Fix: depot-related commands did not validate depot tiles properly (#9948)

The bug comes in two slices:

1) the functions never actually checked if "tile" was a depot tile.
   This allowed executing the function on tile 0, where are the
   things like shadows of aircrafts are.
2) BuildDepotVehicleList() first checked if a vehicle is in a depot
   before checking if it was a primary vehicle. This is invalid
   for aircraft.

Fixing the first hides the second, and fixing the second makes the
first non-exploitable. But, fixing both felt like the best thing
to do.
This commit is contained in:
Patric Stout
2022-07-09 12:28:09 +02:00
committed by GitHub
parent 100aca1848
commit 055121df80
2 changed files with 5 additions and 3 deletions

View File

@@ -80,21 +80,21 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
case VEH_TRAIN: {
const Train *t = Train::From(v);
if (t->IsArticulatedPart() || t->IsRearDualheaded()) continue;
if (t->track != TRACK_BIT_DEPOT) continue;
if (!t->IsInDepot()) continue;
if (wagons != nullptr && t->First()->IsFreeWagon()) {
if (individual_wagons || t->IsFreeWagon()) wagons->push_back(t);
continue;
}
if (!t->IsPrimaryVehicle()) continue;
break;
}
default:
if (!v->IsPrimaryVehicle()) continue;
if (!v->IsInDepot()) continue;
break;
}
if (!v->IsPrimaryVehicle()) continue;
engines->push_back(v);
}