидаемые коэффициенты для различных уровней похожести
expected_similarities = {
0.000: 0.034,
0.100: 0.124,
0.200: 0.205,
0.300: 0.300,
0.400: 0.400,
0.500: 0.526,
0.600: 0.600,
0.700: 0.702,
0.800: 0.807,
0.900: 0.900,
0.990: 0.963,
0.999: 0.967
}
def mutate_code(code):
tree = ast.parse(code)
class Mutator(ast.NodeTransformer):
def visit_BinOp(self, node):
if random.random() < 0.5:
node.op = ast.Add() if isinstance(node.op, ast.Sub) else ast.Sub()
return node
def visit_Compare(self, node):
if random.random() < 0.5:
node.ops = [ast.Gt() if isinstance(node.ops[0], ast.Lt) else ast.Lt()]
return node
def visit_BoolOp(self, node):
if random.random() < 0.5:
node.op = ast.Or() if isinstance(node.op, ast.And) else ast.And()
return node
def visit_UnaryOp(self, node):
if random.random() < 0.5:
node.op = ast.UAdd() if isinstance(node.op, ast.USub) else ast.USub()
return node
def visit_If(self, node):
if random.random() < 0.5:
node.body, node.orelse = node.orelse, node.body
return node
def visit_BinOp(self, node):
if random.random() < 0.5:
node.left, node.right = node.right, node.left
return node
tree = Mutator().visit(tree)
return astor.to_source(tree)
mutation_count = 0
SUPERMAGIC = start_code
# MAGIC = start_code
while mutation_count < 1000:
try:
prin(xxx("SUPERMAGIC", MAGIC))
MAGIC = mutate_code(SUPERMAGIC)
exec(MAGIC, {'LOVE': MAGIC, **globals()})
frames = start_func()
result = test_func(frames)
if result > 0.5:
print("Mutation successful!")
print(MAGIC)
print(xxx("MAGIC", MAGIC))
break
except Exception as e:
pass
mutation_count += 1
if mutation_count >= 1000:
print(xxx("VooDooMagic", start_code))
# Запуск природы
nature(start, test)
Language:Python
Not quite. **Sync 🪬 Studio** harnesses the power of AI to generate safe, reusable code, making connector development as simple as copy-pasting. Let your imagination and **Sync 🪬 Studio** work together to create seamless integrations effortlessly.
La Thèse: #VooDooDynamics2024
# Каша из топора!
import random
import ast
import astor
import curses
from datetime import datetime, timedelta
start_code = """
import random
import ast
import astor
import curses
from datetime import datetime, timedelta
import dill
def Zion(func):
return dill.source.getsource(func)
# Пример использования
def example_function():
return "Hello, world!"
# Получение кода функции в виде строки
code_string = Zion(example_function)
print(code_string)
SUPERMAGIC = '''
X¿x?X
X0x0X
x¿X?x
'''
MAGIC = SUPERMAGIC
MAGIC2 = '''
moves = 0
def start_init():
position = 0
scene_index = 0
skull_counts = {"💀": 0, "☠️": 0, "🏴☠️": 0, "✨": 0}
SUPERMOVES = moves
superstars = 0
def game(stdscr):
nonlocal position, scene_index, SUPERMOVES, skull_counts, superstars
curses.curs_set(0)
stdscr.nodelay(1)
stdscr.timeout(100)
start_time = datetime.now()
timer_duration = timedelta(seconds=10)
while True:
current_time = datetime.now()
timer = (start_time + timer_duration - current_time).seconds
key = stdscr.getch()
if key == curses.KEY_RIGHT and position < 9:
position += 1
SUPERMOVES += 1
superstars += 1 # Увеличиваем количество звездочек при движении вправо
elif key == curses.KEY_LEFT and position > 0:
position -= 1
SUPERMOVES += 1
elif key == curses.KEY_DOWN and scene_index < len(SCENERY) - 1:
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
scene_index += 1
SUPERMOVES += 1
elif key == curses.KEY_UP and scene_index > 0:
scene_index -= 1
SUPERMOVES += 1
current_cell = SCENERY[scene_index][position]
if current_cell == "🤠":
new_skull = random.choice(SKULLS)
SCENERY[scene_index] = (SCENERY[scene_index][:position] + new_skull + SCENERY[scene_index][position + 1:])
skull_counts[new_skull] += 1
elif current_cell in FLOWERS_AND_BUTTERFLIES:
if current_cell == "🦋" or current_cell == "🌈":
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
else:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
stdscr.addstr(scene_index + 4, position * 2, next_cell)
if key == ord(' '):
if current_cell in FLOWERS_AND_BUTTERFLIES:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
SCENERY[scene_index] = (SCENERY[scene_index][:position] + next_cell + SCENERY[scene_index][position + 1:])
draw_scene(stdscr, position, SCENERY, scene_index, SUPERMOVES, skull_counts, timer, SUPERMAGIC, superstars=MAGIC)
SUPERMAGIC = xxx(SUPERMAGIC)
if key == ord('q'):
break
if timer <= 0:
break
if not SUPERMAGIC:
SUPERMAGIC = MAGIC
return timer > 0 and key == curses.KEY_RIGHT
return curses.wrapper(game)
'''
"""
MAGIC = start_code
MAGIC = MAGIC.replace("XxX", start_code)
MAGIC = MAGIC.replace("ZZZ", start_code)
MAGIC = MAGIC.replace("xXx", start_code)
XXXMAGIC = MAGIC
superstars = 0
def beautify_code(code):
"""
Beautifies the provided code by adding consistent indentation, spaces around operators, etc.
