static bool Prefix(SettlementState __instance, SettlementBuilding building, ref SettlementBuilding __result,
                               BuildingsCollection ___m_Buildings)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    if (!building.IsFinished || !___m_Buildings.HasFact(building) || !building.Blueprint.UpgradesTo)
                    {
                        return(false);
                    }

                    if (!KingdomCurrencyFallback.CanSpend(__instance.GetActualCost(building.Blueprint.UpgradesTo)))
                    {
                        UberDebug.LogWarning("Cannot upgrade " + building.Blueprint + ": not enough BP");
                        return(false);
                    }

                    KingdomCurrencyFallback.SpendPoints(__instance.GetActualCost(building.Blueprint));

                    SettlementBuilding result = ___m_Buildings.Upgrade(building);

                    __instance.Update();

                    EventBus.RaiseEvent((ISettlementBuildUpdate h) => h.OnBuildUpdate(building));

                    __result = result;
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
            static bool Prefix(SettlementState __instance, ref SettlementBuilding __result,
                               BlueprintSettlementBuilding building, SettlementGridTopology.Slot slot, bool force,
                               ref int ___m_SlotsLeft, BuildingsCollection ___m_Buildings)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }

                    var removedBuilding = true;

                    if (!force)
                    {
                        if (!__instance.CanBuild(building))
                        {
                            __result = null;
                            return(false);
                        }

                        BuildingSlot slotObject = slot.GetSlotObject();

                        if (slotObject?.CanBuildHere(building) != true)
                        {
                            return(false);
                        }

                        KingdomCurrencyFallback.SpendPoints(__instance.GetActualCost(building));

                        removedBuilding = __instance.FreeBuildings.Remove(building) || KingdomState.Instance.FreeBuildings.Remove(building);
                    }

                    SettlementBuilding settlementBuilding = ___m_Buildings.Build(building);
                    settlementBuilding.BuildOnSlot(slot);

                    if (building.SpecialSlot == SpecialSlotType.None)
                    {
                        ___m_SlotsLeft -= building.SlotCount;
                    }

                    if (!force && !removedBuilding || SellDiscountedBuildingGetter(__instance) != building)
                    {
                        SellDiscountedBuildingSetter(__instance, null);
                    }

                    __instance.Update();

                    EventBus.RaiseEvent((ISettlementBuildingHandler h) => h.OnBuildingStarted(__instance, settlementBuilding));

                    __result = settlementBuilding;
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }