import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.*;

public class M416HeadshotAimbot {
  
  private static final int NUM_THREADS = 4;
  public static void main(String[] args) {

        double playerX = 100.0; 
    double playerY = 200.0; 
    double playerRotation = 0.0; 
    double targetX = 150.0; 
    double targetY = 250.0; /
    double shootingAccuracy = 0.8;
    double gunRange = 200.0;
    

    ExecutorService executor = Executors.newFixedThreadPool(NUM_THREADS);
    

    List<Callable<Double>> tasks = new ArrayList<>();
    

    for (int i = 0; i < NUM_THREADS; i++) {
      tasks.add(new AngleCalculationTask(playerX, playerY, targetX, targetY, playerRotation, i, NUM_THREADS));
    }
    
    try {

      List<Future<Double>> results = executor.invokeAll(tasks);
      

      double minRotationAngle = Double.MAX_VALUE;
      for (Future<Double> result : results) {
        double rotationAngle = result.get();
        minRotationAngle = Math.min(minRotationAngle, rotationAngle);
      }
      

      rotatePlayer(minRotationAngle);
      

      double distanceToTarget = calculateDistance(playerX, playerY, targetX, targetY);
      
      if (distanceToTarget <= gunRange) {

        if (Math.random() <= shootingAccuracy) {
          shootTarget();
          System.out.println("Headshot!");
        } else {
          shootTarget();
          System.out.println("Failed headshot, but hit the target!");
        }
      } else {
        System.out.println("Target out of range!");
      }
      
    } catch (InterruptedException | ExecutionException e) {
      e.printStackTrace();
    } finally {
      // Turn off thread pool
      executor.shutdown();
    }
  }
  
  private static class AngleCalculationTask implements Callable<Double> {
    private double playerX;
    private double playerY;
    private double targetX;
    private double targetY;
    private double playerRotation;
    private int startIndex;
    private int step;
    
    public AngleCalculationTask(double playerX, double playerY, double targetX, double targetY, double playerRotation, int startIndex, int step) {
      this.playerX = playerX;
      this.playerY = playerY;
      this.targetX = targetX;
      this.targetY = targetY;
      this.playerRotation = playerRotation;
      this.startIndex = startIndex;
      this.step = step;
    }
    
    @Override
    public Double call() {
      // Calculate the rotation angle, which can be calculated more accurately according to the actual needs of the game.
      double rotationAngle = 0.0;
      for (int i = startIndex; i < 360; i += step) {
        double targetAngle = Math.toRadians(i);
        double currentRotationAngle = targetAngle - playerRotation;
        
        if (Math.abs(currentRotationAngle) < Math.abs(rotationAngle)) {
          rotationAngle = currentRotationAngle;
        }
      }
      return rotationAngle;
    }
  }
  
}
