/// <summary>
        /// the workgiver checks for encumbered, this is purely extra for CE
        /// </summary>
        /// <returns></returns>
        public Toil CheckForOverencumberedForCombatExtended()
        {
            Toil toil = new Toil();

            if (!ModCompatibilityCheck.CombatExtendedIsActive)
            {
                return(toil);
            }

            toil.initAction = delegate
            {
                Pawn  actor     = toil.actor;
                Job   curJob    = actor.jobs.curJob;
                Thing nextThing = curJob.targetA.Thing;

                var ceOverweight = CompatHelper.CeOverweight(pawn);

                if (!(MassUtility.EncumbrancePercent(actor) <= 0.9f && !ceOverweight))
                {
                    Job haul = HaulAIUtility.HaulToStorageJob(actor, nextThing);
                    if (haul?.TryMakePreToilReservations(actor, false) ?? false)
                    {
                        //note that HaulToStorageJob etc doesn't do opportunistic duplicate hauling for items in valid storage. REEEE
                        actor.jobs.jobQueue.EnqueueFirst(haul, JobTag.Misc);
                        EndJobWith(JobCondition.Succeeded);
                    }
                }
            };

            return(toil);
        }
        //get next, goto, take, check for more. Branches off to "all over the place"
        protected override IEnumerable <Toil> MakeNewToils()
        {
            CompHauledToInventory takenToInventory = pawn.TryGetComp <CompHauledToInventory>();

            Toil wait = Toils_General.Wait(2);

            Toil nextTarget = Toils_JobTransforms.ExtractNextTargetFromQueue(TargetIndex.A); //also does count

            yield return(nextTarget);

            yield return(CheckForOverencumberedForCombatExtended());

            Toil gotoThing = new Toil
            {
                initAction = () =>
                {
                    pawn.pather.StartPath(TargetThingA, PathEndMode.ClosestTouch);
                },
                defaultCompleteMode = ToilCompleteMode.PatherArrival
            };

            gotoThing.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            yield return(gotoThing);

            Toil takeThing = new Toil
            {
                initAction = () =>
                {
                    Pawn  actor = pawn;
                    Thing thing = actor.CurJob.GetTarget(TargetIndex.A).Thing;
                    Toils_Haul.ErrorCheckForCarry(actor, thing);

                    //get max we can pick up
                    int countToPickUp = Mathf.Min(job.count, MassUtility.CountToPickUpUntilOverEncumbered(actor, thing));
                    Log.Message($"{actor} is hauling to inventory {thing}:{countToPickUp}");

                    if (ModCompatibilityCheck.CombatExtendedIsActive)
                    {
                        countToPickUp = CompatHelper.CanFitInInventory(pawn, thing);
                    }

                    if (countToPickUp > 0)
                    {
                        Thing splitThing  = thing.SplitOff(countToPickUp);
                        bool  shouldMerge = takenToInventory.GetHashSet().Any(x => x.def == thing.def);
                        actor.inventory.GetDirectlyHeldThings().TryAdd(splitThing, shouldMerge);
                        takenToInventory.RegisterHauledItem(splitThing);

                        if (ModCompatibilityCheck.CombatExtendedIsActive)
                        {
                            CompatHelper.UpdateInventory(pawn);
                        }
                    }

                    //thing still remains, so queue up hauling if we can + end the current job (smooth/instant transition)
                    //This will technically release the reservations in the queue, but what can you do
                    if (thing.Spawned)
                    {
                        Job haul = HaulAIUtility.HaulToStorageJob(actor, thing);
                        if (haul?.TryMakePreToilReservations(actor, false) ?? false)
                        {
                            actor.jobs.jobQueue.EnqueueFirst(haul, JobTag.Misc);
                        }
                        actor.jobs.curDriver.JumpToToil(wait);
                    }
                }
            };

            yield return(takeThing);

            yield return(Toils_Jump.JumpIf(nextTarget, () => !job.targetQueueA.NullOrEmpty()));

            //Find more to haul, in case things spawned while this was in progess
            yield return(new Toil
            {
                initAction = () =>
                {
                    List <Thing> haulables = pawn.Map.listerHaulables.ThingsPotentiallyNeedingHauling();
                    WorkGiver_HaulToInventory haulMoreWork = DefDatabase <WorkGiverDef> .AllDefsListForReading.First(wg => wg.Worker is WorkGiver_HaulToInventory).Worker as WorkGiver_HaulToInventory;

                    Thing haulMoreThing = GenClosest.ClosestThing_Global(pawn.Position, haulables, 12, t => haulMoreWork.HasJobOnThing(pawn, t));

                    //WorkGiver_HaulToInventory found more work nearby
                    if (haulMoreThing != null)
                    {
                        Log.Message($"{pawn} hauling again : {haulMoreThing}");
                        Job haulMoreJob = haulMoreWork.JobOnThing(pawn, haulMoreThing);

