Also backtracked the removal of wesnoth.get_recall_units, which is now available as wesnoth.units.find_on_recall - it's just more convenient than passing x=recall to wesnoth.units.find
This prevents the animator from holding a strong reference to the target unit, which was keeping the unit object alive and thus preventing the unit halo, if any, from disappearing.
(cherry-picked from commit 7d6e2b2a10a61e1704c38ea7ee6aa34178a29b38)
This reverts commit 0294bd81b21be27e09f10d812fafa6bae7090002.
Changing display is unnecessary when the healed amount itself is forced
to be an integer (next commit).
(cherry-picked from commit f2284e2e79db5432039d0ac0a364d0982c7f9f71)
[ci skip]
Addresses #2530. Not closing that though, since the behavior might still be tweaked.
The healer will still play their own animation, if applicable (behavior option 2 in
the bug report).
I also moved the animation to be played *before* healing, which is the same
order as in C++ code. In the previous order, the animation isn't played for
some reason.
Fixes#2295.