Add collision shapes, on the character and overridable per actor
A shape is a convex volume positioned relative to an actor's origin. It lives on akgl_Character, so every goblin sharing a character shares one shape definition the way they already share speeds and the state-to-sprite map, and an actor may override it with akgl_Actor::shape_override. The flag is not redundant with an empty shape. "This actor deliberately has no collider" and "this actor has not been given one yet" are different states, and without somewhere to record the difference akgl_actor_set_character cannot tell whether it is allowed to overwrite what it finds. include/akgl/collision.h is a leaf: it names actors and tilemaps as incomplete struct pointers rather than including their headers, because both of those need akgl_CollisionShape by value and a cycle forms otherwise. The `headers` suite compiles it as the first include of a translation unit, so that property is enforced rather than merely intended -- which is why the tilemap types got struct tags two commits ago. The masks are asymmetric and the defaults are the load-bearing part: layermask ACTOR, collidemask STATIC. An actor given a shape and nothing else collides with map geometry and with no other actor. "Everything with a hitbox shoves everything else" would be a surprising default for a town full of scenery and a painful one to discover after the fact; opting in to actor-versus-actor is one bit, opting out of it would have been a hunt through every NPC a game spawns. Every shape gets a z depth, because the narrowphase behind this is three dimensional and answers with the *minimum* separating translation. A thin extrusion makes z the cheapest axis, and an actor pushed along z goes nowhere a player can see while remaining inside the floor -- a collision system reporting success while doing nothing. The ratio of 2 is the smallest for which the z overlap of any two shapes the setters build provably exceeds any planar penetration they can reach. The test for that asserts the inequality across a spread of sizes rather than asserting the constant is 2, so a change to the constant fails here rather than in a game. Two things about that test are worth recording, because the first version had both: - It could not fail. TEST_ASSERT expands to FAIL_BREAK, which reports by `break`ing, and the assertion was inside a nested `for` -- so the break left the loop rather than the ATTEMPT block and the failure evaporated. This is the hazard AGENTS.md documents for CATCH; it applies to the whole family. Verified by setting the ratio to 0.5 and watching the suite still pass, then fixing it and watching it report the 512x512 case by name. - tests/collision_arena.c had the same bug in a loop added in the previous commit, and it is fixed here too. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -200,6 +200,7 @@ set(AKGL_PUBLIC_HEADERS
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assets
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audio
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character
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collision
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collision_arena
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controller
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draw
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@@ -296,6 +297,7 @@ add_library(akgl SHARED
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src/actor.c
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src/collision.c
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src/collision_arena.c
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src/collision_shape.c
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src/actor_state_string_names.c
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src/audio.c
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src/text.c
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@@ -384,6 +386,7 @@ set(AKGL_TEST_SUITES
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audio
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bitmasks
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character
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collision
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collision_arena
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controller
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draw
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