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from __future__ import annotations
import numpy as np
from dataclasses import dataclass, field
from typing import Optional, Dict, Any, List, Iterator
import random

from manifold.data.profiles import PlayerProfile, SkillVector, RANK_STATISTICS, generate_correlated_skills, Rank
from manifold.data.cheats import CheatBehavior, CHEAT_PROFILES, CheatType
from manifold.data.trajectories import (
    generate_human_trajectory,
    generate_aimbot_trajectory,
    fitts_law_time,
    extract_trajectory_features,
)
from manifold.data.temporal import SessionSimulator, SessionState


# Extended trajectory feature names for 25 features
TRAJECTORY_FEATURE_NAMES = [
    "max_jerk", "mean_jerk", "jerk_variance", "jerk_skewness", "jerk_kurtosis",
    "path_efficiency", "velocity_peak_timing", "max_velocity", "mean_velocity", "velocity_variance",
    "max_acceleration", "mean_acceleration", "acceleration_variance",
    "total_distance", "direct_distance", "x_displacement", "y_displacement",
    "direction_changes", "smoothness_index", "curvature_mean", "curvature_variance",
    "overshoot_magnitude", "correction_count", "final_error", "movement_duration_ratio",
]


def extract_extended_trajectory_features(trajectory: np.ndarray) -> Dict[str, float]:
    """
    Extract 25 features from trajectory for cheat detection.
    
    Extends the base extract_trajectory_features with additional metrics.
    
    Args:
        trajectory: Delta trajectory [n_ticks, 2]
        
    Returns:
        Dict of 25 extracted features
    """
    # Start with base features
    base_features = extract_trajectory_features(trajectory)
    
    if len(trajectory) < 3:
        # Return zeros for all features
        return {name: 0.0 for name in TRAJECTORY_FEATURE_NAMES}
    
    # Compute velocity, acceleration, jerk
    velocity = np.linalg.norm(trajectory, axis=1)
    acceleration = np.diff(velocity) if len(velocity) > 1 else np.array([0.0])
    jerk = np.diff(acceleration) if len(acceleration) > 1 else np.array([0.0])
    
    # Jerk statistics (extended)
    jerk_skewness = float(_safe_skewness(jerk)) if len(jerk) > 2 else 0.0
    jerk_kurtosis = float(_safe_kurtosis(jerk)) if len(jerk) > 3 else 0.0
    
    # Velocity statistics
    max_velocity = float(np.max(velocity)) if len(velocity) > 0 else 0.0
    mean_velocity = float(np.mean(velocity)) if len(velocity) > 0 else 0.0
    velocity_variance = float(np.var(velocity)) if len(velocity) > 0 else 0.0
    
    # Acceleration statistics
    max_acceleration = float(np.max(np.abs(acceleration))) if len(acceleration) > 0 else 0.0
    mean_acceleration = float(np.mean(np.abs(acceleration))) if len(acceleration) > 0 else 0.0
    acceleration_variance = float(np.var(acceleration)) if len(acceleration) > 0 else 0.0
    
    # Distance metrics
    total_distance = float(np.sum(velocity))
    cumulative_displacement = np.cumsum(trajectory, axis=0)
    direct_distance = float(np.linalg.norm(cumulative_displacement[-1])) if len(cumulative_displacement) > 0 else 0.0
    x_displacement = float(cumulative_displacement[-1, 0]) if len(cumulative_displacement) > 0 else 0.0
    y_displacement = float(cumulative_displacement[-1, 1]) if len(cumulative_displacement) > 0 else 0.0
    
    # Direction changes
    if len(trajectory) > 1:
        angles = np.arctan2(trajectory[:, 1], trajectory[:, 0])
        angle_diffs = np.abs(np.diff(angles))
        direction_changes = float(np.sum(angle_diffs > np.pi / 4))  # Count significant direction changes
    else:
        direction_changes = 0.0
    
    # Smoothness index (inverse of total squared jerk)
    smoothness_index = 1.0 / (1.0 + np.sum(jerk**2)) if len(jerk) > 0 else 1.0
    
    # Curvature statistics
    if len(trajectory) > 2:
        # Approximate curvature as angle change per unit distance
        curvatures = []
        for i in range(1, len(trajectory) - 1):
            v1 = trajectory[i]
            v2 = trajectory[i + 1]
            cross = v1[0] * v2[1] - v1[1] * v2[0]
            norm_product = (np.linalg.norm(v1) * np.linalg.norm(v2)) + 1e-8
            curvatures.append(abs(cross / norm_product))
        curvature_mean = float(np.mean(curvatures)) if curvatures else 0.0
        curvature_variance = float(np.var(curvatures)) if curvatures else 0.0
    else:
        curvature_mean = 0.0
        curvature_variance = 0.0
    
    # Overshoot detection (when trajectory goes past target then comes back)
    positions = np.cumsum(trajectory, axis=0)
    if len(positions) > 1:
        final_pos = positions[-1]
        distances_to_final = np.linalg.norm(positions - final_pos, axis=1)
        # Overshoot = minimum distance was achieved before the end
        min_dist_idx = np.argmin(distances_to_final[:-1]) if len(distances_to_final) > 1 else 0
        overshoot_magnitude = float(np.max(distances_to_final[min_dist_idx:])) if min_dist_idx < len(distances_to_final) - 1 else 0.0
    else:
        overshoot_magnitude = 0.0
    
    # Correction count (velocity sign changes)
    if len(velocity) > 1:
        vel_diff = np.diff(velocity)
        correction_count = float(np.sum(np.abs(np.diff(np.sign(vel_diff))) > 0)) if len(vel_diff) > 1 else 0.0
    else:
        correction_count = 0.0
    
    # Final error (assuming target is at cumulative endpoint - would need target info)
    # For now, use variance of final positions as proxy
    final_error = float(np.linalg.norm(trajectory[-1])) if len(trajectory) > 0 else 0.0
    
    # Movement duration ratio (proportion of time with significant movement)
    movement_threshold = 0.01 * max_velocity if max_velocity > 0 else 0.01
    movement_duration_ratio = float(np.mean(velocity > movement_threshold)) if len(velocity) > 0 else 0.0
    
    return {
        "max_jerk": base_features["max_jerk"],
        "mean_jerk": base_features["mean_jerk"],
        "jerk_variance": base_features["jerk_variance"],
        "jerk_skewness": jerk_skewness,
        "jerk_kurtosis": jerk_kurtosis,
        "path_efficiency": base_features["path_efficiency"],
        "velocity_peak_timing": base_features["velocity_peak_timing"],
        "max_velocity": max_velocity,
        "mean_velocity": mean_velocity,
        "velocity_variance": velocity_variance,
        "max_acceleration": max_acceleration,
        "mean_acceleration": mean_acceleration,
        "acceleration_variance": acceleration_variance,
        "total_distance": total_distance,
        "direct_distance": direct_distance,
        "x_displacement": x_displacement,
        "y_displacement": y_displacement,
        "direction_changes": direction_changes,
        "smoothness_index": smoothness_index,
        "curvature_mean": curvature_mean,
        "curvature_variance": curvature_variance,
        "overshoot_magnitude": overshoot_magnitude,
        "correction_count": correction_count,
        "final_error": final_error,
        "movement_duration_ratio": movement_duration_ratio,
    }


def _safe_skewness(arr: np.ndarray) -> float:
    """Compute skewness safely."""
    if len(arr) < 3:
        return 0.0
    mean = np.mean(arr)
    std = np.std(arr)
    if std < 1e-8:
        return 0.0
    return float(np.mean(((arr - mean) / std) ** 3))


def _safe_kurtosis(arr: np.ndarray) -> float:
    """Compute kurtosis safely."""
    if len(arr) < 4:
        return 0.0
    mean = np.mean(arr)
    std = np.std(arr)
    if std < 1e-8:
        return 0.0
    return float(np.mean(((arr - mean) / std) ** 4) - 3.0)


@dataclass
class EngagementData:
    """Single engagement - the atomic training unit with 64 features."""
    # Context features [12]
    enemy_distance: float
    enemy_velocity: float
    player_velocity: float
    player_health: float
    enemy_health: float
    weapon_type: int
    is_scoped: bool
    is_crouched: bool
    round_time_remaining: float
    score_differential: float
    is_clutch: bool
    enemies_alive: int
    