                        if (haulMoreJob.TryMakePreToilReservations(pawn, false))
                        {
                            pawn.jobs.jobQueue.EnqueueFirst(haulMoreJob, JobTag.Misc);
                            EndJobWith(JobCondition.Succeeded);
                        }
                    }
                }
            });

            //maintain cell reservations on the trip back
            //TODO: do that when we carry things
            //I guess that means TODO: implement carrying the rest of the items in this job instead of falling back on HaulToStorageJob
            yield return(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.ClosestTouch));

            yield return(new Toil //Queue next job
            {
                initAction = () =>
                {
                    Pawn actor = pawn;
                    Job curJob = actor.jobs.curJob;
                    LocalTargetInfo storeCell = curJob.targetB;

                    Job unloadJob = JobMaker.MakeJob(PickUpAndHaulJobDefOf.UnloadYourHauledInventory, storeCell);
                    if (unloadJob.TryMakePreToilReservations(actor, false))
                    {
                        actor.jobs.jobQueue.EnqueueFirst(unloadJob, JobTag.Misc);
                        EndJobWith(JobCondition.Succeeded);
                        //This will technically release the cell reservations in the queue, but what can you do
                    }
                }
            });

            yield return(wait);
        }
        /// <summary>
        /// Find spot, reserve spot, pull thing out of inventory, go to spot, drop stuff, repeat.
        /// </summary>
        /// <returns></returns>
        protected override IEnumerable <Toil> MakeNewToils()
        {
            CompHauledToInventory takenToInventory = pawn.TryGetComp <CompHauledToInventory>();
            HashSet <Thing>       carriedThing     = takenToInventory.GetHashSet();

            if (ModCompatibilityCheck.ExtendedStorageIsActive)
            {
                _unloadDuration = 20;
            }

            Toil wait      = Toils_General.Wait(_unloadDuration);
            Toil celebrate = Toils_General.Wait(_unloadDuration);

            yield return(wait);

            Toil findSpot = new Toil
            {
                initAction = () =>
                {
                    ThingCount unloadableThing = FirstUnloadableThing(pawn);

                    if (unloadableThing.Count == 0 && carriedThing.Count == 0)
                    {
                        EndJobWith(JobCondition.Succeeded);
                    }

                    if (unloadableThing.Count != 0)
                    {
                        //StoragePriority currentPriority = StoreUtility.StoragePriorityAtFor(pawn.Position, unloadableThing.Thing);
                        if (!StoreUtility.TryFindStoreCellNearColonyDesperate(unloadableThing.Thing, pawn, out IntVec3 c))
                        {
                            pawn.inventory.innerContainer.TryDrop(unloadableThing.Thing, ThingPlaceMode.Near, unloadableThing.Thing.stackCount, out Thing _);
                            EndJobWith(JobCondition.Succeeded);
                        }
                        else
                        {
                            job.SetTarget(TargetIndex.A, unloadableThing.Thing);
                            job.SetTarget(TargetIndex.B, c);
                            _countToDrop = unloadableThing.Thing.stackCount;
                        }
                    }
                }
            };

            yield return(findSpot);

            yield return(Toils_Reserve.Reserve(TargetIndex.B));

            yield return(new Toil
            {
                initAction = delegate
                {
                    Thing thing = job.GetTarget(TargetIndex.A).Thing;
                    if (thing == null || !pawn.inventory.innerContainer.Contains(thing))
                    {
                        carriedThing.Remove(thing);
                        pawn.jobs.curDriver.JumpToToil(wait);
                        return;
                    }
                    if (!pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation) || !thing.def.EverStorable(false))
                    {
                        pawn.inventory.innerContainer.TryDrop(thing, ThingPlaceMode.Near, _countToDrop, out thing);
                        EndJobWith(JobCondition.Succeeded);
                        carriedThing.Remove(thing);
                    }
                    else
                    {
                        pawn.inventory.innerContainer.TryTransferToContainer(thing, pawn.carryTracker.innerContainer, _countToDrop, out thing);
                        job.count = _countToDrop;
                        job.SetTarget(TargetIndex.A, thing);
                        carriedThing.Remove(thing);
                    }

                    if (ModCompatibilityCheck.CombatExtendedIsActive)
                    {
                        CompatHelper.UpdateInventory(pawn);
                    }

                    thing.SetForbidden(false, false);
                }
            });

            Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B);

            yield return(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.Touch));

            yield return(carryToCell);

            yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true));

            //If the original cell is full, PlaceHauledThingInCell will set a different TargetIndex resulting in errors on yield return Toils_Reserve.Release.
            //We still gotta release though, mostly because of Extended Storage.
            Toil releaseReservation = new Toil
            {
                initAction = () =>
                {
                    if (pawn.Map.reservationManager.ReservedBy(job.targetB, pawn, pawn.CurJob) &&
                        !ModCompatibilityCheck.HCSKIsActive)
                    {
                        pawn.Map.reservationManager.Release(job.targetB, pawn, pawn.CurJob);
                    }
                }
            };

            yield return(releaseReservation);

            yield return(Toils_Jump.Jump(wait));

            yield return(celebrate);
        }