Show side event markers
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@@ -3696,8 +3696,23 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void:
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("목표: 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"):
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failures.append("castle objective cell info should expose capture label and healing: %s" % scene.cell_info_label.text)
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scene.hover_cell = Vector2i(4, 2)
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scene._update_cell_info()
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if scene.cell_info_label == null or not scene.cell_info_label.text.contains("표식: 북숲 보급고"):
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failures.append("side event marker cell info should expose the supply label: %s" % scene.cell_info_label.text)
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scene.cell_info_label.free()
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scene.cell_info_label = null
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var event_marker_rect: Rect2 = scene._event_marker_rect(scene._rect_for_cell(Vector2i(4, 2)))
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if not scene._rect_for_cell(Vector2i(4, 2)).encloses(event_marker_rect):
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failures.append("Side event marker should stay inside its tile: %s" % str(event_marker_rect))
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if scene._event_marker_abbrev("북숲 보급고", "supply") != "숲":
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failures.append("Northern woods marker should use a compact forest glyph")
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if scene._event_marker_abbrev("마을 보급", "supply") != "마":
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failures.append("Village supply marker should use a compact village glyph")
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if scene._event_marker_abbrev("", "supply") != "보":
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failures.append("Supply marker fallback should stay concise")
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if scene._event_marker_abbrev("군자금", "gold") != "금":
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failures.append("Gold marker should use a compact gold glyph")
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var background_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", true)
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var fallback_fill: Color = scene._terrain_fill_color(Vector2i(0, 0), "G", false)
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if background_fill.a >= 0.20:
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