Multi-pack Wolves MAI: code cleanup
Hang-out Micro AI: code cleanup
Random Recruiting Micro AI: code cleanup
Hunter Micro AI: code cleanup
Micro AIs: prevent potential conflicts of stored data

It’s theoretically possible that different Micro AIs’ evaluation
functions store information in the same variable within self.data.
This would only happen if the CAs have the same score and while this
should generally be avoided when setting up a scenario, it is better to
ensure that it cannot cause conflicts (not in the stored data at least,
the MAIs might still interfere with each other in other respects).
Fix bug #21914: allow drake walking corpse variation to move on unwalkable
Fix aspect ratio in resolution setting dialog
Reapply a5cb1492c4 on 1_Tutorial.cfg

The tutorial produced a row of warnings because the WML container
next_turn and its members weren't initialized.
Healer Support Micro AI: code cleanup
Protect Unit Micro AI: fix bug in goal selection

There was a typo in the goal table indexing.  It worked for the
multi-unit test scenario (the Elves Besieged) because the goal x
coordinates for both units were the same.
Protect Unit Micro AI: code cleanup
Goto Micro AI: code cleanup
put simple_rng methods in own file.
add new rng

the plan is to have random_new::generator which can be a rng_synced or not dependng on whether we are in a synced context (for example select events are no synced context)

this commit is part of pr 121.
add replay_helper class

the main intention was to make the file replay.cpp smaller during writing pr 121.
also in order to use synced_context::run_in_synced_context this is useful.
(replay_helper.cpp was already accidently moved into makelist.txt in a pevious commit (add new rng))
add config_of function

in the file config_assign.cpp/hpp, it can be use similar to boost's boost::assign for config object.
I don't use it that much, but i found it useful especialy to pass or return a config that just contains one or two childs.
add functions in replay

these will be used in synced_context.cpp.

this commit is part of pr 121.
add synced_context class

the intention  is to fix #20871 and implement #21697, to sync
prestart/start events, and to implement
http://forums.wesnoth.org/viewtopic.php?f=6&t=39611 in the next patches,

the intention of synced_checkup is to replace random .. set/get_random_results.
Because set/get_random_results didn't have much to do with random, since it was only used to compare unit checksums and attacker damage to replays.

the intention of synced_commands is to move code out of do_replay_handle and make it callable from other places too so that we can just call the same function taht was called from replay in the simple cases (with synced_context::run_in_synced_command).

the object set_scontext_synced can be used to enter the synced context which enables synced_checkup and make the random calls synced.
Or we can use run_in_synced_context which is normaly easier than set_scontext_synced.
we can check wether we are in a synced context with get_syced_state to make addidional checks to detect oos (the other intention of that is to implement #21697 ).

this commit is part of pf 121.
give a better error message.

when a player leaves a mp game during a lua call and the other player
pressed escape, lua catches the error that should exit the game, idk
wether i can fix that but at least i can give a better error message.
use rand() instead of get_random() for side shuffle

1) i think it's better to use a simple rand function for things that are
never synced, because everyone knows that rand() isn't synced.
2) my plan is to delete the get_random() function.