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Fix crash from unit in city and on map simultaneously (#923) - #1222

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Fix crash from unit in city and on map simultaneously (#923)#1222
acato wants to merge 12 commits into
We-the-People-civ4col-mod:developfrom
acato:fix/city-unit-dual-state-crash

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@acato acato commented Mar 30, 2026

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Summary

A unit in a city's population list can end up simultaneously present on the map plot (the exact root cause of the dual state is unknown — multiple devs investigated). When removePopulationUnit then calls addToMap, CvPlot::addUnit inserts the unit a second time. The game later crashes accessing the stale duplicate reference.

Three defensive guards prevent the crash:

  • CvPlot::addUnit: While walking the unit list to find the insertion point, check if the unit is already present. If so, assert and return early — prevents the double-add that causes the crash.
  • CvCity::addPopulationUnit: If getAndRemoveUnit returns NULL (unit not in the player's unit list, likely already in another city), bail out instead of pushing NULL into m_aPopulationUnits.
  • CvCity::removePopulationUnit: Before calling addToMap, check if the unit already has valid plot coordinates. If it's already on the map, skip addToMap to prevent double-add.

These are defensive checks — the assert messages will fire in Assert builds to help track down the original state corruption if it still occurs.

Fixes #923

Test plan

  • Build Assert DLL and verify no compilation errors
  • Load the attached savegame from the issue and end turn — verify no crash
  • Play several turns with AI cities managing workers — verify no asserts fire
  • Verify human player can normally add/remove citizens from colonies

🤖 Generated with Claude Code

acato and others added 12 commits March 13, 2026 19:46
Extends the trade route system to support Africa and Port Royal as
off-map trade locations alongside Europe. Adds sentinel IDs, the
isOffMapTradeLocation() helper, route validation, AI evaluation,
Python UI support in the Trade Routes Advisor, and canSailToAfrica/
canSailToPortRoyal Python bindings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Custom MinUnit-derived C++03 test framework with 35 tests across 6 suites
covering EnumMap, JustInTimeArray, Coordinates, CvTradeRoute sentinels,
and CvIdVector. Tests run at startup in Assert/Debug builds after XML load,
logging results to Logs\WTPTests.log.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
C++ tests (10) validate XML cross-references at startup: profession
yields, building classes, unit professions, father CivEffects/categories,
yield costs, equipment amounts, terrain yields, and trade sentinels.

Perl scripts: test_determinism.pl detects non-deterministic calls
(rand/srand/time/GetTickCount) outside allowed files; test_text_keys.pl
verifies TXT_KEY references in data XML have matching text definitions.
Both run as part of the test_DllExport build target.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 3: MemoryStream (in-memory FDataStreamBase) with 23 round-trip tests
covering primitives, strings, IDInfo, JustInTimeArray, and enum types.

Fix XMLIntegrity test: allow NO_YIELD (-1) in profession yield lists, as
the game code explicitly checks and skips it. Fix int-to-enum casts for
VC++ 2003 strict type checking.

Fix Savegame test: JustInTimeArray::Read() always allocates, even for
empty arrays — removed incorrect !isAllocated() assertion.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Set GAME_MODS_PATH in Makefile.settings to automatically xcopy the mod
to the game's Mods directory as a post-build step.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Ships with automated trade routes to off-map destinations (Africa, Port
Royal) would get stuck upon arrival or lose their route assignments when
crossing the ocean. Four root causes fixed:

- AI_update() now intercepts units in Port Royal (was only Europe/Africa)
- AI_europeUpdate() handles AUTOMATE_TRANSPORT_ROUTES ships: sells cargo
  and crosses back automatically (previously only AUTOMATE_FULL was handled)
- AI_transportMoveRoutes() routes to correct destination via new helper
  AI_sailToOffMapTradeDestination() instead of always sailing to Europe
- setUnitTravelState() preserves automation and trade route assignments
  across group splits during ocean travel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 4: CvRandom determinism tests — seed reproducibility, range bounds,
peek non-advancement, float output, and state round-trips (576 checks).

Phase 5: Python-side test suite (WTPTests.py) validating the DLL-Python
bridge and XML data consistency — profession yields, building classes,
unit professions, father categories, terrain yields, civilization info.
Runnable from debug console: import WTPTests; WTPTests.runAllTests()

Also fixes WTPTests.log double-nesting (gDLL->logMsg already writes to
the Logs/ directory).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
setCityYieldModifierString was missing the YIELD_LAW exclusion when
applying the rebel yield modifier, causing a mismatch with
getBaseYieldRateModifier which correctly excludes it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
EventTriggeredData::setRandomNumbers() creates a RandomContainer for
each event in the trigger, generates a random number via getSorenRandNum,
but never actually stores the container in m_RandomNumbers. The
push_back call was missing, so m_RandomNumbers remained empty after
the function completed.

This caused getRandomNumber() and getRandomNumberForIndex() to always
return 0 (the fallback default), which had two consequences:

1. Any Python PythonCanDo callback using getRandomNumberForIndex()
   for probability checks would always see 0. For example,
   canTriggerVolcanoDormant1() checks "getRandomNumberForIndex(0) < 250"
   which was always true (0 < 250), making the volcano dormant event
   fire 100% of the time instead of the intended ~25%.

2. The DLL-side TriggerChance fastpath in CvPlayer::canDoEvent()
   (line 14762) uses getRandomNumber(eEvent) to check event probability
   thresholds. With the vector always empty, this also always returned 0,
   bypassing intended probability gates for events validated through
   that code path.

The fix adds the missing m_RandomNumbers.push_back(container) so that
generated random numbers are actually persisted in the vector and
available to both Python and C++ callers.

Related: We-the-People-civ4col-mod#1205 (CvRandomInterfaceEvent tuple index out of range)
The primary cause of We-the-People-civ4col-mod#1205 was an argsList index mismatch fixed in
38b7518, but this bug compounded the issue by making the random
number check in canTriggerVolcanoDormant1 a no-op.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
In CvPlayer::initTriggeredData(), after a PythonCanDo callback returns
successfully, the code reconstructs a Coordinates object from the
trigger data (since Python may have modified it). However, line 14416
passed m_iPlotX as both the X and Y arguments:

  Coordinates coord(pTriggerData->m_iPlotX, pTriggerData->m_iPlotX);

This meant pPlot was resolved to the wrong tile whenever the Python
callback modified the trigger's plot coordinates and X != Y. The
resolved plot would be at (X, X) instead of (X, Y), causing the
event to target the wrong map location for any subsequent logic
that uses pPlot (text generation, world news, event application).

Events where PythonCanDo does not modify coordinates would be
unaffected since pPlot was already correctly set before the callback.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
A unit in a city's population could end up also present on the map
plot, causing CvPlot::addUnit to insert it twice and eventually
crashing when the stale reference is accessed.

Three defensive guards:
- CvPlot::addUnit: detect and reject double-add of the same unit
- addPopulationUnit: bail out if getAndRemoveUnit returns NULL
  (unit not in player list, likely already in a city)
- removePopulationUnit: skip addToMap if unit already has valid
  plot coordinates (already on the map)

Fixes We-the-People-civ4col-mod#923

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Removing and adding a citizen from a colony leaves the unit on the plot outside the colony

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