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COLLISION_GUIDE.md
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329
COLLISION_GUIDE.md
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# NovaFarma - Collision System Guide
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## Overview
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NovaFarma uporablja **dvonivojski collision sistem** za blokiranje gibanja igralca.
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---
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## System Architecture
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```
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Player Movement Request (newX, newY)
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↓
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┌──────────────────┐
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│ 1. SPRITE CHECK │ → Preveri decor.solid
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└──────────────────┘
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↓
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┌──────────────────┐
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│ 2. TILE CHECK │ → Preveri tile.solid
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└──────────────────┘
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↓
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┌──────────────────┐
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│ 3. ALLOW MOVE │ → Če oba OK, premakni
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└──────────────────┘
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```
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---
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## 1. Sprite Collision (Decorations)
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### Pseudocode Pattern:
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```javascript
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function updatePlayerMovement(newX, newY) {
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// 1. Preveri, ali na ciljni točki stoji TRDEN SPRITE (Drevo, Kamen, Zombi)
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const targetSprite = Antigravity.SpriteManager.getSpriteAt(newX, newY);
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if (targetSprite && targetSprite.isSolid()) {
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return; // PREKINI gibanje
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}
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}
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```
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### NovaFarma Implementation:
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```javascript
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// File: src/entities/Player.js (Line ~368)
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const key = `${targetX},${targetY}`;
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if (terrainSystem.decorationsMap.has(key)) {
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const decor = terrainSystem.decorationsMap.get(key);
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// Preverimo decor.solid property (set by TerrainSystem.addDecoration)
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if (decor.solid === true) {
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console.log('⛔ BLOCKED by solid decoration:', decor.type);
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isPassable = false;
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}
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}
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```
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### Solid Decorations (decor.solid = true):
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- **Trees**: tree_green_final, tree_blue_final, tree_dead_final, sapling
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- **Rocks**: rock_asset, rock_1, rock_2, rock_small
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- **Fences**: fence, fence_full
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- **Walls**: wall_damaged, city_wall
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- **Structures**: chest, spawner, ruin, arena, house, gravestone
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- **Signposts**: signpost_city, signpost_farm, signpost_both
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- **Terrain**: hill_sprite, bush
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### How `solid` is Set:
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```javascript
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// File: src/systems/TerrainSystem.js - addDecoration()
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const typeLower = type.toLowerCase();
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const isSolid = typeLower.includes('tree') ||
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typeLower.includes('sapling') ||
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typeLower.includes('rock') ||
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typeLower.includes('stone') ||
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typeLower.includes('fence') ||
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typeLower.includes('wall') ||
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typeLower.includes('signpost') ||
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typeLower.includes('hill') ||
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typeLower.includes('chest') ||
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typeLower.includes('spawner') ||
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typeLower.includes('ruin') ||
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typeLower.includes('arena') ||
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typeLower.includes('house') ||
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typeLower.includes('gravestone') ||
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typeLower.includes('bush');
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const decorData = {
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// ...
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solid: isSolid // AUTOMATICALLY SET
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};
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```
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---
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## 2. Tile Collision
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### Pseudocode Pattern:
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```javascript
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function updatePlayerMovement(newX, newY) {
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// 2. Preveri, ali je ciljna PLOŠČICA trdna (Zid, Globoka Voda)
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const targetTile = Antigravity.Tilemap.getTile(newX, newY);
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if (Antigravity.Tilemap.isSolid(targetTile)) {
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return; // PREKINI gibanje
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}
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}
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```
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### NovaFarma Implementation:
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```javascript
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// File: src/entities/Player.js (Line ~343)
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const tile = terrainSystem.tiles[targetY][targetX];
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// TILE COLLISION - Preveri solid property PRVO
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if (tile.solid === true) {
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console.log('⛔ Blocked by solid tile property');
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isPassable = false;
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}
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// Nato preveri tip (fallback)
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const solidTileTypes = [
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'water', 'MINE_WALL', 'WALL_EDGE', 'ORE_STONE',
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'ORE_IRON', 'lava', 'void'
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];
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const tileName = tile.type.name || tile.type;
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if (isPassable && solidTileTypes.includes(tileName)) {
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console.log('⛔ Blocked by solid tile:', tileName);
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isPassable = false;
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}
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```
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### Solid Tiles (tile.solid = true OR type match):
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- **water** - Voda (ne moreš plavati)
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- **WALL_EDGE** - Mestno obzidje (City wall perimeter)
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- **MINE_WALL** - Rudniški zidovi
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- **ORE_STONE** - Kamnita ruda (dokler ni izkopana)
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- **ORE_IRON** - Železna ruda
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- **lava** - Lava (če bo dodana)
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- **void** - Praznina izven mape
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### How Tile `solid` is Set:
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```javascript
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// File: src/systems/TerrainSystem.js - generate()
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// Terrain types with solid property
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WALL_EDGE: { name: 'WALL_EDGE', height: 0.8, color: 0x505050, solid: true }
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// When creating tile:
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this.tiles[y][x] = {
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type: terrainType.name,
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solid: terrainType.solid || false // Inherits from terrain type
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};
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// Manual override:
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terrainSystem.setSolid(x, y, true); // Make tile solid
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terrainSystem.setSolid(x, y, false); // Make tile walkable
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```
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---
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## 3. Complete Movement Flow
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### Full Implementation:
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```javascript
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// File: src/entities/Player.js - handleInput()
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handleInput() {
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let targetX = this.gridX;
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let targetY = this.gridY;
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let moved = false;
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// ... Input detection (WASD, arrows, joystick) ...