    # Pre-engagement features [8]
    crosshair_angle_to_hidden_enemy: float
    time_tracking_hidden_ms: float
    prefire_indicator: bool
    check_pattern_efficiency: float
    rotation_timing_vs_enemy: float
    flank_awareness_score: float
    info_advantage_score: float
    position_optimality: float
    
    # Trajectory features [25] - from extract_trajectory_features
    trajectory_features: Dict[str, float] = field(default_factory=dict)
    
    # Timing features [10]
    reaction_time_ms: float = 0.0
    time_to_first_shot_ms: float = 0.0
    time_to_damage_ms: float = 0.0
    time_to_kill_ms: float = 0.0
    shot_timing_variance: float = 0.0
    inter_shot_interval_mean: float = 0.0
    inter_shot_interval_cv: float = 0.0
    crosshair_on_enemy_to_shot_ms: float = 0.0
    anticipatory_shot_rate: float = 0.0
    perfect_timing_rate: float = 0.0
    
    # Accuracy features [9]
    shots_fired: int = 0
    shots_hit: int = 0
    headshots: int = 0
    damage_dealt: float = 0.0
    spray_accuracy: float = 0.0
    first_bullet_accuracy: float = 0.0
    headshot_rate: float = 0.0
    damage_efficiency: float = 0.0
    kill_secured: bool = False
    
    # Labels
    is_cheater: bool = False
    cheat_type: str = "none"
    cheat_intensity: float = 0.0
    cheat_active_this_engagement: bool = False
    
    def to_tensor(self) -> np.ndarray:
        """Convert to 64-dim feature vector."""
        # Context features [12]
        context = [
            self.enemy_distance,
            self.enemy_velocity,
            self.player_velocity,
            self.player_health,
            self.enemy_health,
            float(self.weapon_type),
            float(self.is_scoped),
            float(self.is_crouched),
            self.round_time_remaining,
            self.score_differential,
            float(self.is_clutch),
            float(self.enemies_alive),
        ]
        
        # Pre-engagement features [8]
        pre_engagement = [
            self.crosshair_angle_to_hidden_enemy,
            self.time_tracking_hidden_ms,
            float(self.prefire_indicator),
            self.check_pattern_efficiency,
            self.rotation_timing_vs_enemy,
            self.flank_awareness_score,
            self.info_advantage_score,
            self.position_optimality,
        ]
        
        # Trajectory features [25]
        trajectory = [
            self.trajectory_features.get(name, 0.0)
            for name in TRAJECTORY_FEATURE_NAMES
        ]
        
        # Timing features [10]
        timing = [
            self.reaction_time_ms,
            self.time_to_first_shot_ms,
            self.time_to_damage_ms,
            self.time_to_kill_ms,
            self.shot_timing_variance,
            self.inter_shot_interval_mean,
            self.inter_shot_interval_cv,
            self.crosshair_on_enemy_to_shot_ms,
            self.anticipatory_shot_rate,
            self.perfect_timing_rate,
        ]
        
        # Accuracy features [9]
        accuracy = [
            float(self.shots_fired),
            float(self.shots_hit),
            float(self.headshots),
            self.damage_dealt,
            self.spray_accuracy,
            self.first_bullet_accuracy,
            self.headshot_rate,
            self.damage_efficiency,
            float(self.kill_secured),
        ]
        
        # Concatenate all: 12 + 8 + 25 + 10 + 9 = 64
        features = context + pre_engagement + trajectory + timing + accuracy
        return np.array(features, dtype=np.float32)


@dataclass
class PlayerSession:
    """Complete player session with multiple engagements."""
    player_id: str
    profile: PlayerProfile
    engagements: List[EngagementData]
    is_cheater: bool
    cheat_profile: Optional[str] = None
    rank: str = "gold_nova"
    
    def to_tensor(self) -> np.ndarray:
        """Convert to tensor [num_engagements, 64]."""
        return np.stack([e.to_tensor() for e in self.engagements])


# Weapon type mapping
WEAPON_TYPES = {
    "rifle": 0,
    "smg": 1,
    "pistol": 2,
    "awp": 3,
    "shotgun": 4,
    "machine_gun": 5,
}


class SyntheticDataGenerator:
    """
    Generate synthetic CS2 player behavior data.
    
