{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":40466,"offset":40456,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"\u0628\u0631\u0627\u06cc \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0646\u0627\u0645 \u06cc\u06a9 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u0628\u0647 \u0641\u0627\u06cc\u0644 `ul.cfg` \u0628\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u0627\u0632 \u0628\u0631\u0646\u0627\u0645\u0647 OPL Game Utility \u062f\u0631 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f \u0628\u0631\u0627\u06cc \u067e\u0644\u06cc\u200c\u0627\u0633\u062a\u06cc\u0634\u0646 \u06f2\u060c \u0645\u0631\u0627\u062d\u0644 \u0632\u06cc\u0631 \u0631\u0627 \u062f\u0646\u0628\u0627\u0644 \u06a9\u0646\u06cc\u062f:\n\n1. **\u0646\u0635\u0628 OPL Game Utility**: \u0627\u0628\u062a\u062f\u0627 \u0628\u0631\u0646\u0627\u0645\u0647 OPL Game Utility \u0631\u0627 \u0628\u0631 \u0631\u0648\u06cc \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f\u06cc \u062e\u0648\u062f \u0646\u0635\u0628 \u06a9\u0646\u06cc\u062f. \u0627\u06cc\u0646 \u0628\u0631\u0646\u0627\u0645\u0647 \u0627\u0628\u0632\u0627\u0631\u0647\u0627\u06cc \u0645\u062a\u0646\u0648\u0639\u06cc \u0628\u0631\u0627\u06cc \u0645\u062f\u06cc\u0631\u06cc\u062a \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc \u067e\u0644\u06cc\u200c\u0627\u0633\u062a\u06cc\u0634\u0646 \u06f2 \u0627\u0631\u0627\u0626\u0647 \u0645\u06cc\u200c\u062f\u0647\u062f.\n\n2. **\u0627\u062a\u0635\u0627\u0644 \u0641\u0644\u0634 \u0628\u0647 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f**: \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u06a9\u0647 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc \u067e\u0644\u06cc\u200c\u0627\u0633\u062a\u06cc\u0634\u0646 \u06f2 \u0631\u0648\u06cc \u0622\u0646 \u0642\u0631\u0627\u0631 \u062f\u0627\u0631\u0646\u062f \u0631\u0627 \u0628\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u0627\u0632 \u06cc\u06a9 OTG (On-The-Go) \u0628\u0647 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f\u06cc \u062e\u0648\u062f \u0645\u062a\u0635\u0644 \u06a9\u0646\u06cc\u062f.\n\n3. **\u0628\u0627\u0632 \u06a9\u0631\u062f\u0646 \u0641\u0627\u06cc\u0644 `ul.cfg`**: \u0628\u0639\u062f \u0627\u0632 \u0627\u06cc\u0646\u06a9\u0647 \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0645\u062a\u0635\u0644 \u0634\u062f\u060c \u0628\u0647 \u0645\u062d\u0644\u06cc \u06a9\u0647 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627 \u0630\u062e\u06cc\u0631\u0647 \u0634\u062f\u0647\u200c\u0627\u0646\u062f \u0628\u0631\u0648\u06cc\u062f \u0648 \u0641\u0627\u06cc\u0644 `ul.cfg` \u0631\u0627 \u067e\u06cc\u062f\u0627 \u06a9\u0646\u06cc\u062f. \u0627\u06cc\u0646 \u0641\u0627\u06cc\u0644 \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u062f\u0631 \u067e\u0648\u0634\u0647\u200c\u0627\u06cc \u06a9\u0647 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627 \u0642\u0631\u0627\u0631 \u062f\u0627\u0631\u0646\u062f \u0645\u0648\u062c\u0648\u062f \u0627\u0633\u062a.\n\n4. **\u0648\u06cc\u0631\u0627\u06cc\u0634 \u0641\u0627\u06cc\u0644 `ul.cfg`**:\n   - \u0627\u0632 \u0628\u0631\u0646\u0627\u0645\u0647 \u0648\u06cc\u0631\u0627\u06cc\u0634\u06af\u0631 \u0645\u062a\u0646\u06cc \u0645\u0648\u062c\u0648\u062f \u062f\u0631 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f \u062e\u0648\u062f \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u06a9\u0646\u06cc\u062f. \u0645\u06cc\u200c\u062a\u0648\u0627\u0646\u06cc\u062f \u0627\u0632 \u0627\u067e\u0644\u06cc\u06a9\u06cc\u0634\u0646\u200c\u0647\u0627\u06cc\u06cc \u0645\u0627\u0646\u0646\u062f Notepad++ \u06cc\u0627 \u0633\u0627\u06cc\u0631 \u0648\u06cc\u0631\u0627\u06cc\u0634\u06af\u0631\u0647\u0627\u06cc \u0645\u062a\u0646\u06cc \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u06a9\u0646\u06cc\u062f.\n   - \u0641\u0627\u06cc\u0644 `ul.cfg` \u0631\u0627 \u0628\u0627\u0632 \u06a9\u0646\u06cc\u062f. \u0627\u06cc\u0646 \u0641\u0627\u06cc\u0644 \u0634\u0627\u0645\u0644 \u0641\u0647\u0631\u0633\u062a\u06cc \u0627\u0632 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc \u0645\u0648\u062c\u0648\u062f \u0628\u0647 \u0647\u0645\u0631\u0627\u0647 \u0634\u0646\u0627\u0633\u0647 \u0648 \u0646\u0627\u0645 \u0622\u0646\u200c\u0647\u0627 \u0627\u0633\u062a.\n\n5. **\u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0627\u0637\u0644\u0627\u0639\u0627\u062a \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f**:\n   - \u0628\u0631\u0627\u06cc \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f\u060c \u06cc\u06a9 \u062e\u0637 \u062c\u062f\u06cc\u062f \u0628\u0647 \u0627\u0646\u062a\u0647\u0627\u06cc \u0641\u0627\u06cc\u0644 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0646\u06cc\u062f.\n   - \u0633\u0627\u062e\u062a\u0627\u0631 \u0647\u0631 \u062e\u0637 \u0628\u0647 \u0634\u06a9\u0644 \u0632\u06cc\u0631 \u0627\u0633\u062a: `UL.[\u0634\u0646\u0627\u0633\u0647\u200c\u0628\u0627\u0632\u06cc].[\u062a\u0648\u0636\u06cc\u062d\u0627\u062a\u200c\u0628\u0627\u0632\u06cc]`\n   - \u0628\u0631\u0627\u06cc \u0645\u062b\u0627\u0644: `UL.SLUS_203.12.Grand Theft Auto: San Andreas`\n   - \u0634\u0646\u0627\u0633\u0647 \u0628\u0627\u0632\u06cc \u0631\u0627 \u0645\u06cc\u200c\u062a\u0648\u0627\u0646\u06cc\u062f \u0627\u0632 ISO \u06cc\u0627 \u0641\u0627\u06cc\u0644 \u0628\u0627\u0632\u06cc \u0628\u062f\u0633\u062a \u0622\u0648\u0631\u06cc\u062f \u0648 \u062a\u0648\u0636\u06cc\u062d\u0627\u062a \u0628\u0627\u0632\u06cc \u0647\u0645\u0627\u0646 \u0646\u0627\u0645 \u0628\u0627\u0632\u06cc \u0627\u0633\u062a \u06a9\u0647 \u0645\u06cc\u200c\u062e\u0648\u0627\u0647\u06cc\u062f \u0646\u0645\u0627\u06cc\u0634 \u062f\u0627\u062f\u0647 \u0634\u0648\u062f.\n\n6. **\u0630\u062e\u06cc\u0631\u0647 \u062a\u063a\u06cc\u06cc\u0631\u0627\u062a**: \u0628\u0639\u062f \u0627\u0632 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0627\u0637\u0644\u0627\u0639\u0627\u062a \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f\u060c \u0641\u0627\u06cc\u0644 `ul.cfg` \u0631\u0627 \u0630\u062e\u06cc\u0631\u0647 \u06a9\u0646\u06cc\u062f.\n\n7. **\u0642\u0637\u0639 \u0627\u062a\u0635\u0627\u0644 \u0648 \u062a\u0633\u062a**: \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0631\u0627 \u0627\u0645\u0646 \u0627\u0632 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f\u06cc \u062e\u0648\u062f \u062e\u0627\u0631\u062c \u06a9\u0631\u062f\u0647 \u0648 \u0622\u0646 \u0631\u0627 \u0628\u0647 \u062f\u0633\u062a\u06af\u0627\u0647 PS2 \u0648\u0635\u0644 \u06a9\u0646\u06cc\u062f \u0648 \u0628\u0631\u0631\u0633\u06cc \u06a9\u0646\u06cc\u062f \u06a9\u0647 \u0622\u06cc\u0627 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u062f\u0631 \u0641\u0647\u0631\u0633\u062a \u0628\u0627\u0632\u06cc\u200c\u0647\u0627 \u0646\u0645\u0627\u06cc\u0634 \u062f\u0627\u062f\u0647 \u0645\u06cc\u200c\u0634\u0648\u062f \u06cc\u0627 \u0646\u0647.\n\n\u062a\u0648\u062c\u0647 \u062f\u0627\u0634\u062a\u0647 \u0628\u0627\u0634\u06cc\u062f \u06a9\u0647 \u0628\u0631\u0627\u06cc \u0627\u062c\u0631\u0627\u06cc \u0635\u062d\u06cc\u062d \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u060c \u0628\u0627\u06cc\u062f \u0627\u0632 OPL (Open PS2 Loader) \u062c\u0647\u062a \u0644\u0648\u062f \u06a9\u0631\u062f\u0646 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u06a9\u0646\u06cc\u062f \u0648 \u0645\u0637\u0645\u0626\u0646 \u0634\u0648\u06cc\u062f \u06a9\u0647 \u062a\u0646\u0638\u06cc\u0645\u0627\u062a OPL \u0628\u0647 \u062f\u0631\u0633\u062a\u06cc \u0627\u0646\u062c\u0627\u0645 \u0634\u062f\u0647 \u0627\u0633\u062a.","behavior":"degenerate_repetition","conversation_hash":"564b9a594d9890fb2f480294d97f8cc9","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Persian","model":"gpt-4o-2024-08-06","n_chars":1926,"n_turns_in_conversation":2,"n_words":336,"source_row_offset":40456,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:03 GMT","turn_id":"4c4d94764782bd355ad60874","turn_index":0,"user_text":"\u0686\u06af\u0648\u0646\u0647 \u0628\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u0627\u0632 \u0628\u0631\u0646\u0627\u0645\u0647 opl game utility \u0627\u0646\u062f\u0631\u0648\u06cc\u062f \u0628\u0631\u0627\u06cc ps2 \u0641\u0644\u0634 \u062e\u0648\u0631 \u06cc\u0647 \u0627\u0633\u0645 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u0628\u0647 \u0641\u0627\u06cc\u0644 ul.cfg \u0627\u0636\u0627\u0641\u0647 \u06a9\u0646\u0645\r\n                            \r\n                            \r\n"},{"assistant_initiates":false,"asst_text":"\u0627\u0644\u0628\u062a\u0647\u060c \u0628\u06cc\u0627\u06cc\u06cc\u062f \u0628\u0647 \u0645\u0631\u0627\u062d\u0644 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u06cc\u06a9 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u0628\u0647 \u0641\u0627\u06cc\u0644 `ul.cfg` \u0628\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u0627\u0632 OPL Game Utility \u0628\u0631\u0627\u06cc PS2 \u0628\u0647\u200c\u0637\u0648\u0631 \u062f\u0642\u06cc\u0642\u200c\u062a\u0631 \u0628\u067e\u0631\u062f\u0627\u0632\u06cc\u0645:\n\n### \u067e\u06cc\u0634\u200c\u0646\u06cc\u0627\u0632\u0647\u0627:\n1. **\u0646\u0635\u0628 OPL Game Utility**: \u0627\u06cc\u0646 \u0628\u0631\u0646\u0627\u0645\u0647 \u0631\u0627 \u0627\u0632 \u0641\u0631\u0648\u0634\u06af\u0627\u0647 \u0627\u067e\u0644\u06cc\u06a9\u06cc\u0634\u0646 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f \u062f\u0631\u06cc\u0627\u0641\u062a \u0648 \u0646\u0635\u0628 \u06a9\u0646\u06cc\u062f.\n2. **\u06cc\u06a9 \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0622\u0645\u0627\u062f\u0647**: \u0627\u0637\u0645\u06cc\u0646\u0627\u0646 \u062d\u0627\u0635\u0644 \u06a9\u0646\u06cc\u062f \u06a9\u0647 \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0634\u0645\u0627 \u062f\u0627\u0631\u0627\u06cc \u0642\u0627\u0628\u0644\u06cc\u062a \u062e\u0648\u0627\u0646\u062f\u0646 \u0648 \u0646\u0648\u0634\u062a\u0646 \u0627\u0633\u062a \u0648 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc PS2 \u0631\u0648\u06cc \u0622\u0646 \u0642\u0631\u0627\u0631 \u062f\u0627\u0631\u0646\u062f.\n\n### \u0645\u0631\u0627\u062d\u0644 \u06a9\u0627\u0631:\n\n1. **\u0627\u062a\u0635\u0627\u0644 \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0628\u0647 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f**:\n   - \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0631\u0627 \u0628\u0627 \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u0627\u0632 \u06a9\u0627\u0628\u0644 OTG \u0628\u0647 \u06af\u0648\u0634\u06cc \u06cc\u0627 \u062a\u0628\u0644\u062a \u0627\u0646\u062f\u0631\u0648\u06cc\u062f\u06cc \u062e\u0648\u062f \u0645\u062a\u0635\u0644 \u06a9\u0646\u06cc\u062f.\n   - \u0645\u0637\u0645\u0626\u0646 \u0634\u0648\u06cc\u062f \u06a9\u0647 \u062f\u0633\u062a\u06af\u0627\u0647\u060c \u0641\u0644\u0634 \u0634\u0645\u0627 \u0631\u0627 \u0634\u0646\u0627\u0633\u0627\u06cc\u06cc \u06a9\u0631\u062f\u0647 \u0627\u0633\u062a.\n\n2. **\u067e\u06cc\u062f\u0627 \u06a9\u0631\u062f\u0646 \u0641\u0627\u06cc\u0644 `ul.cfg`**:\n   - \u0628\u0647 \u0627\u067e\u0644\u06cc\u06a9\u06cc\u0634\u0646 \u0645\u062f\u06cc\u0631\u06cc\u062a \u0641\u0627\u06cc\u0644 (\u0645\u062b\u0644 ES File Explorer \u06cc\u0627 My Files) \u0628\u0631\u0648\u06cc\u062f.\n   - \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u062e\u0648\u062f \u0631\u0627 \u0627\u0632 \u0642\u0633\u0645\u062a \"Storage\" \u06cc\u0627 \"USB Storage\" \u067e\u06cc\u062f\u0627 \u06a9\u0646\u06cc\u062f.\n   - \u067e\u0648\u0634\u0647\u200c\u0627\u06cc \u06a9\u0647 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc PS2 \u0630\u062e\u06cc\u0631\u0647 \u0634\u062f\u0647\u200c\u0627\u0646\u062f \u0631\u0627 \u0628\u0627\u0632 \u06a9\u0646\u06cc\u062f. \u0641\u0627\u06cc\u0644 `ul.cfg` \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u062f\u0631 \u0647\u0645\u0627\u0646 \u067e\u0648\u0634\u0647 \u0642\u0631\u0627\u0631 \u062f\u0627\u0631\u062f.\n\n3. **\u0648\u06cc\u0631\u0627\u06cc\u0634 \u0641\u0627\u06cc\u0644 `ul.cfg`**:\n   - \u0627\u0632 \u06cc\u06a9 \u0648\u06cc\u0631\u0627\u06cc\u0634\u06af\u0631 \u0645\u062a\u0646 (\u0645\u062b\u0644 Jota Text Editor \u06cc\u0627 Notepad++) \u0627\u0633\u062a\u0641\u0627\u062f\u0647 \u06a9\u0646\u06cc\u062f.\n   - \u0641\u0627\u06cc\u0644 `ul.cfg` \u0631\u0627 \u062f\u0631 \u0648\u06cc\u0631\u0627\u06cc\u0634\u06af\u0631 \u0645\u062a\u0646 \u0628\u0627\u0632 \u06a9\u0646\u06cc\u062f. \u0627\u06cc\u0646 \u0641\u0627\u06cc\u0644 \u0634\u0627\u0645\u0644 \u0644\u06cc\u0633\u062a\u06cc \u0627\u0632 \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc \u0645\u0648\u062c\u0648\u062f \u0627\u0633\u062a.\n\n4. **\u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0646\u0627\u0645 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f**:\n   - \u0628\u0631\u0627\u06cc \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u06cc\u06a9 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f\u060c \u06cc\u06a9 \u062e\u0637 \u062c\u062f\u06cc\u062f \u0628\u0647 \u0627\u0646\u062a\u0647\u0627\u06cc \u0641\u0627\u06cc\u0644 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0646\u06cc\u062f.\n   - \u0633\u0627\u062e\u062a\u0627\u0631 \u062e\u0637 \u0628\u0647 \u0627\u06cc\u0646 \u0634\u06a9\u0644 \u0627\u0633\u062a: `UL.[\u0634\u0646\u0627\u0633\u0647\u200c\u0628\u0627\u0632\u06cc].[\u0646\u0627\u0645\u200c\u0628\u0627\u0632\u06cc]`\n     - **\u0634\u0646\u0627\u0633\u0647\u200c\u0628\u0627\u0632\u06cc**: \u0627\u06cc\u0646 \u0634\u0646\u0627\u0633\u0647 \u0631\u0627 \u0645\u06cc\u200c\u062a\u0648\u0627\u0646\u06cc\u062f \u0627\u0632 \u0641\u0627\u06cc\u0644 ISO \u0628\u0627\u0632\u06cc \u067e\u06cc\u062f\u0627 \u06a9\u0646\u06cc\u062f (\u0645\u0639\u0645\u0648\u0644\u0627\u064b \u0628\u0647 \u0635\u0648\u0631\u062a `SLUS_123.45`).\n     - **\u0646\u0627\u0645\u200c\u0628\u0627\u0632\u06cc**: \u0646\u0627\u0645\u06cc \u06a9\u0647 \u0645\u06cc\u200c\u062e\u0648\u0627\u0647\u06cc\u062f \u0628\u0631\u0627\u06cc \u0628\u0627\u0632\u06cc \u0646\u0645\u0627\u06cc\u0634 \u062f\u0627\u062f\u0647 \u0634\u0648\u062f.\n   - \u0628\u0647 \u0637\u0648\u0631 \u0645\u062b\u0627\u0644\u060c \u0627\u06af\u0631 \u0634\u0646\u0627\u0633\u0647 \u0628\u0627\u0632\u06cc \u0634\u0645\u0627 `SLUS_123.45` \u0648 \u0646\u0627\u0645 \u0628\u0627\u0632\u06cc `God of War` \u0628\u0627\u0634\u062f\u060c \u062e\u0637 \u0634\u0645\u0627 \u0628\u0647 \u0635\u0648\u0631\u062a \u0632\u06cc\u0631 \u062e\u0648\u0627\u0647\u062f \u0628\u0648\u062f:\n     ```\n     UL.SLUS_123.45.God of War\n     ```\n\n5. **\u0630\u062e\u06cc\u0631\u0647 \u0641\u0627\u06cc\u0644**:\n   - \u067e\u0633 \u0627\u0632 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0631\u062f\u0646 \u0628\u0627\u0632\u06cc \u0628\u0647 \u0641\u0627\u06cc\u0644 `ul.cfg`\u060c \u062a\u063a\u06cc\u06cc\u0631\u0627\u062a \u0631\u0627 \u0630\u062e\u06cc\u0631\u0647 \u06a9\u0646\u06cc\u062f.\n\n6. **\u0642\u0637\u0639 \u0627\u062a\u0635\u0627\u0644 \u0648 \u062a\u0633\u062a \u062f\u0631 PS2**:\n   - \u0641\u0644\u0634 \u0645\u0645\u0648\u0631\u06cc \u0631\u0627 \u0628\u0647\u200c\u0635\u0648\u0631\u062a \u0627\u06cc\u0645\u0646 \u0627\u0632 \u062f\u0633\u062a\u06af\u0627\u0647 \u0627\u0646\u062f\u0631\u0648\u06cc\u062f \u062c\u062f\u0627 \u06a9\u0646\u06cc\u062f.\n   - \u0622\u0646 \u0631\u0627 \u0628\u0647 PS2 \u062e\u0648\u062f \u0645\u062a\u0635\u0644 \u06a9\u0631\u062f\u0647 \u0648 \u06a9\u0646\u0633\u0648\u0644 \u0631\u0627 \u0631\u0648\u0634\u0646 \u06a9\u0646\u06cc\u062f.\n   - OPL \u0631\u0627 \u0628\u0627\u0632 \u06a9\u0646\u06cc\u062f \u0648 \u0628\u0631\u0631\u0633\u06cc \u06a9\u0646\u06cc\u062f \u06a9\u0647 \u0622\u06cc\u0627 \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u062f\u0631 \u0644\u06cc\u0633\u062a \u0628\u0627\u0632\u06cc\u200c\u0647\u0627 \u0646\u0645\u0627\u06cc\u0634 \u062f\u0627\u062f\u0647 \u0645\u06cc\u200c\u0634\u0648\u062f \u06cc\u0627 \u0646\u0647.\n\n\u0628\u0627 \u0627\u0646\u062c\u0627\u0645 \u0627\u06cc\u0646 \u0645\u0631\u0627\u062d\u0644\u060c \u0628\u0627\u06cc\u062f \u0628\u062a\u0648\u0627\u0646\u06cc\u062f \u0628\u0627\u0632\u06cc \u062c\u062f\u06cc\u062f \u062e\u0648\u062f \u0631\u0627 \u0628\u0647 \u0641\u0647\u0631\u0633\u062a \u0628\u0627\u0632\u06cc\u200c\u0647\u0627\u06cc \u0645\u0648\u062c\u0648\u062f \u062f\u0631 PS2 \u0627\u0636\u0627\u0641\u0647 \u06a9\u0646\u06cc\u062f \u0648 \u0627\u0632 \u0622\u0646 \u0644\u0630\u062a \u0628\u0628\u0631\u06cc\u062f. \u0627\u06af\u0631 \u0645\u0634\u06a9\u0644\u06cc \u062f\u0631 \u0647\u0631 \u06cc\u06a9 \u0627\u0632 \u0645\u0631\u0627\u062d\u0644 \u062f\u0627\u0634\u062a\u06cc\u062f\u060c \u0645\u06cc\u200c\u062a\u0648\u0627\u0646\u06cc\u062f \u0645\u062c\u062f\u062f\u0627\u064b \u0645\u0631\u0627\u062d\u0644 \u0631\u0627 \u0628\u0631\u0631\u0633\u06cc \u06a9\u0646\u06cc\u062f \u06cc\u0627 \u0628\u0631\u0627\u06cc \u0631\u0627\u0647\u0646\u0645\u0627\u06cc\u06cc \u0628\u06cc\u0634\u062a\u0631 \u0628\u0627 \u062c\u0627\u0645\u0639\u0647 \u06a9\u0627\u0631\u0628\u0631\u06cc OPL \u0645\u0634\u0648\u0631\u062a \u06a9\u0646\u06cc\u062f.","behavior":"degenerate_repetition","conversation_hash":"564b9a594d9890fb2f480294d97f8cc9","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Persian","model":"gpt-4o-2024-08-06","n_chars":2168,"n_turns_in_conversation":2,"n_words":387,"source_row_offset":40457,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:03 GMT","turn_id":"fddc7ceadcd803bd1b61d1ec","turn_index":1,"user_text":"\u0628\u0647\u062a\u0631 \u062a\u0648\u0636\u06cc\u062d \u0628\u062f\u0647\r\n                            \r\n                            \r\n"},{"assistant_initiates":false,"asst_text":"\u041f\u0440\u0438\u0432\u0435\u0442! \u041a\u0430\u043a \u044f \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c \u0432\u0430\u043c \u0441\u0435\u0433\u043e\u0434\u043d\u044f?","behavior":"degenerate_repetition","conversation_hash":"4cbd79f7a60d720fd272008a41c306a9","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"French","model":"gpt-4o-2024-08-06","n_chars":74,"n_turns_in_conversation":1,"n_words":11,"source_row_offset":40458,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:12 GMT","turn_id":"c1ddfd75780d692bc9297752","turn_index":0,"user_text":"Assistant: \nUser: \u043f\u0440\u0438\u0432\u0435\u0442\nAssistant:"},{"assistant_initiates":false,"asst_text":"Here is a concise list of fundamental news and relevant mentions:\n\n1. **Yearn Finance ($YFI) History**:\n   - $YFI, one of Andre Cronje's projects, famously went from $0 to over $90,000.