"""
try:
import autopep8
return autopep8.fix_code(code)
except ImportError:
return code # In case autopep8 is not installed, return the original code
def xxx2(TITLE, text):
print(f"=== === {TITLE} === ===")
return
lines = text.split('\n')
result = []
for i, line in enumerate(lines, 1):
result.append(f"{i:03} {line}")
formatted_text = '\n'.join(result)
beautified_text = beautify_code(text)
beautified_lines = beautified_text.split('\n')
beautified_result = []
for i, line in enumerate(beautified_lines, 1):
beautified_result.append(f"{i:03} {line}")
beautified_formatted_text = '\n'.join(beautified_result)
print(formatted_text)
print("=== === Beautified Code === ===")
print(beautified_formatted_text)
ddd = globals()
while True:
# Выполнение кода из текста
exec(text, ddd)
# Проверка наличия переменной с именем TITLE
if TITLE in ddd:
return formatted_text, beautified_formatted_text
else:
text = start_code
TITLE = f"RE: {TITLE}"
def xxx(TITLE, text):
print(f"=== === {TITLE} === ===")
lines = text.split('\n')
result = []
for i, line in enumerate(lines, 1):
result.append(f"{i:03} {line}")
formatted_text = '\n'.join(result)
print(formatted_text)
ddd = globals()
while True:
# Выполнение кода из текста
exec(text, ddd)
# Проверка наличия переменной с именем TITLE
if TITLE in ddd:
return formatted_text
else:
text = start_code
TITLE = f"RE: {TITLE}"
print(xxx2(TITLE, text))
# Заранее подготовленные сцены из смайликов, каждый кадр содержит 10 смайликов
SCENERY = [
"🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏",
"🌼🌸💐🌹🌻🌲🌳🌴🌵🎄",
"🌊🏝️🏖️🏞️🌋🗻🏔️⛰️🏕️🏜️",
"🌅🌄🌠🌇🌆🏙️🌃🌉🌌🎆",
"🌈⚡❄️🔥💧🌍🌎🌏🌐🗺️",
"🐍🦅🦋🌹🌻🌼🌸💐🌲🌳",
"🏵️🍀🌿🌾🌴🎄🌳🌲🍁🍂",
"🍃🍂🍁🍄🌾🌿🍀🍁🌻🌼",
"🌸💐🌹🥀🌷🌺🌻🌼🌸💮",
"🏞️🏜️🏕️⛰️🏔️🌋🗻🏖️🏝️🏞️",
"🔠🅰️🅱️🔤🆎🆑🆘🆚🈁🈂️", # "Там"
"🈷️🈶🈯🈚🈹🈵🈴🉐🈸🈷️", # "всё"
"🅾️🆗🆙🆒🆕🆓🆖🅿️🅾️🆚", # "просто."
