Pass particle coordinates to Simulation::Save
Both Save and Load were recently migrated to block coordinates, see 7ef02a6c0b
. The expected behaviour for Save is to extend the particle-oriented rect it gets to the smallest enclosing block-oriented rect and save all blocks inside that rect, but exclude the particles that fall outside the original rect. Using block coordinates made this exclusion impossible.
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@ -442,7 +442,7 @@ static Rect<int> SaneSaveRect(Vec2<int> point1, Vec2<int> point2)
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auto tly = std::min(point1.Y, point2.Y);
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auto brx = std::max(point1.X, point2.X);
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auto bry = std::max(point1.Y, point2.Y);
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return RectBetween(Vec2{ tlx, tly } / CELL, Vec2{ brx, bry } / CELL);
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return RectBetween(Vec2{ tlx, tly }, Vec2{ brx, bry });
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}
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ByteString GameController::StampRegion(ui::Point point1, ui::Point point2)
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@ -1146,7 +1146,7 @@ void GameController::OpenSearch(String searchText)
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void GameController::OpenLocalSaveWindow(bool asCurrent)
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{
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Simulation * sim = gameModel->GetSimulation();
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), CELLS.OriginRect());
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), RES.OriginRect());
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if(!gameSave)
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{
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new ErrorMessage("Error", "Unable to build save.");
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@ -1357,7 +1357,7 @@ void GameController::OpenSaveWindow()
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if(gameModel->GetUser().UserID)
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{
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Simulation * sim = gameModel->GetSimulation();
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), CELLS.OriginRect());
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), RES.OriginRect());
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if(!gameSave)
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{
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new ErrorMessage("Error", "Unable to build save.");
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@ -1399,7 +1399,7 @@ void GameController::SaveAsCurrent()
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if(gameModel->GetSave() && gameModel->GetUser().UserID && gameModel->GetUser().Username == gameModel->GetSave()->GetUserName())
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{
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Simulation * sim = gameModel->GetSimulation();
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), CELLS.OriginRect());
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auto gameSave = sim->Save(gameModel->GetIncludePressure() != gameView->ShiftBehaviour(), RES.OriginRect());
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if(!gameSave)
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{
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new ErrorMessage("Error", "Unable to build save.");
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@ -19,7 +19,7 @@ extern int Element_LOLZ_lolz[XRES/9][YRES/9];
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extern int Element_LOVE_RuleTable[9][9];
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extern int Element_LOVE_love[XRES/9][YRES/9];
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void Simulation::Load(const GameSave *originalSave, bool includePressure, Vec2<int> blockP)
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void Simulation::Load(const GameSave *originalSave, bool includePressure, Vec2<int> blockP) // block coordinates
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{
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auto save = std::unique_ptr<GameSave>(new GameSave(*originalSave));
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@ -335,10 +335,10 @@ void Simulation::Load(const GameSave *originalSave, bool includePressure, Vec2<i
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}
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}
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std::unique_ptr<GameSave> Simulation::Save(bool includePressure, Rect<int> blockR)
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std::unique_ptr<GameSave> Simulation::Save(bool includePressure, Rect<int> partR) // particle coordinates
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{
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auto blockR = RectBetween(partR.TopLeft / CELL, partR.BottomRight / CELL);
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auto blockP = blockR.TopLeft;
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auto partR = RectSized(blockR.TopLeft * CELL, blockR.Size() * CELL);
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auto newSave = std::make_unique<GameSave>(blockR.Size());
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auto &possiblyCarriesType = Particle::PossiblyCarriesType();
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@ -121,8 +121,8 @@ public:
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uint64_t frameCount;
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bool ensureDeterminism;
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void Load(const GameSave *save, bool includePressure, Vec2<int> blockP);
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std::unique_ptr<GameSave> Save(bool includePressure, Rect<int> blockR);
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void Load(const GameSave *save, bool includePressure, Vec2<int> blockP); // block coordinates
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std::unique_ptr<GameSave> Save(bool includePressure, Rect<int> partR); // particle coordinates
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void SaveSimOptions(GameSave &gameSave);
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SimulationSample GetSample(int x, int y);
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