Add generated opening story panels
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@@ -335,16 +335,23 @@ func _check_opening_battle_side_event_markers(failures: Array[String]) -> void:
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return
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var cache_cell := Vector2i(4, 2)
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var lure_cell := Vector2i(4, 6)
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var village_cell := Vector2i(6, 5)
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var initial_cells := state.get_event_marker_cells()
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if not initial_cells.has(cache_cell):
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failures.append("opening battle should mark the northern woods supply cache: %s" % str(initial_cells))
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if not initial_cells.has(lure_cell):
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failures.append("opening battle should mark the first tactical lure line: %s" % str(initial_cells))
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if not initial_cells.has(village_cell):
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failures.append("opening battle should mark village supply side event cells: %s" % str(initial_cells))
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if state.get_event_marker_label(cache_cell) != "북숲 보급고":
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failures.append("northern woods cache marker should expose Korean label: %s" % state.get_event_marker_label(cache_cell))
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if state.get_event_marker_kind(cache_cell) != "supply":
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failures.append("northern woods cache marker should be a supply marker")
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if state.get_event_marker_label(lure_cell) != "유인선":
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failures.append("lure line marker should expose Korean label: %s" % state.get_event_marker_label(lure_cell))
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if state.get_event_marker_kind(lure_cell) != "tactic":
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failures.append("lure line marker should be a tactic marker")
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if state.get_event_marker_label(village_cell) != "마을 보급":
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failures.append("village supply marker should expose Korean label: %s" % state.get_event_marker_label(village_cell))
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if state.get_event_marker_kind(village_cell) != "supply":
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