darkfo
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Saving the game should save all temporary (touched/dirty) maps
In order for a savegame to be complete it needs to save every map loaded/touched from the base game.
This means keeping around a dict of {map: SerializedMap}
in memory and switching to the serialized variant instead of loadMap
when loading back to it. (We really probably need some kind of Game manager class that handles the loading/switching of maps.)