Fix: game scripts must not build with non-existing road types

This commit is contained in:
Rubidium 2023-03-04 20:56:17 +01:00 committed by rubidium42
parent 01ebfad809
commit 30ae07269d

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@ -111,7 +111,15 @@ RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
bool HasRoadTypeAvail(const CompanyID company, RoadType roadtype) bool HasRoadTypeAvail(const CompanyID company, RoadType roadtype)
{ {
if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) { if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
return true; // TODO: should there be a proper check? const RoadTypeInfo *rti = GetRoadTypeInfo(roadtype);
if (rti->label == 0) return false;
/*
* Do not allow building hidden road types, except when a town may build it.
* The GS under deity mode, as well as anybody in the editor builds roads that are
* owned by towns. So if a town may build it, it should be buildable by them too.
*/
return (rti->flags & ROTFB_HIDDEN) == 0 || (rti->flags & ROTFB_TOWN_BUILD) != 0;
} else { } else {
const Company *c = Company::GetIfValid(company); const Company *c = Company::GetIfValid(company);
if (c == nullptr) return false; if (c == nullptr) return false;