public static void RaidGroupChecker(List <Pawn> pawns, IncidentParms parms)
 {
     if (pawns != null)
     {
         var gameComp  = Current.Game.GetComponent <StorytellerWatcher>();
         var raidGroup = new RaidGroup();
         if (parms.faction != null)
         {
             raidGroup.faction = parms.faction;
         }
         else
         {
             raidGroup.faction = pawns.First().Faction;
         }
         raidGroup.pawns = pawns.ToHashSet();
         if (includeRaidToTheList)
         {
             //Log.Message("Creating raid group of " + pawns?.Count + " pawns, faction - " + raidGroup.faction.def, true);
             gameComp.raidGroups.Add(raidGroup);
         }
         else
         {
             //Log.Message("Creating reinforcement group of " + pawns?.Count + " pawns, faction - " + raidGroup.faction.def, true);
             gameComp.reinforcementGroups.Add(raidGroup);
         }
     }
 }
 public static void RaidGroupChecker(List <Pawn> pawns, IncidentParms parms)
 {
     if (pawns != null && parms != null)
     {
         var gameComp = Current.Game?.GetComponent <StorytellerWatcher>();
         if (gameComp != null)
         {
             var raidGroup = new RaidGroup();
             if (parms.faction != null)
             {
                 raidGroup.faction = parms.faction;
             }
             else
             {
                 raidGroup.faction = pawns.First().Faction;
             }
             raidGroup.pawns = pawns.ToHashSet();
             if (includeRaidToTheList)
             {
                 if (gameComp.raidGroups is null)
                 {
                     gameComp.raidGroups = new List <RaidGroup>();
                 }
                 gameComp.raidGroups.Add(raidGroup);
             }
             else
             {
                 if (gameComp.reinforcementGroups is null)
                 {
                     gameComp.reinforcementGroups = new List <RaidGroup>();
                 }
                 gameComp.reinforcementGroups.Add(raidGroup);
             }
         }
     }
 }