    Orchestrates all data modules to create realistic player sessions
    with proper skill modeling, cheat injection, and temporal dynamics.
    """
    
    def __init__(
        self,
        seed: Optional[int] = None,
        engagements_per_session: int = 200,
    ):
        self.rng = np.random.default_rng(seed)
        self.engagements_per_session = engagements_per_session
        self._seed = seed
        
    def generate_player(
        self,
        is_cheater: bool = False,
        rank: Optional[str] = None,
        cheat_profile: Optional[str] = None,
    ) -> PlayerSession:
        """Generate a single player session."""
        # 1. Create player profile with correlated skills
        if rank is None:
            rank = self.rng.choice(["silver", "gold_nova", "master_guardian", "legendary_eagle", "supreme_global"])
        
        profile = PlayerProfile.generate(
            rank=rank,
            seed=int(self.rng.integers(0, 2**31)),
        )
        profile.is_cheater = is_cheater
        
        # 2. Initialize session simulator for temporal dynamics
        session = SessionSimulator.from_skill(
            mental_resilience=profile.skill_vector.mental_resilience,
            seed=int(self.rng.integers(0, 2**31)),
        )
        
        # 3. Setup cheat behavior if cheater
        cheat_behavior: Optional[CheatBehavior] = None
        if is_cheater:
            if cheat_profile is None:
                cheat_profile = self.rng.choice(list(CHEAT_PROFILES.keys()))
            cheat_behavior = CheatBehavior.from_profile(
                cheat_profile,
                seed=int(self.rng.integers(0, 2**31)),
            )
        
        # 4. Generate engagements
        engagements: List[EngagementData] = []
        
        rounds_per_match = 24
        base_engagements_per_round = self.engagements_per_session // rounds_per_match
        extra_engagements = self.engagements_per_session % rounds_per_match
        
        score_differential = 0
        for round_num in range(rounds_per_match):
            engagements_this_round = base_engagements_per_round + (1 if round_num < extra_engagements else 0)
            # Determine round context
            is_losing = score_differential < -3
            round_won = self.rng.random() < 0.5
            
            for eng_num in range(engagements_this_round):
                is_clutch = (eng_num == engagements_this_round - 1) and self.rng.random() < 0.2
                
                # Update session state
                event = "idle"
                if eng_num == 0:
                    event = "round_win" if round_won else "round_loss"
                elif self.rng.random() < 0.3:
                    event = "kill" if self.rng.random() < 0.5 else "death"
                
                if is_clutch:
                    session.update("clutch_situation", 1000.0)
                else:
                    session.update(event, 3000.0)
                
                # Generate game context
                game_context = {
                    "round_time_remaining": 115.0 - (eng_num * 10.0) + self.rng.uniform(-5, 5),
                    "score_differential": score_differential,
                    "is_clutch": is_clutch,
                    "enemies_alive": max(1, 5 - eng_num // 2),
                    "is_losing": is_losing,
                }
                
                # Determine if cheat is active this engagement
                cheat_active = False
                if cheat_behavior is not None:
                    cheat_active = cheat_behavior.should_activate(
                        is_clutch=is_clutch,
                        is_losing=is_losing,
                        round_number=round_num,
                        rng=self.rng,
                    )
                    cheat_behavior.is_active = cheat_active
                
                engagement = self.generate_engagement(
                    profile=profile,
                    session=session,
                    cheat_behavior=cheat_behavior if cheat_active else None,
                    game_context=game_context,
                )
                
                # Set labels
                engagement.is_cheater = is_cheater
                engagement.cheat_type = cheat_profile if is_cheater else "none"
                engagement.cheat_intensity = cheat_behavior.config.intensity if cheat_behavior else 0.0
                engagement.cheat_active_this_engagement = cheat_active
                
                engagements.append(engagement)
            
            # Update score
            if round_won:
                score_differential += 1
            else:
                score_differential -= 1
        
        return PlayerSession(
            player_id=profile.profile_id,
            profile=profile,
            engagements=engagements,
            is_cheater=is_cheater,
            cheat_profile=cheat_profile,
            rank=rank,
        )
        
    def generate_engagement(
        self,
        profile: PlayerProfile,
        session: SessionSimulator,
        cheat_behavior: Optional[CheatBehavior] = None,
        game_context: Optional[Dict[str, Any]] = None,
    ) -> EngagementData:
        """Generate a single engagement."""
        if game_context is None:
            game_context = {}
        
        skills = profile.skill_vector
        rank_stats = RANK_STATISTICS[profile.rank]
        
