Biomes D: fixtures object-layer (blocks walk + blocks sight) #139
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marco/IsoMmo#139
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Depends on #136. Adds the object layer: movement-blocking fixtures (pine, boulder, cactus, volcanic rocks) with an independent block-sight flag. Design:
docs/game-design/systems/biomes.md(parent #135).Scope
world.map, one char per fixture,.= none; back-compat with the legacy single grid (#-> tree fixture on default ground).Shared:Fixtureenum +FixtureInfo (blocksSight);TileMapfixture[,]grid;IsWalkablefalse on a fixture cell;HasLineOfSightusesFixtureInfo.BlocksSight(consumed byTargetValidator,BoltSpell). Defaults: pine/boulder/volcanic-rocks block sight; cactus does not.IsoOcclusion.Occludes, today onlyWorldKind.Tree) to every tall fixture; contact-shadow/silhouette convention so blocking reads vs passable scatter; red target cursor when the target cell holds a fixture.Definition of Done (delta)
Consolidating with #89 (Static content system) — same domain: a sparse object/static layer that blocks walk + sight. #142 (biomes) deliberately deferred this object-layer split; #89 already carries the full critical-design-review + agreed decisions, so we implement it there. Closing #139 as done-by #89 to avoid two parallel efforts on the same layer (cc @andrea — heads-up so we do not duplicate). Work starts now on branch feat/static-object-layer, on top of the biomes foundation.