A guard NPC, checked against one deterministic spatial world. The player is in the view cone but behind cover — so the guard does not see through the wall. Five agent queries, five exact answers in milliseconds.
Perceptioncheck_visibility (line of sight)
"Can the guard see the player?"
↳ NO — the player is hidden; line of sight is blocked by cover_wall. The guard does NOT see through the wall
0.014 ms71,531 ops/sdet ✓
Facingperspective
"From the guard's viewpoint, is the player to its left or right?"
↳ the player is to the guard's LEFT (ahead, 9.0 m forward, 5.0 m to the left)
0.045 ms22,283 ops/sdet ✓
Pathingnavigation_plan
"How does the guard get to the player?"
↳ reachable — 12.3 m path that routes AROUND the cover wall (45 waypoints)
2.537 ms394 ops/sdet ✓
Placementcheck_stability
"Put the torch on the table — does it rest stably?"
↳ stable — the torch rests on the table; its center of mass sits 0.10 m inside the support edge
0.045 ms22,034 ops/sdet ✓
Awarenesscheck_visibility (in_fov)
"Is the player in the guard's field of view at all?"
↳ in the cone, NOT visible — the player IS inside the guard's view cone, but cover blocks the actual line of sight. 'in FOV' ≠ 'can see'
0.013 ms77,454 ops/sdet ✓