add some debug to Reservable so we can see what retardage is happening
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@@ -13,25 +13,39 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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{
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{
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class ReservableInfo : TraitInfo<Reservable> { }
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class ReservableInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new Reservable(init.self); }
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}
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public class Reservable : ITick
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public class Reservable : ITick
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{
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{
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Actor reservedFor;
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Actor reservedFor;
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Actor self;
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public Reservable(Actor self) { this.self = self; }
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public void Tick(Actor self)
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public void Tick(Actor self)
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{
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{
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if (reservedFor == null)
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if (reservedFor == null)
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return; /* nothing to do */
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return; /* nothing to do */
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if (reservedFor.IsDead() || !reservedFor.IsInWorld)
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if (reservedFor.IsDead() || !reservedFor.IsInWorld) // todo: replace with Target.IsValid?
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reservedFor = null; /* not likely to arrive now. */
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reservedFor = null; /* not likely to arrive now. */
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}
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}
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public IDisposable Reserve(Actor forActor)
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public IDisposable Reserve(Actor forActor)
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{
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{
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reservedFor = forActor;
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reservedFor = forActor;
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return new DisposableAction(() => reservedFor = null);
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Game.Debug("#{0} {1} reserved by #{2} {3}".F(
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self.ActorID, self.Info.Name, forActor.ActorID, forActor.Info.Name));
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return new DisposableAction(() =>
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{
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Game.Debug("#{0} {1} unreserved".F(
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self.ActorID, self.Info.Name));
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reservedFor = null;
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});
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}
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}
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public static bool IsReserved(Actor a)
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public static bool IsReserved(Actor a)
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