简单重构拆分 SimulationWorld
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace SepCore.Simulation
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{
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internal readonly struct EnemySeparationSettings
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{
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public EnemySeparationSettings(float cellSize, float maxRadius, float pushDamping, float maxStepScale,
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bool useTangentialInAttackRange, float pushSmoothing)
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{
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CellSize = cellSize;
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MaxRadius = maxRadius;
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PushDamping = pushDamping;
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MaxStepScale = maxStepScale;
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UseTangentialInAttackRange = useTangentialInAttackRange;
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PushSmoothing = pushSmoothing;
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}
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public float CellSize { get; }
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public float MaxRadius { get; }
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public float PushDamping { get; }
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public float MaxStepScale { get; }
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public bool UseTangentialInAttackRange { get; }
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public float PushSmoothing { get; }
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}
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internal static class EnemySeparationSystem
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{
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// 读写集:R EnemyTransform / EnemyMoveConfig / EnemyBehavior / EnemySeparation(PreviousPush)
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// W EnemyTransform(经分离 scratch 由 Commit 写回)/ EnemySeparation(PreviousPush)
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public static JobHandle Schedule(EnemyStore enemies, NativeParallelMultiHashMap<long, int> buckets,
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NativeList<EnemyTransformSim> separatedTransforms, in EnemySeparationSettings settings,
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float3 playerPosition, JobHandle dependency)
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{
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int enemyCount = enemies.Count;
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if (enemyCount <= 0)
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{
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return dependency;
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}
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NativeArray<EnemyTransformSim> transformArray = enemies.Transform.Data.AsArray();
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NativeArray<EnemyMoveConfigSim> configArray = enemies.MoveConfig.Data.AsArray();
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NativeArray<EnemyBehaviorSim> behaviorArray = enemies.Behavior.Data.AsArray();
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NativeArray<EnemyTransformSim> separatedTransformArray = separatedTransforms.AsArray();
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NativeArray<EnemySeparationSim> separationArray = enemies.Separation.Data.AsArray();
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BuildEnemySeparationBucketsJob buildJob = new BuildEnemySeparationBucketsJob
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{
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Transforms = transformArray,
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MoveConfigs = configArray,
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Buckets = buckets.AsParallelWriter(),
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CellSize = settings.CellSize
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};
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JobHandle buildHandle = buildJob.Schedule(enemyCount, 64, dependency);
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EnemySeparationJob separationJob = new EnemySeparationJob
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{
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Transforms = transformArray,
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MoveConfigs = configArray,
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Behaviors = behaviorArray,
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Buckets = buckets,
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SeparatedTransforms = separatedTransformArray,
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Separations = separationArray,
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CellSize = settings.CellSize,
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MaxRadius = settings.MaxRadius,
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PlayerPosition = playerPosition,
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PushDamping = settings.PushDamping,
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MaxStepScale = settings.MaxStepScale,
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UseTangentialInAttackRange = settings.UseTangentialInAttackRange,
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PushSmoothing = settings.PushSmoothing
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};
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return separationJob.Schedule(enemyCount, 64, buildHandle);
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}
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public static void Commit(EnemyStore enemies, NativeList<EnemyTransformSim> separatedTransforms,
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int enemyCount)
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{
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for (int i = 0; i < enemyCount; i++)
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{
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enemies.Transform[i] = separatedTransforms[i];
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}
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}
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}
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[BurstCompile]
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internal struct BuildEnemySeparationBucketsJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<EnemyTransformSim> Transforms;
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[ReadOnly] public NativeArray<EnemyMoveConfigSim> MoveConfigs;
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public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
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public float CellSize;
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public void Execute(int index)
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{
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if (!MoveConfigs[index].AvoidOverlap)
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{
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return;
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}
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float3 position = Transforms[index].Position;
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position.y = 0f;
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int cellX = SimulationCell.ToCell(position.x, CellSize);
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int cellZ = SimulationCell.ToCell(position.z, CellSize);
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Buckets.Add(SimulationCell.Key(cellX, cellZ), index);
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}
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}
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[BurstCompile]
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internal struct EnemySeparationJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<EnemyTransformSim> Transforms;
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[ReadOnly] public NativeArray<EnemyMoveConfigSim> MoveConfigs;
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[ReadOnly] public NativeArray<EnemyBehaviorSim> Behaviors;
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[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
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public NativeArray<EnemyTransformSim> SeparatedTransforms;
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public NativeArray<EnemySeparationSim> Separations;
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public float CellSize;
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public float MaxRadius;
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public float3 PlayerPosition;
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public float PushDamping;
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public float MaxStepScale;
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public bool UseTangentialInAttackRange;
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public float PushSmoothing;
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public void Execute(int index)
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{
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EnemyMoveConfigSim selfConfig = MoveConfigs[index];
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if (!selfConfig.AvoidOverlap)
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{
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SeparatedTransforms[index] = Transforms[index];
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return;
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}
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EnemyTransformSim self = Transforms[index];
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float3 candidate = self.Position;
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candidate.y = 0f;
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float3 original = candidate;
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float3 fallback =
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math.normalizesafe(new float3(self.Forward.x, 0f, self.Forward.z), new float3(1f, 0f, 0f));
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float selfRadius = selfConfig.BodyRadius > 0f ? selfConfig.BodyRadius : 0.45f;
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int iterations = selfConfig.SeparationIterations > 0 ? selfConfig.SeparationIterations : 1;
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int queryRange = math.max(1, (int)math.ceil((selfRadius + MaxRadius) / CellSize));
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for (int iter = 0; iter < iterations; iter++)
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{
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int cellX = SimulationCell.ToCell(candidate.x, CellSize);
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int cellZ = SimulationCell.ToCell(candidate.z, CellSize);
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float3 pushAccumulation = float3.zero;
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for (int dx = -queryRange; dx <= queryRange; dx++)