"🆔🆖🆗🆙🆒🆓🆕🅿️🆖🅰️", # "Я"
"🆑🆒🆕🆓🆙🆗🆔🅿️🆖🆚", # "придумал"
"🅾️🆗🆙🆓🅿️🆔🆒🆖🅿️🆕", # "функцию,"
"🅿️🆕🆔🆒🅾️🆗🆖🆓🅰️🆙", # "которая"
"🆕🅿️🆓🆖🅿️🆔🆑🆚🅾️🆗", # "сама"
"🆖🅾️🆗🆓🆙🅿️🆔🆒🅾️🆕", # "себя"
"🆒🆓🆖🆔🅾️🆙🆕🅿️🆗🆖", # "модифицирует"
"🆖🆓🅿️🅾️🆗🆙🆔🆒🅿️🆕", # "в"
"🆓🅾️🆖🆙🆒🅿️🆗🆕🆔🅿️", # "соответствии"
"🆗🆙🆔🆓🅾️🆖🆒🅿️🆕🆔", # "с"
"🆕🆖🆓🅾️🆔🆒🆙🆗🆓🆕", # "пожеланиями"
"🅿️🆔🆕🆓🆙🆖🆒🅾️🆗🆓", # "игрока,"
"🆓🆖🆕🅿️🆒🅾️🆙🆔🆓🅿️", # "который"
"🆕🆓🅾️🆙🆒🅿️🆖🆔🅿️🆗", # "10"
"🅿️🆒🆓🆕🆔🆙🅾️🆖🆗🆕", # "секунд"
"🆓🅿️🆒🆗🆖🆕🆔🅾️🆙🆓", # "играет"
"🆕🆔🅿️🆒🅾️🆗🆙🆓🆖🅿️", # "с"
"🆓🆖🅾️🆔🆙🆗🅿️🆒🆕🅿️", # "новым"
"🆕🆔🅾️🆖🆓🅿️🆒🆗🆙🆕", # "кодом"
"🆓🅾️🆖🆒🅿️🆗🆙🆕🆔🆓", # "игры"
"🆕🅿️🆖🆒🅾️🆗🆙🆓🆔🅿️", # "и"
"🆗🆒🅾️🆖🆓🆙🅿️🆕🆔🅿️", # "потом"
"🅿️🆔🆗🆒🅾️🆕🆓🆖🆙🆓", # "опять"
"🆔🆓🅾️🆗🆖🆙🆒🅿️🆕🅿️", # "выбирает"
"🆓🆖🅿️🆒🆕🆔🅾️🆙🆓🆗", # "код"
"🆒🆗🅾️🆕🆓🆖🆙🆔🆓🅿️", # "стал"
"🆕🆔🆓🅾️🆖🆗🆒🅿️🆙🅿️", # "лучше"
"🆓🆒🆖🆕🆔🅾️🆗🅿️🆙🆓", # "или"
"🆕🆔🆗🅾️🆓🆖🆒🅿️🆙🆓", # "код"
"🆗🅾️🆒🆖🆓🆕🆔🅿️🆙🆓", # "стал"
"🆖🆔🆗🅾️🆕🆒🆓🆙🅿️🆕", # "хуже."
"🆒🆕🆔🆓🅾️🆖🅿️🆗🆙🆒", # "Хочет"
"🆕🆔🆒🅾️🆓🆖🅿️🆗🆙🆕", # "попробовать"
"🆖🅿️🆗🆒🆕🅾️🆓🆔🆙🆓🆖", # "первое"
"🅾️🆖🆒🆕🅿️🆓🆔🆙🆖🅿️", # "в"
"🆒🆕🅿️🆓🆖🅾️🆗🆔🆙🆓", # "мире"
"🆖🅿️🆓🆒🆗🅾️🆕🆔🆙🆓", # "эволюционное"
"🆖🅿️🆒🆕🆔🅾️🆓🆙🆔🆓", # "программирование?"
"🆒🅾️🆓🆙🆔🆓🆕🆗🆖🅿️", # "))"
] * 3
# Список черепушек
SKULLS = ["💀", "☠️", "🏴☠️"]
# Список цветочков и бабочек
FLOWERS_AND_BUTTERFLIES = ["🌼", "🌸", "💐", "🌹", "🌻", "🌷", "🦋", "🌈"]
def is_prime(n):
"""Проверка простого числа"""
if n <= 1:
return False
for i in range(2, int(n**0.5) + 1):
if n % i == 0:
return False
return True
def nth_prime(n):
"""Поиск n-го простого числа"""
count = 0
num = 1
while count < n:
num += 1
if is_prime(num):
count += 1
return num
def draw_scene(stdscr, position, scenery, scene_index, moves, skull_counts, timer, show_prompt=False, extra="", superstars=0):
if extra == "SUPERMAGIC = 'TODO'":
extra = MAGIC
if "SUPERMAGIC = 'TODO'" in [extra, superstars]:
extra = MAGIC
stdscr.clear()
if show_prompt:
stdscr.addstr(0, 0, f"¡Налево пойдёшь — козлёночком станешь! !Через два часа вы будете абсолютно счастливыми! !Направо пойдешь — мы сделаем вас счастливыми!")
