Jonas Reith b005969ee1 Add marine flora & fauna (life in the ocean)
The biota density + population layers were hard-gated on elevation<=sea, so
the ocean was barren in the flora/fauna views and held no organisms.

- Density: ocean cells (not under polar Ice) get a marine primary productivity
  in computeFloraDensity -- base + (1-base)*max(shelf, coast), where shelf is
  shallowness (light) and coast is a BFS ring-distance from land (nutrients).
  Rich shelves/coasts, lower open ocean, zero under ice; sMoist (a land field)
  is not used at sea. computeFaunaDensity now skips only Ice, so marine fauna =
  flora*productivity with the existing carnivore prey-gate clustering big
  predators on rich shelves. Funga stays land-only.
- Population: append Ocean-masked archetypes (Kelp/Seagrass/Phytoplankton;
  Forage fish/Reef fish/Shark/Baleen whale/Seal/Squid; moistMin=0, SST-zoned).
  generateBiota fills ocean cells (skip Ice; no marine funga). fillFlora/
  fillFauna unchanged -- their biome-mask filter zones marine vs terrestrial.
  Append-only, so v7 saves are unaffected.
- Render: distinct marine ramps (marineFloraColor blue->teal/green bloom,
  marineFaunaColor blue->cyan->warm) for water cells in the 8/9 views; land
  ramps + funga view unchanged.
- Config: bioMarineBase/bioMarineShelfDepth/bioMarineCoastRings (self-describing
  config -> no save bump).
- test_biota.cpp updated: zero life under ice, marine flora/fauna present at sea
  + populate ocean tiles, funga 0 on water; capacity/carnivore-gate/budgets/
  determinism still hold. All five headless suites pass; GUI build clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 12:04:53 +02:00
..
2026-06-23 15:08:25 +02:00