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A destroyed entity still answers isValid(), but every other method and field is gone, so these calls error. In update(), five errors in a row stop update() for the rest of the game: no more plot, waves or win check. - 27 Liberation Day: nova loops skip objects destroyed since measured - 39 Locust Swarm: gatherSwarm skips destroyed swarm ships - 47 Scurvy Scavenger: setPlayer returns when the player ship is gone - 58 Fermi 500: gatherStats skips a vacant getPlayerShip slot - 79 Kessler: mission_start_state checks player1 is valid - 81 Clash in Shangri-La: no reputation for a destroyed flagship during the respawn gap Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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A destroyed entity still answers
isValid(), but its other methods and fields are gone, so calling them errors. When this happens insideupdate(), the same line usually fails every frame. After 5 errors in a rowGameGlobalInfo::updatestops callingupdate()for the rest of the game, so there is no more plot, no more waves and no win or loss check.gatherSwarmskips invalid shipssetPlayerreturns earlygetPlayerShip(i)slot (non-nil, not valid)gatherStatschecksisValid()player1is destroyedmission_start_statechecksisValid()Testing: each error was reproduced by automated headless runs, which then finished with no Lua errors after the fix (81 ran to victory). I did not try these by hand on a release build.
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