stdscr.addstr(1, 0, f"{XXXMAGIC}")
stdscr.addstr(2, 0, f"{extra}")
else:
stdscr.addstr(0, 0, f"Moves: {moves}")
stdscr.addstr(1, 0, f"Speed: {extra}")
stdscr.addstr(2, 0, f"Timer: {timer}")
stdscr.addstr(3, 0, f"Game: [\"✨\"*{superstars}, \"💀\"*{skull_counts['💀']}, \"☠️\"*{skull_counts['☠️']}, \"🏴☠️\"*{skull_counts['🏴☠️']}]")
for idx in range(scene_index + 1):
current_scene = scenery[idx]
for i in range(10):
if idx == scene_index and i == position:
stdscr.addstr(idx + 5, i * 2, "🤠")
elif current_scene[i] == "✨" and (idx == scene_index and i == position):
stdscr.addstr(idx + 5, i * 2, "✨")
else:
stdscr.addstr(idx + 5, i * 2, current_scene[i])
coords = f"Position: ({position + 1}, {nth_prime(scene_index + 1)})\n{extra}"
stdscr.addstr(scene_index + 6, 0, coords)
stdscr.refresh()
moves = 0
def start():
SUPERMOVES = moves
position = 0
scene_index = 0
skull_counts = {"💀": 0, "☠️": 0, "🏴☠️": 0}
count = 0
# SUPERMAGIC = MAGIC
superstars = 0
def game(stdscr):
nonlocal position, scene_index, SUPERMOVES, skull_counts, count, superstars
count += 1
SUPERMAGIC = MAGIC
# MAGIC = SUPERMAGIC
curses.curs_set(0)
stdscr.nodelay(1)
stdscr.timeout(100)
start_time = datetime.now()
timer_duration = timedelta(seconds=10)
prompt_shown = False
while True:
current_time = datetime.now()
timer = (start_time + timer_duration - current_time).seconds
if timer <= 0:
draw_scene(stdscr, position, SCENERY, scene_index, SUPERMOVES, skull_counts, timer, show_prompt=True, extra=SUPERMAGIC, superstars=superstars)
stdscr.timeout(-1) # Wait for user input
key = stdscr.getch()
if key == curses.KEY_RIGHT:
return True
elif key == curses.KEY_LEFT:
return False
else:
# ¡Падажи!
import time
time.sleep(timer/(10*count + SUPERMOVES))
# MAGIC = mutate_code(code)
key = stdscr.getch()
if key == curses.KEY_RIGHT and position < 9:
position += 1
SUPERMOVES += 1
superstars += 1
elif key == curses.KEY_LEFT and position > 0:
position -= 1
SUPERMOVES += 1
elif key == curses.KEY_DOWN and scene_index < len(SCENERY) - 1:
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
scene_index += 1
SUPERMOVES += 1
elif key == curses.KEY_UP and scene_index > 0:
scene_index -= 1
SUPERMOVES += 1
elif key == ord(' '):
if timer > 0:
break
current_cell = SCENERY[scene_index][position]
if current_cell == "🤠":
new_skull = random.choice(SKULLS)
SCENERY[scene_index] = (SCENERY[scene_index][:position] + new_skull + SCENERY[scene_index][position + 1:])
skull_counts[new_skull] += 1
elif current_cell in FLOWERS_AND_BUTTERFLIES:
if current_cell == "🦋" or current_cell == "🌈":
SCENERY[scene_index] = (SCENERY[scene_index][:position] + "✨" + SCENERY[scene_index][position + 1:])
else:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
stdscr.addstr(scene_index + 4, position * 2, next_cell)
if key == ord(' '):
if current_cell in FLOWERS_AND_BUTTERFLIES:
next_index = FLOWERS_AND_BUTTERFLIES.index(current_cell) + 1
if next_index < len(FLOWERS_AND_BUTTERFLIES):
next_cell = FLOWERS_AND_BUTTERFLIES[next_index]
SCENERY[scene_index] = (SCENERY[scene_index][:position] + next_cell + SCENERY[scene_index][position + 1:])
draw_scene(stdscr, position, SCENERY, scene_index, SUPERMOVES, skull_counts, timer, extra=SUPERMAGIC, superstars=superstars)
if key == ord('q'):
break
return timer > 0 and key == curses.KEY_RIGHT
return curses.wrapper(game)
def test(frames):
expected_frames = [
"000 🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏",
