Files
Syplheed-Reborn/tools/re-capture/wait_flight.sh
Claude (auto-RE) 2e9903d0fc re: the autopilot now survives, and kills
Three measurements, then a pilot built on them.

* Hull is position+0x154. Found by anchoring on a field the definition
  already had solved (HP = 1500) rather than scanning for a value that
  falls: an undamaged craft must contain its own definition's number.
  Confirmed by the trace across a death -- 30/60/90 per hit, negative
  at 0, GAME OVER on screen.
* RT accelerates, LT brakes, and the throttle is a persistent setting
  (488 -> 1510 -> 174 units/s, measured as displacement per second of
  the craft's own position, so no speed field was needed). This
  overturns the earlier "RT is not the throttle", which came from
  assuming the control and hunting for a field.
* Shield is probably position+0x430 (== definition MaxValue 400), not
  yet confirmed live -- nothing had damaged it.

pilot.py is a state machine on damage (ENGAGE / EVADE / RETIRE) that
treats turrets as keep-out zones instead of targets. It flew Stage 02
for 300 s with the hull untouched at 1500/1500 and took the first
confirmed kill (WARPLANES 0001); every run the day before was dead
inside 35 s.

Two bugs the live run exposed and this fixes: gating the guns on the
commanded direction keeps them cold whenever avoidance is steering
(gate on the target instead), and an orbit-plus-brake rule made it
circle one attacker for 40 s outside its own firing cone.

Also: boot to in-flight is now ~100 s unattended, because
wait_flight.sh waits for the HUD's own shield bar instead of a fixed
75 s sleep that lavapipe does not honour; entities2.py picks the
attitude block by matching the measured flight path (taking the first
orthonormal block gave a bone/camera frame); and the entity-heap scan
is numpy instead of a per-word Python loop.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 05:38:00 +00:00

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#!/usr/bin/env bash
# Wait until the game is actually FLYING, then return — do not guess with sleeps.
#
# `launch_mission.sh` used to allow a fixed 75 s for the launch cinematic, the
# stage load and the objective card. Under lavapipe that is not a constant: one
# run needed 75 s, the next was still in Raymond's dialogue at 140 s, so the A
# meant for the OBJECTIVE card was swallowed by the cutscene and the card sat
# there forever.
#
# The in-flight HUD is unmistakable: the SHIELD bar is a solid bright green
# block at the bottom of the screen, and no cutscene or menu has anything green
# there. So poll that pixel, and tap A every few seconds until it appears (which
# dismisses the objective card whenever it happens to be up).
set -u
export HOME=/sylph-home/re
DEADLINE=$(( SECONDS + ${1:-240} ))
PX=450; PY=640 # inside the SHIELD bar of the flight HUD
last_tap=0
while [ $SECONDS -lt $DEADLINE ]; do
screenshot /tmp/wf.png >/dev/null 2>&1 || { sleep 2; continue; }
read -r r g b < <(convert /tmp/wf.png -format \
"%[fx:int(255*p{$PX,$PY}.r)] %[fx:int(255*p{$PX,$PY}.g)] %[fx:int(255*p{$PX,$PY}.b)]" info:)
if [ "${g:-0}" -gt 140 ] && [ $(( g - r )) -gt 60 ] && [ $(( g - b )) -gt 60 ]; then
echo "IN FLIGHT at ${SECONDS}s (HUD shield bar visible)"
exit 0
fi
if [ $(( SECONDS - last_tap )) -ge 6 ]; then
vgamepad tap A 250
last_tap=$SECONDS
fi
sleep 2
done
echo "NO FLIGHT HUD within ${1:-240}s"; exit 1