Add vegetation ignition risk checks
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@@ -838,7 +838,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add gathering sounds. Added spatialized resource-node gathering audio hooks with assignable normal/depleted gathering cues and a server-authoritative multicast trigger after successful harvests, keeping multiplayer clients aligned while remaining silent until audio assets are assigned.
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- [x] Add fire sounds. Added campfire loop, ignition, and extinguish audio hooks with spatialized components, replicated lit-state loop control, and server-triggered multicast event cues so fire audio follows the authoritative campfire state once assets are assigned.
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- [x] Add unattended and poorly maintained fire risk for campfires and other open-flame sources. Added server-side campfire risk state for lit duration, seconds since maintenance, cleared area, containment, high fuel, wet weather mitigation, and a replicated `FireRiskScore` that later ignition/spread systems can consume.
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- [ ] Add grass and forest ignition checks from irresponsible fire placement, wind/weather, dry fuel, nearby vegetation, and burn duration.
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- [x] Add grass and forest ignition checks from irresponsible fire placement, wind/weather, dry fuel, nearby vegetation, and burn duration. Added foliage fuel counting, campfire vegetation ignition risk scores, grass/brush and forest ignition flags, and weather/wind/burn-duration modifiers so unsafe fire placement near dry fuel can now become a server-authoritative ignition risk.
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- [ ] Add shelter/structure ignition risk when fires are placed too close to primitive shelters, wood piles, flammable crafting stations, or settlement objects.
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- [ ] Add server-authoritative fire spread rules for grass, brush, trees, shelters, and other burnable actors, including fuel, distance, wind, weather, and suppression hooks.
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- [ ] Add fire maintenance gameplay so watched, cleared, contained, or extinguished fires are safe, while neglected fires can become dangerous.
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