feat: soft entity collision, dead code removal, leaf standability fix

- Add TileOccupancy resource and rebuild_tile_occupancy system to track
  per-tile entity counts for soft collision avoidance
- Add collision_delay to Ambulatory; entities try relative-left step on
  occupied tiles, wait 1 tick, then push through
- Fix leaf canopy standability: leaves are now can_stand_in=true,
  can_stand_on=false (walkable, not standable-on)
- Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile /
  TileState (all fully dead — TileMap + ChunkData are sole truth)
- Delete tile_spawns from TerrainBlob (populated but never consumed)
- Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity)
- Replace log prefab spawn with inline commands.spawn(Transform, Visibility)
- Add TileMap::remove_fixture for future digging/explosion use
- Skip collision avoidance when current tile has >2 entities (handles spawn
  cluster deadlock)
This commit is contained in:
2026-03-21 01:36:38 +00:00
parent 1fe4781bab
commit 90a6196443
25 changed files with 1909 additions and 498 deletions
+1
View File
@@ -27,6 +27,7 @@ impl Dorf {
path_index: 0,
step_recovery: 0,
validation_cooldown: 0,
collision_delay: 0,
},
sprite: Sprite {
image: asset_server.load("dorf.png"),