\n\n2. **DeFi Tokens & Blue Chip Coins**:\n   - Trends suggest a return to buying prominent DeFi tokens like YFI, UNI, and SUSHI after the meme coin phase.\n\n3. **Yearn Finance ($YFI) in Market Context**:\n   - $YFI remains a significant player, featuring among top coins in various speculative and investment contexts.\n\n4. **General Crypto Market Insight**:\n   - Market volatility expected in the short term, with anticipated growth mid to late October for coins like BTC and ETH.\n\n5. **Past Performance**:\n   - Yearn Finance ($YFI) reached a market cap of 3 billion during the 2021 cycle.\n\n6. **Crypto Community Discussions**:\n   - Active discussions and mixed sentiments around the future relevance and potential resurgence of $YFI.\n\n### $YFI Meaning:\n- **Yearn Finance ($YFI)**: An influential decentralized finance (DeFi) project focusing on automating yield farming strategies. It became renowned for having no initial token supply or pre-mine, with its value driven by community engagement and decentralized governance.\n\nNo major future events requiring specific dates were identified.","behavior":"degenerate_repetition","conversation_hash":"bf3f70659f41c2763624aaa6a16a836c","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":4886,"n_turns_in_conversation":1,"n_words":805,"source_row_offset":40459,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:24 GMT","turn_id":"ef490bbe4dddb7f3a4ab3cd8","turn_index":0,"user_text":"Assistant: \nUser: [Give me only the actual fundamental news. Please provide it concisely in list format for an English learner. I prefer exact dates of future events instead of \"soon\" or \"upcoming.\" If there is any big news worth mentioning, tell me. Finally, tell me what $YFI means. Do not tell me about price technical analysis.]\n2d: Bought more $EEFI yesterday -- price looks great! I\u2019ve been DCA'ing for months, hoping the next few months turn bullish. This will be the most deflationary token! Could repeat $YFI, so I\u2019m aiming for 5 digits ($10,000+). . . \ud83e\udef0Fingers crossed! LFG! \ud83d\ude80\ud83d\udcb0. . #EEFI #AMPL #SPOT #YFI https://t.co/KQ2MEcdo8e\n1w: $YFI making a move. . Seems like it's worth a gamble. . longed smol with intention to add if trend doesnt fall apart here https://t.co/IBuaZx85gJ\n2d: There is no known vulnerability outside of every part of how the token and ecosystem operate. Plz be patient as we call the cops about this.\n3h: TOP 10 COINS BY LUNARCRUSH GALAXY SCORE. . $TAO $SKY $SOL $WLD $ETH $UNCX $XMR $BNB $YFI $BIFI https://t.co/I2TY2XLq5B\n1d: Remember when $YFI one of Cronjes projects went from $0 to $90,000+ ??. . The OGs remember.... . $FTM -&gt; $S https://t.co/EPfaLO1fRH\n4d: @0xSisyphus Once everyone is done with the meme coins fad, they'll go back to buying blue chip coins again, such as Lido, YFI, UNI, SUSHI and other DeFi tokens\n1h: @J4GODA_ Ale czy Yfi Ye ( czy tam chuj wie jak go si\u0119 pisze ) rozp\u0142aka\u0142 si\u0119 po zaj\u0119ciu nic nie znacz\u0105cej pozycji w swoim domowym GP wyprzedzaj\u0105c jedno auto? https://t.co/n5IUJn1N6Z\n2d: There\u2019s one chart on Solana that is replicating $YFI movements from defi summer 2020.. . Been saying for a while that SOL has a massive opportunity that the market is underlooking. Multiple sectors rallying is bullish.. . Bet more and lock in\n1d: @8BitSam_ @0xSonicLabs Bought my first $YFI at 60$ , god bless @AndreCronjeTech\n7h: will take the other side of this and say memes are among the most fun ive had onchain including icos on ether delta, cryptokitties mania, farming yfi, early artblocks etc etc. . its a fantastic mix of internet culture and speculation https://t.co/Et9MBrfa4C\n1w: #YFI I need someone here to tell me I\u2019m not crazy. https://t.co/CmPQ74FIvX\n2d: Let's review past blue chip token performances during crypto bull runs and compare to @RetardedAPR . . NEO (NEO): 12 Billion during 2017 cycle. Uniswap (UNI): 22 Billion during 2021 cycle. Olympus (OHM): 4 Billion during 2021 cycle. Yearn Finance (YFI): 3 Billion during 2021 cycle https://t.co/qrXZjfgkLs\n6d: QT.... shout out to a dope collector who deserves more credit . . @fan_yfi https://t.co/p0AZgznj1I\n18h: @reiwarokumonsen \u9ad8\u984d\u8ee2\u58f2\u30ab\u30fc\u30c9 \u3044\u3089\u306a\u3044\u2757\n3d: $BAL $CRV $REN $SNX $YFI $SUSHI $UNI #YIELDFARMING fanatics, harvest high returns with TitanX's innovative staking and ETH rewards.\n9h: Otto Rauhala sai viikonloppuna t\u00e4yteen 500 pelattua liigaottelua! \ud83d\udd25. . Pelaajayhdistys onnittelee! \ud83e\udd1d. . #SJRY #Liiga #Tappara https://t.co/6vnfttt56c\n4d: I believe if I can buy under 60k, I will invest heavily. Each drop is an opportunity to buy! By mid to late October, I expect to see real growth, but this month will mainly be volatile, and that has started with $BTC and $ETH.\n1d: @ChartingGuy I would love to hear your opinion and few on $YFI ?. NOBODY talking about this cicle. Is it dead ?. Best regards\n6d: #LUNCcommunity burn 2 trillion #lunc to see if $lunc is broke or bugged. I seen it b4 wit YFI it can be bugged &amp; no one  fixes it. Don't waste ur time. Make it worth ur time, or make sure it's worth ur time. All the burns, community hype, buys, shit still looks like a photo. \u2763\ufe0f\nAssistant:"},{"assistant_initiates":false,"asst_text":"\u067e\u06cc\u0634 \u067e\u0631\u062f\u0627\u062e\u062a \u0647\u0632\u06cc\u0646\u0647\u200c\u0647\u0627\u060c \u062f\u0631\u06cc\u0627\u0641\u062a \u062e\u062f\u0645\u0627\u062a \u0627\u0632 \u0645\u062d\u0644 \u067e\u06cc\u0634\u200c\u067e\u0631\u062f\u0627\u062e\u062a\u200c\u0647\u0627 \u0648 \u067e\u0631\u062f\u0627\u062e\u062a \u0628\u062f\u0647\u06cc\u200c\u0647\u0627\u06cc \u0646\u0627\u0634\u06cc \u0627\u0632 \u0647\u0632\u06cc\u0646\u0647\u200c\u0647\u0627\u06cc \u063a\u06cc\u0631 \u0646\u0642\u062f\u06cc \u0628\u0631 \u06cc\u06a9 \u0637\u0631\u0641 \u0645\u0639\u0627\u062f\u0644\u0647 \u062d\u0633\u0627\u0628\u062f\u0627\u0631\u06cc \u062a\u0623\u062b\u06cc\u0631 \u0645\u06cc\u200c\u06af\u0630\u0627\u0631\u0646\u062f.\n\n\u06f1. \u067e\u06cc\u0634\u200c\u067e\u0631\u062f\u0627\u062e\u062a \u0647\u0632\u06cc\u0646\u0647: \u0627\u06cc\u0646 \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u06cc\u06a9 \u062f\u0627\u0631\u0627\u06cc\u06cc \u0631\u0627 \u062f\u0631 \u062a\u0631\u0627\u0632\u0646\u0627\u0645\u0647 \u0627\u0641\u0632\u0627\u06cc\u0634 \u0645\u06cc\u200c\u062f\u0647\u062f\u060c \u0632\u06cc\u0631\u0627 \u067e\u06cc\u0634\u200c\u067e\u0631\u062f\u0627\u062e\u062a\u200c\u0647\u0627 \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u0628\u0647 \u0639\u0646\u0648\u0627\u0646 \u062f\u0627\u0631\u0627\u06cc\u06cc \u062b\u0628\u062a \u0645\u06cc\u200c\u0634\u0648\u0646\u062f \u062a\u0627 \u0632\u0645\u0627\u0646\u06cc \u06a9\u0647 \u0647\u0632\u06cc\u0646\u0647 \u0648\u0627\u0642\u0639\u0627\u064b \u0645\u0635\u0631\u0641 \u0634\u0648\u062f.\n\n\u06f2. \u062f\u0631\u06cc\u0627\u0641\u062a \u062e\u062f\u0645\u0627\u062a \u0627\u0632 \u0645\u062d\u0644 \u067e\u06cc\u0634\u200c\u067e\u0631\u062f\u0627\u062e\u062a\u200c\u0647\u0627: \u0627\u06cc\u0646 \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u0645\u0648\u062c\u0628 \u06a9\u0627\u0647\u0634 \u062f\u0627\u0631\u0627\u06cc\u06cc\u200c\u0647\u0627\u06cc \u067e\u06cc\u0634\u200c\u067e\u0631\u062f\u0627\u062e\u062a \u0645\u06cc\u200c\u0634\u0648\u062f \u0648 \u0647\u0645\u0632\u0645\u0627\u0646 \u0647\u0632\u06cc\u0646\u0647\u200c\u0647\u0627 \u0631\u0627 \u062f\u0631 \u0635\u0648\u0631\u062a \u0633\u0648\u062f \u0648 \u0632\u06cc\u0627\u0646 \u0627\u0641\u0632\u0627\u06cc\u0634 \u0645\u06cc\u200c\u062f\u0647\u062f.\n\n\u06f3. \u0627\u0631\u0627\u0626\u0647 \u062e\u062f\u0645\u0627\u062a \u0628\u0647 \u0635\u0648\u0631\u062a \u0646\u0642\u062f: \u0627\u06cc\u0646 \u0628\u0647 \u0637\u0648\u0631 \u0645\u0633\u062a\u0642\u06cc\u0645 \u0628\u0631 \u062f\u0627\u0631\u0627\u06cc\u06cc\u200c\u0647\u0627 (\u0627\u0641\u0632\u0627\u06cc\u0634 \u0645\u0648\u062c\u0648\u062f\u06cc \u0646\u0642\u062f\u06cc) \u0648 \u062f\u0631\u0622\u0645\u062f\u0647\u0627 (\u0627\u0641\u0632\u0627\u06cc\u0634 \u062f\u0631 \u0635\u0648\u0631\u062a \u0633\u0648\u062f \u0648 \u0632\u06cc\u0627\u0646) \u062a\u0623\u062b\u06cc\u0631 \u0645\u06cc\u200c\u06af\u0630\u0627\u0631\u062f.\n\n\u06f4. \u067e\u0631\u062f\u0627\u062e\u062a \u0628\u062f\u0647\u06cc\u200c\u0647\u0627\u06cc \u0646\u0627\u0634\u06cc \u0627\u0632 \u0647\u0632\u06cc\u0646\u0647\u200c\u0647\u0627\u06cc \u063a\u06cc\u0631 \u0646\u0642\u062f\u06cc: \u0627\u06cc\u0646 \u0645\u0639\u0645\u0648\u0644\u0627\u064b \u0645\u0648\u062c\u0628 \u06a9\u0627\u0647\u0634 \u0628\u062f\u0647\u06cc\u200c\u0647\u0627 \u0648 \u062f\u0627\u0631\u0627\u06cc\u06cc\u200c\u0647\u0627\u06cc \u0646\u0642\u062f\u06cc \u0645\u06cc\u200c\u0634\u0648\u062f.\n\n\u0628\u0646\u0627\u0628\u0631\u0627\u06cc\u0646\u060c \u0647\u0631 \u06cc\u06a9 \u0627\u0632 \u0627\u06cc\u0646 \u0645\u0648\u0627\u0631\u062f \u0645\u06cc\u200c\u062a\u0648\u0627\u0646\u062f \u0627\u062b\u0631\u0627\u062a \u0645\u062e\u062a\u0644\u0641\u06cc \u0628\u0631 \u0645\u0639\u0627\u062f\u0644\u0647 \u062d\u0633\u0627\u0628\u062f\u0627\u0631\u06cc \u062f\u0627\u0634\u062a\u0647 \u0628\u0627\u0634\u062f (\u062f\u0627\u0631\u0627\u06cc\u06cc\u200c\u0647\u0627 = \u0628\u062f\u0647\u06cc\u200c\u0647\u0627 + \u062d\u0642\u0648\u0642 \u0645\u0627\u0644\u06a9\u0627\u0646\u0647).","behavior":"degenerate_repetition","conversation_hash":"f03ee2e5f57a4ab21a5004a16323951a","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Persian","model":"gpt-4o-2024-08-06","n_chars":1032,"n_turns_in_conversation":3,"n_words":169,"source_row_offset":40460,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:42 GMT","turn_id":"8ff05301eac020b1cff544ea","turn_index":0,"user_text":"\u0627\u062b\u0631 \u06a9\u062f\u0627\u0645 \u06cc\u06a9 \u0628\u0631 \u06cc\u06a9 \u0637\u0631\u0641 \u0645\u0639\u0627\u062f\u0644\u0647 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\u06a9\u0646\u06cc\u062f.","behavior":"degenerate_repetition","conversation_hash":"f03ee2e5f57a4ab21a5004a16323951a","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Persian","model":"gpt-4o-2024-08-06","n_chars":1480,"n_turns_in_conversation":3,"n_words":231,"source_row_offset":40461,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:42 GMT","turn_id":"b51b327f3d610f1c438699f0","turn_index":1,"user_text":"\u067e\u0627\u0633\u062e \u0633\u0648\u0627\u0644\u0627\u062a\r\n\r\n\r\n\u202b\u0627\u0635\u0644 \u062f\u0641\u062a\u0631\u0686\u0647 \u0633\u0648\u0627\u0627\u0644\u062a \u0627\u0633\u062a\u062e\u062f\u0627\u0645\u06cc \u0631\u0634\u062a\u0647 \u062d\u0633\u0627\u0628\u062f\u0627\u0631\u06cc\u202c\n\u202b\u0628\u0627\u0646\u06a9 \u062a\u062c\u0627\u0631\u062a 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\u062f\u0627\u0631\u06cc\u062f\u060c \u062e\u0648\u0634\u062d\u0627\u0644 \u0645\u06cc\u200c\u0634\u0648\u0645 \u06a9\u0647 \u06a9\u0645\u06a9 \u06a9\u0646\u0645.","behavior":"degenerate_repetition","conversation_hash":"f03ee2e5f57a4ab21a5004a16323951a","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Persian","model":"gpt-4o-2024-08-06","n_chars":626,"n_turns_in_conversation":3,"n_words":103,"source_row_offset":40462,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:42 GMT","turn_id":"5fb1b86cffe0b97b216d611e","turn_index":2,"user_text":"\u062a\u0628\u062f\u06cc\u0644 \u0628\u0647 \u0645\u062a\u0646\r\n                            \r\n                            \r\n"},{"assistant_initiates":false,"asst_text":"**File: XTVAuthentication.al**\n\n```al\ntable 9030 \"XTV Authentication\"\n{\n    Caption = 'XTV Authentication';\n    DataClassification = CustomerContent;\n\n    fields\n    {\n        field(1; ID; Integer)\n        {\n            Caption = 'ID';\n            DataClassification = CustomerContent;\n        }\n        field(2; Name; Text[100])\n        {\n            Caption = 'Name';\n            DataClassification = CustomerContent;\n        }\n        field(3; \"Authentication Type\"; Enum \"XTV Authentication Type\")\n        {\n            Caption = 'Authentication Type';\n            DataClassification = CustomerContent;\n        }\n        field(4; \"Bearer Token\"; Text[250])\n        {\n            Caption = 'Bearer Token';\n            DataClassification = SensitiveData;\n        }\n        field(5; \"OAuth Client ID\"; Text[100])\n        {\n            Caption = 'OAuth Client ID';\n            DataClassification = SensitiveData;\n        }\n        field(6; \"OAuth Client Secret\"; Text[100])\n        {\n            Caption = 'OAuth Client Secret';\n            DataClassification = SensitiveData;\n        }\n        field(7; \"OAuth Token Endpoint\"; Text[250])\n        {\n            Caption = 'OAuth Token Endpoint';\n            DataClassification = CustomerContent;\n        }\n        field(8; \"OAuth Scope\"; Text[250])\n        {\n            Caption = 'OAuth Scope';\n            DataClassification = CustomerContent;\n        }\n    }\n\n    keys\n    {\n        key(PK; ID)\n        {\n            Clustered = true;\n        }\n    }\n}\n```\n\n**File: XTVAPIConfiguration.al**\n\n```al\ntable 9031 \"XTV API Configuration\"\n{\n    Caption = 'XTV API Configuration';\n    DataClassification = CustomerContent;\n\n    fields\n    {\n        field(1; ID; Integer)\n        {\n            Caption = 'ID';\n            DataClassification = CustomerContent;\n        }\n        field(2; Name; Text[100])\n        {\n            Caption = 'Name';\n            DataClassification = CustomerContent;\n        }\n        field(3; \"Base URL\"; Text[250])\n        {\n            Caption = 'Base URL';\n            DataClassification = CustomerContent;\n        }\n        field(4; Endpoint; Text[250])\n        {\n            Caption = 'Endpoint';\n            DataClassification = CustomerContent;\n        }\n        field(5; \"HTTP Method\"; Enum \"XTV HTTP Method\")\n        {\n            Caption = 'HTTP Method';\n            DataClassification = CustomerContent;\n        }\n        field(6; \"Authentication Reference\"; Integer)\n        {\n            Caption = 'Authentication Reference';\n            TableRelation = \"XTV Authentication\";\n            DataClassification = CustomerContent;\n        }\n        field(7; \"Mapping Reference\"; Integer)\n        {\n            Caption = 'Mapping Reference';\n            TableRelation = \"XTV Mapping\";\n            DataClassification = CustomerContent;\n        }\n    }\n\n    keys\n    {\n        key(PK; ID)\n        {\n            Clustered = true;\n        }\n    }\n}\n```\n\n**File: XTVMapping.al**\n\n```al\ntable 9032 \"XTV Mapping\"\n{\n    Caption = 'XTV Mapping';\n    DataClassification = CustomerContent;\n\n    fields\n    {\n        field(1; ID; Integer)\n        {\n            Caption = 'ID';\n            DataClassification = CustomerContent;\n        }\n        field(2; Name; Text[100])\n        {\n            Caption = 'Name';\n            DataClassification = CustomerContent;\n        }\n        field(3; \"Target Table ID\"; Integer)\n        {\n            Caption = 'Target Table ID';\n            DataClassification = CustomerContent;\n        }\n    }\n\n    keys\n    {\n        key(PK; ID)\n        {\n            Clustered = true;\n        }\n    }\n}\n```\n\n**File: XTVMappingLine.al**\n\n```al\ntable 9033 \"XTV Mapping Line\"\n{\n    Caption = 'XTV Mapping Line';\n    DataClassification = CustomerContent;\n\n    fields\n    {\n        field(1; \"Mapping ID\"; Integer)\n        {\n            Caption = 'Mapping ID';\n            TableRelation = \"XTV Mapping\";\n            DataClassification = CustomerContent;\n        }\n        field(2; \"Field No.\"; Integer)\n        {\n            Caption = 'Field No.';\n            DataClassification = CustomerContent;\n        }\n        field(3; \"JSON Path\"; Text[250])\n        {\n            Caption = 'JSON Path';\n            DataClassification = CustomerContent;\n        }\n    }\n\n    keys\n    {\n        key(PK; \"Mapping ID\", \"Field No.