0f93a939c0248f3ac684885164307578340e54aa
Enemies spawn on the arena rim, walk radially at the tower and stop at the attack range. The spawner is cap-driven — it tops the field up to the target population instead of placing N enemies on a schedule — so the target population is the binding quantity the difficulty curve will stand on. The spatial grid of ADR-0004 lands with them, because it now has its first consumer and #17 needs it unchanged for target selection and projectile collision. One full rebuild per frame is the only pass over the enemy set; every consumer asks the grid. Soft separation is a clamped positional offset, not a force: overlap stays allowed, and capping the offset below one movement step is what keeps the tower ring from pulsing. Closes #16.
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