minor optimizations and weapon sim

This commit is contained in:
Kamal Tufekcic 2026-07-07 20:23:39 +03:00
commit fc7887ce11
10 changed files with 419 additions and 11 deletions

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wwwroot/js/weapons.js Normal file
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// Weapons/STK table: mirrors Services/Weapons.cs WeaponMath function-for-function with the SAME operation order,
// so the load-time parity check (SSR default state: distance 0, armored, vanilla — pow(x,0)=1 keeps libm out of
// the picture) compares exact integers. The four global constants (stomach ×1.25, legs ×0.75 + no armor on legs,
// armor factor ×0.5, falloff divisor 500) live in compiled engine code, not in the extracted data — they're
// validated against anchor numbers (AK-47 helmet HS = 111, USP-S = 70, Glock = 56, AWP armored legs = 86).
(function () {
"use strict";
const dataEl = document.getElementById("weapons-data");
if (!dataEl) return;
let data;
try { data = JSON.parse(dataEl.textContent); } catch { return; }
if (!data?.Weapons?.length) return;
const HG = ["head", "chest", "stomach", "legs"]; // WeaponMath.Hitgroups order (SSR cells + Ssr parity blob)
const $ = function (id) { return document.getElementById(id); };
const dist = $("wpn-dist"), distv = $("wpn-distv"), armor = $("wpn-armor"), mod = $("wpn-mod");
// WeaponMath.Pellet: raw per-pellet damage, unfloored. The mod layer composes HERE, pre-floor: the plugin
// (Stats.cs) multiplies float info.Damage before the engine applies armor and truncates, and multiplication
// commutes — head applies the hs_damage chain ON TOP of the engine's per-weapon hsMult. out/hsx = 1 is exact.
function pellet(w, d, hg, armored, out, hsx) {
if (d > w.Range) return 0; // beyond the weapon's own max bullet range nothing connects
let v = w.Dmg * Math.pow(w.RangeMod, d / 500.0);
v *= hg === "head" ? w.HsMult : hg === "stomach" ? 1.25 : hg === "legs" ? 0.75 : 1.0;
if (armored && hg !== "legs") v *= w.ArmorRatio * 0.5;
v *= out;
if (hg === "head") v *= hsx;
return v;
}
// WeaponMath.Shot: floored per pellet (each pellet is its own trace), all pellets in the same hitgroup.
function shot(w, d, hg, armored, out, hsx) { return Math.floor(pellet(w, d, hg, armored, out, hsx)) * w.Pellets; }
// WeaponMath.Stk: 0 = can't kill (out of range).
function stk(s) { return s <= 0 ? 0 : Math.ceil(100 / s); }
function render() {
const d = Number.parseFloat(dist.value) || 0;
const armored = armor.checked;
const sim = mod.checked && window.OGSim ? window.OGSim : { out: 1, hs: 1 };
distv.textContent = d + " u";
data.Weapons.forEach(function (w) {
const row = document.querySelector('#wpn-table tr[data-wid="' + w.Id + '"]');
if (!row) return;
const s = HG.map(function (hg) { return shot(w, d, hg, armored, sim.out, sim.hs); });
row.querySelector('[data-c="dmg"]').textContent = s[1];
HG.forEach(function (hg, i) {
const k = stk(s[i]);
row.querySelector('[data-c="' + hg + '"]').textContent = k > 0 ? k : "—";
});
const kc = stk(s[1]);
row.querySelector('[data-c="ttk"]').textContent = kc > 0 ? ((kc - 1) * w.Cycle).toFixed(2) + " s" : "—";
});
}
// Drift oracle (same pattern as theory.js): recompute the SSR default state and compare against the server's
// own numbers shipped in the blob. Any mismatch means this file drifted from WeaponMath and self-reports.
function verifyParity() {
for (const row of data.Ssr || []) {
const w = data.Weapons.find(function (x) { return x.Id === row.Id; });
if (!w) continue;
for (let i = 0; i < HG.length; i++) {
const js = shot(w, 0, HG[i], true, 1, 1);
if (js !== row.Shot[i]) {
console.warn("weapons.js drift vs server:", row.Id, HG[i], "js=" + js, "server=" + row.Shot[i]);
const banner = $("wpn-drift");
if (banner) banner.hidden = false;
return false;
}
}
}
return true;
}
// Explicit defaults (browsers restore form state on back-nav; the SSR cells are only true for THIS state).
dist.value = 0;
armor.checked = true;
armor.disabled = false;
mod.checked = false;
// Gate on the sim actually having initialized, not on the blob element existing: #sim-data can render as
// literal null (fleet reachable, balance payload without usable curves) and theory.js bails on several other
// early returns too. theory.js runs first (defer order) and publishes OGSim at load when — and only when —
// the simulator is live, so its absence HERE is definitive.
if (!window.OGSim) {
mod.disabled = true;
mod.parentElement.title = "needs a live server config (the simulator above)";
}
dist.addEventListener("input", render);
armor.addEventListener("change", render);
mod.addEventListener("change", function () {
// Bots always wear the assault suit — with the build applied, "unarmored" models nothing real.
armor.disabled = mod.checked;
if (mod.checked) armor.checked = true;
render();
});
document.addEventListener("og:sim", function () { if (mod.checked) render(); });
verifyParity();
// No initial render: the SSR cells already ARE the default state (and remain server truth without JS).
})();