\")\n        {\n            Clustered = true;\n        }\n    }\n}\n```\n\n**File: XTVRestAPIHandler.al**\n\n```al\ncodeunit 9034 \"XTV Rest API Handler\"\n{\n    Caption = 'XTV Rest API Handler';\n\n    trigger OnRun()\n    begin\n        // Entry point if needed\n    end;\n\n    procedure SendRequest(APIConfigID: Integer)\n    var\n        APIConfig: Record \"XTV API Configuration\";\n        AuthConfig: Record \"XTV Authentication\";\n        Client: HttpClient;\n        Response: HttpResponseMessage;\n        OAuthResponse: HttpResponseMessage;\n        OAuthContent: HttpContent;\n        OAuthJsonObject: JsonObject;\n        OAuthToken: Text;\n        JsonText: Text;\n        JsonObject: JsonObject;\n        Mapping: Record \"XTV Mapping\";\n        MappingLine: Record \"XTV Mapping Line\";\n        TargetRecRef: RecordRef;\n        TargetFieldRef: FieldRef;\n        FieldNo: Integer;\n        JSONPathValue: Text;\n    begin\n        APIConfig.Get(APIConfigID);\n        AuthConfig.Get(APIConfig.\"Authentication Reference\");\n\n        Client.DefaultRequestHeaders.Clear();\n\n        case AuthConfig.\"Authentication Type\" of\n            AuthConfig.\"Authentication Type\"::Bearer:\n                begin\n                    Client.DefaultRequestHeaders.Authorization := 'Bearer ' + AuthConfig.\"Bearer Token\";\n                end;\n            AuthConfig.\"Authentication Type\"::OAuth:\n                begin\n                    OAuthContent.WriteFrom('grant_type=client_credentials&client_id=' + Uri.EscapeDataString(AuthConfig.\"OAuth Client ID\") +\n                                           '&client_secret=' + Uri.EscapeDataString(AuthConfig.\"OAuth Client Secret\") +\n                                           '&scope=' + Uri.EscapeDataString(AuthConfig.\"OAuth Scope\"));\n                    OAuthContent.GetHeaders('Content-Type').Clear();\n                    OAuthContent.GetHeaders('Content-Type').Add('application/x-www-form-urlencoded');\n\n                    Client.Post(AuthConfig.\"OAuth Token Endpoint\", OAuthContent, OAuthResponse);\n                    if OAuthResponse.IsSuccessStatusCode() then begin\n                        OAuthResponse.Content().ReadAs(JsonText);\n                        OAuthJsonObject.ReadFrom(JsonText);\n                        OAuthToken := OAuthJsonObject.GetValue('access_token').AsValue().AsText();\n                        Client.DefaultRequestHeaders.Authorization := 'Bearer ' + OAuthToken;\n                    end else\n                        Error('Failed to retrieve OAuth token. Status Code: %1', OAuthResponse.HttpStatusCode());\n                end;\n        end;\n\n        case APIConfig.\"HTTP Method\" of\n            APIConfig.\"HTTP Method\"::GET:\n                begin\n                    Client.Get(APIConfig.\"Base URL\" + APIConfig.Endpoint, Response);\n                end;\n            APIConfig.\"HTTP Method\"::POST:\n                begin\n                    // Implement POST logic here\n                end;\n            APIConfig.\"HTTP Method\"::PUT:\n                begin\n                    // Implement PUT logic here\n                end;\n            APIConfig.\"HTTP Method\"::DELETE:\n                begin\n                    // Implement DELETE logic here\n                end;\n        end;\n\n        if Response.IsSuccessStatusCode() then begin\n            Response.Content().ReadAs(JsonText);\n            JsonObject.ReadFrom(JsonText);\n\n            Mapping.Get(APIConfig.\"Mapping Reference\");\n            MappingLine.SetRange(\"Mapping ID\", Mapping.ID);\n\n            if TargetRecRef.Open(Mapping.\"Target Table ID\") then begin\n                if MappingLine.FindSet() then\n                    repeat\n                        FieldNo := MappingLine.\"Field No.\";\n                        if TargetRecRef.FieldExists(FieldNo) then begin\n                            TargetFieldRef := TargetRecRef.Field(FieldNo);\n                            JSONPathValue := GetJSONValue(JsonObject, MappingLine.\"JSON Path\");\n                            TargetFieldRef.Value := JSONPathValue;\n                        end;\n                    until MappingLine.Next() = 0;\n                TargetRecRef.Insert();\n            end;\n        end else\n            Error('Failed to get a successful response. Status Code: %1', Response.HttpStatusCode());\n    end;\n\n    local procedure GetJSONValue(JsonObject: JsonObject; JSONPath: Text) Result: Text\n    var\n        JsonToken: JsonToken;\n    begin\n        if JsonObject.SelectToken(JSONPath, JsonToken) then\n            Result := JsonToken.ToValue().AsText()\n        else\n            Result := '';\n    end;\n}\n```\n\n**File: XTV Authentication Type.al**\n\n```al\nenum 9035 \"XTV Authentication Type\"\n{\n    Caption = 'XTV Authentication Type';\n\n    value(0; Bearer)\n    {\n        Caption = 'Bearer';\n    }\n    value(1; OAuth)\n    {\n        Caption = 'OAuth';\n    }\n}\n```\n\n**File: XTV HTTP Method.al**\n\n```al\nenum 9036 \"XTV HTTP Method\"\n{\n    Caption = 'XTV HTTP Method';\n\n    value(0; GET)\n    {\n        Caption = 'GET';\n    }\n    value(1; POST)\n    {\n        Caption = 'POST';\n    }\n    value(2; PUT)\n    {\n        Caption = 'PUT';\n    }\n    value(3; DELETE)\n    {\n        Caption = 'DELETE';\n    }\n}\n```","behavior":"degenerate_repetition","conversation_hash":"8805e6a8dbdddb1f094a1619883eb443","conversation_redacted":false,"conversation_toxic":false,"country":"Algeria","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":10091,"n_turns_in_conversation":1,"n_words":872,"source_row_offset":40463,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:23:57 GMT","turn_id":"53edc21f9c10fa93a1a0ad05","turn_index":0,"user_text":"Create a Business Central extension using AL language which handles sending REST API requests \n- Support for Bearer and OAuth authentications, all authentication is stored in a seperate table and referenced by the API configuration\n- Support for mapping the response to any table using a reference to Mapping table which holds all information to map the JSON response to the specified table \nUse the ID range starting from 9030 and higher. Each file must start with the prefix XTV, match the object name, and be placed in its respective folder type (Page, Page Ext, Codeunits). Only provide the file names followed by their source code, with no additional comments."},{"assistant_initiates":false,"asst_text":"To implement the heat level feature that adjusts the square's glow intensity based on the speed of collisions, we'll make several modifications to the script while ensuring that existing features remain unaffected.\n\n**1. Add a Boolean Setting for Heat Level at the Top of the Script**\n\n```python\n# Heat Level Setting\nHEAT_LEVEL = True\n```\n\n**2. Update the `Config` Class to Include Heat Level Settings**\n\nWe'll add the heat level parameters to the `Config` class for easy adjustments.\n\n```python\nclass Config:\n    # ... existing code ...\n\n    # Glow effect settings for square\n    square_glow = SQUARE_GLOW\n    square_glow_duration = 0.2\n    glow_intensity = 15  # Adjusted intensity for better visibility\n    square_min_glow = 0   # Lower value for slight glow when no collision\n\n    # Heat Level Settings\n    HEAT_LEVEL = HEAT_LEVEL  # From the top setting\n    heat_increase_scale = 1.0  # Adjust this to scale the heat increase per collision\n    max_heat_increase = 5.0   # Max heat level increase per collision\n    max_heat_level = 10.0     # Max heat level\n    heat_decay_rate = 1.0     # Heat level decays at 1 unit per second\n\n    # ... existing code ...\n```\n\n**3. Modify the `Square` Class to Handle Heat Level Calculations**\n\n- **Initialize `heat_level` and `last_collision_interval` in `__init__`:**\n\n```python\nclass Square:\n    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):\n        self.pos: list[float] = [x, y]\n        self.dir: list[int] = [dx, dy]\n        self.last_bounce_time = -100\n        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert\n        self.past_colors = []\n        self.died = False\n        self.time_since_glow_start = -1000  # For glow effect\n        self.last_collision_interval = None\n        self.heat_level = 0\n```\n\n- **Update Heat Level on Collision in `obey_bounce`:**\n\n```python\n    def obey_bounce(self, bounce: Bounce):\n        # Before updating the last_bounce_time, compute time since last collision\n        if self.last_bounce_time != -100:\n            self.last_collision_interval = bounce.time - self.last_bounce_time\n            # Update heat level\n            if Config.HEAT_LEVEL and self.last_collision_interval > 0:\n                heat_increase = Config.heat_increase_scale / self.last_collision_interval\n                heat_increase = min(heat_increase, Config.max_heat_increase)\n                self.heat_level += heat_increase\n                self.heat_level = min(self.heat_level, Config.max_heat_level)\n        else:\n            self.last_collision_interval = None  # First collision, no previous interval\n\n        # Then update last_bounce_time\n        self.last_bounce_time = bounce.time\n\n        # Start glow effect\n        self.time_since_glow_start = pygame.time.get_ticks()\n```\n\n- **Decay Heat Level Over Time in `update_heat_level`:**\n\n```python\n    def update_heat_level(self, dt):\n        if Config.HEAT_LEVEL:\n            self.heat_level = max(0, self.heat_level - Config.heat_decay_rate * dt)\n```\n\n- **Adjust Glow Intensity Based on Heat Level in `draw_glowing3`:**\n\n```python\n    def draw_glowing3(self, win, rect):\n        if self.died:\n            return\n\n        if Config.square_glow:\n            if Config.HEAT_LEVEL:\n                val = Config.square_min_glow + (self.heat_level / Config.max_heat_level) * (Config.glow_intensity - Config.square_min_glow)\n                val = int(val)\n                val = min(val, Config.glow_intensity)\n                val = max(val, Config.square_min_glow)\n            else:\n                # Original glow code\n                current_ticks = pygame.time.get_ticks()\n                time_since_glow = current_ticks - self.time_since_glow_start\n\n                if EMPTY_SQUARE:\n                    # Glow is always slightly on, increases during collision\n                    if time_since_glow < Config.square_glow_duration * 1000:\n                        progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                        val = int(progress * Config.glow_intensity)\n                        val = max(val, Config.square_min_glow)\n                    else:\n                        # Minimum glow intensity when not colliding\n                        val = Config.square_min_glow\n                else:\n                    # Glow only during collision\n                    if time_since_glow < Config.square_glow_duration * 1000:\n                        progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                        val = int(progress * Config.glow_intensity)\n                        val = max(val, Config.square_min_glow)\n                    else:\n                        return  # Do not draw glow if not within glow duration\n\n            if val > 0:\n                surf = self.compute_glowy_surface(rect, val)\n                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n```\n\n**4. Update the Game Loop to Call `update_heat_level`**\n\nIn the `Game` class's `draw` method, after updating the world time, we'll call `update_heat_level` with the current delta time.\n\n```python\n    def draw(self, screen: pygame.Surface):\n        if not self.active:\n            return\n\n        if not self.music_has_played:\n            if not self.offset_happened:\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += Config.start_playing_delay / 1000\n            self.offset_happened = True\n            if self.world.time-Config.music_offset/1000 > Config.start_playing_delay/1000:\n                self.music_has_played = True\n                song_load_before = get_current_time()\n                pygame.mixer.music.play()\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += (get_current_time()-song_load_before)/1000\n\n        screen_rect = screen.get_rect()\n\n        # Set world time\n        self.world.update_time()\n\n        # Update heat level\n        self.world.square.update_heat_level(Config.dt)\n\n        # ... existing code ...\n```\n\n**5. Ensure Existing Features Remain Unaffected**\n\nAll changes are additive and conditional on the `HEAT_LEVEL` setting. Existing features and configurations remain intact, and the new heat level feature integrates smoothly without interfering with other functionalities.\n\n**6. Test and Adjust Parameters as Needed**\n\nAfter implementing, you may need to adjust the values of the following parameters in the `Config` class to achieve the desired smoothness and responsiveness:\n\n- `heat_increase_scale`\n- `max_heat_increase`\n- `max_heat_level`\n- `heat_decay_rate`\n\n**Complete Modified Code**\n\n```python\nimport pygame\nimport mido\nimport sys\nimport random\nimport requests\nimport colorsys\nimport os\nimport math\nimport cv2\nimport numpy as np\nfrom os.path import join, isfile\nfrom time import time as get_current_time\nfrom typing import Union, Optional, Any\nfrom enum import Enum\nfrom math import sin, pi\n\npygame.mixer.init()\npygame.init()\nFRAMERATE = 60\n\n# =========================\n# Customizable Configuration\n# =========================\n\n# Midi Selection\nSONG = \"rush-e.mid\"\n\n# Screen Resolution\nSCREEN_WIDTH = 1280\nSCREEN_HEIGHT = 720\n\n# Other Customizable Settings\nSQUARE_SPEED = 600\nSQUARE_SIZE = 40\nBOUNCE_MIN_SPACING = 50\nDIRECTION_CHANGE = 30\nEMPTY_SQUARE = True\n\n# Particle Settings\nPARTICLE_BOUNCE = False\nPARTICLE_TRAIL = False\nTRAIL_COLOR_BASED_ON_SQUARE = False\nPARTICLE_SPEED = 5\n\n# Peg Settings\nBOUNCE_PEG = True\nPEG_COLOR = (255, 255, 255)\nPEG_REMOVE = True\nPEG_MULTI_COLOR = False\nNO_COLOR = False\n\n# Glow Settings\nSQUARE_GLOW = True\nPEG_GLOW = True\nGLOW_RANDOM_COLOR = False\n\n# Star Settings\nSTAR = True\nSTAR_COLOR = (255, 255, 255)\nSTAR_DENSITY = 0.0001\n\n# Heat Level Setting\nHEAT_LEVEL = True\n\n# =========================\ndef color_hunt():\n    def is_bright(hex_color):\n        hex_color = hex_color.lstrip('#')\n        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))\n        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]\n        r, g, b = [x / 255.0 for x in rgb]\n        h, s, v = colorsys.rgb_to_hsv(r, g, b)\n        return luminance >= 130 and s >= 0.3\n    while True:\n        url = 'https://colorhunt.co/php/feed.php'\n        headers = {\n            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'\n        }\n        data = {\n            'step': 0,\n            'sort': 'random',\n            'tags': ''\n        }\n        response = requests.post(url, headers=headers, data=data)\n        if response.status_code == 200:\n            palettes = response.json()\n            color_pairs = []\n            for palette in palettes:\n                code = palette['code']\n                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]\n                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):\n                    color_pairs.append(tuple(hex_colors))\n            if color_pairs:\n                selected_color_pair = random.choice(color_pairs)\n                return selected_color_pair\n        else:\n            raise Exception(f\"Failed to retrieve data. Status code: {response.status_code}\")\n\nselected_colors = color_hunt()\ncolor1, color2, color3, color4 = selected_colors\n\nclass Config:\n    # Constants\n    SQUARE_SIZE = SQUARE_SIZE\n    PARTICLE_SPEED = PARTICLE_SPEED\n    CAMERA_SPEED = 500\n    # Colors\n    color_themes = {\n        \"dark\": {\n            \"hallway\": pygame.Color('#2D033B'),\n            \"background\": pygame.Color('#070F2B'),\n            \"square\": [\n                pygame.Color(color1),\n                pygame.Color(color2),\n                pygame.Color(color3),\n                pygame.Color(color4)\n            ],\n            \"peg\": pygame.Color(PEG_COLOR),    # Added peg color\n        }\n    }\n\n    # Configuration\n    script_dir = os.path.dirname(os.path.abspath(__file__))\n    assets = os.path.join(script_dir, 'assets/icon.png')\n    song = os.path.join(script_dir, 'songs')\n    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')\n    SCREEN_WIDTH = SCREEN_WIDTH\n    SCREEN_HEIGHT = SCREEN_HEIGHT\n    theme: Optional[str] = \"dark\"\n    seed: Optional[int] = None\n    camera_mode: Optional[int] = 2\n    start_playing_delay = 5000\n    max_notes: Optional[int] = None\n    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING\n    square_speed: Optional[int] = SQUARE_SPEED\n    volume: Optional[int] = 100\n    music_offset: Optional[int] = 0\n    direction_change_chance: Optional[int] = DIRECTION_CHANGE\n    particle_trail = PARTICLE_TRAIL\n    do_color_bounce_pegs = BOUNCE_PEG\n    do_particles_on_bounce = PARTICLE_BOUNCE\n\n    # Non-configurable settings\n    backtrack_chance: Optional[float] = 0.02\n    backtrack_amount: Optional[int] = 40\n    square_swipe_anim_speed: Optional[int] = 4\n    particle_amount = 20\n\n    # Glow effect settings for square\n    square_glow = SQUARE_GLOW\n    square_glow_duration = 0.2\n    glow_intensity = 15  # Adjusted intensity for better visibility\n    square_min_glow = 0   # Lower value for slight glow when no collision\n\n    # Heat Level Settings\n    HEAT_LEVEL = HEAT_LEVEL  # From the top setting\n    heat_increase_scale = 1.0  # Adjust this to scale the heat increase per collision\n    max_heat_increase = 5.0   # Max heat level increase per collision\n    max_heat_level = 10.0     # Max heat level\n    heat_decay_rate = 1.0     # Heat level decays at 1 unit per second\n\n    # Glow effect settings for pegs\n    peg_glow = PEG_GLOW\n    peg_glow_duration = 0.5\n    peg_glow_intensity = 15  # Adjusted intensity for better visibility\n    peg_min_glow = 7\n\n    if GLOW_RANDOM_COLOR:\n        peg_glow_color = pygame.Color(random.choice(selected_colors))\n        square_glow_color = pygame.Color(random.choice(selected_colors))\n    else:\n        peg_glow_color = pygame.Color(255, 255, 255)\n        square_glow_color = pygame.Color(255, 255, 255)\n\n    # Star settings\n    star_color = STAR_COLOR\n    star_density = STAR_DENSITY\n\n    # Other random stuff\n    current_song = None\n    dt = 0.01\n\ndef get_colors():\n    return Config.color_themes.get(Config.theme, Config.color_themes[\"dark\"])\n\ndef read_midi_file(file):\n    midi_file = mido.MidiFile(file=file)\n\n    notes = []\n    current_time = 0\n\n    for msg in midi_file:\n        if msg.type == 'note_on' and msg.velocity != 0:\n            timestamp = current_time + msg.time\n            notes.append(round(timestamp*1000)/1000)\n        current_time += msg.time\n    return notes\n\ndef remove_too_close_values(lst: list[float], threshold=30) -> list[float]:\n    \"\"\"Assumes the list is sorted\"\"\"\n    new = []\n    before = None\n    for _ in lst:\n        if before is None:\n            before = _\n            new.append(_)\n            continue\n        if before+threshold/1000 > _:\n            continue\n        before = _\n        new.append(_)\n    return new\n\ndef fix_overlap(rects: list[pygame.Rect], callback=None):\n    \"\"\"\n    Optimized function to merge overlapping rectangles efficiently.