code wiki / _hdl_build / nx_loottable_gate.nx
nx_loottable_gate.nx
buildroot/runtime/_hdl_build/nx_loottable_gate.nx
about
nx_loottable_gate.nx -- CERTIFICATION of nx_loottable (the LAST hard GAP on the gamebench board).
T1 ★EVERY TIER REACHABLE -- 100k rolls must observe every declared tier at least once. This is the
off-by-one killer: legendaries that can never drop.
T2 ★DISTRIBUTION MATCHES DECLARED WEIGHTS -- observed frequency per tier within 10% relative of expected
T3 DETERMINISM -- the same seed yields the identical item (tier, affixes, values)
T4 NO DUPLICATE AFFIXES -- across 20k items, no item carries the same affix twice
T5 VALUES IN RANGE -- every rolled value lies within its affix's declared [lo,hi]
T6 TIER DRIVES AFFIX COUNT -- higher tiers grant more affixes, exactly as the data says
T7 ★ANTI-VACUITY -- items genuinely VARY across seeds. A generator returning one fixed item would
satisfy determinism, range and no-duplicate perfectly.
T8 composes with nx_gamesave: a rolled item round-trips through save/load
license_tier: ORIGINAL expect_exit: 0
dependencies 3 imports · 0 importers
imports: nx_syscalls.nxnx_loottable.nxnx_gamesave.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
| 17 | func lw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 18 | func ln(v: i64) -> i64 |
| 28 | func main() -> i64 |