Add vegetation ignition risk checks

This commit is contained in:
2026-05-19 12:14:16 -07:00
parent 14cd8234e6
commit dca9d01f68
7 changed files with 311 additions and 1 deletions
+8
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@@ -345,6 +345,14 @@ when excessive fuel is burning, and is reduced by maintenance, cleared area,
containment, and wet weather. This first risk layer does not yet ignite nearby
vegetation or structures; later 0.1.P items consume the replicated risk score.
Grass and forest ignition checks consume that risk score. Campfires query
`AAgrarianFoliagePatch` for nearby grass, shrub, and tree instance counts inside
`VegetationIgnitionCheckRadius`. Unsafe placement near dry fuel accumulates
separate replicated grass/brush and forest ignition risk, adjusted by burn
duration, wind speed, current weather, cleared-area maintenance, and the
campfire's current risk ratio. Reaching the threshold marks the relevant
ignition flag, while later spread rules decide how active fires propagate.
Campfires expose native extinguish logic through `AAgrarianCampfire::Extinguish`.
Extinguishing clears remaining fuel, turns off replicated lit state, and reuses
the same visual update path as natural fuel depletion.