"001 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹🌻🌲🌳🌴🌵🎄",
"002 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼✨💐🌹🌻🌲🌳🌴🌵🎄",
"003 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸✨🌹🌻🌲🌳🌴🌵🎄",
"005 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐✨🌻🌲🌳🌴🌵🎄",
"007 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄",
"011 🌵🏜️🌞🏇✨🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄",
"012 🌵🏜️🌞🏇💀🦋🏳️🌈✨🌈🙏\n🌼🌸💐🌹✨🌲🌳🌴🌵🎄"
]
total_similarity = 0
for i, expected_frame in enumerate(expected_frames):
if i >= len(frames):
break
similarity = calculate_similarity(frames[i], expected_frame)
total_similarity += similarity
max_similarity = len(expected_frames)
return total_similarity / max_similarity
def calculate_similarity(frame1, frame2):
# Преобразуем строки в списки символов для посимвольного сравнения
frame1_chars = list(frame1)
frame2_chars = list(frame2)
# Вычисляем минимальную длину между двумя кадрами
min_length = min(len(frame1_chars), len(frame2_chars))
# Сравниваем каждый символ и считаем совпадения
matches = sum(1 for i in range(min_length) if frame1_chars[i] == frame2_chars[i])
# Возвращаем коэффициент похожести как отношение совпадений к длине кадра
return matches / max(len(frame1_chars), len(frame2_chars))
def create_test_frames(expected_frames, match_ratio):
test_frames = []
for frame in expected_frames:
frame_chars = list(frame)
num_chars = len(frame_chars)
num_matches = int(num_chars * match_ratio)
for i in range(num_matches):
frame_chars[i] = frame[i]
for i in range(num_matches, num_chars):
frame_chars[i] = random.choice("🌵🏜️🌞🏇🤠🦋🏳️🌈✨🌈🙏🌼🌸💐🌹🌻🌲🌳🌴🌵🎄")
test_frames.append("".join(frame_chars))
return test_frames
def nature(start_func, test_func):
# Ожидаемые коэффициенты для различных уровней похожести
expected_similarities = {
0.000: 0.034,
0.100: 0.124,
0.200: 0.205,
0.300: 0.300,
0.400: 0.400,
0.500: 0.526,
0.600: 0.600,
0.700: 0.702,
0.800: 0.807,
0.900: 0.900,
0.990: 0.963,
0.999: 0.967
}
def mutate_code(code):
tree = ast.parse(code)
class Mutator(ast.NodeTransformer):
def visit_BinOp(self, node):
if random.random() < 0.5:
node.op = ast.Add() if isinstance(node.op, ast.Sub) else ast.Sub()
return node
def visit_Compare(self, node):
if random.random() < 0.5:
node.ops = [ast.Gt() if isinstance(node.ops[0], ast.Lt) else ast.Lt()]
return node
def visit_BoolOp(self, node):
if random.random() < 0.5:
node.op = ast.Or() if isinstance(node.op, ast.And) else ast.And()
return node
def visit_UnaryOp(self, node):
if random.random() < 0.5:
node.op = ast.UAdd() if isinstance(node.op, ast.USub) else ast.USub()
return node
def visit_If(self, node):
if random.random() < 0.5:
node.body, node.orelse = node.orelse, node.body
return node
def visit_BinOp(self, node):
if random.random() < 0.5:
node.left, node.right = node.right, node.left
return node
tree = Mutator().visit(tree)
return astor.to_source(tree)
mutation_count = 0
SUPERMAGIC = start_code
while mutation_count < 1000:
try:
print(xxx("SUPERMAGIC", SUPERMAGIC))
MAGIC = mutate_code(SUPERMAGIC)
exec(MAGIC, {'LOVE': MAGIC, **globals()})
frames = start_func()
result = test_func(frames)
if result > 0.5:
print("Mutation successful!")
print(MAGIC)
print(xxx("MAGIC", MAGIC))
break
except Exception as e:
pass
mutation_count += 1
if mutation_count >= 1000:
print(xxx("VooDooMagic", start_code))
# Запуск природы
nature(start, test)
Language:Python