\n    \"\"\"\n    if callback is None:\n        callback = lambda _: None\n\n    rects = rects.copy()\n    # Sort rectangles based on x coordinate\n    rects.sort(key=lambda r: (r.x, r.y))\n\n    merged_rects = []\n    for rect in rects:\n        if not merged_rects:\n            merged_rects.append(rect)\n        else:\n            last = merged_rects[-1]\n            if last.colliderect(rect):\n                merged_rect = last.union(rect)\n                merged_rects[-1] = merged_rect\n            else:\n                merged_rects.append(rect)\n\n    callback(\"Finished merging rectangles\")\n\n    return merged_rects\n\ndef get_font(size: int = 24) -> pygame.font.Font:\n    font_path = Config.font\n    return pygame.font.Font(font_path, size)\n\nclass MapLoadingFailureError(Exception):\n    \"\"\"The map fails to load (recurs function fails)\"\"\"\n    pass\n\nclass UserCancelsLoadingError(Exception):\n    \"\"\"User cancels the loading screen\"\"\"\n    pass\n\ndef interpolate_fn(n):\n    \"\"\"Interpolate sigmoidally from 0-1\"\"\"\n    n = min(max(n, 0), 1)\n    return sin(pi * (n - 0.5)) / 2 + 0.5\n\nclass Particle:\n    SPEED_VARIATION = 4\n    SIZE_MIN = 7\n    SIZE_MAX = 14\n    AGE_RATE = 20\n    SLOW_DOWN_RATE = 1.2\n\n    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):\n        self.pos = pos.copy()\n        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)\n        self.delta = delta.copy()\n        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        if color is not None:\n            self.color = color\n        else:\n            # Default color if color is not given\n            self.color = get_colors()[\"hallway\"] if not invert_color else get_colors()[\"background\"]\n\n        # Adjust color to white for particles\n        self.color = (255, 255, 255)\n\n    def age(self):\n        self.size -= Particle.AGE_RATE*Config.dt\n        self.x += self.delta[0] * Config.PARTICLE_SPEED\n        self.y += self.delta[1] * Config.PARTICLE_SPEED\n        if Config.dt != 0:\n            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n        return self.size <= 0\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @x.setter\n    def x(self, val: float):\n        self.pos[0] = val\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    @y.setter\n    def y(self, val: float):\n        self.pos[1] = val\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))\n\nclass Bounce:\n    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):\n        self.square_pos = sq_pos  # New square position\n        self.square_dir = sq_dir  # New square direction\n        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1\n        self.time = time  # Time during bounce\n\n    def get_collision_rect(self):\n        sx, sy = self.square_pos\n        if self.bounce_dir == 0:\n            # Bounce left or right wall\n            if self.square_dir[0] == -1:\n                # Right wall\n                return pygame.Rect(\n                    sx+Config.SQUARE_SIZE/2+1,\n                    sy-10,\n                    10,\n                    20\n                )\n            elif self.square_dir[0] == 1:\n                # Left wall\n                return pygame.Rect(\n                    sx-10-Config.SQUARE_SIZE/2-1,\n                    sy-10,\n                    10,\n                    20\n                )\n        elif self.bounce_dir == 1:\n            # Bounce top or bottom wall\n            if self.square_dir[1] == -1:\n                # Bottom wall\n                return pygame.Rect(\n                    sx-10,\n                    sy+Config.SQUARE_SIZE/2+1,\n                    20,\n                    10\n                )\n            elif self.square_dir[1] == 1:\n                # Top wall\n                return pygame.Rect(\n                    sx-10,\n                    sy-10-Config.SQUARE_SIZE/2-1,\n                    20,\n                    10\n                )\n\n    def copy(self) -> \"Bounce\":\n        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)\n\n    def __repr__(self):\n        return f\"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})\"\n\n# Glow effect functions\n\ndef create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:\n    height, width = image.shape[:2]\n    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)\n    return image\n\ndef apply_blooming(image: np.ndarray) -> np.ndarray:\n    # Provide some blurring to image, to create some bloom.\n    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)\n    cv2.blur(image, ksize=(12, 12), dst=image)\n    return image\n\ndef glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):\n    \"\"\"\n    Create a glowing border around an image.\n    \"\"\"\n    # Generate the colored border.\n    image = create_border(image, margin, thickness, color)\n\n    # Apply the bloom effect to the image with the border.\n    image = apply_blooming(image)\n\n    # Reassert the original border to enhance the edges.\n    image = create_border(image, margin - 1, 1, color)\n    image = create_border(image, margin + 1, 1, color)\n    return image\n\ndef make_glowy2(size, color, intensity=0) -> pygame.Surface:\n    image = np.zeros((*size[::-1], 3), dtype=np.uint8)\n    border_color_rgb = color  # Assuming color is RGB tuple\n    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)\n    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))\n\nclass Square:\n    glowing_surface_cache = {}\n    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):\n        self.pos: list[float] = [x, y]\n        self.dir: list[int] = [dx, dy]\n        self.last_bounce_time = -100\n        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert\n        self.past_colors = []\n        self.died = False\n        self.time_since_glow_start = -1000  # For glow effect\n        self.last_collision_interval = None\n        self.heat_level = 0\n\n    def register_past_color(self, col: tuple[int, int, int]):\n        for _ in range(max(Config.square_swipe_anim_speed, 1)):\n            self.past_colors.insert(0, col)\n        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:\n            self.past_colors.pop()\n\n    def get_surface(self, size: tuple[int, int]):\n        ss = int(Config.SQUARE_SIZE * 4 / 5)\n        surf = pygame.Surface((ss, ss))\n        for index, col in enumerate(self.past_colors):\n            y = index if self.dir_y != 1 else ss - 1 - index\n            pygame.draw.line(surf, col, (0, y), (ss, y))\n        return pygame.transform.scale(surf, size)\n\n    def copy(self) -> \"Square\":\n        new = Square(*self.pos, *self.dir)\n        new.last_bounce_time = self.last_bounce_time\n        new.latest_bounce_direction = self.latest_bounce_direction\n        return new\n\n    def get_current_color(self):\n        if EMPTY_SQUARE:\n            return (255, 255, 255)  # Border color is white\n        else:\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            return get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])]\n\n    def compute_glowy_surface(self, rect, val):\n        cache_key = (rect.size, val)\n        if cache_key in Square.glowing_surface_cache:\n            return Square.glowing_surface_cache[cache_key]\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        Square.glowing_surface_cache[cache_key] = surface\n        return surface\n\n    def draw_glowing3(self, win, rect):\n        if self.died:\n            return\n\n        if Config.square_glow:\n            if Config.HEAT_LEVEL:\n                # Glow intensity based on heat level\n                val = Config.square_min_glow + (self.heat_level / Config.max_heat_level) * (Config.glow_intensity - Config.square_min_glow)\n                val = int(val)\n                val = min(val, Config.glow_intensity)\n                val = max(val, Config.square_min_glow)\n            else:\n                current_ticks = pygame.time.get_ticks()\n                time_since_glow = current_ticks - self.time_since_glow_start\n\n                if EMPTY_SQUARE:\n                    # Glow is always slightly on, increases during collision\n                    if time_since_glow < Config.square_glow_duration * 1000:\n                        progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                        val = int(progress * Config.glow_intensity)\n                        val = max(val, Config.square_min_glow)\n                    else:\n                        # Minimum glow intensity when not colliding\n                        val = Config.square_min_glow\n                else:\n                    # Glow only during collision\n                    if time_since_glow < Config.square_glow_duration * 1000:\n                        progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                        val = int(progress * Config.glow_intensity)\n                        val = max(val, Config.square_min_glow)\n                    else:\n                        return  # Do not draw glow if not within glow duration\n\n            if val > 0:\n                surf = self.compute_glowy_surface(rect, val)\n                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):\n        if self.died:\n            return\n\n        # Draw glowing square if glowing\n        self.draw_glowing3(screen, sqrect)\n\n        if EMPTY_SQUARE:\n            # Draw the square as an empty square with white border\n            border_color = (255, 255, 255)\n            border_thickness = 2  # Adjust as needed\n            pygame.draw.rect(screen, border_color, sqrect, border_thickness)\n        else:\n            # Default drawing of the square\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            self.register_past_color(get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])])\n\n            # Draw the square itself\n            pygame.draw.rect(screen, (0, 0, 0), sqrect)\n            sq_surf = self.get_surface(\n                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))\n            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))\n\n    @x.setter\n    def x(self, val: int):\n        self.pos[0] = val\n\n    @y.setter\n    def y(self, val: int):\n        self.pos[1] = val\n\n    @property\n    def dir_x(self):\n        return self.dir[0]\n\n    @property\n    def dir_y(self):\n        return self.dir[1]\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,\n                           *([Config.SQUARE_SIZE] * 2))\n\n    def obey_bounce(self, bounce: Bounce):\n        # Before updating the last_bounce_time, compute time since last collision\n        if self.last_bounce_time != -100:\n            self.last_collision_interval = bounce.time - self.last_bounce_time\n            # Update heat level\n            if Config.HEAT_LEVEL and self.last_collision_interval > 0:\n                heat_increase = Config.heat_increase_scale / self.last_collision_interval\n                heat_increase = min(heat_increase, Config.max_heat_increase)\n                self.heat_level += heat_increase\n                self.heat_level = min(self.heat_level, Config.max_heat_level)\n        else:\n            self.last_collision_interval = None  # First collision, no previous interval\n\n        # Then update last_bounce_time\n        self.last_bounce_time = bounce.time\n        self.pos = bounce.square_pos.copy()\n        self.dir = bounce.square_dir.copy()\n        self.latest_bounce_direction = bounce.bounce_dir\n        # Start glow effect\n        self.time_since_glow_start = pygame.time.get_ticks()\n        return\n\n    def update_heat_level(self, dt):\n        if Config.HEAT_LEVEL:\n            self.heat_level = max(0, self.heat_level - Config.heat_decay_rate * dt)\n\n    def reg_move(self, use_dt: bool = True):\n        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n\nclass Camera:\n    def __init__(self, x: int = 0, y: int = 0):\n        self.x = x\n        self.y = y\n        self.locked_on_square = True\n        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)\n\n    def attempt_movement(self):\n        if not self.locked_on_square:\n            keys = pygame.key.get_pressed()\n            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1\n            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n\n    @property\n    def pos(self):\n        return self.x, self.y\n\n    @pos.setter\n    def pos(self, val: Union[tuple[int, int], list[int]]):\n        self.x, self.y = val\n\n    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:\n        if isinstance(pos_or_rect, pygame.Rect):\n            return pos_or_rect.move(-self.x, -self.y)\n        else:\n            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]\n\n    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:\n        # Parallax factor: nearer stars move faster than distant ones\n        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0\n        screen_x = (pos[0] - self.x) * parallax_factor\n        screen_y = (pos[1] - self.y) * parallax_factor\n        return [screen_x, screen_y]\n\n    def follow(self, square: Square):\n\n        # Square in center\n        if self.lock_type == CameraFollow.Center:\n            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]\n\n        # Smooth camera\n        if self.lock_type == CameraFollow.Smoothed:\n            easing_rate = 3\n            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt\n            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt\n\nclass CameraFollow(Enum):\n    Center = 0  # Center the square\n    Smoothed = 2  # Smoothed camera\n\nclass Star:\n    def __init__(self, pos: tuple[float, float], depth: float):\n        self.initial_pos = list(pos)\n        self.depth = depth  # between 0 (far) and 1 (near)\n        size_min = 0.5\n        size_max = 2\n        self.size = size_min + (1 - self.depth) * (size_max - size_min)\n        self.phase = random.uniform(0, 2 * math.pi)  # For random phase\n        self.brightness = 0  # Will be updated in the update method\n        self.color = Config.star_color  # Use star color from Config\n\n    def update(self, time):\n        # Adjust brightness over time to create blinking effect\n        blink_speed = 10  # can adjust to get desired speed\n        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1\n        min_brightness = 100\n        max_brightness = 255\n        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)\n        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness\n\n    def get_screen_pos(self, camera: Camera):\n        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0\n        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor\n        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor\n        