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.
pull/217/head
Patric Stout 3 years ago committed by GitHub
parent 760b0cdc11
commit cd36e17160
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GPG Key ID: 4AEE18F83AFDEB23

@ -646,8 +646,9 @@ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const
w->engine_type == e->index && ///< Same type
w->First() != v && ///< Don't connect to ourself
!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
break;
if (DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE).Succeeded()) {
break;
}
}
}
}
@ -959,12 +960,25 @@ static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *origina
static CommandCost CheckTrainAttachment(Train *t)
{
/* No multi-part train, no need to check. */
if (t == nullptr || t->Next() == nullptr || !t->IsEngine()) return CommandCost();
if (t == nullptr || t->Next() == nullptr) return CommandCost();
/* The maximum length for a train. For each part we decrease this by one
* and if the result is negative the train is simply too long. */
int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
/* For free-wagon chains, check if they are within the max_train_length limit. */
if (!t->IsEngine()) {
t = t->Next();
while (t != nullptr) {
allowed_len -= t->gcache.cached_veh_length;
t = t->Next();
}
if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
return CommandCost();
}
Train *head = t;
Train *prev = t;

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