fix: Spawn removal and Optimize creature checks - #866
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Return immediately after removing NPCs/Monsters that can't spawn to avoid continuing logic. Rework creature-check machinery: add checkCreatureSizes, reserve bucket capacity when queuing creatures to reduce reallocations, and replace std::erase_if with a manual compacting loop in checkCreatures. The new loop skips empty buckets early, schedules delayed monster attack work as before, compacts live entries in-place (writeIndex), clears inCheckCreaturesVector for removed entries, resizes/shrinks buckets heuristically, and updates tracked sizes. Changes reduce memory churn and prevent potential use-after-processing after removal.
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Return immediately after removing NPCs/Monsters that can't spawn to avoid continuing logic. Rework creature-check machinery: add checkCreatureSizes, reserve bucket capacity when queuing creatures to reduce reallocations, and replace std::erase_if with a manual compacting loop in checkCreatures. The new loop skips empty buckets early, schedules delayed monster attack work as before, compacts live entries in-place (writeIndex), clears inCheckCreaturesVector for removed entries, resizes/shrinks buckets heuristically, and updates tracked sizes. Changes reduce memory churn and prevent potential use-after-processing after removal.