code wiki / _hdl_build / nx_game_taming_gate.nx

nx_game_taming_gate.nx

buildroot/runtime/_hdl_build/nx_game_taming_gate.nx

13864 B271 linesdepth 6pulls 12 transitivereach 0 importersview sourcekind gate/prooftopic game
docsdependenciesstructsconstsfunctions

about

nx_game_taming_gate.nx -- proves the five taming paths are five REAL skills, not five buttons. The design claim under test: every path can succeed AND fail, the fast paths COST loyalty, and trust genuinely governs obedience. A taming system where every path always works is a menu, not a game. MUTATION TARGET (documented): make tm_obeys ignore trust (constant chance) => T5 RED (a forced captive obeys as reliably as a bonded one) while every other tooth stays GREEN. license_tier: ORIGINAL

dependencies 2 imports · 0 importers

nx_syscalls.nx nx_game_taming.nx nx_game_taming_gate.nx

imports: nx_syscalls.nxnx_game_taming.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 tm_arch_default tm_act_default 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 ↻ mkw 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 en_valid en_handle_idx en_cap ↻ en_o_alive ↻ en_o_gen ↻ en_handle_gen en_ncomp ↻

structs

none

consts

none

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
27func mkw(ros: *i64, sp: i64, geno: i64, will: i64, disp: i64) -> i64
called by 1: main calls 3: en_spawnen_seten_count
40func main() -> i64