feat(game): солнечный день, золотой час и тюнинг под прорези
- движок lightSim: dayNightAmbient — трёхопорный микс суток день → закат →
  ночь (DUSK_PEAK 0.45, DEFAULT_DUSK_COLOR 0xe8c090), экспорт из index.ts
- locations.ts: дневные ambient к почти-белому (meadows 0xf7f4ea, ponds
  0xf2f0e8, zvenets 0xf5f2ea, rust_grove 0xe9e6da, old_siding 0xe4e2d8),
  ночи темнее под прорези (0x3e4658…); duskColor в LightingDef
- HERO_LAMP компактнее и ярче (радиус 1.6, интенсивность 0.85); радиусы
  колокольчиков 1.4→1.0, окон 1.8→1.2, интенсивности выше
- палитра: ключевые цвета травы/пепла/воды подняты тоном (G*, P4–P5H, W1–W2),
  арт перегенерирован; art-style.md синхронизирован
- чеки lighting/time под новые значения и трёхопорный микс; тесты золотого
  часа (lightSim, GameLighting); docs/engine/render.md

Co-Authored-By: Claude Code <noreply@anthropic.com>
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apps/game/assets/tiles/house.png
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apps/game/assets/tiles/machine.png
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apps/game/assets/tiles/path.png
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apps/game/assets/tiles/tree.png
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apps/game/assets/tiles/water_1.png
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apps/game/assets/tiles/water_2.png
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apps/game/assets/tiles/wire.png
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apps/game/src/data/locations.ts
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apps/game/src/scenes/LocationScene.ts
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apps/game/src/systems/Lighting.ts
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apps/game/src/systems/__tests__/lighting.test.ts
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apps/game/tools/checks/lighting.mjs
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apps/game/tools/checks/time.mjs
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apps/game/tools/pixelart/palette.mjs
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docs/art-style.md
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docs/engine/render.md
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packages/engine/src/index.ts
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packages/engine/src/render/__tests__/lightSim.test.ts
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packages/engine/src/render/lightSim.ts