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Generation orchestration is the single entrypoint that everything outside the core uses to ask for terrain. Both the CLI and the generation service call in here with a seed and a tile coordinate and get back a finished height grid. It does not generate anything itself, it derives the tile's seed, builds the pipeline and the region grids, and hands #4 what it needs to do the work.
Description
Given a seed and a tile coordinate, return a finished full resolution height grid.
Work out the tile's own seed from the global seed and its coordinate
Build the pipeline and the region grids, then hand the sampler the pipeline's patch cleaning function and those grids
Ask the tile cache for a tile that was already generated before generating it again
This module is the only place that decides whether the blur route or the model route in #23 gets run. The sampler must not be able to tell which one it was handed, which is why it gets a function that cleans a patch rather than the pipeline itself.
For now the tile cache from #31 stays here, since nothing in #4 needs a finished tile in order to generate a region of known size.
Keep this thin. If logic about windows or patches starts showing up here then something has leaked out of #4.
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