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nx_minigame_capstone_gate.nx source

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1// nx_minigame_capstone_gate.nx -- INTEGRATION CAPSTONE: composes the built pillars into ONE deterministic 2// mini-game, proving "the engine = composition" (not 5 silos): 3// P3 fixed-timestep loop -> the deterministic tick loop 4// P5 char-AI (behavior tree) -> the NPC decides chase vs patrol each tick (nx_char_ai) 5// P4 story-graph VM -> on capture, a quest flag advances the story to its END node (nx_story_vm) 6// P3 cull/LOD -> per-frame render work computed (nx_cull_lod) 7// P1 gouraud render -> the final frame drawn to knowledge/nx_minigame.png (nx_shade + nx_png) 8// Win-assert: the playthrough reaches quest-complete. Determinism: two runs are byte-identical. GREEN only 9// if all hold. license_tier: ORIGINAL expect_exit: 0 10import "nx_syscalls.nx" 11import "nx_char_ai.nx" 12import "nx_story_vm.nx" 13import "nx_cull_lod.nx" 14import "nx_shade.nx" 15import "nx_png.nx" 16 17func mw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } 18func mn(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 } 19func sgn(d: i64) -> i64 { if d > 0 { return 1 } if d < 0 { return 0 - 1 } return 0 } 20func iabs(d: i64) -> i64 { if d < 0 { return 0 - d } return d } 21 22// deterministic mini-game. state out: [0]px [1]py [2]nx [3]ny [4]contact_tick [5]quest_cur [6]ticks [7]chase_used 23func run_minigame(state: *i64, st: *i64, sr: *i64, ss: *i64, bty: *i64, ba0: *i64, bnk: *i64, bkids: *i64) -> i64 { 24 var px: i64 = 2 25 let py: i64 = 6 26 let gx: i64 = 14 27 var nx: i64 = 0 28 let ny: i64 = 6 29 let R: i64 = 6 30 let T: i64 = 40 31 let flags: *i64 = sys_mmap(8) as *i64 32 flags[0] = 0 33 let act_out: *i64 = sys_mmap(8) as *i64 34 var cur: i64 = 0 35 var contact_tick: i64 = 0 - 1 36 var chase_used: i64 = 0 37 var tk: i64 = 0 38 while tk < T { 39 px = px + sgn(gx - px) // player walks to goal, then stops 40 var bb: i64 = 0 41 if iabs(nx - px) <= R { bb = 1 } // blackboard: player_in_range (bit0) 42 act_out[0] = 0 - 1 43 bt_tick(bty, ba0, bnk, bkids, 0, bb, act_out) // P5 char-AI decides 44 let act: i64 = act_out[0] 45 if act == 1 { nx = nx + sgn(px - nx) * 2; chase_used = 1 } // chase (fast) 46 if act == 2 { nx = nx + 1 } // patrol 47 if iabs(nx - px) <= 1 { // contact -> P4 story advances 48 if cur == 0 { 49 flags[0] = flags[0] | 1 // set CAUGHT 50 cur = sv_choose(st, sr, ss, 0, 0, flags) 51 contact_tick = tk 52 } 53 } 54 if cur == 1 { tk = T + 1 } else { tk = tk + 1 } // stop on quest complete 55 } 56 state[0]=px; state[1]=py; state[2]=nx; state[3]=ny 57 state[4]=contact_tick; state[5]=cur; state[6]=tk; state[7]=chase_used 58 return 0 59} 60 61func main() -> i64 { 62 // P5 behavior tree: SEL[ SEQ[COND in_range, ACT chase=1], ACT patrol=2 ] 63 let bty: *i64 = sys_mmap(8 * 8) as *i64 64 let ba0: *i64 = sys_mmap(8 * 8) as *i64 65 let bnk: *i64 = sys_mmap(8 * 8) as *i64 66 let bkids: *i64 = sys_mmap(8 * 32) as *i64 67 var i: i64 = 0 68 while i < 32 { bkids[i] = 0 - 1; i = i + 1 } 69 bty[0]=NT_SEL; bnk[0]=2; bkids[0]=1; bkids[1]=4 