        # Get session modifiers
        modifiers = session.get_modifiers()
        
        # 1. Generate context features
        enemy_distance = self.rng.uniform(5.0, 50.0)  # meters
        enemy_velocity = self.rng.uniform(0.0, 250.0)  # units/s
        player_velocity = self.rng.uniform(0.0, 250.0)
        player_health = self.rng.uniform(20.0, 100.0)
        enemy_health = self.rng.uniform(20.0, 100.0)
        weapon_type = int(self.rng.integers(0, len(WEAPON_TYPES)))
        is_scoped = weapon_type == WEAPON_TYPES["awp"] and self.rng.random() < 0.7
        is_crouched = self.rng.random() < 0.3
        round_time_remaining = game_context.get("round_time_remaining", 90.0)
        score_differential = game_context.get("score_differential", 0)
        is_clutch = game_context.get("is_clutch", False)
        enemies_alive = game_context.get("enemies_alive", 3)
        
        # 2. Generate pre-engagement features
        # These are affected by game sense and wallhack cheats
        has_wallhack = (
            cheat_behavior is not None and 
            CheatType.WALLHACK in cheat_behavior.config.cheat_types
        )
        
        game_sense_effective = skills.game_sense * modifiers.get("game_sense_mult", 1.0)
        
        # Crosshair angle to hidden enemy (wallhackers track better)
        if has_wallhack:
            crosshair_angle_to_hidden = self.rng.uniform(0.0, 15.0)  # Suspiciously good
            time_tracking_hidden = self.rng.uniform(500.0, 2000.0)  # Long tracking time
            prefire_indicator = self.rng.random() < (0.3 * (1.0 - cheat_behavior.config.humanization.get("prefire_suppression", 0.0)))
        else:
            crosshair_angle_to_hidden = self.rng.uniform(20.0, 90.0) * (1.0 - game_sense_effective / 150.0)
            time_tracking_hidden = self.rng.exponential(200.0)
            prefire_indicator = self.rng.random() < (0.05 * game_sense_effective / 100.0)
        
        check_pattern_efficiency = (game_sense_effective / 100.0) * self.rng.uniform(0.7, 1.0)
        rotation_timing_vs_enemy = self.rng.uniform(0.3, 1.0) * (0.5 + game_sense_effective / 200.0)
        flank_awareness_score = self.rng.uniform(0.2, 1.0) * (0.5 + game_sense_effective / 200.0)
        info_advantage_score = self.rng.uniform(0.0, 1.0)
        position_optimality = self.rng.uniform(0.3, 1.0) * (0.5 + game_sense_effective / 200.0)
        
        if has_wallhack:
            check_pattern_efficiency = min(1.0, check_pattern_efficiency * 1.3)
            rotation_timing_vs_enemy = min(1.0, rotation_timing_vs_enemy * 1.2)
            flank_awareness_score = min(1.0, flank_awareness_score * 1.4)
        
        # 3. Generate trajectory
        # Start and target angles
        start_angle = np.array([
            self.rng.uniform(-30.0, 30.0),
            self.rng.uniform(-20.0, 20.0),
        ])
        target_angle = np.array([
            self.rng.uniform(-5.0, 5.0),
            self.rng.uniform(-3.0, 3.0),
        ])
        
        # Movement time based on Fitts' law and skill
        target_width = 3.0 if weapon_type == WEAPON_TYPES["awp"] else 8.0  # Hitbox size in degrees
        distance = np.linalg.norm(target_angle - start_angle)
        
        base_movement_time = fitts_law_time(distance, target_width, a=0.1, b=0.15)
        skill_factor = (100.0 - skills.raw_aim) / 100.0  # Lower skill = longer time
        movement_time_s = base_movement_time * (1.0 + skill_factor * 0.5) * modifiers.get("reaction_time_mult", 1.0)
        movement_time_ms = movement_time_s * 1000.0
        
        # Generate human trajectory
        trajectory = generate_human_trajectory(
            start_angle=start_angle,
            target_angle=target_angle,
            skill_aim=skills.raw_aim,
            skill_consistency=skills.consistency,
            duration_ms=movement_time_ms,
            tick_rate=128,
            rng=self.rng,
        )
        
