George 61abff52dc Add regional atmosphere: vegetation scrub, ecosystem-driven rain, per-player weather
- New AtmosphereModule (9th in pipeline) derives per-region rain/thunder from
  ecosystem health and pollution score, smoothly interpolating each sim cycle.
- Tree canopy scrubs air pollution: treePressure × 0.003 removed per cycle,
  creating a direct incentive to maintain forests.
- Rain level (0–1) targets ecosystem health / 100 × 0.85; global MC rain adds
  a 0.15 bias so natural weather still matters.
- Thunder level targets pollutionScore / 100 × 0.8; acid rain fires when
  thunder > 0.4 AND pollution > 20, draining soil fertility and water.
- Regional drought: rain < 0.2 raises drought risk proportionally.
- Per-player ClientboundGameEventPacket (RAIN_LEVEL_CHANGE, THUNDER_LEVEL_CHANGE,
  START_RAINING, STOP_RAINING) sent each player-check cycle so each region has
  an independent sky without client-side mixins.
- HUD extended with Rain% and Storm% fields when atmosphere data is present.
- Removed global applyWeatherFeedback() from bootstrap; AtmosphereModule owns
  all rain/drought/acid-rain simulation.

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