this is a c# function. I copied a different c# function that uses all the variables I think you need

I have a static object grid I use for performance Actors request nearby static objects every few ticks.

the static object grid has excellent performance. So for some objects I want to add the ability for actors to push the round objects around a little but the objects should not stray to far from their origin otherwise actors won't be able to detect them.
I want you to change the following function which is in a class of an actor called boid
to have the boid and the ball push each other away but the ball should not stray further than the boid vision from its original offset. We do not have access to boid vision in this function so default is 100 but it would be nice if this was never reached in case a user adjusts it to 50 .

so long story short. please rewite Bounceball function .

keep the same input arguments.
make the boid and the nearby objects it collides with push each other away.
just give me the bounceball function the other code is just for some extra context

public void AvoidWalls(double width, double height, double pad, double turn, double visionRepel)
{
    //branch predictor friendly early return
    if (
        Pos.X <= width - pad &
       Pos.Y <= height - pad &
       Pos.X >= pad &
       Pos.Y >= pad)
        return;
    turn *= TargetEdgesDesire;
    if (Pos.X < pad) Vel.X += (Pos.X < visionRepel) ? turn * 10 : turn;
    if (Pos.Y < pad) Vel.Y += (Pos.Y < visionRepel) ? turn * 10 : turn;
    if (Pos.X > width - pad) Vel.X -= (Pos.X > width - visionRepel) ? turn * 10 : turn;
    if (Pos.Y > height - pad) Vel.Y -= (Pos.Y > height - visionRepel) ? turn * 10 : turn;

}

public void Advance(double stepSize, bool absolute = false)
{
    Vel.SetSpeed(TargetSpeed, absolute);
    Pos.Move(Vel, stepSize);

    positions.Add(Pos);
    while (positions.Count > positionsToRemember)
    {
        positionsForgotten++;
        positions.RemoveAt(0);
    }
}

public void AvoidStaticObjects(IEnumerable<CircleObject> nearbyObjects)
{

    foreach (var obj in nearbyObjects)
    {
        double dx = Pos.X - obj.Center.X;
        double dy = Pos.Y - obj.Center.Y;
        double distSq = dx * dx + dy * dy;
        double radSum = (obj.Radius + 10) * (1.5 * this.AvoidObjecDesire); // estimated boid radius

        if (distSq >= radSum * radSum)
            continue;
        double dist = Math.Sqrt(distSq);
        if (dist <= 0)
            continue;
        double overlap = radSum - dist;
        double strength = 0.2 * (overlap / radSum); // scale force by penetration depth
        Vel.X += (dx / dist) * strength;
        Vel.Y += (dy / dist) * strength;
    }
}

public void DeadlyCollisionChecker(IEnumerable<CircleObject> nearbyObjects)
{
    foreach (var obj in nearbyObjects)
    {
        double distSq = Pos.DistanceSquared(obj.Center);
        double radSum = obj.Radius + 6; // estimated boid radius

        if (distSq >= radSum * radSum || distSq <= 0)
            continue;
        IsDed = true;
        DeathReason = DeathReasons.Collided;
    }
}
public void BounceBall(IEnumerable<CircleObject> nearbyObjects)
{
    foreach (var obj in nearbyObjects)
    {
        double distSq = Pos.DistanceSquared(obj.Center);
        double radSum = obj.Radius + 6; // estimated boid radius

        if (distSq >= radSum * radSum || distSq <= 0)
            continue;

        //We have the offsetFromMouse variable anyway for smooth moving by mouse.
        //we can abuse it for making it a spring location in case of movement
        if (obj.OffsetFromMouse.Y == 0)
            obj.OffsetFromMouse = obj.Center;
        double objjectradius = obj.Radius;
        double boidvision = 100;//this is a dynamic value though
        Position modifieablecenrter = obj.Center;
        Position boidPosition = Pos;
        modifieablecenrter.Y += 0.02;
        modifieablecenrter.X += 0.02;
        obj.Center = modifieablecenrter;
    }
}