Polishes
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@@ -105,6 +105,17 @@ namespace ProjectM.Server
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bool sweep = havePhysics && sweepMask != 0u;
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const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
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// Anti-stuck (1/2): DEPENETRATE every living enemy out of any env/cover it overlaps BEFORE seeking, so a
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// Husk spawned inside or shoved into a cover rock isn't frozen by a zero-fraction sweep (the sweep cannot
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// move a mover that STARTS already penetrating). One point-distance query per living enemy (<=~15/room).
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// Boss excluded (BossAISystem owns it at a larger radius).
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if (sweep)
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{
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foreach (var depenXform in SystemAPI.Query<RefRW<LocalTransform>>()
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.WithAll<EnemyTag>().WithNone<Dying, BossState>())
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depenXform.ValueRW.Position = EnemyMoveUtil.Depenetrate(in physics, depenXform.ValueRO.Position, SweepRadius, envFilter);
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}
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foreach (var (xform, stats, cooldown, knockback, windup, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
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@@ -548,6 +559,84 @@ namespace ProjectM.Server
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sepEnt.Dispose(); sepPos.Dispose(); sepRad.Dispose(); sepMov.Dispose();
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}
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// Anti-stuck (2/2): the GUARANTEED backstop. An enemy that WANTS to close on its target (outside attack
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// range, not knocked/lunging/staggered) but hasn't gained ground on it for StuckUnstickTicks is phase-
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// nudged toward the nearest target (collide-and-slide bypassed) until it escapes -> a room can never
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// soft-lock on one Husk wedged in geometry the reactive slide can't solve. Progress is measured as
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// distance CLOSED toward the target (not raw displacement) so the separation jiggle can't mask a stuck
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// Husk. Server-only; EnemyNavState is not replicated. Spitters hold at range by design (excluded); the
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// boss is driven by BossAISystem (excluded).
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{
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const float StuckMinProgressPerTick = 0.02f;
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const uint StuckUnstickTicks = 90u; // ~1.5s of no ground gained before the nudge triggers
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const uint NudgeBurstTicks = 45u; // ~0.75s of phasing toward the target per trigger
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const float UnstickNudgeSpeed = 4.5f; // units/s while phase-nudging out of geometry
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float nudgeStep = UnstickNudgeSpeed * dt;
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foreach (var (nxform, nstats, nav, nregion, nent) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyNavState>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>().WithEntityAccess())
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{
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float3 npos = nxform.ValueRO.Position;
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byte nRegion = nregion.ValueRO.Region;
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bool committed = false;
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if (SystemAPI.HasComponent<KnockbackState>(nent))
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{
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var k = SystemAPI.GetComponent<KnockbackState>(nent);
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committed |= k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick);
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}
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if (SystemAPI.HasComponent<LungeState>(nent))
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{
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var l = SystemAPI.GetComponent<LungeState>(nent);
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committed |= (l.UntilTick != 0 && new NetworkTick(l.UntilTick).IsNewerThan(serverTick))
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|| (l.StaggerUntilTick != 0 && new NetworkTick(l.StaggerUntilTick).IsNewerThan(serverTick));
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}
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EnemyAIMath.PickWeightedNearest(npos, playerPositions, playerRegions, structurePositions, structureRegions, nRegion, structAggro, out bool nIsStruct, out int nIdx);
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bool nCoreAlive = coreAlive && nRegion == RegionId.Base;
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bool hasTarget = nIdx >= 0 || nCoreAlive;
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float3 nTarget = nIdx < 0 ? corePos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
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bool wantsToClose = hasTarget && !committed
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&& math.distance(npos.xz, nTarget.xz) > nstats.ValueRO.AttackRange * 1.15f;
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bool nudging = nav.ValueRO.NudgeUntilTick != 0 && new NetworkTick(nav.ValueRO.NudgeUntilTick).IsNewerThan(serverTick);
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if (nudging)
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{
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if (wantsToClose)
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{
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float3 toT = nTarget - npos; toT.y = 0f;
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float l2 = math.lengthsq(toT);
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if (l2 > 1e-6f)
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{
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float3 step = math.normalize(toT) * math.min(nudgeStep, math.sqrt(l2));
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float3 np = npos + step; np.y = npos.y;
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nxform.ValueRW.Position = np;
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nav.ValueRW.LastPos = np;
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continue;
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}
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}
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nav.ValueRW.NudgeUntilTick = 0; // reached range / lost target -> stop nudging
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}
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if (!wantsToClose)
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{
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nav.ValueRW.StuckTicks = 0u;
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nav.ValueRW.LastPos = npos;
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continue;
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}
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float progressToward = math.distance(nav.ValueRO.LastPos.xz, nTarget.xz) - math.distance(npos.xz, nTarget.xz);
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uint st = progressToward < StuckMinProgressPerTick ? nav.ValueRO.StuckTicks + 1u : 0u;
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nav.ValueRW.LastPos = npos;
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if (st >= StuckUnstickTicks)
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{
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nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
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st = 0u;
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}
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nav.ValueRW.StuckTicks = st;
