Follow-up Comment #7, bug #17277 (project wesnoth):
This ("Use whiteboard to know which castle tiles are used") has become even
more of a problem now that we have multi-turn moves and can plan all over the
map. It's easy to find any hidden unit.
Just as a note to self and tschmitz, I've devised a solution for this: what
we should do is probably to remove every hidden enemy unit when building the
future unit map, then put them back when unbuilding.
Of course removing and adding back units like that might cause issues like
invalid iterators or other unit map trouble: maybe thonsew could help us
navigate those problems.
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