wb: prevent unit id conflics
the wb recruit actions store temp units with fake ids and live longer than a turn, so resetting the underlying id counter between turns might result in dublicate id errors in wb recruit actions ( #1517 ), which might lead to errors later. With this it is of course possible to get erros when more than 2^31 (or 2^63 on a 64 bit wesnoth version.) fake units are generated during a game, but that is less likely.
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@ -581,7 +581,6 @@ void play_controller::finish_side_turn()
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}
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mouse_handler_.deselect_hex();
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resources::gameboard->unit_id_manager().reset_fake();
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gamestate_->init_side_done() = false;
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}
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