When a map is generated, the labels for the player starting locations are correctly set. However, generating another map (or even loading a map and then generating a new one) results in the old labels remaining even after the new map has been generated and displayed.
Issue appears to be that the reset labels flag is not being set after a map generation. This change sets the reset labels flag and the subsequent perform_refresh() function then includes a reset of the map labels.
This can be used like in the following example (note that without the
[unsynced] it would cause OOS becasue rand= might or might not be
called.):
[unsynced]
[store_side]
variable = "side"
side = "$side_number"
[/store_side]
[if]
[variable]
name = "side.controller"
equals = "human"
[/variable]
[then]
[set_variable]
name = "num"
rand = _ "two,four,seven"
[/set_variable]
[message]
message = _ "I want $num stones"
[/message]
[/then]
[/if]
[unsynced]
previously it could casue OOS when chatting during an mp replay because
the replay_pos in other savegames could become wrong (becasue the chat
mesage might be inseted before the replay position of those snapshots)
The previous Wose portrait has now been repossessed for the Wose specifically,
and also used for the Elder Wose. This new portrait is used for the Ancient Wose
exclusively.
Basically ran all .py files through 2to3. I made a copy of wmlparser2.py
called wmlparser3.py for the Python3 version, so as to not inconvenience anyone
who may be using it in their old Python2 scripts.
When using the back to turn button in networked mp, the game now resets
the gamestate to that turn and replays the game (using the replay gui)
until the current turn.
This changes the the function that calculates whether the
play replay button should be greyed out to always make it greyed
out if the replay is already running (not stopped).
previously it could theoretically happen that if this function was
called between two actions it wouldn't be greyed out.