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Fortnite Cloud Silent Aim & Adaptive AI v33.0

Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, and GUI enhancements. ESP is excluded for undetectability.

目前为 2024-12-19 提交的版本。查看 最新版本

// ==UserScript==
// @name         Fortnite Cloud Silent Aim & Adaptive AI v33.0
// @namespace    http://tampermonkey.net/
// @version      33.7
// @description  Adaptive Silent Aim with AI Learning, FOV controls, crosshair fixes, and GUI enhancements. ESP is excluded for undetectability.
// @author       Your Name
// @match        https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant        none
// ==/UserScript==

(function () {
    'use strict';

    const config = {
        enemySelector: '.enemy-class',
        playerSelector: '.PlayerInfo-module__container___ROgVL',
        aimInterval: 100,
        fov: 90,
        fovRadius: 150,
        fovEnabled: true,
        enableSilentAim: true,
        autoShoot: true,
        visibleCheck: true,
        distanceLimit: 500,
        hitbox: 'head', // Options: 'head', 'body', 'nearest'
        silentAimSpeed: 0.2,
        crosshair: {
            enabled: true,
            size: 15,
            color: 'red',
            style: 'circle', // Options: 'circle', 'dot', 'cross'
        },
        debugMode: true,
    };

    const state = {
        silentAimLearning: [],
    };

    // Debug Logger
    function debugLog(message) {
        if (config.debugMode) {
            console.log(`[DEBUG] ${message}`);
        }
    }

    debugLog('Initializing script...');

    // Adaptive Silent Aim
    function adaptSilentAim(enemyData) {
        if (!enemyData) return;
        const { distance, hitbox } = enemyData;

        const adjustment = {
            head: 1,
            body: 0.8,
            nearest: 0.6,
        }[config.hitbox];

        const speedAdjustment = Math.min(distance / config.distanceLimit, 1) * adjustment;
        return speedAdjustment * config.silentAimSpeed;
    }

    // GUI Setup
    const guiStyle = `
        position: fixed;
        top: 10px;
        left: 10px;
        background: rgba(0, 0, 0, 0.8);
        color: white;
        padding: 10px;
        border-radius: 10px;
        z-index: 1000;
        font-family: Arial, sans-serif;
    `;

    const gui = document.createElement('div');
    gui.style.cssText = guiStyle;
    document.body.appendChild(gui);
    debugLog('GUI added.');

    function createSlider(label, min, max, step, initialValue, onChange) {
        const container = document.createElement('div');
        const sliderLabel = document.createElement('label');
        const slider = document.createElement('input');

        sliderLabel.textContent = `${label}: ${initialValue}`;
        slider.type = 'range';
        slider.min = min;
        slider.max = max;
        slider.step = step;
        slider.value = initialValue;
        slider.style.width = '100%';

        slider.addEventListener('input', (event) => {
            const value = parseFloat(event.target.value);
            sliderLabel.textContent = `${label}: ${value}`;
            onChange(value);
            debugLog(`${label} updated to ${value}`);
        });

        container.appendChild(sliderLabel);
        container.appendChild(slider);
        gui.appendChild(container);
    }

    createSlider('FOV Radius', 50, 500, 10, config.fovRadius, (value) => {
        config.fovRadius = value;
        updateFovCircle();
    });

    createSlider('Silent Aim Speed', 0.1, 1, 0.1, config.silentAimSpeed, (value) => {
        config.silentAimSpeed = value;
    });

    createSlider('Crosshair Size', 5, 50, 1, config.crosshair.size, (value) => {
        config.crosshair.size = value;
        updateCrosshair();
    });

    // Crosshair Fix
    function createCrosshair() {
        if (!config.crosshair.enabled) return;

        const canvas = document.createElement('canvas');
        canvas.id = 'custom-crosshair';
        canvas.style.position = 'fixed';
        canvas.style.pointerEvents = 'none';
        canvas.style.top = '0';
        canvas.style.left = '0';
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        canvas.style.zIndex = '10000';

        document.body.appendChild(canvas);

        const ctx = canvas.getContext('2d');

        function drawCrosshair() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            const centerX = canvas.width / 2;
            const centerY = canvas.height / 2;

            ctx.strokeStyle = config.crosshair.color;
            ctx.fillStyle = config.crosshair.color;

            switch (config.crosshair.style) {
                case 'circle':
                    ctx.beginPath();
                    ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI);
                    ctx.stroke();
                    break;
                case 'dot':
                    ctx.beginPath();
                    ctx.arc(centerX, centerY, config.crosshair.size / 2, 0, 2 * Math.PI);
                    ctx.fill();
                    break;
                case 'cross':
                    ctx.beginPath();
                    ctx.moveTo(centerX - config.crosshair.size / 2, centerY);
                    ctx.lineTo(centerX + config.crosshair.size / 2, centerY);
                    ctx.moveTo(centerX, centerY - config.crosshair.size / 2);
                    ctx.lineTo(centerX, centerY + config.crosshair.size / 2);
                    ctx.stroke();
                    break;
            }
        }

        setInterval(drawCrosshair, 16);
    }
    createCrosshair();

    // Silent Aim
    function silentAimAtEnemies() {
        const enemies = document.querySelectorAll(config.enemySelector);

        if (!enemies.length) {
            debugLog('No enemies found.');
            return;
        }

        let closestEnemy = null;
        let closestDistance = Infinity;

        enemies.forEach((enemy) => {
            const rect = enemy.getBoundingClientRect();
            const distance = Math.hypot(rect.x - window.innerWidth / 2, rect.y - window.innerHeight / 2);

            if (distance < closestDistance && distance <= config.distanceLimit) {
                closestEnemy = { x: rect.x, y: rect.y, distance };
                closestDistance = distance;
            }
        });

        if (closestEnemy) {
            debugLog(`Silent Aim targeting enemy at distance ${closestEnemy.distance}`);
            const aimSpeed = adaptSilentAim(closestEnemy);
            // Simulated aim logic (replace with actual movement input or aim controls)
            debugLog(`Aiming at ${closestEnemy.x}, ${closestEnemy.y} with speed ${aimSpeed}`);
        }
    }

    setInterval(() => {
        if (config.enableSilentAim) {
            silentAimAtEnemies();
        }
    }, config.aimInterval);

    // FOV Circle
    function createFovCircle() {
        const circle = document.createElement('div');
        circle.id = 'fov-circle';
        circle.style.cssText = `
            position: fixed;
            top: 50%;
            left: 50%;
            width: ${config.fovRadius * 2}px;
            height: ${config.fovRadius * 2}px;
            border-radius: 50%;
            border: 2px solid red;
            pointer-events: none;
            transform: translate(-50%, -50%);
            opacity: 0.5;
            z-index: 999;
        `;
        document.body.appendChild(circle);
    }

    function updateFovCircle() {
        const circle = document.getElementById('fov-circle');
        if (circle) {
            circle.style.width = `${config.fovRadius * 2}px`;
            circle.style.height = `${config.fovRadius * 2}px`;
        }
    }
    createFovCircle();

    debugLog('Script initialized.');
})();