static bool Prefix(KingdomTask __instance, bool raiseEvent)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }
                    IsStartedSetter(__instance, true);
                    StartedOnSetter(__instance, KingdomState.Instance.CurrentDay);

                    KingdomCurrencyFallback.SpendPoints(__instance.OneTimeBPCost);

                    if (raiseEvent)
                    {
                        OnTaskChanged(__instance);
                    }

                    EventBus.RaiseEvent((IKingdomTaskEventsHandler h) => h.OnTaskStarted(__instance));

                    if (__instance.SkipPlayerTime <= 0)
                    {
                        return(false);
                    }

                    Kingmaker.Game.Instance.AdvanceGameTime(TimeSpan.FromDays(__instance.SkipPlayerTime));

                    foreach (UnitEntityData unitEntityData in Kingmaker.Game.Instance.Player.AllCharacters)
                    {
                        RestController.ApplyRest(unitEntityData.Descriptor);
                    }

                    new KingdomTimelineManager().UpdateTimeline();

                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
            static bool Prefix(LocationData __instance)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }
                    if (__instance.Resource != ResourceStateType.CanClaim)
                    {
                        return(false);
                    }

                    KingdomCurrencyFallback.SpendPoints(KingdomRoot.Instance.DefaultMapResourceCost);

                    KingdomState.Instance.Resources.Add(__instance.Blueprint);

                    __instance.Blueprint.ResourceStats.Apply();

                    if (GlobalMapRules.Instance && GlobalMapRules.Instance.ClaimedResourceVisual)
                    {
                        GlobalMapLocation locationObject = GlobalMapRules.Instance.GetLocationObject(__instance.Blueprint);

                        if (locationObject)
                        {
                            UnityEngine.Object.Instantiate(GlobalMapRules.Instance.ClaimedResourceVisual, locationObject.transform, false);
                        }
                    }

                    if (KingdomRoot.Instance.Locations.Count(l => l.HasKingdomResource) == KingdomState.Instance.Resources.Count)
                    {
                        Kingmaker.Game.Instance.Player.Achievements.Unlock(AchievementType.IntensiveDevelopment);
                    }
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }
            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);
                }
            }
            static bool Prefix(RegionState __instance, RegionSettlementLocation settlementLocation, string name)
            {
                try
                {
                    if (!Main.enabled)
                    {
                        return(true);
                    }
                    if (!Main.settings.currencyFallback)
                    {
                        return(true);
                    }
                    if (!__instance.Blueprint.SettlementBuildArea)
                    {
                        UberDebug.LogError("Cannot found a settlement in {0}: no building area set up", settlementLocation);
                        return(false);
                    }

                    if (__instance.Settlement != null)
                    {
                        UberDebug.LogError("Cannot found a settlement in {0}: already built", settlementLocation);
                        return(false);
                    }

                    if (settlementLocation != null && settlementLocation.AssociatedLocation == null)
                    {
                        UberDebug.LogError("Cannot found a settlement in {0}: no globalmap location associated", settlementLocation);
                        return(false);
                    }

                    if (settlementLocation == null && __instance.Blueprint.SettlementGlobalmapLocations.Length == 0)
                    {
                        UberDebug.LogError("Cannot found a settlement in {0}: no location specified and no default found", __instance.Blueprint);
                        return(false);
                    }

                    KingdomCurrencyFallback.SpendPoints(KingdomRoot.Instance.SettlementBPCost);

                    var settlementState = new SettlementState(SettlementState.LevelType.Village)
                    {
                        Region = __instance
                    };

                    SettlementState settlementState2 = settlementState;

                    settlementState2.HasWaterSlot = settlementLocation?.HasWaterSlot == true;

                    settlementState.Name = name ?? __instance.Blueprint.DefaultSettlementName;

                    settlementState.Location = settlementLocation?.AssociatedLocation ?? __instance.Blueprint.SettlementGlobalmapLocations.FirstOrDefault();

                    settlementState.SettlementLocation = settlementLocation;

                    __instance.Settlement = settlementState;

                    __instance.SetSettlementUIMarkers();

                    EventBus.RaiseEvent((ISettlementFoundingHandler h) => h.OnSettlementFounded(__instance.Settlement));
                    return(false);
                }
                catch (Exception ex)
                {
                    Main.Error(ex);
                    return(true);
                }
            }