refactor: clean map gameplay architecture
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export const GRASS_CONFIG = {
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enabled: true,
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patchSize: 30,
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bladeCount: 32000,
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bladeWidth: 0.08,
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maxBladeHeight: 0.56,
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randomHeightAmount: 0.25,
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surfaceOffset: 0.025,
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heightTextureSize: 128,
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windNoiseScale: 0.9,
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windStrength: 0.35,
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baldPatchModifier: 1.1,
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falloffSharpness: 0.35,
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heightNoiseFrequency: 9,
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heightNoiseAmplitude: 1,
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clumpFrequency: 2.6,
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clumpThreshold: 0.18,
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clumpSoftness: 0.45,
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zoneFrequency: 0.035,
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noGrassZoneThreshold: 0.2,
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sparseZoneThreshold: 0.4,
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mediumZoneThreshold: 0.65,
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zoneSoftness: 0.08,
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noGrassZoneHeight: 0,
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sparseZoneHeight: 0.08,
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mediumZoneHeight: 0.45,
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tallZoneHeight: 1,
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noGrassZoneDensity: 0,
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sparseZoneDensity: 0.08,
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mediumZoneDensity: 0.72,
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tallZoneDensity: 1,
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maxBendAngle: 14,
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} as const;
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export const GRASS_COLORS = ["#84C66B", "#67B058", "#A3CA5B"] as const;
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export const GRASS_BASE_COLOR = "#1A3A1A" as const;
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