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}
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}
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if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton<DevTelemetry>())
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SystemAPI.GetSingletonRW<DevTelemetry>().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick;
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@@ -13,8 +13,10 @@ namespace ProjectM.Server
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public static class EnemyMoveUtil
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{
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/// <summary>Collide-and-slide sphere-cast for server-authoritative enemy movement: sweep the intended step
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/// against the static environment (boundary ring + landmarks + player-built walls) and stop at / glance along
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/// the first wall hit. Y is held flat (top-down movement plane).</summary>
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/// against the static environment (boundary ring + landmarks + cover rocks + player-built walls) and stop at /
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/// glance along wall hits. Runs up to TWO slide iterations so a concave pocket (a cover rock meeting the
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/// boundary rim) glances along BOTH surfaces instead of dead-stopping at the first (a single iteration left
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/// enemies parked in pockets). Y is held flat (top-down movement plane).</summary>
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public static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter)
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{
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float3 delta = to - from;
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@@ -22,27 +24,62 @@ namespace ProjectM.Server
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float dist = math.length(delta);
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if (dist < 1e-5f)
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return to;
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float3 dir = delta / dist;
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const float skin = 0.05f;
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var cw = physics.CollisionWorld;
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float3 dir = delta / dist;
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if (!cw.SphereCast(from, radius, dir, dist, out var hit, filter))
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return to;
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float allowed = math.max(0f, hit.Fraction * dist - skin);
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float3 stop = from + dir * allowed;
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stop.y = from.y;
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float3 pos = from + dir * allowed;
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pos.y = from.y;
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float3 remaining = to - pos;
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// Slide the unused motion along the wall, then sweep the slide so we don't tunnel a second wall.
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float3 slide = EnemyAIMath.SlideVelocity(to - stop, hit.SurfaceNormal);
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float slideDist = math.length(slide);
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if (slideDist < 1e-5f)
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return stop;
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float3 sdir = slide / slideDist;
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float3 result = cw.SphereCast(stop, radius, sdir, slideDist, out var hit2, filter)
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? stop + sdir * math.max(0f, hit2.Fraction * slideDist - skin)
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: stop + slide;
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result.y = from.y;
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return result;
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for (int i = 0; i < 2; i++)
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{
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float3 slide = EnemyAIMath.SlideVelocity(remaining, hit.SurfaceNormal);
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float slideDist = math.length(slide);
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if (slideDist < 1e-5f)
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break;
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float3 sdir = slide / slideDist;
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if (cw.SphereCast(pos, radius, sdir, slideDist, out var hit2, filter))
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{
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float sAllowed = math.max(0f, hit2.Fraction * slideDist - skin);
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pos += sdir * sAllowed;
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remaining = slide - sdir * sAllowed; // carry the still-unused motion into the next glance
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hit = hit2;
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}
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else
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{
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pos += slide;
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break;
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}
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}
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pos.y = from.y;
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return pos;
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}
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/// <summary>Push a sphere at <paramref name="pos"/> out of any static env/structure it overlaps, along the
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/// nearest surface normal (flattened to XZ; a near-vertical floor/ceiling normal is ignored so movers aren't
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/// shoved off their plane). Fixes the "spawned or shoved INTO a rock -> SphereCast fraction ~0 -> frozen
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/// forever" class: the collide-and-slide sweep can never move a mover that STARTS already penetrating, so we
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/// un-embed it first. The correction is capped at one radius/tick so it eases out over a couple of ticks
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/// rather than teleporting. Stateless; called once per enemy per tick before seeking.</summary>
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public static float3 Depenetrate(in PhysicsWorldSingleton physics, float3 pos, float radius, CollisionFilter filter)
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{
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var cw = physics.CollisionWorld;
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var input = new PointDistanceInput { Position = pos, MaxDistance = radius + 0.5f, Filter = filter };
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if (!cw.CalculateDistance(input, out var hit) || hit.Distance >= radius)
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return pos;
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float3 n = hit.SurfaceNormal;
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n.y = 0f;
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float len = math.length(n);
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if (len < 1e-5f)
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return pos; // floor/ceiling normal -> don't shove the mover off its movement plane
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float push = math.min(radius - hit.Distance, radius); // cap so a deep embed eases out over ticks, no pop
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float3 outp = pos + (n / len) * push;
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outp.y = pos.y;
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return outp;
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}
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}
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}
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