Sea + land palette matched to the original - #18
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…ots) The owner supplied screenshots of real BattleShips Pro play. Against them our sea was a uniform mid-blue and our land an olive slate; the original is HIGH CONTRAST — near-black navy in the deep channels against bright teal-green shoals ringing every island, over lush green land. That contrast is what makes the lanes legible at a glance in the original, and it only became worth doing now that the true per-cell seabed ships (WaterMask.depth): with real deep/shallow/pink bands to paint, a wider value range finally has structure to describe. - WATER_RAMP spans a much wider range (shoal 0x3f8f7d -> deep 0x102a44 -> abyss 0x06121f) while staying desaturated, so hulls still out-saturate the sea (the competitive-readability rule is unchanged). - LAND_BASE to the original's grass green (0x2f5730). - Seabed band alphas raised so the bands read through the base grade. Render-only; no sim or determinism impact. 1,249 tests green; lint clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Retuned against the owner's gameplay screenshots: near-black deep navy vs bright teal-green shoals over lush green land, replacing a uniform mid-blue sea and olive land. Pairs with the per-cell seabed data. Render-only. 1,249 tests green.
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