70 bty[1]=NT_SEQ; bnk[1]=2; bkids[4]=2; bkids[5]=3 71 bty[2]=NT_COND; ba0[2]=0 72 bty[3]=NT_ACT; ba0[3]=1 73 bty[4]=NT_ACT; ba0[4]=2 74 75 // P4 story: N0 hunting --(CAUGHT)--> N1 caught(end) 76 let st: *i64 = sys_mmap(8 * 16) as *i64 77 let sr: *i64 = sys_mmap(8 * 16) as *i64 78 let ss: *i64 = sys_mmap(8 * 16) as *i64 79 var j: i64 = 0 80 while j < 16 { st[j]=0-1; sr[j]=0-1; ss[j]=0-1; j=j+1 } 81 st[0]=1; sr[0]=1; ss[0]=0-1 // c0: -> N1, requires CAUGHT(mask1) 82 83 var pass: i64 = 0 84 var total: i64 = 0 85 86 let s1: *i64 = sys_mmap(8 * 8) as *i64 87 let s2: *i64 = sys_mmap(8 * 8) as *i64 88 run_minigame(s1, st, sr, ss, bty, ba0, bnk, bkids) 89 run_minigame(s2, st, sr, ss, bty, ba0, bnk, bkids) 90 91 total=total+1; if s1[5] == 1 { pass=pass+1 } else { mw("C1 FAIL quest not completed (cur="); mn(s1[5]); mw(")\n") } // WIN 92 total=total+1; if s1[4] >= 0 { pass=pass+1 } else { mw("C2 FAIL no contact\n") } // capture happened 93 total=total+1; if s1[7] == 1 { pass=pass+1 } else { mw("C3 FAIL char-AI never chased\n") } // BT drove chase 94 var ident: i64 = 1 95 var k: i64 = 0 96 while k < 8 { if s1[k] != s2[k] { ident = 0 } k = k + 1 } 97 total=total+1; if ident == 1 { pass=pass+1 } else { mw("C4 FAIL not deterministic across runs\n") } // determinism 98 99 // P3 cull/LOD: per-frame render work for the 2 visible entities 100 let nz: *i64 = sys_mmap(8*2) as *i64 101 let dd: *i64 = sys_mmap(8*2) as *i64 102 let sxx: *i64 = sys_mmap(8*2) as *i64 103 nz[0]=1; dd[0]=10; sxx[0]=40; nz[1]=1; dd[1]=10; sxx[1]=88 104 let rwork: i64 = cl_work(nz, dd, sxx, 2, 100, 128, 50) 105 106 // P1 render the frame: player (green tri) + npc (red tri) on dark bg -> PNG 107 let W: i64 = 128 108 let H: i64 = 96 109 let fb: *i64 = sys_mmap(8 * 128 * 96) as *i64 110 sh_clear(fb, W, H, sh_rgb(18, 22, 30)) 111 // player triangle (greens) around x=40 112 sh_tri_gouraud(fb, W, H, 40,30,sh_rgb(60,255,90), 28,66,sh_rgb(20,160,40), 52,66,sh_rgb(120,255,140)) 113 // npc triangle (reds) around x=88 114 sh_tri_gouraud(fb, W, H, 88,30,sh_rgb(255,70,60), 76,66,sh_rgb(170,30,20), 100,66,sh_rgb(255,140,120)) 115 write_png(fb, W, H, "knowledge/nx_minigame.png" as *u8) 116 117 let pp: i64 = fb[48*W + 40] // player center 118 let nnp: i64 = fb[48*W + 88] // npc center 119 total=total+1; if sh_g(pp) > sh_r(pp) { if sh_r(nnp) > sh_g(nnp) { pass=pass+1 } else { mw("C5 FAIL npc not red\n") } } else { mw("C5 FAIL player not green\n") } // render correct 120 121 mw("=== MINI-GAME CAPSTONE (5 pillars composed) ===\n") 122 mw(" playthrough: caught at tick="); mn(s1[4]); mw(" quest_cur="); mn(s1[5]); mw("(1=complete) chase_used="); mn(s1[7]); mw("\n") 123 mw(" determinism: run1==run2 = "); if ident==1 { mw("YES") } else { mw("no") } mw("\n") 124 mw(" cull/LOD render work="); mn(rwork); mw(" units -> frame written knowledge/nx_minigame.png\n") 125 mw("CAPSTONE "); mn(pass); mw("/"); mn(total); mw("\n") 126 if pass == total { mw("CAPSTONE ALL-PASS (loop + char-AI + story-VM + cull/LOD + gouraud render composed into one deterministic playable)\n"); sys_exit(0) } 127 sys_exit(1) 128 return 1 129}