George 32e413cc9f Add dynamic region transformation, water runoff physics, and puddle formation
- Dynamic succession cap: desert regions (initially capped at SPARSE_GRASS)
  can now advance to MATURE_FOREST if water and soil conditions improve
  sustainably. applyDynamicCapUpdate() raises the cap each sim cycle;
  maxSuccessionStage is now persisted in the region codec so progress
  survives server restarts.

- Elevation-based water runoff: LivingWorldMod samples average surface
  height once per region on first entry. applyWaterRunoff() uses height
  differences to transfer water availability from high regions to low
  neighbours when it is raining, simulating drainage basin physics —
  valleys collect water, hills drain.

- Water pool formation (WATER_POOL_FORMS): WorldEffectsModule emits the
  new effect when a BARREN/SPARSE_GRASS region has regional rain > 0.3.
  NeoForgeWorldEffectExecutor finds the lowest sampled surface point and
  places water source blocks there; at high intensity the pool widens to
  adjacent blocks. These physical water blocks are then picked up by the
  periodic hasWaterBody() scan and feed back a hydration boost, enabling
  succession.

- Player water management: water bucket placement now invalidates the
  water-body scan cache for that region so player-built pools are detected
  within one player-check cycle. The scan itself is now periodic (every
  ~10 min) rather than one-shot, so natural pools from puddle formation
  are also re-evaluated.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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