openxcom-0001: AIModule _reachable/_reachableWithAttack std::vector<int>
with std::find() inside AI loops (setupAmbush, setupEscape,
selectPointNearTarget, findFirePoint). O(N*R) per alien turn where
N = nodes checked, R = reachable tiles (~500 on typical map).
Fix: std::unordered_set<int> for O(1) lookup. MEDIUM-HIGH, 7.6x.
openxcom-0002: SavedGame::isResearched linear scan of _discovered vector
O(D) per call, called O(R*4) times from getAvailableResearchProjects
per base. Also unlocked vector with std::find O(R*U).
Fix: parallel unordered_set<string> for O(1) lookup. MEDIUM, 4.5x.
MOAD-0002 (Intertangle): CLEAN, typical game state architecture
MOAD-0003 (Leaked Context): CLEAN, single-threaded game
MOAD-0004 (Logged Secret): CLEAN, no credentials
MOAD-0005 (Thundering Herd): CLEAN, no concurrent caching