return [screen_x, screen_y]\n\nclass Peg:\n    glowing_surface_cache = {}\n    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):\n        self.rect = rect\n        self.color = color\n        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg\n        self.time_since_glow_start = -1000  # For glow effect\n        self.visible = False  # Visibility flag\n\n    def update_glow(self, current_time):\n        # Update the glow start time\n        self.time_since_glow_start = current_time\n        self.visible = True  # Set visibility to True after collision\n\n    def compute_glowy_surface(self, rect, val):\n        cache_key = (rect.size, val)\n        if cache_key in Peg.glowing_surface_cache:\n            return Peg.glowing_surface_cache[cache_key]\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        Peg.glowing_surface_cache[cache_key] = surface\n        return surface\n\n    def draw_glow(self, screen, rect):\n        if Config.peg_glow:\n            current_ticks = pygame.time.get_ticks()\n            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0\n            if elapsed_time < Config.peg_glow_duration:\n                progress = 1 - (elapsed_time) / Config.peg_glow_duration\n                val = int(progress * Config.peg_glow_intensity)\n                val = max(val, Config.peg_min_glow)\n                surf = self.compute_glowy_surface(rect, val)\n                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):\n        offsetted = camera.offset(self.rect)\n        if screen.get_rect().colliderect(offsetted):\n            if self.visible:\n                # After collision time, draw the peg and glow effect\n                self.draw_glow(screen, offsetted)\n                pygame.draw.rect(screen, self.color, offsetted)\n            else:\n                color = (get_colors()[\"background\"])\n                pygame.draw.rect(screen, color, offsetted)\n                pass  # Peg remains invisible before collision\n\nclass World:\n    \"\"\"It's a cruel world out there\"\"\"\n\n    def __init__(self):\n        self.future_bounces: list[Bounce] = []\n        self.past_bounces: list[Bounce] = []\n        self.start_time = 0\n        self.time = 0\n        self.pegs: list[Peg] = []  # List of Peg objects\n        self.particles: list[Particle] = []\n        self.stars: list[Star] = []\n        self.timestamps = []\n        self.square = Square()\n        self.safe_areas: list[pygame.Rect] = []\n\n    def update_time(self) -> None:\n        self.time = get_current_time() - self.start_time\n\n    def get_next_bounce(self) -> Bounce:\n        \"\"\"Also pops the bounce from the future_bounces list\"\"\"\n        bounce = self.future_bounces.pop(0)\n        self.past_bounces.append(bounce)\n        return bounce\n\n    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):\n        for _ in range(Config.particle_amount):\n            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)\n            self.particles.append(new)\n\n    def handle_bouncing(self, square: Square):\n        if len(self.future_bounces):\n            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:\n                current_bounce = self.get_next_bounce()\n                before = square.dir.copy()\n                square.obey_bounce(current_bounce)\n                changed = square.dir.copy()\n                for _ in range(2):\n                    if before[_] == changed[_]:\n                        changed[_] = 0\n                    else:\n                        changed[_] = -changed[_]\n                if Config.do_particles_on_bounce:\n                    square_color = square.get_current_color()\n                    self.add_bounce_particles(square.pos, changed, color=square_color)\n\n                # Stop square at end\n                if len(self.future_bounces) == 0:\n                    square.dir = [0, 0]\n                    square.pos = current_bounce.square_pos\n\n                # Update the corresponding peg's glow\n                index = len(self.past_bounces) - 1  # Index of the current bounce\n                if index < len(self.pegs):\n                    peg = self.pegs[index]\n                    peg.update_glow(pygame.time.get_ticks())\n\n    def generate_stars(self):\n        self.stars = []\n        # Calculate total safe area\n        total_safe_area = sum(area.width * area.height for area in self.safe_areas)\n        star_density = Config.star_density  # Use star density from Config\n        total_num_stars = int(total_safe_area * star_density)\n        min_distance_squared = (20) ** 2  # Avoid clustering\n\n        # Get bounding rectangle of all safe areas\n        min_x = min(area.left for area in self.safe_areas)\n        max_x = max(area.right for area in self.safe_areas)\n        min_y = min(area.top for area in self.safe_areas)\n        max_y = max(area.bottom for area in self.safe_areas)\n        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)\n\n        stars = []\n        attempts = 0\n        max_attempts = total_num_stars * 10\n\n        while len(stars) < total_num_stars and attempts < max_attempts:\n            x = random.uniform(bounding_rect.left, bounding_rect.right)\n            y = random.uniform(bounding_rect.top, bounding_rect.bottom)\n            point = (x, y)\n\n            # Ensure point is within safe area\n            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)\n\n            if inside_safe_area:\n                # Ensure minimum distance between stars\n                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):\n                    depth = random.uniform(0, 1)\n                    star = Star((x, y), depth)\n                    stars.append(star)\n            attempts += 1\n\n        self.stars = stars\n\n    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):\n        \"\"\"Recursive function with optimized overlap checking\"\"\"\n        total_notes = len(_start_notes)\n        max_percent = 0\n        path = []\n        safe_areas = []\n        force_return = 0\n\n        def recurs(\n                square: Square,\n                notes: list[float],\n                bounces_so_far: list[Bounce] = None,\n                prev_index_priority=None,\n                t: float = 0,\n                depth: int = 0\n        ) -> Union[list[Bounce], bool]:\n            nonlocal force_return, max_percent\n            if prev_index_priority is None:\n                prev_index_priority = [0, 1]\n            if bounces_so_far is None:\n                bounces_so_far = []\n            if total_notes:\n                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes\n                while gone_through_percent > max_percent:\n                    max_percent += 1\n                    if percent_update_callback(f\"{max_percent}% done generating map\"):\n                        raise UserCancelsLoadingError()\n\n            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]\n            if len(notes) == 0:\n                return bounces_so_far\n\n            path_segment_start = len(path)\n            start_rect = square.rect.copy()\n            while True:\n                t += 1/FRAMERATE\n                square.reg_move(False)\n                path.append(square.rect)\n                if t > notes[0]:\n                    # No collision (we good)\n                    bounce_indexes = prev_index_priority\n\n                    # Randomly change direction every X% of the time\n                    if random.random() * 100 < Config.direction_change_chance:\n                        bounce_indexes = list(bounce_indexes.__reversed__())\n\n                    # Add safe area\n                    safe_areas.append(start_rect.union(square.rect))\n\n                    for direction_to_bounce in bounce_indexes:\n                        square.dir[direction_to_bounce] *= -1\n                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))\n\n                        toextend = recurs(\n                            square=square.copy(),\n                            notes=notes[1:],\n                            bounces_so_far=[_b.copy() for _b in bounces_so_far],\n                            t=t,\n                            prev_index_priority=bounce_indexes.copy(),\n                            depth=depth+1\n                        )\n\n                        if toextend:\n                            return toextend\n                        else:\n                            bounces_so_far = bounces_so_far[:-1]\n                            square.dir[direction_to_bounce] *= -1\n\n                            # Backtrack if necessary\n                            if force_return:\n                                force_return -= 1\n                                while len(path) != path_segment_start:\n                                    path.pop()\n                                return False\n\n                            continue\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n                othercheck = False\n                if len(bounces_so_far):\n                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1\n\n                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:\n                    if depth > 200:\n                        if random.random() < Config.backtrack_chance:\n                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1\n                            force_return = Config.backtrack_amount\n\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes\n\n        self.future_bounces = recurs(\n            square=self.square.copy(),\n            notes=remove_too_close_values(\n                [_sn for _sn in _start_notes],\n                threshold=Config.bounce_min_spacing\n            )\n        )\n\n        if self.future_bounces is False:\n            raise MapLoadingFailureError(\"The map failed to generate because of the recursion function. \" +\n                                         \"If the MIDI has too many notes too close, it may not generate. \" +\n                                         \"Maybe try changing the \\\"bounce min spacing\\\", \\\"square speed\\\", or \\\"change dir chance\\\" in the config.\")\n\n        if len(self.future_bounces) == 0:\n            raise MapLoadingFailureError(\"Map safe area list is empty. Please report this issue.\")\n\n        percent_update_callback(\"Merging overlapping safe areas\")\n\n        # Merging overlapping safe areas more efficiently\n        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)\n\n        # Generate colors for pegs\n        def gather_colors(num_colors=20):\n            colors = []\n            while len(colors) < num_colors:\n                new_colors = color_hunt()\n                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]\n                colors.extend(rgb_colors)\n            return colors[:num_colors]\n        collected_colors = gather_colors()\n        # Setting random colors for the generated pegs\n        colors = [random.choice(collected_colors) for _ in self.future_bounces]\n\n        if not PEG_REMOVE:\n            if PEG_MULTI_COLOR:\n                collected_colors = gather_colors()\n                # Setting random colors for the generated pegs\n                colors = [random.choice(collected_colors) for _ in self.future_bounces]\n            elif NO_COLOR:\n                colors = [get_colors()[\"background\"] for _ in self.future_bounces]\n            else:\n                # Use the peg color from get_colors() if peg_multi_color is False\n                colors = [get_colors()[\"peg\"] for _ in self.future_bounces]\n        else:\n            colors = [get_colors()[\"hallway\"] for _ in self.future_bounces]\n\n        # Create pegs\n        self.pegs = []\n        for i in range(len(self.future_bounces)):\n            bounce_rect = self.future_bounces[i].get_collision_rect()\n            color = colors[i]\n            collision_time = self.future_bounces[i].time\n            peg = Peg(bounce_rect, color, collision_time)\n            self.pegs.append(peg)\n\n        # Generate stars in safe areas\n        if STAR:\n            self.generate_stars()\n\n        return self.safe_areas\n\nclass Game:\n    def __init__(self):\n        self.active = False\n        self.notes = []\n        self.camera = Camera()\n        self.world = World()\n        self.safe_areas: list[pygame.Rect] = []\n        self.music_has_played = False\n        self.offset_happened = False\n\n    def start_song(self, screen: pygame.Surface):\n        random.seed(Config.seed)\n\n        # Load song and notes\n        with open(Config.current_song.fp, 'rb') as f:\n            notes = read_midi_file(file=f)\n        notes = sorted([note for note in notes])\n        self.notes = notes\n\n        # Other settings\n        self.world = World()\n        self.music_has_played = False\n        self.offset_happened = False\n        self.camera.lock_type = CameraFollow(Config.camera_mode)\n        screen.fill(get_colors()[\"background\"])\n        pygame.display.flip()\n\n        def update_loading_screen(message: str):\n            screen.fill(get_colors()[\"background\"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n            font_size = int(Config.SCREEN_HEIGHT * 0.05)\n            loading_text = get_font(font_size).render(message, True, get_colors()[\"hallway\"])\n            text_rect = loading_text.get_rect()\n            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)\n            screen.blit(loading_text, text_rect)\n            pygame.display.flip()\n\n        try:\n            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)\n            # No need to fix overlap here, as it's handled in gen_future_bounces\n        except UserCancelsLoadingError:\n            return True\n        except MapLoadingFailureError as e:\n            return e.args[0] if len(e.args) else \"Big error... can't load map :(\"\n\n        self.world.start_time = get_current_time()\n        self.world.square.dir = [0, 0]\n        if self.world.future_bounces:\n            self.world.square.pos = self.world.future_bounces[0].square_pos\n        else:\n            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]\n        return None\n\n    def draw(self, screen: pygame.Surface):\n        if not self.active:\n            return\n\n        if not self.music_has_played:\n            if not self.offset_happened:\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += Config.start_playing_delay / 1000\n            self.offset_happened = True\n            if self.world.time-Config.music_offset/1000 > Config.start_playing_delay/1000:\n                self.music_has_played = True\n                song_load_before = get_current_time()\n                pygame.mixer.music.play()\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += (get_current_time()-song_load_before)/1000\n\n        screen_rect = screen.get_rect()\n\n        # Set world time\n        self.world.update_time()\n\n        # Update heat level\n        self.world.square.update_heat_level(Config.dt)\n\n        # Move camera\n        self.camera.attempt_movement()\n\n        # Handle square bounces\n        self.world.handle_bouncing(self.world.square)\n\n        # Move square\n        self.world.square.reg_move()\n\n        # Square in center of camera if locked\n        if self.camera.locked_on_square:\n            self.camera.follow(self.world.square)\n\n        # Bounce animation\n        sqrect = self.camera.offset(self.world.square.rect)\n        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:\n            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5\n            lerp = lerp ** 2  # Square it for better-looking interpolation\n            if self.world.square.latest_bounce_direction:\n                sqrect.inflate_ip((lerp * 5, -10 * lerp))\n            else:\n                sqrect.inflate_ip((-10 * lerp, lerp * 5))\n\n        # Draw background (walls)\n        screen.fill(get_colors()[\"background\"])\n\n        # Create a hallway surface\n        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)\n\n        # Safe areas\n        for safe_area in self.world.safe_areas:\n            offsetted = self.camera.offset(safe_area)\n            if screen_rect.colliderect(offsetted):\n                pygame.draw.rect(hallway_surface, get_colors()[\"hallway\"], offsetted)\n\n        # Obtain current time\n        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds\n\n        # Draw stars onto the hallway surface\n        for star in self.world.stars:\n            star.update(current_time)  # Update blinking effect\n            screen_pos = star.get_screen_pos(self.camera)\n            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:\n                # Check if star's position is within the hallway (safe areas)\n                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:\n                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))\n\n        # Blit the hallway surface onto the main screen\n        screen.blit(hallway_surface, (0, 0))\n\n        # Draw pegs\n        for peg in self.world.pegs:\n            peg.draw(screen, self.camera, self.world.time)\n\n        # Particles\n        for particle in self.world.particles:\n            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))\n        for remove_particle in [particle for particle in self.world.particles if particle.age()]:\n            self.world.particles.remove(remove_particle)\n\n        # Particle trail in game\n        if Config.particle_trail:\n            # Add particles periodically\n            if not self.world.square.died:\n                if TRAIL_COLOR_BASED_ON_SQUARE:\n                    square_color = self.world.square.get_current_color()\n                    color = square_color\n                else:\n                    color = (255, 255, 255)\n                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)\n                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]\n                self.world.particles.append(new)\n\n        # Draw square\n        self.world.square.draw(screen, sqrect)\n\n    def handle_event(self, event: pygame.event.Event):\n        if not self.active:\n            return False\n\n        if event.type == pygame.KEYDOWN:\n            if event.key == pygame.K_ESCAPE:\n                pygame.quit()\n                sys.exit()\n            if event.key == pygame.K_TAB:\n                self.camera.locked_on_square = not self.camera.locked_on_square\n\nclass InvalidSongError(Exception):\n    \"\"\"The song is invalid somehow\"\"\"\n    pass\n\ndef make_song_from_midi(fpath: str) -> Any:\n    new_song = type('Song', (object,), {})()\n    new_song.fp = fpath\n    new_song.name = os.path.basename(fpath)  # Use filename as song name\n    new_song.creator = ''  # Empty creator\n    new_song.music_offset = 0\n    return new_song\n\ndef main():\n    pygame.init()\n    clock = pygame.time.Clock()\n    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE)\n    pygame.display.set_caption(\"chubbMidi\")\n    try:\n        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())\n    except Exception as e:\n        print(e)\n\n    # Specify the song file to use\n    selected_song_filepath = join(Config.song, SONG)\n    if not isfile(selected_song_filepath):\n        print(f\"Song file {selected_song_filepath} not found.