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I believe I fixed the (a?) problem leading to the game freezing; if a Grub was damaged after the turn ended (landmine detonating another landmine is how I reliably repro'd), they'd try to call UseTurn again, which led to the gamemode locking. I've simply told the call to skip if the turn is already changing. I've also added a failsafe for Grubs not resolving, as it was the only await GameTask.Delay() call in a while loop that had the potential to run forever.
The band-aid is nice, although we need to handle the case of a Grub being unable to resolve when another object (grub, crate, landmine) is on top of its head.
We could potentially put a band-aid on this by forcing grubs that do not resolve after a reasonable period to suicide.
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