Add Ground Zero foliage pass
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# Ground Zero First-Pass Foliage
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The Ground Zero demo map now has a first-pass foliage layer driven by terrain
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height and simple biome placement rules.
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## Implementation
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- Native actor: `AAgrarianFoliagePatch`
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- Map setup script: `Scripts/setup_ground_zero_demo_map.py`
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- Map actor label: `AGR_GroundZeroFoliage_FirstPass`
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- Mesh source: Unreal level prototyping meshes for now.
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The actor uses hierarchical instanced static mesh components for three visible
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foliage groups:
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- Trees: taller cylinder instances placed mostly on higher/hill terrain.
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- Shrubs: low blocky scrub instances across valley and hillside terrain.
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- Grass: small clump instances across the broader walkable tile.
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## Placement Rules
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The first pass is intentionally deterministic. It uses the Ground Zero Unreal
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heightmap and a fixed random seed so repeated map setup runs produce the same
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foliage distribution.
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The placement avoids the demo player start, shelter, campfire, resource nodes,
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and wildlife spawn area so the initial investor path remains readable.
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## Counts
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- Trees: `42`
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- Shrubs: `96`
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- Grass clumps: `180`
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## Follow-Up
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This is a visual and performance-safe placeholder pass, not final ecology. The
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next biome/resource passes should replace prototype meshes with real coastal
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California scrub, grassland, woodland, and resource-specific assets, then tie
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spawn density to land-cover and hydrography data.
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