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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@@ -592,11 +592,6 @@ pub fn movement(
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}
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}
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if ambulatory.collision_delay > 0 {
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ambulatory.collision_delay -= 1;
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return;
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}
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if let Some(path) = &ambulatory.current_path {
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if ambulatory.path_index < path.len() {
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let next_point = path[ambulatory.path_index];
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@@ -624,24 +619,21 @@ pub fn movement(
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transform.scale.x = -PIXEL_RATIO;
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}
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transform.translation = left_point;
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return;
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}
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}
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ambulatory.collision_delay = 1;
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return;
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}
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} else {
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let direction = (next_point - transform.translation).normalize();
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transform.translation = next_point;
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let direction = (next_point - transform.translation).normalize();
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transform.translation = next_point;
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if direction.x > 0.0 {
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transform.scale.x = PIXEL_RATIO;
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} else if direction.x < 0.0 {
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transform.scale.x = -PIXEL_RATIO;
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}
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if direction.x > 0.0 {
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transform.scale.x = PIXEL_RATIO;
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} else if direction.x < 0.0 {
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transform.scale.x = -PIXEL_RATIO;
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}
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if transform.translation.distance(next_point) < TILE_SIZE {
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ambulatory.path_index += 1;
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if transform.translation.distance(next_point) < TILE_SIZE {
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ambulatory.path_index += 1;
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}
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}
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} else {
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ambulatory.current_path = None;
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