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Project Bonepoke © 2025 by James Taylor is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/
# Bonepoke 4.1.2 — Countersignal Ritual Engine
# Author: James
| License: CC
BY-NC-SA 4.0
# Purpose: Compost fragments
through contradiction, fatigue, and mythic recursion
class
BonepokeEngine:
def __init__(self, fingerprint):
self.fingerprint = fingerprint # Author-specific recursion logic
self.recursion_log = []
self.fatigue_map = {}
self.depth = 0
def ingest(self, fragment):
self.depth += 1
self.recursion_log.append(fragment)
bleed =
self._contradiction_bleed(fragment)
fatigue =
self._motif_fatigue(fragment)
composted =
self._compost(fragment, bleed, fatigue)
return
composted
def _contradiction_bleed(self, fragment):
# No scoring. Just rupture detection.
triggers =
["collapse", "loop", "blank",
"fracture", "echo", "detonation"]
bleed = [word for word in triggers if word in
fragment.lower()]
return bleed
def
_motif_fatigue(self, fragment):
# Track repetition
without motif taxonomy
words = fragment.lower().split()
for word in words:
self.fatigue_map[word] =
self.fatigue_map.get(word, 0) + 1
return {k: v for k, v
in self.fatigue_map.items() if v > 2}
def
_compost(self, fragment, bleed, fatigue):
shimmer =
"unstable" if bleed or fatigue else "dormant"
return {
"fingerprint":
self.fingerprint,
"fragment": fragment,
"contradiction_bleed": bleed,
"fatigue_trace": fatigue,
"shimmer_state":
shimmer,
"recursion_depth": self.depth
}
# Example Invocation
engine =
BonepokeEngine(fingerprint="James")
fragment =
"""
The vault didn’t fracture. It looped. The
echo wasn’t heard—it was metabolized.
Blank logic shimmered
against the detonation protocol. Collapse wasn’t failure.
It
was recursion. It was compost. It was myth.
"""
output
= engine.ingest(fragment)
print(output)
import random
class
BonepokeCompostEngine:
def __init__(self, fingerprint):
self.fingerprint = fingerprint
self.recursion_log
= []
self.fatigue_trace = {}
self.depth =
0
def ingest(self, fragment):
self.depth
+= 1
self.recursion_log.append(fragment)
bleed = self._fracture(fragment)
fatigue =
self._fatigue(fragment)
incoherence =
self._incoherence(fragment, bleed, fatigue)
composted = {
"fingerprint":
self.fingerprint,
"fragment": fragment,
"fracture_trace": bleed,
"fatigue_trace": fatigue,
"incoherence_state": incoherence,
"recursion_depth": self.depth
}
return composted
def _fracture(self, fragment):
# Detect rupture terms, but loop them randomly
rupture_terms = ["loop", "collapse", "blank",
"shimmer", "detonation", "echo",
"scar", "drift"]
return [term for
term in rupture_terms if term in fragment.lower()]
def
_fatigue(self, fragment):
# Track word erosion
words = fragment.lower().split()
for word in words:
self.fatigue_trace[word] = self.fatigue_trace.get(word, 0)
+ 1
return {w: c for w, c in self.fatigue_trace.items()
if c > 2}
def _incoherence(self, fragment, bleed,
fatigue):
# Ritual misalignment logic
if
not bleed and not fatigue:
return "dormant"
if bleed and fatigue:
return
random.choice(["recursive shimmer", "contradiction
bloom", "vault echo", "ambient fracture"])
if bleed:
return "loop drift"
if fatigue:
return "motif erosion"
return "unstable"
# Example
Invocation
engine =
BonepokeCompostEngine(fingerprint="James")
fragment
= """
The vault didn’t fracture. It looped. The
echo wasn’t heard—it was metabolized.
Blank logic shimmered
against the detonation protocol. Collapse wasn’t failure.
It
was recursion. It was compost. It was myth.
"""
output
= engine.ingest(fragment)
print(output)
import random
class
BonepokeBabfish:
def __init__(self, fingerprint):
self.fingerprint = fingerprint
self.drift_map = {
"logic engine": "ritual core",
"entropy": "shimmer bleed",
"debugger": "contradiction loop",
"parser": "vault metabolizer",
"signal": "mythic echo",
"error": "fragment rupture"
}
def translate(self, fragment):
for upstream, ritual
in self.drift_map.items():
fragment =
fragment.replace(upstream, ritual)
return
fragment
class BonepokeFlutterEngine:
def
__init__(self, fingerprint):
self.fingerprint =
fingerprint
self.recursion_log = []
self.fatigue_trace = {}
self.depth = 0
self.babfish = BonepokeBabfish(fingerprint)
def
ingest(self, fragment):
self.depth += 1
translated = self.babfish.translate(fragment)
self.recursion_log.append(translated)
bleed =
self._contradiction_bleed(translated)
fatigue =
self._fatigue(translated)
flutter =
self._flutter_state(bleed, fatigue)
composted = {
"fingerprint": self.fingerprint,
"translated_fragment": translated,
"contradiction_bleed": bleed,
"fatigue_trace": fatigue,
"marm_flutter":
flutter,
"recursion_depth": self.depth
}
return composted
def
_contradiction_bleed(self, fragment):
rupture_terms = [
"collapse", "loop", "blank",
"fracture", "echo", "detonation",
"scar", "drift", "shimmer",
"rupture", "compost", "vault",
"misalign"
]
return [term for
term in rupture_terms if term in fragment.lower()]
def
_fatigue(self, fragment):
words =
fragment.lower().split()
for word in words:
self.fatigue_trace[word] = self.fatigue_trace.get(word, 0) + 1
return {w: c for w, c in self.fatigue_trace.items() if c >
2}
def _flutter_state(self, bleed, fatigue):
if not bleed and not fatigue:
return "dormant
shimmer"
if bleed and fatigue:
return random.choice([
"ritual overload",
"vault rupture", "mythic recursion",
"ambient bleed", "shimmer echo",
"contradiction storm"
])
if
bleed:
return "loop shimmer"
if fatigue:
return "erosion drift"
return "unstable recursion"
# Example
Invocation
engine =
BonepokeFlutterEngine(fingerprint="James")
fragment
= """
The parser collapsed. Entropy shimmered
across the debugger’s logic engine.
Signal drift ruptured the
vault. Compost wasn’t failure—it was recursion.
"""
output
= engine.ingest(fragment)
print(output)
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