Expand handpainted tactical maps

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# Hand-Painted Tactical Map Pipeline
## Scope
The first three campaign battles now use the same hand-painted tactical map pipeline. The renderer still reads the original scenario tile coordinates and battle logic; only the map texture asset changes from flat/vector map art to low-contrast raster terrain.
## Art Direction
- Units must read before the terrain at 100% desktop browser scale.
- Terrain uses muted greens, ochre roads, dark blue-green water, and compact structure markers.
- Roads, forests, rivers, camps, villages, cliffs, and forts should be recognizable by silhouette and texture, not by high saturation.
- The grid remains subtle and embedded in the paint grade, so it helps targeting without becoming the main visual layer.
## Generator
`scripts/generate-handpaint-map-sample.py` reads terrain and unit positions from `src/game/data/scenario.ts`, then outputs a WebP map and documentation previews.
Example:
```powershell
python scripts/generate-handpaint-map-sample.py --map second --webp-quality 90
python scripts/generate-handpaint-map-sample.py --map third --webp-quality 90
```
## Current Assets
- `src/assets/images/battle/first-battle-map.webp`
- `src/assets/images/battle/second-battle-map.webp`
- `src/assets/images/battle/third-battle-map.webp`
## QA Outputs
- `docs/second-battle-map-handpaint-before-after.png`
- `docs/second-battle-map-handpaint-preview.png`
- `docs/third-battle-map-handpaint-before-after.png`
- `docs/third-battle-map-handpaint-preview.png`
Browser screenshots are saved per verification run after build/deploy.

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