Files
nunuhara_xsystem4/include
kichikuou acb4d92705 Pastel Chime Continue: Add PastelChime2 HLL
This HLL implements the core gameplay logic for the 3D dungeon
exploration mode.

Key features:

- Collision and Movement:
  - Implements 2D collision detection for player movement against walls.
  - Field_CalcMove() function calculates the desired position and
    adjusts it to slide along walls upon collision.

- Party and AI Mechanics:
  - Field_UpdatePlayersUnit() manages party movement, creating a smooth,
    snake-like following behavior for up to two companions.
  - Field_UpdateEnemyPos() provides basic enemy AI, enabling them to
    chase the player when in line-of-sight and within range, or return
    to a base position otherwise.

- Interactive Environment:
  - Field_UpdateDoors() implements automatic doors that open and close
    based on player proximity.
  - Field_CheckObjectHit() detects when the player enters the hit-range
    of an object, triggering events.

- 3D Space UI:
  - Adds dungeon_project_world_to_screen() to translate 3D world
    coordinates into 2D screen positions.
  - Field_UpdateObjectNamePlate() and Field_UpdateDoorNamePlate() use
    this projection to display and manage interactive nameplates for
    objects and doors.

- Data Persistence:
  - DungeonDataSave() and DungeonDataLoad() serializes and deserializes
    the complete dungeon state to .DSD files.
  - Integrates dungeon data with the main save system by copying .DSD
    files to/from slot-specific .DSA files.

Note: The most complex function in this HLL, the dungeon generator
AutoDungeonE_Create(), is not implemented in this change.
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