Migrated from https://git2.unturf.com/engineering/java-topology.git
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 |
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