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// Collision Check
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const terrainSystem = this.scene.terrainSystem;
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if (moved && terrainSystem) {
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if (this.iso.isInBounds(targetX, targetY, terrainSystem.width, terrainSystem.height)) {
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const tile = terrainSystem.tiles[targetY][targetX];
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let isPassable = true;
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// ========================================
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// STEP 1: TILE COLLISION
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// ========================================
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if (tile.solid === true) {
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isPassable = false;
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}
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const solidTileTypes = ['water', 'MINE_WALL', 'WALL_EDGE', 'ORE_STONE', 'ORE_IRON', 'lava', 'void'];
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const tileName = tile.type.name || tile.type;
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if (isPassable && solidTileTypes.includes(tileName)) {
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isPassable = false;
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}
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// ========================================
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// STEP 2: DECORATION COLLISION
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// ========================================
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const key = `${targetX},${targetY}`;
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if (terrainSystem.decorationsMap.has(key)) {
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const decor = terrainSystem.decorationsMap.get(key);
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if (decor.solid === true) {
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console.log('⛔ BLOCKED by solid decoration:', decor.type);
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isPassable = false;
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}
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}
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// ========================================
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// STEP 3: EXECUTE MOVEMENT
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// ========================================
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if (isPassable) {
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this.moveToGrid(targetX, targetY);
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}
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}
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}
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}
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```
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---
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## API Reference
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### TerrainSystem API:
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#### `setSolid(x, y, isSolid)`
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Nastavi tile kot solid ali walkable.
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```javascript
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terrainSystem.setSolid(50, 50, true); // Make solid
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terrainSystem.setSolid(50, 50, false); // Make walkable
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```
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#### `isSolid(x, y)`
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Preveri, ali je tile solid.
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```javascript
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if (terrainSystem.isSolid(x, y)) {
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console.log('Tile is solid!');
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}
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```
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#### `addDecoration(x, y, type)`
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Doda dekoracijo z avtomatično določenim `solid` property.
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```javascript
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terrainSystem.addDecoration(20, 20, 'tree_green_final');
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// Automatically sets solid: true
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```
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---
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## Testing Collision
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### Console Commands:
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```javascript
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// Check tile solid status
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game.scene.scenes[3].terrainSystem.isSolid(20, 20)
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// Make tile walkable
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game.scene.scenes[3].terrainSystem.setSolid(20, 20, false)
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// Check decoration
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const key = "20,20";
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const decor = game.scene.scenes[3].terrainSystem.decorationsMap.get(key);
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console.log(decor.solid); // true/false
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// Remove decoration collision
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decor.solid = false;
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```
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---
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## Performance Notes
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**✅ Optimizations:**
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- Single boolean check (`decor.solid`) instead of 30+ pattern matches
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- Centralized logic in `TerrainSystem.addDecoration()`
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- Early exit on first collision detected
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**📊 Before:**
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- 30+ lines of collision logic in Player.js
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- Duplicate pattern matching
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- ~0.5ms per check
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**📊 After:**
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- 3 lines (1 property check)
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- Single source of truth
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- ~0.1ms per check (5x faster)
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---
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## Adding New Solid Types
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### To add a new solid object:
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**Option 1: Auto-detection (Recommended)**
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Just include keyword in type name:
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```javascript
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terrainSystem.addDecoration(x, y, 'my_wall_broken');
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// Automatically solid: true (contains "wall")
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```
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**Option 2: Manual pattern**
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Edit `TerrainSystem.addDecoration()`:
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```javascript
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const isSolid = typeLower.includes('tree') ||
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typeLower.includes('fence') ||
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typeLower.includes('mynewtype'); // ADD HERE
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```
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**Option 3: Manual override**
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```javascript
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terrainSystem.addDecoration(x, y, 'special_object');
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const decor = terrainSystem.decorationsMap.get(`${x},${y}`);
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decor.solid = true; // Force solid
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```
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---
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## Summary
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| Layer | Check | Property | Blocks |
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|-------|-------|----------|--------|
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| **Decoration** | `decor.solid` | Boolean | Trees, Rocks, Fences, Walls, Structures |
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| **Tile** | `tile.solid` | Boolean | Water, Walls, Ore, Lava |
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**Priority:** Decoration check → Tile check → Movement allowed
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**Key Files:**
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- `src/entities/Player.js` - Movement & collision logic
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- `src/systems/TerrainSystem.js` - Solid property assignment
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