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{
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for (int dz = -queryRange; dz <= queryRange; dz++)
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{
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long key = SimulationCell.Key(cellX + dx, cellZ + dz);
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if (!Buckets.TryGetFirstValue(key, out int otherIndex,
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out NativeParallelMultiHashMapIterator<long> iterator))
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{
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continue;
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}
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do
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{
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if (otherIndex == index)
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{
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continue;
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}
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EnemyMoveConfigSim otherConfig = MoveConfigs[otherIndex];
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if (!otherConfig.AvoidOverlap)
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{
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continue;
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}
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float otherRadius = otherConfig.BodyRadius > 0f ? otherConfig.BodyRadius : 0.45f;
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float minDistance = selfRadius + otherRadius;
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float minDistanceSqr = minDistance * minDistance;
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float3 otherPosition = Transforms[otherIndex].Position;
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otherPosition.y = 0f;
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float3 toSelf = candidate - otherPosition;
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float sqrDistance = math.lengthsq(toSelf);
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if (sqrDistance <= float.Epsilon)
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{
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float3 zeroDistanceAxis = GetZeroDistanceSeparationAxis(index, otherIndex);
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float directionSign = index < otherIndex ? 1f : -1f;
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pushAccumulation += zeroDistanceAxis * (selfRadius * 0.25f * directionSign);
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continue;
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}
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if (sqrDistance >= minDistanceSqr)
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{
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continue;
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}
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float distance = math.sqrt(sqrDistance);
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float penetration = minDistance - distance;
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pushAccumulation += (toSelf / distance) * penetration;
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} while (Buckets.TryGetNextValue(out otherIndex, ref iterator));
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}
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}
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if (math.lengthsq(pushAccumulation) <= float.Epsilon)
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{
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continue;
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}
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float3 resolvedPush = pushAccumulation * PushDamping;
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float maxStep = selfRadius * MaxStepScale;
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float pushLength = math.length(resolvedPush);
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if (pushLength > maxStep && pushLength > float.Epsilon)
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{
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resolvedPush = resolvedPush / pushLength * maxStep;
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}
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candidate += resolvedPush;
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}
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float3 framePush = candidate - original;
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float2 previousPush2 = Separations[index].PreviousPush;
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float3 previousPush = new float3(previousPush2.x, 0f, previousPush2.y);
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float3 smoothedPush = SmoothSeparationPush(framePush, previousPush, PushSmoothing);
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if (UseTangentialInAttackRange && Behaviors[index].State == EnemyBehaviorSim.StateInAttackRange)
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{
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smoothedPush = ProjectToTangential(smoothedPush, PlayerPosition, original);
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}
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float maxTotalStep = selfRadius * MaxStepScale * iterations;
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float smoothedLength = math.length(smoothedPush);
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if (smoothedLength > maxTotalStep && smoothedLength > float.Epsilon)
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{
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smoothedPush = smoothedPush / smoothedLength * maxTotalStep;
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}
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float3 finalPosition = original + smoothedPush;
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Separations[index] = new EnemySeparationSim { PreviousPush = new float2(smoothedPush.x, smoothedPush.z) };
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self.Position = new float3(finalPosition.x, self.Position.y, finalPosition.z);
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if (math.lengthsq(smoothedPush) > float.Epsilon)
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{
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self.Forward = new float3(fallback.x, self.Forward.y, fallback.z);
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}
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SeparatedTransforms[index] = self;
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}
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private static float3 SmoothSeparationPush(float3 framePush, float3 previousPush, float pushSmoothing)
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{
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float frameLengthSqr = math.lengthsq(framePush);
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float previousLengthSqr = math.lengthsq(previousPush);
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if (frameLengthSqr <= float.Epsilon)
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{
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return float3.zero;
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}
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if (previousLengthSqr <= float.Epsilon || pushSmoothing <= 0f)
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{
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return framePush;
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}
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float frameLength = math.sqrt(frameLengthSqr);
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float previousLength = math.sqrt(previousLengthSqr);
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float3 frameDirection = framePush / frameLength;
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float3 previousDirection = previousPush / previousLength;
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float directionAlignment = math.dot(frameDirection, previousDirection);
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if (directionAlignment >= 0.35f)
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{
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return framePush;
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}
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float directionalFactor = math.saturate((0.35f - directionAlignment) / 1.35f);
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float smoothingStrength = pushSmoothing * directionalFactor;
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return math.lerp(framePush, previousPush, smoothingStrength);
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}
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private static float3 ProjectToTangential(float3 push, float3 playerPosition, float3 currentPosition)
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{
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if (math.lengthsq(push) <= float.Epsilon)
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{
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return push;
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}
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float3 toPlayer = playerPosition - currentPosition;
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float toPlayerSqr = math.lengthsq(toPlayer);
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if (toPlayerSqr <= float.Epsilon)
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{
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return push;
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}
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float3 radialDirection = toPlayer / math.sqrt(toPlayerSqr);
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float radialOffset = math.dot(push, radialDirection);
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return push - radialDirection * radialOffset;
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}
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private static float3 GetZeroDistanceSeparationAxis(int index, int otherIndex)
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{
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int lowIndex = math.min(index, otherIndex);
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int highIndex = math.max(index, otherIndex);
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uint pairHash = (uint)(lowIndex * 73856093) ^ (uint)(highIndex * 19349663);
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float axisX = (pairHash & 1023u) / 511.5f - 1f;
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float axisZ = ((pairHash >> 10) & 1023u) / 511.5f - 1f;
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float3 axis = new float3(axisX, 0f, axisZ);
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return math.normalizesafe(axis, new float3(1f, 0f, 0f));
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}
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}
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}
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