Wires the player→ecology coupling for fauna (the USP: the living world reacts to
the player). GdFaunaEcology.deplete_species #[func] resolves the string species id
→ numeric via the species library and calls EcologyEngine::deplete_population.
combat_utils._roll_wild_creature_loot now passes the slain creature's tile into
item_system.roll_fauna_drops, which calls EcologyState.fauna_ecology.deplete_species
on every fauna kill — so sustained hunting drives a species to local extinction
(is_extinct), and the engine's growth/emergence recover it once pressure eases.
Logic stays in mc_ecology (Rail 1); GDScript only triggers + passes the tile.
Verified: mc-ecology cargo green; dylib rebuilt + deployed; canonical GUT 745/0
(new roll_fauna_drops signature + caller load cleanly, deplete_species callable).
p3-19 stays partial — flora-harvest half (chop/intensive → flora population) next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>