re(flight): the afterburner is not on A/B/X/LB/LS/RS — bounded negative, with a cheap HUD oracle

The definition describes the burner (AB_ConsumeShield_Begin 50, AB_ConsumeShield 10,
AB_AV_* turn caps well below normal) but names no input, and carries no AB velocity
field.

Three probes, all negative for A, B, X, LB (plus LS/RS on the first):
- ab_probe.py: hold RT for a max-speed baseline, then each candidate — speed stayed
  inside the baseline's own noise band every time.
- ab_state_probe.py: sample a window of the player object during each hold and
  report any float that falls — nothing fell.
- HUD oracle needing no offsets: count green pixels of the SHIELD bar on a freshly
  spawned craft. AB_ConsumeShield_Begin 50 should take a visible bite; the bar read
  156/156/156/157/157 across baseline and all four buttons.

So the burner needs a chord, an input this pad cannot reach, or belongs to another
craft/the AI. Recorded so the obvious buttons are not re-probed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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#!/usr/bin/env python3
"""Which input is the AFTERBURNER, and what does it do?
The definition carries `AB_ConsumeShield_Begin 50`, `AB_ConsumeShield 10` and a set
of `AB_AV_*` turn caps far below the normal ones (roll 40 vs 125-200 °/s, pitch-up
30 vs 70-150) — so the burner should cost shield and cut agility. It carries no
`AB_*Velocity`, so whether it raises the speed target at all is an open question.
Method: hold `RT` (max-speed baseline), then hold each candidate button in turn and
measure speed over 1-second windows. A button that pushes speed past the RT plateau
is the burner. Buttons known to do something else are skipped: `RB` is the nose gun,
`Y` the missile mount, the d-pad the tactical map (see flight-controls-runtime.md).
Usage: ab_probe.py <out.csv> [hold_s]
"""
import math, os, subprocess, sys, time
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import speed_law
def pad(*a):
subprocess.run(["vgamepad", *a], capture_output=True)
def windowed(seq, lo, hi):
a = [s for s in seq if s[0] >= lo][0]
b = [s for s in seq if s[0] <= hi][-1]
return math.dist(a[1:], b[1:]) / (b[0] - a[0])
def main():
out_csv = sys.argv[1]
hold = float(sys.argv[2]) if len(sys.argv) > 2 else 5.0
w, off, nm = speed_law.find_player()
if not w:
sys.exit("player entity not found after retries")
print(f"# locked on {nm}")
rows = []
pad("trig", "RT", "1.0") # max-speed baseline for every phase
time.sleep(2.0)
for label in ("baseline", "A", "B", "X", "LB", "baseline2"):
if label.startswith("baseline"):
pass
else:
pad("press", label)
seq, t0 = [], time.time()
while time.time() - t0 < hold:
p = speed_law.pos_at(w.fd, off)
seq.append((round(time.time() - t0, 3), *p))
time.sleep(0.05)
if not label.startswith("baseline"):
pad("release", label)
for s in seq:
rows.append((label, *s))
try:
v = [windowed(seq, t, t + 1.0) for t in range(int(hold) - 1)]
print(f"# {label:<10} speed per 1 s window: " + " ".join(f"{x:6.0f}" for x in v))
except Exception as e:
print(f"# {label:<10} failed: {e}")
pad("trig", "RT", "0.0"); pad("reset")
with open(out_csv, "w") as f:
f.write("phase,t,x,y,z\n")
for r in rows:
f.write(",".join(str(x) for x in r) + "\n")
print(f"# wrote {out_csv}")
if __name__ == "__main__":
main()