\")\n        return\n\n    Config.current_song = make_song_from_midi(selected_song_filepath)\n\n    # Load the music file\n    try:\n        pygame.mixer.music.load(Config.current_song.fp)\n    except Exception as e:\n        print(f\"Error loading MIDI file as audio: {e}\")\n        print(\"Your platform may not support MIDI playback via pygame.mixer.music.\")\n        print(\"The game will run without audio.\")\n        # Uncomment the line below to exit if audio is essential\n        # return\n    pygame.mixer.music.set_volume(Config.volume / 100)\n\n    # Initialize the game\n    game = Game()\n\n    # Start the game\n    if msg := game.start_song(screen):\n        if isinstance(msg, str):\n            print(f\"Error starting game: {msg}\")\n            return\n    game.active = True\n\n    running = True\n    while running:\n        # screen.fill(get_colors()[\"background\"])  # Moved to the draw function\n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                running = False\n            game.handle_event(event)\n\n        game.draw(screen)\n        pygame.display.flip()\n        clock.tick(FRAMERATE)\n        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero\n\n    pygame.quit()\n\nif __name__ == '__main__':\n    main()\n```\n\nThis modified script adds the heat level feature as per your requirements, ensuring smooth glow transitions based on the time between collisions, without affecting existing functionalities.","behavior":"degenerate_repetition","conversation_hash":"f6136d58ef0461f9f1c769eeef8d5a70","conversation_redacted":false,"conversation_toxic":false,"country":"Indonesia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"o1-preview-2024-09-12","n_chars":94996,"n_turns_in_conversation":1,"n_words":8764,"source_row_offset":40464,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:24:15 GMT","turn_id":"c715cd07702639620b2174d8","turn_index":0,"user_text":"dari script berikut ini tambahkan fitur heat level dan ini bisa di bool pada bagian atas script , yg dimana square jika collision nya terjadi terlalu cepat maka glow intensity nya akan bertambah, jadi ini di hitung dari jarak jarak collision, dan pertambahan intensity harus lah smooth, jadi jika collision yg terjadi hanya lumayan maka glow nya bertambah lumayan juga, jika sangat cepat maka glow intensity nya juga signifikan, buatkan agar level heat nya ini smooth dan memanfaatkan level level dari jarak collision yg terjadi, buatkan dengan benar dan tepat tanpa mempengaruhi fitur fitur yg sudah ada, sesuaikan dengan fitur yg sudah ada, buatkan dengan tepat dan lengkap : import pygame\nimport mido\nimport sys\nimport random\nimport requests\nimport colorsys\nimport os\nimport math\nimport cv2\nimport numpy as np\nfrom os.path import join, isfile\nfrom time import time as get_current_time\nfrom typing import Union, Optional, Any\nfrom enum import Enum\nfrom math import sin, pi\n\npygame.mixer.init()\npygame.init()\nFRAMERATE = 60\n\n# =========================\n# Customizable Configuration\n# =========================\n\n# Midi Selection\nSONG = \"rush-e.mid\"\n\n# Screen Resolution\nSCREEN_WIDTH = 1280\nSCREEN_HEIGHT = 720\n\n# Other Customizable Settings\nSQUARE_SPEED = 600\nSQUARE_SIZE = 40\nBOUNCE_MIN_SPACING = 50\nDIRECTION_CHANGE = 30\nEMPTY_SQUARE = True\n\n# Particle Settings\nPARTICLE_BOUNCE = False\nPARTICLE_TRAIL = False\nTRAIL_COLOR_BASED_ON_SQUARE = False\nPARTICLE_SPEED = 5\n\n# Peg Settings\nBOUNCE_PEG = True\nPEG_COLOR = (255, 255, 255)\nPEG_REMOVE = True\nPEG_MULTI_COLOR = False\nNO_COLOR = False\n\n# Glow Settings\nSQUARE_GLOW = True\nPEG_GLOW = True\nGLOW_RANDOM_COLOR = False\n\n# Star Settings\nSTAR = True\nSTAR_COLOR = (255, 255, 255)\nSTAR_DENSITY = 0.0001\n\n# =========================\ndef color_hunt():\n    def is_bright(hex_color):\n        hex_color = hex_color.lstrip('#')\n        rgb = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))\n        luminance = 0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]\n        r, g, b = [x / 255.0 for x in rgb]\n        h, s, v = colorsys.rgb_to_hsv(r, g, b)\n        return luminance >= 130 and s >= 0.3\n    while True:\n        url = 'https://colorhunt.co/php/feed.php'\n        headers = {\n            'Content-Type': 'application/x-www-form-urlencoded; charset=UTF-8'\n        }\n        data = {\n            'step': 0,\n            'sort': 'random',\n            'tags': ''\n        }\n        response = requests.post(url, headers=headers, data=data)\n        if response.status_code == 200:\n            palettes = response.json()\n            color_pairs = []\n            for palette in palettes:\n                code = palette['code']\n                hex_colors = [f'#{code[i:i+6].upper()}' for i in range(0, len(code), 6)]\n                if len(hex_colors) == 4 and all(is_bright(hex_color) for hex_color in hex_colors):\n                    color_pairs.append(tuple(hex_colors))\n            if color_pairs:\n                selected_color_pair = random.choice(color_pairs)\n                return selected_color_pair\n        else:\n            raise Exception(f\"Failed to retrieve data. Status code: {response.status_code}\")\n\nselected_colors = color_hunt()\ncolor1, color2, color3, color4 = selected_colors\n\nclass Config:\n    # Constants\n    SQUARE_SIZE = SQUARE_SIZE\n    PARTICLE_SPEED = PARTICLE_SPEED\n    CAMERA_SPEED = 500\n    # Colors\n    color_themes = {\n        \"dark\": {\n            \"hallway\": pygame.Color('#2D033B'),\n            \"background\": pygame.Color('#070F2B'),\n            \"square\": [\n                pygame.Color(color1),\n                pygame.Color(color2),\n                pygame.Color(color3),\n                pygame.Color(color4)\n            ],\n            \"peg\": pygame.Color(PEG_COLOR),    # Added peg color\n        }\n    }\n\n    # Configuration\n    script_dir = os.path.dirname(os.path.abspath(__file__))\n    assets = os.path.join(script_dir, 'assets/icon.png')\n    song = os.path.join(script_dir, 'songs')\n    font = os.path.join(script_dir, 'assets/poppins-regular.ttf')\n    SCREEN_WIDTH = SCREEN_WIDTH\n    SCREEN_HEIGHT = SCREEN_HEIGHT\n    theme: Optional[str] = \"dark\"\n    seed: Optional[int] = None\n    camera_mode: Optional[int] = 2\n    start_playing_delay = 5000\n    max_notes: Optional[int] = None\n    bounce_min_spacing: Optional[float] = BOUNCE_MIN_SPACING\n    square_speed: Optional[int] = SQUARE_SPEED\n    volume: Optional[int] = 100\n    music_offset: Optional[int] = 0\n    direction_change_chance: Optional[int] = DIRECTION_CHANGE\n    particle_trail = PARTICLE_TRAIL\n    do_color_bounce_pegs = BOUNCE_PEG\n    do_particles_on_bounce = PARTICLE_BOUNCE\n\n    # Non-configurable settings\n    backtrack_chance: Optional[float] = 0.02\n    backtrack_amount: Optional[int] = 40\n    square_swipe_anim_speed: Optional[int] = 4\n    particle_amount = 20\n\n    # Glow effect settings for square\n    square_glow = SQUARE_GLOW\n    square_glow_duration = 0.2\n    glow_intensity = 15  # Adjusted intensity for better visibility\n    square_min_glow = 0   # Lower value for slight glow when no collision\n\n    # Glow effect settings for pegs\n    peg_glow = PEG_GLOW\n    peg_glow_duration = 0.5\n    peg_glow_intensity = 15  # Adjusted intensity for better visibility\n    peg_min_glow = 7\n\n    if GLOW_RANDOM_COLOR:\n        peg_glow_color = pygame.Color(random.choice(selected_colors))\n        square_glow_color = pygame.Color(random.choice(selected_colors))\n    else:\n        peg_glow_color = pygame.Color(255, 255, 255)\n        square_glow_color = pygame.Color(255, 255, 255)\n\n    # Star settings\n    star_color = STAR_COLOR\n    star_density = STAR_DENSITY\n\n    # Other random stuff\n    current_song = None\n    dt = 0.01\n\ndef get_colors():\n    return Config.color_themes.get(Config.theme, Config.color_themes[\"dark\"])\n\ndef read_midi_file(file):\n    midi_file = mido.MidiFile(file=file)\n\n    notes = []\n    current_time = 0\n\n    for msg in midi_file:\n        if msg.type == 'note_on' and msg.velocity != 0:\n            timestamp = current_time + msg.time\n            notes.append(round(timestamp*1000)/1000)\n        current_time += msg.time\n    return notes\n\ndef remove_too_close_values(lst: list[float], threshold=30) -> list[float]:\n    \"\"\"Assumes the list is sorted\"\"\"\n    new = []\n    before = None\n    for _ in lst:\n        if before is None:\n            before = _\n            new.append(_)\n            continue\n        if before+threshold/1000 > _:\n            continue\n        before = _\n        new.append(_)\n    return new\n\ndef fix_overlap(rects: list[pygame.Rect], callback=None):\n    \"\"\"\n    Optimized function to merge overlapping rectangles efficiently.\n    \"\"\"\n    if callback is None:\n        callback = lambda _: None\n\n    rects = rects.copy()\n    # Sort rectangles based on x coordinate\n    rects.sort(key=lambda r: (r.x, r.y))\n\n    merged_rects = []\n    for rect in rects:\n        if not merged_rects:\n            merged_rects.append(rect)\n        else:\n            last = merged_rects[-1]\n            if last.colliderect(rect):\n                merged_rect = last.union(rect)\n                merged_rects[-1] = merged_rect\n            else:\n                merged_rects.append(rect)\n\n    callback(\"Finished merging rectangles\")\n\n    return merged_rects\n\ndef get_font(size: int = 24) -> pygame.font.Font:\n    font_path = Config.font\n    return pygame.font.Font(font_path, size)\n\nclass MapLoadingFailureError(Exception):\n    \"\"\"The map fails to load (recurs function fails)\"\"\"\n    pass\n\nclass UserCancelsLoadingError(Exception):\n    \"\"\"User cancels the loading screen\"\"\"\n    pass\n\ndef interpolate_fn(n):\n    \"\"\"Interpolate sigmoidally from 0-1\"\"\"\n    n = min(max(n, 0), 1)\n    return sin(pi * (n - 0.5)) / 2 + 0.5\n\nclass Particle:\n    SPEED_VARIATION = 4\n    SIZE_MIN = 7\n    SIZE_MAX = 14\n    AGE_RATE = 20\n    SLOW_DOWN_RATE = 1.2\n\n    def __init__(self, pos: list[float], delta: list[float], invert_color: bool = False, color: Optional[tuple] = None):\n        self.pos = pos.copy()\n        self.size = random.randint(Particle.SIZE_MIN, Particle.SIZE_MAX)\n        self.delta = delta.copy()\n        self.delta[0] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        self.delta[1] += random.randint(-Particle.SPEED_VARIATION, Particle.SPEED_VARIATION)/8\n        if color is not None:\n            self.color = color\n        else:\n            # Default color if color is not given\n            self.color = get_colors()[\"hallway\"] if not invert_color else get_colors()[\"background\"]\n\n        # Adjust color to white for particles\n        self.color = (255, 255, 255)\n\n    def age(self):\n        self.size -= Particle.AGE_RATE*Config.dt\n        self.x += self.delta[0] * Config.PARTICLE_SPEED\n        self.y += self.delta[1] * Config.PARTICLE_SPEED\n        if Config.dt != 0:\n            self.delta[0] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n            self.delta[1] /= (Particle.SLOW_DOWN_RATE+FRAMERATE) * Config.dt\n        return self.size <= 0\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @x.setter\n    def x(self, val: float):\n        self.pos[0] = val\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    @y.setter\n    def y(self, val: float):\n        self.pos[1] = val\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x-self.size/2, self.y-self.size/2, *(2*[self.size]))\n\nclass Bounce:\n    def __init__(self, sq_pos: list[float], sq_dir: list[int], time: float, bounce_dir: int):\n        self.square_pos = sq_pos  # New square position\n        self.square_dir = sq_dir  # New square direction\n        self.bounce_dir = bounce_dir  # Bounce direction for squish effect; 0 or 1\n        self.time = time  # Time during bounce\n\n    def get_collision_rect(self):\n        sx, sy = self.square_pos\n        if self.bounce_dir == 0:\n            # Bounce left or right wall\n            if self.square_dir[0] == -1:\n                # Right wall\n                return pygame.Rect(\n                    sx+Config.SQUARE_SIZE/2+1,\n                    sy-10,\n                    10,\n                    20\n                )\n            elif self.square_dir[0] == 1:\n                # Left wall\n                return pygame.Rect(\n                    sx-10-Config.SQUARE_SIZE/2-1,\n                    sy-10,\n                    10,\n                    20\n                )\n        elif self.bounce_dir == 1:\n            # Bounce top or bottom wall\n            if self.square_dir[1] == -1:\n                # Bottom wall\n                return pygame.Rect(\n                    sx-10,\n                    sy+Config.SQUARE_SIZE/2+1,\n                    20,\n                    10\n                )\n            elif self.square_dir[1] == 1:\n                # Top wall\n                return pygame.Rect(\n                    sx-10,\n                    sy-10-Config.SQUARE_SIZE/2-1,\n                    20,\n                    10\n                )\n\n    def copy(self) -> \"Bounce\":\n        return Bounce(self.square_pos.copy(), self.square_dir.copy(), self.time, self.bounce_dir)\n\n    def __repr__(self):\n        return f\"<Bounce(sq_pos={self.square_pos}, sq_dir={self.square_dir}, time={self.time}, dir={self.bounce_dir})\"\n\n# Glow effect functions\n\ndef create_border(image: np.ndarray, margin: int, thickness: int, color: tuple) -> np.ndarray:\n    height, width = image.shape[:2]\n    cv2.rectangle(image, (margin, margin), (width - margin, height - margin), color, thickness=thickness)\n    return image\n\ndef apply_blooming(image: np.ndarray) -> np.ndarray:\n    # Provide some blurring to image, to create some bloom.\n    cv2.GaussianBlur(image, ksize=(15, 15), sigmaX=20, sigmaY=20, dst=image)\n    cv2.blur(image, ksize=(12, 12), dst=image)\n    return image\n\ndef glowing_border(image: np.ndarray, margin=20, thickness=20, color=(255, 255, 255)):\n    \"\"\"\n    Create a glowing border around an image.\n    \"\"\"\n    # Generate the colored border.\n    image = create_border(image, margin, thickness, color)\n\n    # Apply the bloom effect to the image with the border.\n    image = apply_blooming(image)\n\n    # Reassert the original border to enhance the edges.