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end_turn_exception was split into 2 exceptions. restart_turn_exception/struct which is used when a side got reassigned this case covers most of end_turn_exceptions previous usecases. and ai_end_turn_exception which is only used by the ai internally, we also move the throwing of ai_end_turn_exception fom playsingle/mp_controller::handle_generic_event to ai::action_result::execute so that non ai code that might call handle_generic_event doesn't have to think about ai_end_turn_exception. This also partly fixes a bug where undroiding a side caused the sides turn to end.
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