fix: remove collision_delay to eliminate movement deadlock
collision_delay was causing entities to skip step_recovery ticks, freezing movement whenever the next tile was occupied. Combined with the ordering fix (collision_delay placed before step_recovery), entities were stuck at path_index=0 indefinitely in spawn clusters. Remove collision_delay entirely — step_recovery already provides the per-tick pacing, and the natural next-tick retry (via left-step or normal movement) handles occupied tiles without an artificial delay. Actual thresholds (grass weight=50): dorfs move after 6 ticks, pigs after 26 ticks, rabbits after 2 ticks. Without collision_delay interference, movement is now governed purely by step_recovery.
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@@ -27,7 +27,6 @@ impl Rabbit {
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path_index: 0,
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step_recovery: 0,
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validation_cooldown: 0,
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collision_delay: 0,
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},
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sprite: Sprite {
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image: asset_server.load("rabbit.png"),
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