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feat: add heat, steam, and temperature-based fire - #6
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Keep design notes and agent config off main, same as DESIGN.md and TASKS.md.
SoA heat follows ttl: paint/swap/ignite/extinguish stay in sync so later conduction can land on a 1-byte Cell grid.
Keep specified constants and World::heat without failing clippy -D warnings on this plumbing commit.
Replace the p=0.1 adjacency roll with a threshold on the heat plane so fire is a temperature source, not a coin flip.
Fire cannot remain a 200 source on a puddle; contact dumps heat into water so steam has a source besides painted gas.
Give the heat plane a gas that is not fire: inverted gravity plus hysteresis below boil so cells do not flicker water/steam.
Heat writes must wake neighbors so ignition still works when only one fire/wood pair is active on a large grid.
Make the new temperature plane visible without a debug overlay or a second renderer pass.
Expose Cell::Steam as material 6 in the UI so boiling is paintable and the README matches fire/wood’s heat rules.
Keep cargo fmt --check green in just verify / CI.
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Summary
heat: Vec<u8>plane (same SoA pattern as fire TTL) andCell::Steam.Test plan
just verify(fmt, clippy-D warnings, tests,wasm-pack --target web)