[Freeciv-tickets] [freeciv] #45894: Extra build slot units not checked for build legality

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OSDN Ticket System norep****@osdn*****
Mon Oct 17 21:31:44 JST 2022


#45894: Extra build slot units not checked for build legality

  Open Date: 2022-10-17 15:03
Last Update: 2022-10-17 15:31

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/45894
RSS feed for this Ticket:
    https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=45894

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Last Changes/Comment on this Ticket:
2022-10-17 15:31 Updated by: cazfi
 * Owner Update from (None) to cazfi

Comment:

That seems like FCW specific bug as they allow build slots to produce different kind of units than what was checked for. (They have a point in that the behavior they look for makes sense, but they have removed restrictions without fixing the reasons the restrictions were there)

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Ticket Status:

      Reporter: (Anonymous)
         Owner: cazfi
          Type: Bugs
        Status: Open [Owner assigned]
      Priority: 5 - Medium
     MileStone: (None)
     Component: (None)
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

This allowed an exploit where one could "stash shields" (e.g., in a Battleship), then change to a cheap legal unit followed in the queue by a unit you can't build.
This made it possible to make Helicopters, Howitzers, and Stealth Bombers well before the tech was available!
Blamed:  city_build_unit()... does check for current prod but not later worklist units.
Needs an if such as 
       /* Multislot units also need to be checked for build legality,        * otherwise you can make Howitzers in the feudal age! */       if (can_city_build_unit_direct(pcity, utype)) {         punit = city_create_unit(pcity, utype);       } else punit = NULL;

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URL for this Ticket:
    https://osdn.net/projects/freeciv/ticket/45894
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