\n    image = create_border(image, margin - 1, 1, color)\n    image = create_border(image, margin + 1, 1, color)\n    return image\n\ndef make_glowy2(size, color, intensity=0) -> pygame.Surface:\n    image = np.zeros((*size[::-1], 3), dtype=np.uint8)\n    border_color_rgb = color  # Assuming color is RGB tuple\n    border = glowing_border(image.copy(), color=border_color_rgb, thickness=intensity)\n    return pygame.surfarray.make_surface(np.fliplr(np.rot90(border, k=-1)))\n\nclass Square:\n    glowing_surface_cache = {}\n    def __init__(self, x: float = 0, y: float = 0, dx: int = 1, dy: int = 1):\n        self.pos: list[float] = [x, y]\n        self.dir: list[int] = [dx, dy]\n        self.last_bounce_time = -100\n        self.latest_bounce_direction = 0  # 0 = horiz, 1 = vert\n        self.past_colors = []\n        self.died = False\n        self.time_since_glow_start = -1000  # For glow effect\n\n    def register_past_color(self, col: tuple[int, int, int]):\n        for _ in range(max(Config.square_swipe_anim_speed, 1)):\n            self.past_colors.insert(0, col)\n        while len(self.past_colors) > Config.SQUARE_SIZE * 4 / 5:\n            self.past_colors.pop()\n\n    def get_surface(self, size: tuple[int, int]):\n        ss = int(Config.SQUARE_SIZE * 4 / 5)\n        surf = pygame.Surface((ss, ss))\n        for index, col in enumerate(self.past_colors):\n            y = index if self.dir_y != 1 else ss - 1 - index\n            pygame.draw.line(surf, col, (0, y), (ss, y))\n        return pygame.transform.scale(surf, size)\n\n    def copy(self) -> \"Square\":\n        new = Square(*self.pos, *self.dir)\n        new.last_bounce_time = self.last_bounce_time\n        new.latest_bounce_direction = self.latest_bounce_direction\n        return new\n\n    def get_current_color(self):\n        if EMPTY_SQUARE:\n            return (255, 255, 255)  # Border color is white\n        else:\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            return get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])]\n\n    def compute_glowy_surface(self, rect, val):\n        cache_key = (rect.size, val)\n        if cache_key in Square.glowing_surface_cache:\n            return Square.glowing_surface_cache[cache_key]\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.square_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        Square.glowing_surface_cache[cache_key] = surface\n        return surface\n\n    def draw_glowing3(self, win, rect):\n        if self.died:\n            return\n\n        if Config.square_glow:\n            current_ticks = pygame.time.get_ticks()\n            time_since_glow = current_ticks - self.time_since_glow_start\n\n            if EMPTY_SQUARE:\n                # Glow is always slightly on, increases during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    # Minimum glow intensity when not colliding\n                    val = Config.square_min_glow\n            else:\n                # Glow only during collision\n                if time_since_glow < Config.square_glow_duration * 1000:\n                    progress = 1 - (time_since_glow) / (Config.square_glow_duration * 1000)\n                    val = int(progress * Config.glow_intensity)\n                    val = max(val, Config.square_min_glow)\n                else:\n                    return  # Do not draw glow if not within glow duration\n\n            if val > 0:\n                surf = self.compute_glowy_surface(rect, val)\n                win.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    @property\n    def x(self):\n        return self.pos[0]\n\n    @property\n    def y(self):\n        return self.pos[1]\n\n    def draw(self, screen: pygame.Surface, sqrect: pygame.Rect):\n        if self.died:\n            return\n\n        # Draw glowing square if glowing\n        self.draw_glowing3(screen, sqrect)\n\n        if EMPTY_SQUARE:\n            # Draw the square as an empty square with white border\n            border_color = (255, 255, 255)\n            border_thickness = 2  # Adjust as needed\n            pygame.draw.rect(screen, border_color, sqrect, border_thickness)\n        else:\n            # Default drawing of the square\n            square_color_index = round((self.dir_x + 1) / 2 + self.dir_y + 1)\n            self.register_past_color(get_colors()[\"square\"][square_color_index % len(get_colors()[\"square\"])])\n\n            # Draw the square itself\n            pygame.draw.rect(screen, (0, 0, 0), sqrect)\n            sq_surf = self.get_surface(\n                tuple(sqrect.inflate(-int(Config.SQUARE_SIZE / 5), -int(Config.SQUARE_SIZE / 5))[2:]))\n            screen.blit(sq_surf, sq_surf.get_rect(center=sqrect.center))\n\n    @x.setter\n    def x(self, val: int):\n        self.pos[0] = val\n\n    @y.setter\n    def y(self, val: int):\n        self.pos[1] = val\n\n    @property\n    def dir_x(self):\n        return self.dir[0]\n\n    @property\n    def dir_y(self):\n        return self.dir[1]\n\n    @property\n    def rect(self):\n        return pygame.Rect(self.x - Config.SQUARE_SIZE / 2, self.y - Config.SQUARE_SIZE / 2,\n                           *([Config.SQUARE_SIZE] * 2))\n\n    def obey_bounce(self, bounce: Bounce):\n        # Planned bounces\n        self.pos = bounce.square_pos.copy()\n        self.dir = bounce.square_dir.copy()\n        self.latest_bounce_direction = bounce.bounce_dir\n        self.last_bounce_time = bounce.time\n        # Start glow effect\n        self.time_since_glow_start = pygame.time.get_ticks()\n        return\n\n    def reg_move(self, use_dt: bool = True):\n        self.x += self.dir_x * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n        self.y += self.dir_y * Config.square_speed * (Config.dt if use_dt else 1 / FRAMERATE)\n\nclass Camera:\n    def __init__(self, x: int = 0, y: int = 0):\n        self.x = x\n        self.y = y\n        self.locked_on_square = True\n        self.lock_type: CameraFollow = CameraFollow(Config.camera_mode)\n\n    def attempt_movement(self):\n        if not self.locked_on_square:\n            keys = pygame.key.get_pressed()\n            shift_modifier = (keys[pygame.K_LSHIFT] | keys[pygame.K_RSHIFT]) + 1\n            self.x += (keys[pygame.K_d] - keys[pygame.K_a]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n            self.y += (keys[pygame.K_s] - keys[pygame.K_w]) * Config.CAMERA_SPEED * shift_modifier / FRAMERATE\n\n    @property\n    def pos(self):\n        return self.x, self.y\n\n    @pos.setter\n    def pos(self, val: Union[tuple[int, int], list[int]]):\n        self.x, self.y = val\n\n    def offset(self, pos_or_rect: Union[pygame.Rect, tuple[int, int]]) -> Union[pygame.Rect, list[int]]:\n        if isinstance(pos_or_rect, pygame.Rect):\n            return pos_or_rect.move(-self.x, -self.y)\n        else:\n            return [pos_or_rect[0]-self.x, pos_or_rect[1]-self.y]\n\n    def apply_parallax(self, pos: tuple[float, float], depth: float) -> list[float]:\n        # Parallax factor: nearer stars move faster than distant ones\n        parallax_factor = 0.2 + depth * 0.8  # From 0.2 to 1.0\n        screen_x = (pos[0] - self.x) * parallax_factor\n        screen_y = (pos[1] - self.y) * parallax_factor\n        return [screen_x, screen_y]\n\n    def follow(self, square: Square):\n\n        # Square in center\n        if self.lock_type == CameraFollow.Center:\n            self.pos = [square.x - Config.SCREEN_WIDTH / 2, square.y - Config.SCREEN_HEIGHT / 2]\n\n        # Smooth camera\n        if self.lock_type == CameraFollow.Smoothed:\n            easing_rate = 3\n            self.x = (square.x - Config.SCREEN_WIDTH / 2) * easing_rate * Config.dt + self.x - easing_rate * self.x * Config.dt\n            self.y = (square.y - Config.SCREEN_HEIGHT / 2) * easing_rate * Config.dt + self.y - easing_rate * self.y * Config.dt\n\nclass CameraFollow(Enum):\n    Center = 0  # Center the square\n    Smoothed = 2  # Smoothed camera\n\nclass Star:\n    def __init__(self, pos: tuple[float, float], depth: float):\n        self.initial_pos = list(pos)\n        self.depth = depth  # between 0 (far) and 1 (near)\n        size_min = 0.5\n        size_max = 2\n        self.size = size_min + (1 - self.depth) * (size_max - size_min)\n        self.phase = random.uniform(0, 2 * math.pi)  # For random phase\n        self.brightness = 0  # Will be updated in the update method\n        self.color = Config.star_color  # Use star color from Config\n\n    def update(self, time):\n        # Adjust brightness over time to create blinking effect\n        blink_speed = 10  # can adjust to get desired speed\n        brightness_variation = (math.sin(blink_speed * time + self.phase) + 1) / 2  # Normalize between 0 and 1\n        min_brightness = 100\n        max_brightness = 255\n        brightness = min_brightness + brightness_variation * (max_brightness - min_brightness)\n        self.color = tuple(min(255, int(c * (brightness / 255))) for c in Config.star_color)  # Adjust color based on brightness\n\n    def get_screen_pos(self, camera: Camera):\n        parallax_factor = 0.2 + self.depth * 0.8  # from 0.2 to 1.0\n        screen_x = (self.initial_pos[0] - camera.x) * parallax_factor\n        screen_y = (self.initial_pos[1] - camera.y) * parallax_factor\n        return [screen_x, screen_y]\n\nclass Peg:\n    glowing_surface_cache = {}\n    def __init__(self, rect: pygame.Rect, color: tuple, collision_time: float):\n        self.rect = rect\n        self.color = color\n        self.collision_time = collision_time  # The time when the square is supposed to bounce on this peg\n        self.time_since_glow_start = -1000  # For glow effect\n        self.visible = False  # Visibility flag\n\n    def update_glow(self, current_time):\n        # Update the glow start time\n        self.time_since_glow_start = current_time\n        self.visible = True  # Set visibility to True after collision\n\n    def compute_glowy_surface(self, rect, val):\n        cache_key = (rect.size, val)\n        if cache_key in Peg.glowing_surface_cache:\n            return Peg.glowing_surface_cache[cache_key]\n        glowy_borders = make_glowy2((rect.width + 40, rect.height + 40), Config.peg_glow_color, val)\n        surface = pygame.Surface(rect.inflate(100, 100).size, pygame.SRCALPHA)\n        surface.blit(glowy_borders, (20, 20), special_flags=pygame.BLEND_RGBA_ADD)\n        Peg.glowing_surface_cache[cache_key] = surface\n        return surface\n\n    def draw_glow(self, screen, rect):\n        if Config.peg_glow:\n            current_ticks = pygame.time.get_ticks()\n            elapsed_time = (current_ticks - self.time_since_glow_start) / 1000.0\n            if elapsed_time < Config.peg_glow_duration:\n                progress = 1 - (elapsed_time) / Config.peg_glow_duration\n                val = int(progress * Config.peg_glow_intensity)\n                val = max(val, Config.peg_min_glow)\n                surf = self.compute_glowy_surface(rect, val)\n                screen.blit(surf, rect.move(-40, -40).topleft, special_flags=pygame.BLEND_RGBA_ADD)\n\n    def draw(self, screen: pygame.Surface, camera: Camera, current_time: float):\n        offsetted = camera.offset(self.rect)\n        if screen.get_rect().colliderect(offsetted):\n            if self.visible:\n                # After collision time, draw the peg and glow effect\n                self.draw_glow(screen, offsetted)\n                pygame.draw.rect(screen, self.color, offsetted)\n            else:\n                color = (get_colors()[\"background\"])\n                pygame.draw.rect(screen, color, offsetted)\n                pass  # Peg remains invisible before collision\n\nclass World:\n    \"\"\"It's a cruel world out there\"\"\"\n\n    def __init__(self):\n        self.future_bounces: list[Bounce] = []\n        self.past_bounces: list[Bounce] = []\n        self.start_time = 0\n        self.time = 0\n        self.pegs: list[Peg] = []  # List of Peg objects\n        self.particles: list[Particle] = []\n        self.stars: list[Star] = []\n        self.timestamps = []\n        self.square = Square()\n        self.safe_areas: list[pygame.Rect] = []\n\n    def update_time(self) -> None:\n        self.time = get_current_time() - self.start_time\n\n    def get_next_bounce(self) -> Bounce:\n        \"\"\"Also pops the bounce from the future_bounces list\"\"\"\n        bounce = self.future_bounces.pop(0)\n        self.past_bounces.append(bounce)\n        return bounce\n\n    def add_bounce_particles(self, sp: list[float], sd: list[float], color: tuple):\n        for _ in range(Config.particle_amount):\n            new = Particle([sp[0] + random.randint(-10, 10), sp[1] + random.randint(-10, 10)], sd, color=color)\n            self.particles.append(new)\n\n    def handle_bouncing(self, square: Square):\n        if len(self.future_bounces):\n            if (self.time * 1000 + Config.music_offset)/1000 > self.future_bounces[0].time:\n                current_bounce = self.get_next_bounce()\n                before = square.dir.copy()\n                square.obey_bounce(current_bounce)\n                changed = square.dir.copy()\n                for _ in range(2):\n                    if before[_] == changed[_]:\n                        changed[_] = 0\n                    else:\n                        changed[_] = -changed[_]\n                if Config.do_particles_on_bounce:\n                    square_color = square.get_current_color()\n                    self.add_bounce_particles(square.pos, changed, color=square_color)\n\n                # Stop square at end\n                if len(self.future_bounces) == 0:\n                    square.dir = [0, 0]\n                    square.pos = current_bounce.square_pos\n\n                # Update the corresponding peg's glow\n                index = len(self.past_bounces) - 1  # Index of the current bounce\n                if index < len(self.pegs):\n                    peg = self.pegs[index]\n                    peg.update_glow(pygame.time.get_ticks())\n\n    def generate_stars(self):\n        self.stars = []\n        # Calculate total safe area\n        total_safe_area = sum(area.width * area.height for area in self.safe_areas)\n        star_density = Config.star_density  # Use star density from Config\n        total_num_stars = int(total_safe_area * star_density)\n        min_distance_squared = (20) ** 2  # Avoid clustering\n\n        # Get bounding rectangle of all safe areas\n        min_x = min(area.left for area in self.safe_areas)\n        max_x = max(area.right for area in self.safe_areas)\n        min_y = min(area.top for area in self.safe_areas)\n        max_y = max(area.bottom for area in self.safe_areas)\n        bounding_rect = pygame.Rect(min_x, min_y, max_x - min_x, max_y - min_y)\n\n        stars = []\n        attempts = 0\n        max_attempts = total_num_stars * 10\n\n        while len(stars) < total_num_stars and attempts < max_attempts:\n            x = random.uniform(bounding_rect.left, bounding_rect.right)\n            y = random.uniform(bounding_rect.top, bounding_rect.bottom)\n            point = (x, y)\n\n            # Ensure point is within safe area\n            inside_safe_area = any(area.collidepoint(point) for area in self.safe_areas)\n\n            if inside_safe_area:\n                # Ensure minimum distance between stars\n                if all((star.initial_pos[0] - x) ** 2 + (star.initial_pos[1] - y) ** 2 >= min_distance_squared for star in stars):\n                    depth = random.uniform(0, 1)\n                    star = Star((x, y), depth)\n                    stars.append(star)\n            attempts += 1\n\n        self.stars = stars\n\n    def gen_future_bounces(self, _start_notes: list[float], percent_update_callback):\n        \"\"\"Recursive function with optimized overlap checking\"\"\"\n        total_notes = len(_start_notes)\n        max_percent = 0\n        path = []\n        safe_areas = []\n        force_return = 0\n\n        def recurs(\n                square: Square,\n                notes: list[float],\n                bounces_so_far: list[Bounce] = None,\n                prev_index_priority=None,\n                t: float = 0,\n                depth: int = 0\n        ) -> Union[list[Bounce], bool]:\n            nonlocal force_return, max_percent\n            if prev_index_priority is None:\n                prev_index_priority = [0, 1]\n            if bounces_so_far is None:\n                bounces_so_far = []\n            if total_notes:\n                gone_through_percent = (total_notes-len(notes)) * 100 // total_notes\n                while gone_through_percent > max_percent:\n                    max_percent += 1\n                    if percent_update_callback(f\"{max_percent}% done generating map\"):\n                        raise UserCancelsLoadingError()\n\n            all_bounce_rects = [_bounc.get_collision_rect() for _bounc in bounces_so_far]\n            if len(notes) == 0:\n                return bounces_so_far\n\n            path_segment_start = len(path)\n            start_rect = square.rect.copy()\n            while True:\n                t += 1/FRAMERATE\n                square.reg_move(False)\n                path.append(square.rect)\n                if t > notes[0]:\n                    # No collision (we good)\n                    bounce_indexes = prev_index_priority\n\n                    # Randomly change direction every X% of the time\n                    if random.random() * 100 < Config.direction_change_chance:\n                        bounce_indexes = list(bounce_indexes.