mirror of https://github.com/OpenTTD/OpenTTD.git
Fix: don't allow free-wagon-chains to exceed max-train-length (#8533)
This makes no sense, that a free-wagon-chain could be larger than the maximum length of a train, as you cannot put an engine in front of that anyway. And it prevents run-away AIs making very silly long free-wagon-chains.
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@ -646,8 +646,9 @@ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const
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w->engine_type == e->index && ///< Same type
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w->First() != v && ///< Don't connect to ourself
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!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
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DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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break;
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if (DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE).Succeeded()) {
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break;
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}
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}
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}
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}
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@ -959,12 +960,25 @@ static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *origina
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static CommandCost CheckTrainAttachment(Train *t)
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{
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/* No multi-part train, no need to check. */
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if (t == nullptr || t->Next() == nullptr || !t->IsEngine()) return CommandCost();
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if (t == nullptr || t->Next() == nullptr) return CommandCost();
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/* The maximum length for a train. For each part we decrease this by one
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* and if the result is negative the train is simply too long. */
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int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
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/* For free-wagon chains, check if they are within the max_train_length limit. */
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if (!t->IsEngine()) {
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t = t->Next();
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while (t != nullptr) {
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allowed_len -= t->gcache.cached_veh_length;
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t = t->Next();
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}
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if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
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return CommandCost();
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}
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Train *head = t;
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Train *prev = t;
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