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Don't include raiding units in Units::isActive; make getPosition return invalid coords #4959
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Don't follow units that are out on raid.
return false; | ||
else if (unit->flags1.bits.move_state || unit->flags1.bits.can_swap) | ||
return true; // These are always unset when leaving the map | ||
return linear_index(world->units.active, &df::unit::id, unit->id) >= 0; |
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Units::isActive
is used in many many places. I'm worried that adding an O(N) search for every call will be a performance killer. I'm also concerned that changing the behavior of this function will break existing callers, both Lua and C++. I'd like to see some research done on those two points before merging this PR.
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I did a check on my fort, and all of my units in units.active
had at least one of inactive
, move_state
, or can_swap
set. There was an inactive
unit without the other two flags set that had its pos
directly above my well. It's possible the combination could represent a ghost or climbing unit? Probably not going to be a performance consideration given how infrequently those occur. Then there's the actual raiding units, which you won't hit while iterating units.active
, and for which the check is mandatory when iterating units.all
.
I went through all the uses of isActive
, getPosition
, getUnitsInBox
, and isUnitInBox
I could find, as well as the inactive
flag. There's no change in behavior to anything iterating the units.active
vector (or indirectly through forCitizens
/getCitizens
). isDead
is used instead of isActive
for the case of actual dead units. Anything iterating units.all
wasn't properly considering raiding units, which was just RemoteTools.cpp
/spectate
.
I don't fully understand plugins/preserve-rooms.cpp
but it didn't look like the changes break anything. You'd know better than me.
Raiding units are unflagged as
inactive
shortly after they leave the map, as they are removed fromunits.active
. Scan this vector to rule out raiding units. Themove_state
andcan_swap
flags are also unset, which can be used to optimize the check.Units::getPosition
now returns invalid coords for inactive units. This impactsUnits::isUnitInBox
, andUnits::getUnitsInBox
.It also impacts
Items::getPosition
, but an item initems.other.IN_PLAY
has its holder is guaranteed to be active (artifact theft bugs notwithstanding).Only iterate active units in
spectate
instead of all. (Mainly for efficiency.Units::isActive
change would've caught any potential issue with raiding units.)