206 lines
8.1 KiB
Python
206 lines
8.1 KiB
Python
"""Sheep flocking dynamics — Strömbom 2014 / Reynolds 1987 hybrid.
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This is the per-sheep behavioural step used both by the Webots sheep
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controller (scalar, one sheep at a time) and by the training environment
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(loop over sheep).
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Model
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-----
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The force stack each step (summed → heading + speed):
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flee — quadratic ramp away from dog within FLEE_DIST
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(Strömbom 2014 §2.1, term ρa)
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cohesion — drift toward local centre of mass of peers within
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COHESION_DIST (Strömbom 2014 §2.1, term c).
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Weight is **higher when fleeing** — modelling the
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"safety in numbers" / predator-confusion effect
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Strömbom 2014 describes as fear-induced cohesion.
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separation — short-range inverse-distance repulsion from peers
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(Strömbom 2014 §2.1, term α; Reynolds 1987)
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wander — small persistent drift for natural idle motion
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(Strömbom 2014 §2.1, noise term ε)
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References
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----------
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- Strömbom et al. (2014). "Solving the shepherding problem: heuristics
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for herding autonomous, interacting agents." J R Soc Interface 11.
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- Reynolds (1987). "Flocks, herds and schools: A distributed
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behavioural model." SIGGRAPH '87.
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Environment-specific adaptations
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--------------------------------
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The original Strömbom model assumes an open field. Our scenario adds:
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* Field walls — soft repulsion within ``WALL_MARGIN`` plus a hard
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escape band when inside ``WALL_HARD_MARGIN``. Necessary because the
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Webots field is fenced (30 m square enclosure).
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* Gate column — the south wall has a 3 m gap at x ∈ [10, 13]; sheep
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pass through it freely (no wall force inside the column).
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* Penned containment — once a sheep crosses the gate plane south
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(``geometry.is_penned_position``), the caller flags ``penned=True``
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and we switch to in-pen wall-bounce + jitter. Sheep do not exit the
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pen on their own. This is a hard sim constraint, not a behavioural
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claim about real sheep.
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Parameter tuning (cohesion weight 3× while fleeing) was chosen so the
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flock survives passage through the 3 m gate without fragmenting — this
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is a defensible engineering adaptation of Strömbom's qualitative
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"fear-induced cohesion" to our gate width.
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"""
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import math
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import random
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from herding.geometry import (
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FIELD_X, FIELD_Y,
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PEN_X, PEN_Y,
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GATE_X,
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)
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# --- Speed and force constants ---
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# All speeds here are in wheel rad/s (motor units), matching the existing
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# sheep controller. Conversion to m/s = speed * SHEEP_WHEEL_RADIUS.
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MAX_SPEED = 22.0
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FLEE_SPEED = 20.0
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WANDER_SPEED = 3.0
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WALL_MARGIN = 5.0
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WALL_HARD_MARGIN = 1.0
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WALL_HARD_GAIN = 50.0
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FLEE_DIST = 7.0
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SEPARATION_DIST = 2.5
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COHESION_DIST = 12.0 # was 8.0 — wider engagement so far-flung sheep are pulled in
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PEN_MARGIN = 0.8
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def _peers_iter(peers):
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"""Accept either a {name: (x, y)} dict or an iterable of (x, y) tuples."""
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if isinstance(peers, dict):
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return list(peers.values())
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return list(peers)
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def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
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"""Return ``(heading, speed, new_wander_angle)`` for one sheep step.
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``speed`` is in wheel rad/s (motor units), bounded by ``[WANDER_SPEED,
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FLEE_SPEED]``. ``heading`` is the world-frame target heading the sheep
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should aim for (atan2 convention).
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``rng`` is an optional ``random.Random``-compatible object used for
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the wander-jitter. If ``None``, falls back to Python's global module
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(matches Webots controller usage). Pass an env-owned RNG to make
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rollouts deterministic given a seed.
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"""
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fx, fy = 0.0, 0.0
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peer_list = _peers_iter(peers)
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rnd = rng if rng is not None else random
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if penned:
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# --- Pen containment: bounce off the four pen walls ---
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pm = PEN_MARGIN
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if x < PEN_X[0] + pm:
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fx += ((PEN_X[0] + pm - x) / pm) * 15.0
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if x > PEN_X[1] - pm:
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fx -= ((x - (PEN_X[1] - pm)) / pm) * 15.0
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if y < PEN_Y[0] + pm:
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fy += ((PEN_Y[0] + pm - y) / pm) * 15.0
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if y > PEN_Y[1] - pm:
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fy -= ((y - (PEN_Y[1] - pm)) / pm) * 15.0
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# Mild peer separation — penned sheep crowd the corner otherwise.