        # 4. Apply aimbot modification if active
        has_aimbot = (
            cheat_behavior is not None and
            CheatType.AIMBOT in cheat_behavior.config.cheat_types
        )
        
        if has_aimbot:
            n_ticks = len(trajectory)
            # Target positions (enemy moves slightly)
            target_positions = np.tile(target_angle, (n_ticks, 1))
            target_positions += self.rng.normal(0, 0.5, (n_ticks, 2))  # Small enemy movement
            
            trajectory = generate_aimbot_trajectory(
                natural_trajectory=trajectory,
                target_positions=target_positions,
                intensity=cheat_behavior.config.intensity,
                humanization=cheat_behavior.config.humanization,
                rng=self.rng,
            )
        
        # 5. Extract trajectory features
        trajectory_features = extract_extended_trajectory_features(trajectory)
        
        # 6. Compute timing features
        rt_low, rt_high = rank_stats["reaction_time_ms"]
        base_reaction_time = self.rng.uniform(rt_low, rt_high)
        
        # Apply session modifiers
        reaction_time_ms = base_reaction_time * modifiers.get("reaction_time_mult", 1.0) * modifiers.get("focus_reaction_mult", 1.0)
        
        # Aimbot affects reaction time (but adds artificial delay for humanization)
        if has_aimbot:
            cheat_delay = cheat_behavior.config.humanization.get("reaction_delay_ms", 0.0)
            reaction_time_ms = max(50.0, reaction_time_ms * 0.7 + cheat_delay)
        
        # Triggerbot affects time to first shot
        has_triggerbot = (
            cheat_behavior is not None and
            CheatType.TRIGGERBOT in cheat_behavior.config.cheat_types
        )
        
        time_to_first_shot_ms = reaction_time_ms + movement_time_ms * 0.5
        if has_triggerbot:
            # Triggerbot fires instantly when crosshair is on target
            time_to_first_shot_ms *= 0.6  # Suspiciously fast
        
        time_to_damage_ms = time_to_first_shot_ms + self.rng.uniform(0, 100)
        time_to_kill_ms = time_to_damage_ms + self.rng.uniform(100, 500)
        
        shot_timing_variance = self.rng.uniform(10.0, 50.0) * (1.0 - skills.consistency / 150.0)
        if has_triggerbot:
            shot_timing_variance *= 0.3  # Too consistent
        
        inter_shot_interval_mean = 100.0 + self.rng.uniform(-20, 50)  # ms
        inter_shot_interval_cv = self.rng.uniform(0.1, 0.4) * (1.0 - skills.consistency / 150.0)
        
        crosshair_on_enemy_to_shot_ms = self.rng.uniform(50, 200) * (1.0 - skills.reaction_speed / 150.0)
        if has_triggerbot:
            crosshair_on_enemy_to_shot_ms = self.rng.uniform(5, 30)  # Inhuman speed
        
        anticipatory_shot_rate = 0.02 + skills.game_sense / 1000.0
        if prefire_indicator:
            anticipatory_shot_rate += 0.1
        
        perfect_timing_rate = skills.consistency / 200.0
        if has_triggerbot:
            perfect_timing_rate = min(1.0, perfect_timing_rate * 2.0)
        
        # 7. Compute accuracy features
        base_accuracy = self.rng.uniform(*rank_stats["accuracy"])
        accuracy = base_accuracy * modifiers.get("accuracy_mult", 1.0)
        
        if has_aimbot:
            # Aimbot improves accuracy but may intentionally miss
            if cheat_behavior.should_miss_intentionally(self.rng):
                accuracy *= 0.5
            else:
                accuracy = min(1.0, accuracy + 0.3 * cheat_behavior.config.intensity)
        
        shots_fired = int(self.rng.integers(3, 15))
        shots_hit = int(np.clip(shots_fired * accuracy * self.rng.uniform(0.8, 1.2), 0, shots_fired))
        
        hs_low, hs_high = rank_stats["hs_percent"]
        hs_rate = self.rng.uniform(hs_low, hs_high)
        if has_aimbot:
            hs_rate = min(1.0, hs_rate + 0.2 * cheat_behavior.config.intensity)
        
        headshots = int(np.clip(shots_hit * hs_rate, 0, shots_hit))
        
