* add resistance anim to shema validation
If a day, a resistance abilities applied to adjacent unit is added in the core, with a proper animation, it can be validated.
This adds an additional `test_result` attribute to [endlevel], intended for use with the automated unit tests. This allows for the unit tests to differentiate a pass/fail result separately from scenario victory or defeat, which allows for more accurately determining the outcome of a test as well as addresses the potential, for example, for a scenario to be expect to pass because of the {SUCCEED} macro but instead passes because the scenario ended as a victory through some other method.
Additional unit tests which were the original motivation for this change are also added as part of this. They test, as much as possible, that events are executed at all, and are then also executed in the expected order.
The horse units are another whole can of worms, I'll leave them for a different PR.
* units - dunefolk - touch-up to burner line base sprites
* units - dunefolk - Burner defense animations
* units - dunefolk - warmaster leading animation
* units - dunefolk soldier defense animations
* units - dunefolk captain leading animation
* units - dunefolk swordsman defense animation
* units - dunefolk captain defense animation
* units - dunefolk burner ranged attack animation, though only male variation for now
* units - dunefolk burner ranged attack animation for female variation
* units - dunefolk explorer defense animation
* units - dunefolk herbalist defense animations
* units - dunefolk Luminary defense animation
* units - Dunefolk Apothecary defense anim
* units - Dunefolk alchemist defense anim
* units - Dunefolk Wayfarer defense anim