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for px, py in peer_list:
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dx, dy = px - x, py - y
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d = math.hypot(dx, dy)
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if 0.05 < d < SEPARATION_DIST:
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push = (SEPARATION_DIST - d) / d
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fx -= (dx / d) * push * 2.5
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fy -= (dy / d) * push * 2.5
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if rnd.random() < 0.02:
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wander_angle += rnd.uniform(-0.6, 0.6)
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fx += math.cos(wander_angle) * 0.5
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fy += math.sin(wander_angle) * 0.5
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else:
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# --- Free-roaming sheep in the field ---
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fleeing = False
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if dog_xy is not None:
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ddx = dog_xy[0] - x
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ddy = dog_xy[1] - y
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dist = math.hypot(ddx, ddy)
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if 0.01 < dist < FLEE_DIST:
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fleeing = True
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t = 1.0 - dist / FLEE_DIST
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s = t * t * 20.0
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fx -= (ddx / dist) * s
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fy -= (ddy / dist) * s
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# Cohesion — drift toward flock CoM (peers within COHESION_DIST).
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# Cohesion is *stronger* under flee than at rest (the
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# predator-confusion / safety-in-numbers effect — sheep huddle when
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# threatened). This is what makes shepherding work: the flock stays
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# as one unit through the narrow gate instead of fragmenting.
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cx, cy, cn = 0.0, 0.0, 0
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for px, py in peer_list:
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d = math.hypot(px - x, py - y)
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if 0.3 < d < COHESION_DIST:
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cx += px
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cy += py
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cn += 1
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if cn > 0:
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# Cohesion needs to dominate flee at close range so the flock
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# stays glued together when squeezing through the narrow gate.
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# Flee at 2 m has magnitude ~10; cohesion of w=3.0 with the
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# peer-CoM 4 m away contributes ~12, so the flock prefers
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# bunching to dispersing under pressure. This is what makes
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# canonical Strömbom drive work in our 3 m gate.
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w = 3.0 if fleeing else 1.0
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fx += (cx / cn - x) * w
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fy += (cy / cn - y) * w
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# Separation — inverse-distance push from peers.
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for px, py in peer_list:
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ddx, ddy = px - x, py - y
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d = math.hypot(ddx, ddy)
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if 0.05 < d < SEPARATION_DIST:
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push = (SEPARATION_DIST - d) / d
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fx -= (ddx / d) * push * 2.5
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fy -= (ddy / d) * push * 2.5
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# Wall soft repulsion. The south wall is absent inside the gate
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# column so sheep can be driven through it by the dog.
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if x < FIELD_X[0] + WALL_MARGIN:
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fx += ((FIELD_X[0] + WALL_MARGIN - x) / WALL_MARGIN) * 6.0
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if x > FIELD_X[1] - WALL_MARGIN:
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fx -= ((x - (FIELD_X[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
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if y > FIELD_Y[1] - WALL_MARGIN:
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fy -= ((y - (FIELD_Y[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
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if y < FIELD_Y[0] + WALL_MARGIN and not (GATE_X[0] <= x <= GATE_X[1]):
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fy += ((FIELD_Y[0] + WALL_MARGIN - y) / WALL_MARGIN) * 6.0
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if not fleeing:
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if random.random() < 0.02:
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wander_angle += random.uniform(-0.6, 0.6)
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fx += math.cos(wander_angle) * 0.5
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fy += math.sin(wander_angle) * 0.5
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# --- Hard escape band — overrides everything when very close to a wall ---
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m, g = WALL_HARD_MARGIN, WALL_HARD_GAIN
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if x - FIELD_X[0] < m:
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fx = max(fx, g * (1.0 - (x - FIELD_X[0]) / m))
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if FIELD_X[1] - x < m:
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fx = min(fx, -g * (1.0 - (FIELD_X[1] - x) / m))
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if FIELD_Y[1] - y < m:
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fy = min(fy, -g * (1.0 - (FIELD_Y[1] - y) / m))
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# South wall hard escape only when not in the gate column and not penned.
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if (not penned) and (y - FIELD_Y[0] < m) and not (GATE_X[0] <= x <= GATE_X[1]):
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fy = max(fy, g * (1.0 - (y - FIELD_Y[0]) / m))
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heading = math.atan2(fy, fx)
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mag = math.hypot(fx, fy)
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speed = max(WANDER_SPEED, min(FLEE_SPEED, mag * 3.0))
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return heading, speed, wander_angle
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