Yes? It's not running on my GPU if that's what you mean.
Funny stuff is fun but its ability to generate novel code in any language from plain language descriptions is straight up sorcery. Not enough context memory to do anything big, but if you set up the overall structure it can do all the grunt work. Can correct its own errors too.
e.g. gave it
-- Define the lists of consonants and vowels
local consonants = {"b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "y", "z"}
local vowels = {"a", "e", "i", "o", "u"}
-- Define the list of wizardly adjectives
local adjectives = {"wise", "powerful", "enigmatic", "mysterious", "arcane"}
-- Generate the wizard's name
math.randomseed(os.time())
local name = ""
for i = 1, math.random(5, 12) do
if i % 2 == 1 then
name = name .. consonants[math.random(#consonants)]
else
name = name .. vowels[math.random(#vowels)]
end
end
local adjective = adjectives[math.random(#adjectives)]
name = name .. " the " .. adjective
-- Generate the wizard's health and intelligence
local health = math.random(3, 10)
local intelligence = math.random(15, 18)
-- Generate the wizard's staff
local woods = {"oak", "maple", "elm", "cedar", "pine"}
local colors = {"red", "blue", "green", "yellow", "purple"}
local wood = woods[math.random(#woods)]
local color = colors[math.random(#colors)]
local staff = wood .. " stave with a " .. color .. " crystal"
-- Generate the wizard's robes
local robe_colors = {"black", "white", "gray", "brown", "red", "blue", "green", "yellow", "purple"}
local robe_color1 = robe_colors[math.random(#robe_colors)]
local robe_color2 = robe_colors[math.random(#robe_colors)]
-- Define the list of spell types
local spell_types = {"blast", "spear", "bolt", "explosion"}
-- Define the list of spell elements
local spell_elements = {"fire", "ice", "lightning", "earth"}
-- Generate the wizard's spells
local num_spells = math.random(1, 4)
local spell_names = {}
local spell_damages = {}
for i = 1, num_spells do
local spell_name = ""
for j = 1, math.random(5, 12) do
if j % 2 == 1 then
spell_name = spell_name .. consonants[math.random(#consonants)]
else
spell_name = spell_name .. vowels[math.random(#vowels)]
end
end
local spell_type = spell_types[math.random(#spell_types)]
local spell_element = spell_elements[math.random(#spell_elements)]
table.insert(spell_names, spell_name .. "'s " .. spell_type .. " of " .. spell_element)
table.insert(spell_damages, math.random(10, 50))
end
-- Output the wizard's information
print(name)
print("Health: " .. health)
print("Intelligence: " .. intelligence)
print("Staff: " .. staff)
print("Robes: " .. robe_color1 .. " and " .. robe_color2)
print("Spells:")
for i = 1, num_spells do
print(" " .. spell_names[i] .. " (deals " .. spell_damages[i] .. " damage)")
end
And yes, it runs and does exactly what I asked it to do.