private Job TryGiveJobInt(Pawn pawn, Predicate <CompMusicSpot> musicSpotValidator)
        {
#if DEBUG
            Verse.Log.Message(String.Format("{0} trying to listen to music", pawn.LabelShort));
#endif

            PerformanceManager pm = pawn.Map.GetComponent <PerformanceManager>();

            // if no music spots then give up
            if (pm.ListActiveMusicSpots().Count == 0)
            {
                return(null);
            }
            // load all music spots on map into list
            workingSpots.Clear();
            for (int i = 0; i < pm.ListActiveMusicSpots().Count; i++)
            {
                workingSpots.Add(pm.ListActiveMusicSpots()[i]);
            }

            // pick a random one
            CompMusicSpot CompMusicSpot;
            while (workingSpots.TryRandomElement(out CompMusicSpot))
            {
                // remove from list
                workingSpots.Remove(CompMusicSpot);
                // check zones etc
                if (!CompMusicSpot.parent.IsForbidden(pawn))
                {
                    // see if there's a safe path to get there
                    if (pawn.CanReach(CompMusicSpot.parent, PathEndMode.Touch, Danger.None, false, TraverseMode.ByPawn))
                    {
                        // prisoners seperated from colonists
                        if (CompMusicSpot.parent.IsSociallyProper(pawn))
                        {
                            // only friendly factions
                            if (CompMusicSpot.parent.IsPoliticallyProper(pawn))
                            {
                                // check passed in predicate - i.e. parties
                                if (musicSpotValidator == null || musicSpotValidator(CompMusicSpot))
                                {
                                    // is a performance currently in progress
                                    if (pawn.Map.GetComponent <PerformanceManager>().HasPerformance(CompMusicSpot.parent))
                                    {
#if DEBUG
                                        Verse.Log.Message("Found performance to listen to");
#endif
                                        // find a place to sit or stand, or return null if there aren't any


                                        Job job;

                                        IntVec3 standingSpot;
                                        if (pm.TryFindChairNear(CompMusicSpot, pawn, out Thing chair))
                                        {
#if DEBUG
                                            Verse.Log.Message("Found chair");
#endif
                                            job = new Job(this.def.jobDef, CompMusicSpot.parent, chair);
                                            return(job);
                                        }
                                        else if (pm.TryFindSitSpotOnGroundNear(CompMusicSpot, pawn, out standingSpot))
                                        {
#if DEBUG
                                            Verse.Log.Message("Found standing spot");
#endif
                                            job = new Job(this.def.jobDef, CompMusicSpot.parent, standingSpot);
                                            return(job);
                                        }
                                        else
                                        {
#if DEBUG
                                            Verse.Log.Message("Failed to find chair or standing spot");
#endif
                                            return(null);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

#if DEBUG
            Verse.Log.Message("Failed to find performance");
#endif
            return(null);
        }