Struct game::app::PerMap

source · []
pub struct PerMap {
Show 16 fields pub map: Map, pub draw_map: DrawMap, pub sim: Sim, pub agents: RefCell<AgentCache>, pub current_selection: Option<ID>, pub current_flags: Flags, pub last_warped_from: Option<(Pt2D, f64)>, pub sim_cb: Option<Box<dyn SimCallback>>, pub dirty_from_edits: bool, pub has_modified_trips: bool, pub unedited_map: Option<Map>, pub layer: Option<Box<dyn Layer>>, pub suspended_sim: Option<Sim>, prebaked: Option<(MapName, String, Analytics)>, pub scenario: Option<Scenario>, pub is_secondary: bool,
}
Expand description

All of the state that’s bound to a specific map.

Fields

map: Mapdraw_map: DrawMapsim: Simagents: RefCell<AgentCache>current_selection: Option<ID>current_flags: Flagslast_warped_from: Option<(Pt2D, f64)>sim_cb: Option<Box<dyn SimCallback>>dirty_from_edits: bool

If we ever left edit mode and resumed without restarting from midnight, this is true.

has_modified_trips: bool

Any ScenarioModifiers in effect?

unedited_map: Option<Map>

If the map has been edited and app.store_unedited_map_in_secondary is false, store the unedited map here.

layer: Option<Box<dyn Layer>>suspended_sim: Option<Sim>

Only filled out in edit mode. Stored here once to avoid lots of clones. Used for preview.

prebaked: Option<(MapName, String, Analytics)>

Only exists in some gameplay modes. Must be carefully reset otherwise. Has the map and scenario name too.

scenario: Option<Scenario>

The most recent Scenario loaded from a file. Don’t depend on it always matching the current gameplay mode; always verify the name matches what’s needed.

Storing this may cost some memory, but otherwise resetting to midnight would require loading it again from a file. This is particularly painful on the web!

is_secondary: bool

Is this the original “secondary” state, loaded via –diff?

Implementations

Returns whatever was there

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