01 · The field
Pull, push, and a swirl
The goal pulls, saturating past 3 m. Each of 12 direction sectors pushes from its nearest obstacle point, so a dense camera cloud cannot out-push the goal.
A swirl turns part of the push sideways, so a pillar dead ahead becomes a go-around instead of a bounce. It keeps its side until the goal is clearly on the other one; re-picking every tick made the drone dither.