Add slope/neighbour-gradient query to TerrainGrid #27
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liamjd/UntitledColonyBuilder#27
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docs/resource-prospecting.mdsays stone should be "richest against the side of a hill," and follow-up discussion settled that on the Quarry facility rather than a resource deposit: stone is extractable everywhere, but a Quarry may only be placed against sloped terrain (binary pass/fail, no yield gradient — deliberately dropping the "richest" framing from the doc). See #26 for the rest of that decision.The gap
TerrainGrid(scripts/terrain_grid.gd) has no query that answers "is this tile against a slope." It tracks per-tilelevel_at(cell)and has neighbour-level-difference logic already, but only privately, inside_can_traverse()'s cliff check for pathfinding — not exposed as a general-purpose terrain query.Scope
is_sloped(cell: Vector2i) -> bool) that checks whether any neighbouring cell's level differs from this one by more than some threshold.max_step_levelsor needs its own separate, quarry-specific threshold — a slope steep enough to be interesting for a quarry site isn't necessarily the same steepness that blocks pawn movement.Consumer
The Quarry facility's placement validation (not yet implemented) is the first and only planned consumer of this query.