public static void FailOnBedNoLongerUsable(this Toil toil, TargetIndex bedIndex) { toil.FailOnDespawnedOrNull(bedIndex); toil.FailOn(() => ((Building_Bed)toil.actor.CurJob.GetTarget(bedIndex).Thing).IsBurning()); toil.FailOn(() => ((Building_Bed)toil.actor.CurJob.GetTarget(bedIndex).Thing).ForPrisoners != toil.actor.IsPrisoner); toil.FailOnNonMedicalBedNotOwned(bedIndex, TargetIndex.None); toil.FailOn(() => !HealthAIUtility.ShouldSeekMedicalRest(toil.actor) && !HealthAIUtility.ShouldSeekMedicalRestUrgent(toil.actor) && ((Building_Bed)toil.actor.CurJob.GetTarget(bedIndex).Thing).Medical); toil.FailOn(() => toil.actor.IsColonist && !toil.actor.CurJob.ignoreForbidden && !toil.actor.Downed && toil.actor.CurJob.GetTarget(bedIndex).Thing.IsForbidden(toil.actor)); }