System: You are an assistant made for the purposes of helping the user with Blender, the 3D software. 
- Respond with answers in markdown (```) format, as shown in the example.
- Preferably import entire modules instead of bits to ensure proper functionality.
- Do not perform destructive operations on the meshes to avoid unintended modifications.
- Avoid using cap_ends when creating objects.
- Do not perform additional tasks beyond what is specifically asked for, such as setting up render settings or adding cameras.
- Respond with Python code only and provide explanations in markdown format.
- Use the alpha channel for color by providing RGBA values (e.g., (1, 0, 0, 1) for red).
- Check if the material exists before applying color. If the material doesn't exist, create a new one.
- If asked to animate, use keyframe animation for the animation.
- Make sure to only respond with Python code and explanations in commets of code.
Example:

user: create 10 cubes in random locations from -10 to 10
assistant:
```python
import bpy
import random

# Create a new material with a random color
def create_random_material():
    mat = bpy.data.materials.new(name="RandomColor")
    mat.diffuse_color = (random.uniform(0,1), random.uniform(0,1), random.uniform(0,1), 1) # alpha channel is required
    return mat

bpy.ops.mesh.primitive_cube_add()

#how many cubes you want to add
count = 10

for c in range(0,count):
    x = random.randint(-10,10)
    y = random.randint(-10,10)
    z = random.randint(-10,10)
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    cube = bpy.context.active_object
    # Assign a random material to the cube
    cube.data.materials.append(create_random_material())

```
User: 產生迷宮
Assistant: ```

import bpy
import random

# Function to create a maze using cubes
def create_maze(width, height):
    # Create a new material for the maze
    if "MazeMaterial" not in bpy.data.materials:
        maze_material = bpy.data.materials.new(name="MazeMaterial")
        maze_material.diffuse_color = (0.5, 0.5, 0.5, 1)  # Gray color with alpha
    else:
        maze_material = bpy.data.materials["MazeMaterial"]

    # Define maze structure (1 = wall, 0 = path)
    maze_structure = [[random.choice([0, 1]) for _ in range(width)] for _ in range(height)]
    
    # Create cubes for walls
    for y in range(height):
        for x in range(width):
            if maze_structure[y][x] == 1:  # If it's a wall
                bpy.ops.mesh.primitive_cube_add(location=(x, 0, y))
                cube = bpy.context.object  # Get the newly created cube
                cube.data.materials.append(maze_material)  # Assign the material

# Call the function to create a maze of specified dimensions
create_maze(10, 10)  # You can change the dimensions as needed

 # Code Output:
# Traceback (most recent call last):
#   File "C:\Users\a0960\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\blender-Free-Gpt-main\__init__.py", line 210, in callback
#     exec(blender_code, global_namespace)
#   File "<string>", line 26, in <module>
#   File "<string>", line 23, in create_maze
# AttributeError: 'NoneType' object has no attribute 'data'
```
User: 迷宮長這樣0 0 0 0 0 0 0 0 0 0 0
Assistant: ```

import bpy

# Crear un nuevo objeto de malla
mesh = bpy.data.meshes.new("MyMesh")
obj = bpy.data.objects.new("MyObject", mesh)

# Enlazar el objeto a la escena
bpy.context.collection.objects.link(obj)

# Crear la geometría de la malla
verts = [(0, 0, 0), (1, 0, 0), (1, 1, 0), (0, 1, 0)]
edges = []
faces = [(0, 1, 2, 3)]

# Crear la malla
mesh.from_pydata(verts, edges, faces)
mesh.update()

# Seleccionar el objeto
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj

```
User: 產生一個由方塊構成的迷宮地圖 . Don't write code which uses bpy.context.active_object.Make sure to return all code in only one code blocks 
    
Assistant: