diff --git a/3dtank.com/play/static/js/main.9f4e7a89.js b/3dtank.com/play/static/js/main.9f4e7a89.js index 83d6ac0..dc17884 100644 --- a/3dtank.com/play/static/js/main.9f4e7a89.js +++ b/3dtank.com/play/static/js/main.9f4e7a89.js @@ -155,11 +155,11 @@ try { } } - // ===== 自动加载链路探针(默认开;localStorage.hornetProbe='0' 关闭)===== + // ===== 自动加载链路探针(**默认关闭**;localStorage.hornetProbe='1' 开启)===== // 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)。 - // 探针数据走 POST /__probe__ 落盘:武器链路 → probe_railgun.log,底盘控制 → probe_chassis.log。 + // 探针数据走 POST /__probe__ 落盘:武器链路 → probe_railgun.log,底盘/炮塔 → probe_chassis.log。 console.log('[Hornet] 探针块已执行 (localStorage.hornetProbe=' + JSON.stringify(localStorage.getItem('hornetProbe')) + ')'); - if (localStorage.getItem('hornetProbe') !== '0') { + if (localStorage.getItem('hornetProbe') === '1') { (async () => { for (let i = 0; i < 900; i++) { // 等进战场(最多 15 分钟) if (window.__gameMode__) break; diff --git a/3dtank.com/play/static/js/unpacked/module_87072.js b/3dtank.com/play/static/js/unpacked/module_87072.js index 6dcad00..fa4457f 100644 --- a/3dtank.com/play/static/js/unpacked/module_87072.js +++ b/3dtank.com/play/static/js/unpacked/module_87072.js @@ -71671,20 +71671,30 @@ if (0 === i) txt(t, 0); else { (t.izp_1 !== i && txt(t, 0), txt(t, rxt(t, t.lzp_1, i, yE(n)))); - var r = Qjt(t); - r.k15b(r.azi_1 + t.lzp_1 * yE(n)); + var r = Qjt(t), u = t.lzp_1 * yE(n); + // HORNET-TAG: 炮塔「摆头」不过冲实验(case 0 是速度积分;单帧步长不得越过目标) + // 注意:rzp_1 的含义随输入模式变化(键盘=输入量 / 绝对瞄准=目标角),故**默认关闭**, + // 确认语义后可用 window.__hornetTurretPrecise__ = 'force' 试。 + if (window.__hornetTurretPrecise__ === 'force') { + if (!window.__hornetRzpLog__) + (window.__hornetRzpLog__ = !0), + console.log('[Hornet] case0 rzp_1=' + i + ' lzp_1=' + t.lzp_1 + ' step=' + u + ' azi_1=' + r.azi_1); + if (Math.abs(u) > Math.abs(i)) (u = i), txt(t, 0); + } + r.k15b(r.azi_1 + u); } t.izp_1 = i; })(this, n); break; case 1: - ext(this, n, this.rzp_1); + // HORNET-TAG: 炮塔精准跟手(默认开启)—— 直接锁到目标角,不做速度追赶,杜绝"追过头再回摆" + // 回退:window.__hornetTurretPrecise__ = 'off'(或 false) + if (window.__hornetTurretPrecise__ !== false && window.__hornetTurretPrecise__ !== "off") + (Qjt(this).k15b(this.rzp_1), txt(this, 0)); + else ext(this, n, this.rzp_1); break; case 2: - ext( - this, - n, - (function (t, n) { + var TurretTarget2 = (function (t, n) { A.ozc(n - 1.5707964, sxt().n15b_1); var i = (function (t) { var n = t.ezp_1; @@ -71699,8 +71709,12 @@ (r.g23(0, 0, 1, e, u, s), sxt().m15b_1.u22(i), sxt().m15b_1.y22(sxt().n15b_1)); } else i.u24(sxt().n15b_1); return (sxt().n15b_1.l26(bj().k25_1, sxt().n15b_1), A.mzc(sxt().n15b_1)); - })(this, this.qzp_1), - ); + })(this, this.qzp_1); + // HORNET-TAG: 炮塔精准跟手(case 2 相机跟随,默认开启)—— 直接锁到目标角 + // 回退:window.__hornetTurretPrecise__ = 'off'(或 false) + if (window.__hornetTurretPrecise__ !== false && window.__hornetTurretPrecise__ !== "off") + (Qjt(this).k15b(TurretTarget2), txt(this, 0)); + else ext(this, n, TurretTarget2); break; default: G$(); @@ -71928,11 +71942,22 @@ this.wyx().oyu(this.vzh_1); }), (m$($xt).qyr = function (t) { + // HORNET-TAG: 炮塔「摆头」精准不回弹(默认开启;window.__hornetTurretPrecise__ = false 回退原逻辑) (weaponMount.qyr) + if (!window.__hornetTurretTagged__) { + window.__hornetTurretTagged__ = !0; + console.log('[Hornet] 炮塔精准化已生效 (weaponMount.qyr:t 钳制 ≤1、去掉 czi_1)'); + } + // 原式 dzi_1 = bzi_1 + t*(azi_1-bzi_1) + czi_1 有两个过冲源: + // ① t = 1 + dt/标准帧长(渲染循环 module_61378 传入)→ 常 >1,外推冲过头,输入停下后回摆 + // ② czi_1 = 弹簧阻尼器 Cj(module_55088 Tu) 的残留偏移 → 振铃回弹 + // 覆盖:钳制 t ≤ 1 且去掉 czi_1(俯仰 izi_1 同样钳制)。azi_1 本身受转速上限逐帧累加,所以依然平滑。 + var TurretPrecise = window.__hornetTurretPrecise__ !== false && window.__hornetTurretPrecise__ !== "off"; + var TurretT = TurretPrecise ? (t > 1 ? 1 : t < 0 ? 0 : t) : t; var n = gj(this.azi_1, this.bzi_1), - i = this.bzi_1 + t * n + this.czi_1; + i = TurretPrecise ? this.azi_1 : this.bzi_1 + TurretT * n + this.czi_1; this.dzi_1 = L$(i); var r = this.hzi_1; - ((this.izi_1 = r + (this.gzi_1 - r) * t), + ((this.izi_1 = TurretPrecise ? this.gzi_1 : r + (this.gzi_1 - r) * TurretT), this.ezi_1.h23(bj().k25_1, this.dzi_1), this.ezi_1.e24(gxt(this).vzl_1), this.ezi_1.o24(mxt(this).izh_1)); diff --git a/sockets/probe_chassis.js b/sockets/probe_chassis.js index 3518ede..9d18139 100644 --- a/sockets/probe_chassis.js +++ b/sockets/probe_chassis.js @@ -61,7 +61,7 @@ }; // ---- 状态 ---- - var Tank = null, Cyt = null, Zmt = null, Eyt = null, Iyt = null, InputS = null, SI = null; + var Tank = null, Cyt = null, Zmt = null, Eyt = null, Iyt = null, InputS = null, SI = null, Mount = null, Turret = null; var LastSeen = {}; var Once = function (key, val) { var s = JSON.stringify(val); @@ -117,7 +117,7 @@ else Object.keys(m).forEach(function (k) { Entries.push([k, m[k]]); }); })(); - var c = null, z = null, e = null, iy = null, isv = null; + var c = null, z = null, e = null, iy = null, isv = null, mt = null, tu = null; Entries.forEach(function (en) { var v = en[1]; if (!v) return; @@ -126,11 +126,14 @@ if (!e && 'k14l_1' in v && 'l14l_1' in v) e = v; // 上行桥 if (!iy && 't14l_1' in v && 'r14l_1' in v && 'u14l_1' in v) iy = v; // 注入通道 if (!isv && typeof v.ua2 === 'function') isv = v; // inputSettingsService + 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) + 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) }); // 只在有实质变化时更新(避免坦克重建后仍指向旧对象) if (Found !== Tank) { Tank = Found; LOG('玩家坦克组件数=' + Best + ' ctor=' + Ctor(Tank)); } Cyt = c; Zmt = z; Eyt = e; Iyt = iy; InputS = isv; + Mount = mt; Turret = tu; return !!(Cyt || Zmt); }; @@ -140,6 +143,8 @@ LOG('Zmt ' + (Zmt ? Ctor(Zmt) + ' ▸ ' + Object.keys(Zmt).join(',') : 'null')); LOG('Eyt ' + (Eyt ? Ctor(Eyt) + ' ▸ ' + Object.keys(Eyt).join(',') : 'null')); LOG('Iyt ' + (Iyt ? Ctor(Iyt) + ' ▸ ' + Object.keys(Iyt).join(',') : 'null')); + LOG('Mount ' + (Mount ? Ctor(Mount) + ' ▸ ' + Object.keys(Mount).join(',') : 'null')); + LOG('Turret ' + (Turret ? Ctor(Turret) + ' ▸ ' + Object.keys(Turret).join(',') : 'null')); if (Cyt) LOG('Cyt.j14k_1 ctor=' + Ctor(Cyt.j14k_1) + ' 三轴=' + JSON.stringify(Axes(Cyt.j14k_1))); if (Zmt) LOG('Zmt.r14f_1 三轴=' + JSON.stringify(Axes(Zmt.r14f_1)) + ' q14f_1 三轴=' + JSON.stringify(Axes(Zmt.q14f_1))); if (InputS) { @@ -167,6 +172,20 @@ var c = args[1]; LOG('p14n 履带上行 t=' + Num(args[0]) + ' fwd=' + Num(c && c.m14b_1) + ' turn=' + Num(c && c.n14b_1) + ' revTurn=' + Num(c && c.o14b_1)); + } else if (tag === 'OXTWAK') { + // 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 + var z = Num(self.azi_1); + if (Once('oxt', z + '|' + Num(self.pzp_1 && self.pzp_1.k3_1))) { + LOG('oxt.wak azi_1=' + z + ' mode=' + Num(self.pzp_1 && self.pzp_1.k3_1) + + ' rzp_1=' + Num(self.rzp_1) + ' lzp_1=' + Num(self.lzp_1) + ' jzp_1=' + Num(self.jzp_1)); + } + } else if (tag === 'QYR') { + // 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 + var R2 = function (x) { return typeof x === 'number' ? Math.round(x * 100) / 100 : Num(x); }; + var Key = R2(self.azi_1) + '|' + R2(self.dzi_1) + '|' + R2(self.czi_1) + '|' + R2(args[0]); + if (Once('qyr', Key)) { + LOG('qyr t=' + R2(args[0]) + ' azi_1=' + R2(self.azi_1) + ' dzi_1=' + R2(self.dzi_1) + ' czi_1=' + R2(self.czi_1)); + } } }; var Wrap = function (obj, name, tag) { @@ -194,6 +213,8 @@ var Hit = []; if (Wrap(Cyt, 'wak', 'CYTAWAK')) Hit.push('Cyt.wak'); if (Wrap(Zmt, 'wak', 'ZMTAWAK')) Hit.push('Zmt.wak'); + if (Wrap(Turret, 'wak', 'OXTWAK')) Hit.push('oxt.wak(炮塔控制器)'); + if (Wrap(Mount, 'qyr', 'QYR')) Hit.push('weaponMount.qyr(炮塔矩阵)'); Hooked = true; LOG('已挂 Hook: ' + (Hit.join(' | ') || '(无)')); } else if (Tries % 15 === 0) {