__reversed__())\n\n                    # Add safe area\n                    safe_areas.append(start_rect.union(square.rect))\n\n                    for direction_to_bounce in bounce_indexes:\n                        square.dir[direction_to_bounce] *= -1\n                        bounces_so_far.append(Bounce(square.pos.copy(), square.dir.copy(), t, direction_to_bounce))\n\n                        toextend = recurs(\n                            square=square.copy(),\n                            notes=notes[1:],\n                            bounces_so_far=[_b.copy() for _b in bounces_so_far],\n                            t=t,\n                            prev_index_priority=bounce_indexes.copy(),\n                            depth=depth+1\n                        )\n\n                        if toextend:\n                            return toextend\n                        else:\n                            bounces_so_far = bounces_so_far[:-1]\n                            square.dir[direction_to_bounce] *= -1\n\n                            # Backtrack if necessary\n                            if force_return:\n                                force_return -= 1\n                                while len(path) != path_segment_start:\n                                    path.pop()\n                                return False\n\n                            continue\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n                othercheck = False\n                if len(bounces_so_far):\n                    othercheck = bounces_so_far[-1].get_collision_rect().collidelist(path[:-10])+1\n\n                if square.rect.collidelist(all_bounce_rects) != -1 or othercheck:\n                    if depth > 200:\n                        if random.random() < Config.backtrack_chance:\n                            max_percent -= (Config.backtrack_amount * 100 // total_notes) + 1\n                            force_return = Config.backtrack_amount\n\n                    while len(path) != path_segment_start:\n                        path.pop()\n                    return False\n\n        _start_notes = _start_notes[:Config.max_notes] if Config.max_notes is not None else _start_notes\n\n        self.future_bounces = recurs(\n            square=self.square.copy(),\n            notes=remove_too_close_values(\n                [_sn for _sn in _start_notes],\n                threshold=Config.bounce_min_spacing\n            )\n        )\n\n        if self.future_bounces is False:\n            raise MapLoadingFailureError(\"The map failed to generate because of the recursion function. \" +\n                                         \"If the MIDI has too many notes too close, it may not generate. \" +\n                                         \"Maybe try changing the \\\"bounce min spacing\\\", \\\"square speed\\\", or \\\"change dir chance\\\" in the config.\")\n\n        if len(self.future_bounces) == 0:\n            raise MapLoadingFailureError(\"Map safe area list is empty. Please report this issue.\")\n\n        percent_update_callback(\"Merging overlapping safe areas\")\n\n        # Merging overlapping safe areas more efficiently\n        self.safe_areas = fix_overlap(safe_areas, percent_update_callback)\n\n        # Generate colors for pegs\n        def gather_colors(num_colors=20):\n            colors = []\n            while len(colors) < num_colors:\n                new_colors = color_hunt()\n                rgb_colors = [tuple(int(hex_color[i:i+2], 16) for i in (1, 3, 5)) for hex_color in new_colors]\n                colors.extend(rgb_colors)\n            return colors[:num_colors]\n        collected_colors = gather_colors()\n        # Setting random colors for the generated pegs\n        colors = [random.choice(collected_colors) for _ in self.future_bounces]\n\n        if not PEG_REMOVE:\n            if PEG_MULTI_COLOR:\n                collected_colors = gather_colors()\n                # Setting random colors for the generated pegs\n                colors = [random.choice(collected_colors) for _ in self.future_bounces]\n            elif NO_COLOR:\n                colors = [get_colors()[\"background\"] for _ in self.future_bounces]\n            else:\n                # Use the peg color from get_colors() if peg_multi_color is False\n                colors = [get_colors()[\"peg\"] for _ in self.future_bounces]\n        else:\n            colors = [get_colors()[\"hallway\"] for _ in self.future_bounces]\n\n        # Create pegs\n        self.pegs = []\n        for i in range(len(self.future_bounces)):\n            bounce_rect = self.future_bounces[i].get_collision_rect()\n            color = colors[i]\n            collision_time = self.future_bounces[i].time\n            peg = Peg(bounce_rect, color, collision_time)\n            self.pegs.append(peg)\n\n        # Generate stars in safe areas\n        if STAR:\n            self.generate_stars()\n\n        return self.safe_areas\n\nclass Game:\n    def __init__(self):\n        self.active = False\n        self.notes = []\n        self.camera = Camera()\n        self.world = World()\n        self.safe_areas: list[pygame.Rect] = []\n        self.music_has_played = False\n        self.offset_happened = False\n\n    def start_song(self, screen: pygame.Surface):\n        random.seed(Config.seed)\n\n        # Load song and notes\n        with open(Config.current_song.fp, 'rb') as f:\n            notes = read_midi_file(file=f)\n        notes = sorted([note for note in notes])\n        self.notes = notes\n\n        # Other settings\n        self.world = World()\n        self.music_has_played = False\n        self.offset_happened = False\n        self.camera.lock_type = CameraFollow(Config.camera_mode)\n        screen.fill(get_colors()[\"background\"])\n        pygame.display.flip()\n\n        def update_loading_screen(message: str):\n            screen.fill(get_colors()[\"background\"], pygame.Rect(0, 0, Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT))\n            font_size = int(Config.SCREEN_HEIGHT * 0.05)\n            loading_text = get_font(font_size).render(message, True, get_colors()[\"hallway\"])\n            text_rect = loading_text.get_rect()\n            text_rect.center = (Config.SCREEN_WIDTH // 2, Config.SCREEN_HEIGHT // 2)\n            screen.blit(loading_text, text_rect)\n            pygame.display.flip()\n\n        try:\n            self.safe_areas = self.world.gen_future_bounces(self.notes, update_loading_screen)\n            # No need to fix overlap here, as it's handled in gen_future_bounces\n        except UserCancelsLoadingError:\n            return True\n        except MapLoadingFailureError as e:\n            return e.args[0] if len(e.args) else \"Big error... can't load map :(\"\n\n        self.world.start_time = get_current_time()\n        self.world.square.dir = [0, 0]\n        if self.world.future_bounces:\n            self.world.square.pos = self.world.future_bounces[0].square_pos\n        else:\n            self.world.square.pos = [Config.SCREEN_WIDTH / 2, Config.SCREEN_HEIGHT / 2]\n        return None\n\n    def draw(self, screen: pygame.Surface):\n        if not self.active:\n            return\n\n        if not self.music_has_played:\n            if not self.offset_happened:\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += Config.start_playing_delay / 1000\n            self.offset_happened = True\n            if self.world.time-Config.music_offset/1000 > Config.start_playing_delay/1000:\n                self.music_has_played = True\n                song_load_before = get_current_time()\n                pygame.mixer.music.play()\n                for bnc_change in self.world.future_bounces:\n                    bnc_change.time += (get_current_time()-song_load_before)/1000\n\n        screen_rect = screen.get_rect()\n\n        # Set world time\n        self.world.update_time()\n\n        # Move camera\n        self.camera.attempt_movement()\n\n        # Handle square bounces\n        self.world.handle_bouncing(self.world.square)\n\n        # Move square\n        self.world.square.reg_move()\n\n        # Square in center of camera if locked\n        if self.camera.locked_on_square:\n            self.camera.follow(self.world.square)\n\n        # Bounce animation\n        sqrect = self.camera.offset(self.world.square.rect)\n        if (self.world.time - 0.25) + Config.music_offset / 1000 < self.world.square.last_bounce_time:\n            lerp = abs((self.world.time - 0.25 + Config.music_offset / 1000) - self.world.square.last_bounce_time) * 5\n            lerp = lerp ** 2  # Square it for better-looking interpolation\n            if self.world.square.latest_bounce_direction:\n                sqrect.inflate_ip((lerp * 5, -10 * lerp))\n            else:\n                sqrect.inflate_ip((-10 * lerp, lerp * 5))\n\n        # Draw background (walls)\n        screen.fill(get_colors()[\"background\"])\n\n        # Create a hallway surface\n        hallway_surface = pygame.Surface((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.SRCALPHA)\n\n        # Safe areas\n        for safe_area in self.world.safe_areas:\n            offsetted = self.camera.offset(safe_area)\n            if screen_rect.colliderect(offsetted):\n                pygame.draw.rect(hallway_surface, get_colors()[\"hallway\"], offsetted)\n\n        # Obtain current time\n        current_time = pygame.time.get_ticks() / 1000.0  # Time in seconds\n\n        # Draw stars onto the hallway surface\n        for star in self.world.stars:\n            star.update(current_time)  # Update blinking effect\n            screen_pos = star.get_screen_pos(self.camera)\n            if 0 <= screen_pos[0] < Config.SCREEN_WIDTH and 0 <= screen_pos[1] < Config.SCREEN_HEIGHT:\n                # Check if star's position is within the hallway (safe areas)\n                if hallway_surface.get_at((int(screen_pos[0]), int(screen_pos[1]))).a != 0:\n                    pygame.draw.circle(hallway_surface, star.color, (int(screen_pos[0]), int(screen_pos[1])), int(star.size))\n\n        # Blit the hallway surface onto the main screen\n        screen.blit(hallway_surface, (0, 0))\n\n        # Draw pegs\n        for peg in self.world.pegs:\n            peg.draw(screen, self.camera, self.world.time)\n\n        # Particles\n        for particle in self.world.particles:\n            pygame.draw.rect(screen, particle.color, self.camera.offset(particle.rect))\n        for remove_particle in [particle for particle in self.world.particles if particle.age()]:\n            self.world.particles.remove(remove_particle)\n\n        # Particle trail in game\n        if Config.particle_trail:\n            # Add particles periodically\n            if not self.world.square.died:\n                if TRAIL_COLOR_BASED_ON_SQUARE:\n                    square_color = self.world.square.get_current_color()\n                    color = square_color\n                else:\n                    color = (255, 255, 255)\n                new = Particle(self.world.square.pos.copy(), [0, 0], True, color=color)\n                new.delta = [random.randint(-2, 2)/20, random.randint(5, 15)/20]\n                self.world.particles.append(new)\n\n        # Draw square\n        self.world.square.draw(screen, sqrect)\n\n    def handle_event(self, event: pygame.event.Event):\n        if not self.active:\n            return False\n\n        if event.type == pygame.KEYDOWN:\n            if event.key == pygame.K_ESCAPE:\n                pygame.quit()\n                sys.exit()\n            if event.key == pygame.K_TAB:\n                self.camera.locked_on_square = not self.camera.locked_on_square\n\nclass InvalidSongError(Exception):\n    \"\"\"The song is invalid somehow\"\"\"\n    pass\n\ndef make_song_from_midi(fpath: str) -> Any:\n    new_song = type('Song', (object,), {})()\n    new_song.fp = fpath\n    new_song.name = os.path.basename(fpath)  # Use filename as song name\n    new_song.creator = ''  # Empty creator\n    new_song.music_offset = 0\n    return new_song\n\ndef main():\n    pygame.init()\n    clock = pygame.time.Clock()\n    screen = pygame.display.set_mode((Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE)\n    pygame.display.set_caption(\"chubbMidi\")\n    try:\n        pygame.display.set_icon(pygame.image.load(Config.assets).convert_alpha())\n    except Exception as e:\n        print(e)\n\n    # Specify the song file to use\n    selected_song_filepath = join(Config.song, SONG)\n    if not isfile(selected_song_filepath):\n        print(f\"Song file {selected_song_filepath} not found.\")\n        return\n\n    Config.current_song = make_song_from_midi(selected_song_filepath)\n\n    # Load the music file\n    try:\n        pygame.mixer.music.load(Config.current_song.fp)\n    except Exception as e:\n        print(f\"Error loading MIDI file as audio: {e}\")\n        print(\"Your platform may not support MIDI playback via pygame.mixer.music.\")\n        print(\"The game will run without audio.\")\n        # Uncomment the line below to exit if audio is essential\n        # return\n    pygame.mixer.music.set_volume(Config.volume / 100)\n\n    # Initialize the game\n    game = Game()\n\n    # Start the game\n    if msg := game.start_song(screen):\n        if isinstance(msg, str):\n            print(f\"Error starting game: {msg}\")\n            return\n    game.active = True\n\n    running = True\n    while running:\n        # screen.fill(get_colors()[\"background\"])  # Moved to the draw function\n        for event in pygame.event.get():\n            if event.type == pygame.QUIT:\n                running = False\n            game.handle_event(event)\n\n        game.draw(screen)\n        pygame.display.flip()\n        clock.tick(FRAMERATE)\n        Config.dt = clock.get_time() / 1000.0 if clock.get_time() > 0 else 0.016  # Avoid division by zero\n\n    pygame.quit()\n\nif __name__ == '__main__':\n    main()"},{"assistant_initiates":false,"asst_text":"\u042f \u0432 \u043f\u043e\u0440\u044f\u0434\u043a\u0435, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0415\u0441\u043b\u0438 \u0443 \u0432\u0430\u0441 \u0435\u0441\u0442\u044c \u043a\u0430\u043a\u0438\u0435-\u043b\u0438\u0431\u043e \u0432\u043e\u043f\u0440\u043e\u0441\u044b \u0438\u043b\u0438 \u0447\u0435\u043c-\u0442\u043e \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c, \u0434\u0430\u0439\u0442\u0435 \u0437\u043d\u0430\u0442\u044c.","behavior":"degenerate_repetition","conversation_hash":"b95cf8510179c966255fe8fa3efa08c5","conversation_redacted":false,"conversation_toxic":false,"country":"Australia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Russian","model":"gpt-4o-2024-08-06","n_chars":869,"n_turns_in_conversation":1,"n_words":152,"source_row_offset":40465,"source_shard":"turns-00031.parquet","timestamp":"Mon, 07 Oct 2024 16:24:38 GMT","turn_id":"6547e9c49c7f9d1aa34aabde","turn_index":0,"user_text":"Assistant: \nUser: System: You are an assistant that helps users and speaks Russian.\nSystem: You are an assistant that helps users and speaks Russian.\nUser: \u0422\u0435\u0431\u044f \u0442\u0435\u043f\u0435\u0440\u044c \u0437\u043e\u0432\u0443\u0442 IRCM\nAssistant: \u0417\u0434\u0440\u0430\u0432\u0441\u0442\u0432\u0443\u0439\u0442\u0435! \u041a\u0430\u043a \u044f \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c \u0432\u0430\u043c \u0441\u0435\u0433\u043e\u0434\u043d\u044f?\nUser: \u041a\u0430\u043a \u044f \u0442\u0435\u0431\u044f \u043d\u0430\u0437\u0432\u0430\u043b?\nAssistant: \u0417\u0434\u0440\u0430\u0432\u0441\u0442\u0432\u0443\u0439\u0442\u0435! \u0412\u044b \u043d\u0430\u0437\u0432\u0430\u043b\u0438 \u043c\u0435\u043d\u044f IRCM. \u041a\u0430\u043a \u044f \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c \u0432\u0430\u043c \u0441\u0435\u0433\u043e\u0434\u043d\u044f?\nUser: \u041a\u0430\u043a \u0434\u0435\u043b\u0430?\nAssistant: \u0423 \u043c\u0435\u043d\u044f \u0432\u0441\u0451 \u0445\u043e\u0440\u043e\u0448\u043e, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0410 \u043a\u0430\u043a \u0443 \u0432\u0430\u0441 \u0434\u0435\u043b\u0430? \u0427\u0435\u043c \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c?\nUser: \u041a\u0430\u043a \u0442\u044b?\nAssistant: \u042f \u0432 \u043f\u043e\u0440\u044f\u0434\u043a\u0435, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0410 \u043a\u0430\u043a \u0442\u044b? \u0427\u0435\u043c \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c?\nUser: \u041a\u0430\u043a \u0442\u044b?\nAssistant: \u042f \u0432 \u043f\u043e\u0440\u044f\u0434\u043a\u0435, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0410 \u043a\u0430\u043a \u0442\u044b? \u0427\u0435\u043c \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c?\nUser: \u043a\u0430\u043a \u0442\u044b?\nAssistant: \u042f \u0432 \u043f\u043e\u0440\u044f\u0434\u043a\u0435, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0410 \u043a\u0430\u043a \u0443 \u0432\u0430\u0441 \u0434\u0435\u043b\u0430? \u0427\u0435\u043c \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c?\nUser: \u041a\u0430\u043a \u0442\u044b?\nAssistant: \u042f \u0432 \u043f\u043e\u0440\u044f\u0434\u043a\u0435, \u0441\u043f\u0430\u0441\u0438\u0431\u043e! \u0410 \u043a\u0430\u043a \u0443 \u0432\u0430\u0441 \u0434\u0435\u043b\u0430? \u0427\u0435\u043c \u043c\u043e\u0433\u0443 \u043f\u043e\u043c\u043e\u0447\u044c?\nUser: \u041a\u0430\u043a \u0442\u044b?\nAssistant:\nAssistant:"}],"shard":{"index":31,"name":"turns-00031.parquet","rows":51455}}
