previously the leader= attribute in [side] could be used to
make the engine choose a faction by its leader, similar to how
[side]faction_from_recruit worked.
However this was not documented in the wiki, and the name clash
with the [side][leader] subtag could also cause problems
and is also a litte confusing.
So it was decided to remove it. an alternative approach to fix the
name clash would be to rename it, but i can't think of
real usecases of this feature currently.
Instead, return the number of rows shown from filter_rows_by. We might re-add any_rows_shown in the future, but for now this covers the intended usecase.
This matches the behavior on the client where the events that
happen after end_turn (the "turn end" wml events) happen during
the last sides turn not the next sides turn. In particular this
fixes#2563. It also fixes#3899 because the new logic
automaticially skips empty sides already in init_side and not on
end_turn.
It also changes how description is updated, since carrying that
return value arround specifying whether it was updated was becoming
annoying.
With a few code improvements from soliton.
We now use a modified default carryover calculation,
the main advantage is it now uses the normal carryover
message on endlevel, and shows how it is calculated.
The idea is to make it easier for umc devs to implement
their own carryover / early finish bonus mechanics. Maybe
we can also make use of it in Worls Conquest.
previously it was unclear what the trailing number meant,
also the order couldn't be changed in the translation.
Also the player number was shown 2 times in the savefile name,
resulting in names like 'WC1-WCII 1 -Start-Auto-Save.gz' so i
removed it from the scenario name.
This returns true when the user is currently replaying the scenario
This not only includes the classic 'replay safefiles' but for
example also the 'replay turn' feature (field name suggested by celmin)
Don't animate unit advancements during a prestart event.
It woudl be better it u:advance() would automaticialyl not waste time animating advancements that can't be seen (during prestart events) but for this scenario this is already an improvement