code wiki / _hdl_build / nx_game_actor_gate.nx

nx_game_actor_gate.nx

buildroot/runtime/_hdl_build/nx_game_actor_gate.nx

10246 B223 linesdepth 4pulls 7 transitivereach 0 importersview sourcekind gate/prooftopic game
docsdependenciesstructsconstsfunctions

about

nx_game_actor_gate.nx -- proves the character<->environment interaction floor (ws=game-interact). Teeth follow the lane law: every equality carries a NON-VACUITY guard; the flagship tooth (T2/T5 occupancy) is designed so the mutation "ac_step skips the occupancy check" turns it RED while the anti-vacuity tooth stays GREEN. license_tier: ORIGINAL

dependencies 4 imports · 0 importers

nx_syscalls.nx nx_game_actor.nx nx_pathfind.nx nx_gamesave.nx nx_game_actor_gate.nx

imports: nx_syscalls.nxnx_game_actor.nxnx_pathfind.nxnx_gamesave.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main p sys_write sys_mmap wd_bytes wd_words wd_init wd_set_wall wd_in en_bytes en_words en_init en_o_gen en_o_alive en_cap en_o_dense en_cap ↻ en_o_pos en_cap ↻ en_o_free en_cap ↻ ac_spawn wd_wall wd_in ↻ wd_occ wd_in ↻ en_spawn en_freelen en_o_free ↻ en_o_free ↻ en_cap ↻ en_o_alive ↻ en_ncomp en_o_comp en_cap ↻ en_o_dense ↻ en_o_pos ↻ en_make_handle en_o_gen ↻ en_set

structs

none

consts

27const GW2: i64 = 16
28const GH2: i64 = 12

functions

10func p(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 }
called by 2: nlmain calls 1: sys_write
11func pn(v: i64) -> i64
called by 1: main calls 2: sys_mmapsys_write
25func nl() -> i64 { p("\n" as *u8); return 0 }
called by 1: main calls 1: p
31func dir_dx(d: i64) -> i64 { if d == 0 { return 1 } if d == 1 { return 0-1 } return 0 }
called by 1: main
32func dir_dy(d: i64) -> i64 { if d == 2 { return 1 } if d == 3 { return 0-1 } return 0 }
called by 1: main
34func main() -> i64