code wiki / _hdl_build / nx_char_ai_gate.nx
nx_char_ai_gate.nx
buildroot/runtime/_hdl_build/nx_char_ai_gate.nx
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nx_char_ai_gate.nx -- proves G-R2 char-AI (behavior tree + FSM). NPC BT (priority selector):
SEL[ SEQ[COND health_low, ACT flee], SEQ[COND enemy_visible, ACT attack], ACT patrol ]
blackboard bits: 0=health_low, 1=enemy_visible. actions: flee=1, attack=2, patrol=3.
FSM: IDLE--see-->ATTACK--health_low-->FLEE--healed-->IDLE (no other transitions). GREEN only if every
decision + transition is correct, incl. priority and neg-controls. license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_syscalls.nxnx_char_ai.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 9 | func cw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 10 | func cn(v: i64) -> i64 { let bb: *u8=sys_mmap(28); var m: i64=v; if m<0{m=0-m;sys_write(1,"-" as *u8,1)} let t: *u8=sys_mmap(28); var k: i64=0; if m==0{t[0]=48 as u8;k=1} while m>0{t[k]=(48+(m%10)) as u8;m=m/10;k=k+1} var i: i64=0; while i<k{bb[i]=t[k-1-i];i=i+1} sys_write(1,bb,k); return 0 } |
| 12 | func bt_action(ty: *i64, a0: *i64, nk: *i64, kids: *i64, bb: i64) -> i64 |
| 19 | func main() -> i64 |