code wiki / _hdl_build / nx_game_agent_gate.nx

nx_game_agent_gate.nx

buildroot/runtime/_hdl_build/nx_game_agent_gate.nx

13275 B262 linesdepth 5pulls 6 transitivereach 0 importersview sourcekind gate/prooftopic game
docsdependenciesstructsconstsfunctions

about

nx_game_agent_gate.nx -- proves the NPC/enemy brain (perceive -> chase -> attack -> flee) actually behaves, with the lane's discipline: anti-vacuity guards on every claim, a U-pocket maze tooth that a GREEDY chaser provably jams in (so CHASE is real routing, not wishful adjacency), causal ATTACK events (every one emitted at manhattan distance 1), and determinism across full replays. MUTATION TARGET (documented): sever the LOS check in ag_tick (perceive through walls) => T2 wall-blind tooth RED while the open-field teeth stay GREEN. license_tier: ORIGINAL

dependencies 2 imports · 0 importers

nx_syscalls.nx nx_game_agent.nx nx_game_agent_gate.nx

imports: nx_syscalls.nxnx_game_agent.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 ag_species_default ag_scratch_words wd_bytes wd_words wd_init world_border 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 ↻

structs

none

consts

27const W: i64 = 20
28const H: i64 = 14

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
30func world_border(wd: *i64) -> i64
called by 1: main calls 1: wd_set_wall
38func main() -> i64