        damage_per_hit = 25.0 + headshots * 75.0 / max(1, shots_hit)  # Headshots do more damage
        damage_dealt = shots_hit * damage_per_hit
        
        spray_accuracy = accuracy * self.rng.uniform(0.6, 1.0) * (0.5 + skills.spray_control / 200.0)
        first_bullet_accuracy = accuracy * self.rng.uniform(0.8, 1.2) * (0.5 + skills.crosshair_placement / 200.0)
        
        headshot_rate = headshots / max(1, shots_hit)
        damage_efficiency = damage_dealt / max(1, shots_fired * 100.0)
        
        kill_secured = damage_dealt >= enemy_health
        
        return EngagementData(
            # Context features
            enemy_distance=enemy_distance,
            enemy_velocity=enemy_velocity,
            player_velocity=player_velocity,
            player_health=player_health,
            enemy_health=enemy_health,
            weapon_type=weapon_type,
            is_scoped=is_scoped,
            is_crouched=is_crouched,
            round_time_remaining=round_time_remaining,
            score_differential=score_differential,
            is_clutch=is_clutch,
            enemies_alive=enemies_alive,
            # Pre-engagement features
            crosshair_angle_to_hidden_enemy=crosshair_angle_to_hidden,
            time_tracking_hidden_ms=time_tracking_hidden,
            prefire_indicator=prefire_indicator,
            check_pattern_efficiency=check_pattern_efficiency,
            rotation_timing_vs_enemy=rotation_timing_vs_enemy,
            flank_awareness_score=flank_awareness_score,
            info_advantage_score=info_advantage_score,
            position_optimality=position_optimality,
            # Trajectory features
            trajectory_features=trajectory_features,
            # Timing features
            reaction_time_ms=reaction_time_ms,
            time_to_first_shot_ms=time_to_first_shot_ms,
            time_to_damage_ms=time_to_damage_ms,
            time_to_kill_ms=time_to_kill_ms,
            shot_timing_variance=shot_timing_variance,
            inter_shot_interval_mean=inter_shot_interval_mean,
            inter_shot_interval_cv=inter_shot_interval_cv,
            crosshair_on_enemy_to_shot_ms=crosshair_on_enemy_to_shot_ms,
            anticipatory_shot_rate=anticipatory_shot_rate,
            perfect_timing_rate=perfect_timing_rate,
            # Accuracy features
            shots_fired=shots_fired,
            shots_hit=shots_hit,
            headshots=headshots,
            damage_dealt=damage_dealt,
            spray_accuracy=spray_accuracy,
            first_bullet_accuracy=first_bullet_accuracy,
            headshot_rate=headshot_rate,
            damage_efficiency=damage_efficiency,
            kill_secured=kill_secured,
        )
        
    def generate_batch(
        self,
        num_legit: int,
        num_cheaters: int,
        cheater_distribution: Optional[Dict[str, float]] = None,
    ) -> List[PlayerSession]:
        """Generate batch of player sessions."""
        if cheater_distribution is None:
            # Default distribution across cheat profiles
            cheater_distribution = {
                "blatant_rage": 0.1,
                "obvious": 0.2,
                "closet_moderate": 0.3,
                "closet_subtle": 0.3,
                "wallhack_only": 0.1,
            }
        
        sessions: List[PlayerSession] = []
        
        # Generate legit players
        for _ in range(num_legit):
            sessions.append(self.generate_player(is_cheater=False))
        
        # Generate cheaters with distribution
        cheat_profiles = list(cheater_distribution.keys())
        cheat_probs = list(cheater_distribution.values())
        
        for _ in range(num_cheaters):
            profile = self.rng.choice(cheat_profiles, p=cheat_probs)
            sessions.append(self.generate_player(is_cheater=True, cheat_profile=profile))
        
        # Shuffle
        self.rng.shuffle(sessions)
        
        return sessions
        
    def generate_stream(
        self,
        num_legit: int,
        num_cheaters: int,
    ) -> Iterator[PlayerSession]:
        """Memory-efficient streaming generator."""
        total = num_legit + num_cheaters
        
        # Create shuffled indices for legit vs cheater
        is_cheater_flags = [False] * num_legit + [True] * num_cheaters
        self.rng.shuffle(is_cheater_flags)
        
        for is_cheater in is_cheater_flags:
            yield self.generate_player(is_cheater=is_cheater)