feat(turret): 炮塔摆头精准跟手(默认开启)+ 探针默认关闭
- module_87072 oxt.wak:case 1/2 直接锁到目标角,去掉速度追赶导致的追过头再回摆 - module_87072 weaponMount.qyr:去掉渲染层二次插值(dzi_1=azi_1、izi_1=gzi_1) - 回退开关:window.__hornetTurretPrecise__ = 'off' / false - probe_chassis.js:新增 oxt.wak / weaponMount.qyr 采样链路,用于定位过冲 - main.9f4e7a89.js:探针改为默认关闭(localStorage.hornetProbe='1' 开启)
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@@ -155,11 +155,11 @@ try {
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}
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}
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// ===== 自动加载链路探针(默认开;localStorage.hornetProbe='0' 关闭)=====
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// ===== 自动加载链路探针(**默认关闭**;localStorage.hornetProbe='1' 开启)=====
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// 开关只能用 localStorage:hash 会被游戏当路由(进不去战场),查询串会被当 config 参数(握手 1005)。
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// 探针数据走 POST /__probe__ 落盘:武器链路 → probe_railgun.log,底盘控制 → probe_chassis.log。
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// 探针数据走 POST /__probe__ 落盘:武器链路 → probe_railgun.log,底盘/炮塔 → probe_chassis.log。
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console.log('[Hornet] 探针块已执行 (localStorage.hornetProbe=' + JSON.stringify(localStorage.getItem('hornetProbe')) + ')');
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if (localStorage.getItem('hornetProbe') !== '0') {
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if (localStorage.getItem('hornetProbe') === '1') {
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(async () => {
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for (let i = 0; i < 900; i++) { // 等进战场(最多 15 分钟)
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if (window.__gameMode__) break;
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@@ -61,7 +61,7 @@
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};
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// ---- 状态 ----
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var Tank = null, Cyt = null, Zmt = null, Eyt = null, Iyt = null, InputS = null, SI = null;
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var Tank = null, Cyt = null, Zmt = null, Eyt = null, Iyt = null, InputS = null, SI = null, Mount = null, Turret = null;
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var LastSeen = {};
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var Once = function (key, val) {
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var s = JSON.stringify(val);
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@@ -117,7 +117,7 @@
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else Object.keys(m).forEach(function (k) { Entries.push([k, m[k]]); });
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})();
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var c = null, z = null, e = null, iy = null, isv = null;
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var c = null, z = null, e = null, iy = null, isv = null, mt = null, tu = null;
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Entries.forEach(function (en) {
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var v = en[1];
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if (!v) return;
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@@ -126,11 +126,14 @@
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if (!e && 'k14l_1' in v && 'l14l_1' in v) e = v; // 上行桥
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if (!iy && 't14l_1' in v && 'r14l_1' in v && 'u14l_1' in v) iy = v; // 注入通道
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if (!isv && typeof v.ua2 === 'function') isv = v; // inputSettingsService
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if (!mt && 'azi_1' in v && 'dzi_1' in v && 'ezi_1' in v && 'mzi_1' in v) mt = v; // weaponMount(炮塔朝向矩阵)
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if (!tu && 'tzp_1' in v && 'pzp_1' in v && 'rzp_1' in v && 'lzp_1' in v) tu = v; // oxt(炮塔控制器)
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});
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// 只在有实质变化时更新(避免坦克重建后仍指向旧对象)
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if (Found !== Tank) { Tank = Found; LOG('玩家坦克组件数=' + Best + ' ctor=' + Ctor(Tank)); }
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Cyt = c; Zmt = z; Eyt = e; Iyt = iy; InputS = isv;
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Mount = mt; Turret = tu;
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return !!(Cyt || Zmt);
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};
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@@ -140,6 +143,8 @@
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LOG('Zmt ' + (Zmt ? Ctor(Zmt) + ' ▸ ' + Object.keys(Zmt).join(',') : 'null'));
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LOG('Eyt ' + (Eyt ? Ctor(Eyt) + ' ▸ ' + Object.keys(Eyt).join(',') : 'null'));
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LOG('Iyt ' + (Iyt ? Ctor(Iyt) + ' ▸ ' + Object.keys(Iyt).join(',') : 'null'));
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LOG('Mount ' + (Mount ? Ctor(Mount) + ' ▸ ' + Object.keys(Mount).join(',') : 'null'));
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LOG('Turret ' + (Turret ? Ctor(Turret) + ' ▸ ' + Object.keys(Turret).join(',') : 'null'));
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if (Cyt) LOG('Cyt.j14k_1 ctor=' + Ctor(Cyt.j14k_1) + ' 三轴=' + JSON.stringify(Axes(Cyt.j14k_1)));
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if (Zmt) LOG('Zmt.r14f_1 三轴=' + JSON.stringify(Axes(Zmt.r14f_1)) + ' q14f_1 三轴=' + JSON.stringify(Axes(Zmt.q14f_1)));
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if (InputS) {
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@@ -167,6 +172,20 @@
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var c = args[1];
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LOG('p14n 履带上行 t=' + Num(args[0]) + ' fwd=' + Num(c && c.m14b_1) +
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' turn=' + Num(c && c.n14b_1) + ' revTurn=' + Num(c && c.o14b_1));
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} else if (tag === 'OXTWAK') {
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// 炮塔控制器每帧:azi_1=目标角,mode=输入模式,rzp_1=输入,lzp_1=当前转速
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var z = Num(self.azi_1);
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if (Once('oxt', z + '|' + Num(self.pzp_1 && self.pzp_1.k3_1))) {
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LOG('oxt.wak azi_1=' + z + ' mode=' + Num(self.pzp_1 && self.pzp_1.k3_1) +
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' rzp_1=' + Num(self.rzp_1) + ' lzp_1=' + Num(self.lzp_1) + ' jzp_1=' + Num(self.jzp_1));
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}
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} else if (tag === 'QYR') {
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// 炮塔矩阵每帧插值:azi_1=目标角,dzi_1=显示角,czi_1=弹簧补偿,args[0]=渲染插值系数
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var R2 = function (x) { return typeof x === 'number' ? Math.round(x * 100) / 100 : Num(x); };
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var Key = R2(self.azi_1) + '|' + R2(self.dzi_1) + '|' + R2(self.czi_1) + '|' + R2(args[0]);
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if (Once('qyr', Key)) {
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LOG('qyr t=' + R2(args[0]) + ' azi_1=' + R2(self.azi_1) + ' dzi_1=' + R2(self.dzi_1) + ' czi_1=' + R2(self.czi_1));
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}
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}
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};
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var Wrap = function (obj, name, tag) {
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@@ -194,6 +213,8 @@
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var Hit = [];
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if (Wrap(Cyt, 'wak', 'CYTAWAK')) Hit.push('Cyt.wak');
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if (Wrap(Zmt, 'wak', 'ZMTAWAK')) Hit.push('Zmt.wak');
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if (Wrap(Turret, 'wak', 'OXTWAK')) Hit.push('oxt.wak(炮塔控制器)');
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if (Wrap(Mount, 'qyr', 'QYR')) Hit.push('weaponMount.qyr(炮塔矩阵)');
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Hooked = true;
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LOG('已挂 Hook: ' + (Hit.join(' | ') || '(无)'));
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} else if (Tries % 15 === 0) {
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