#include "construction.h"

#include <algorithm>
#include <array>
#include <cstddef>
#include <iterator>
#include <memory>
#include <numeric>
#include <utility>

#include "action.h"
#include "activity_type.h"
#include "avatar.h"
#include "build_reqs.h"
#include "calendar.h"
#include "cata_utility.h"
#include "character.h"
#include "colony.h"
#include "color.h"
#include "construction_category.h"
#include "construction_group.h"
#include "coordinates.h"
#include "cursesdef.h"
#include "debug.h"
#include "enums.h"
#include "event.h"
#include "event_bus.h"
#include "game.h"
#include "game_constants.h"
#include "input.h"
#include "inventory.h"
#include "item.h"
#include "item_group.h"
#include "item_stack.h"
#include "iuse.h"
#include "json.h"
#include "make_static.h"
#include "map.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "memory_fast.h"
#include "messages.h"
#include "morale_types.h"
#include "mtype.h"
#include "npc.h"
#include "options.h"
#include "output.h"
#include "player_activity.h"
#include "point.h"
#include "requirements.h"
#include "rng.h"
#include "skill.h"
#include "string_formatter.h"
#include "string_input_popup.h"
#include "trap.h"
#include "ui_manager.h"
#include "uistate.h"
#include "units.h"
#include "veh_appliance.h"
#include "veh_type.h"
#include "vehicle.h"
#include "vpart_position.h"

class read_only_visitable;

static const activity_id ACT_BUILD( "ACT_BUILD" );
static const activity_id ACT_MULTIPLE_CONSTRUCTION( "ACT_MULTIPLE_CONSTRUCTION" );

static const construction_category_id construction_category_ALL( "ALL" );
static const construction_category_id construction_category_APPLIANCE( "APPLIANCE" );
static const construction_category_id construction_category_FILTER( "FILTER" );
static const construction_category_id construction_category_REPAIR( "REPAIR" );

static const construction_str_id construction_constr_veh( "constr_veh" );

static const flag_id json_flag_FILTHY( "FILTHY" );
static const flag_id json_flag_PIT( "PIT" );
static const furn_str_id furn_f_console( "f_console" );
static const furn_str_id furn_f_console_broken( "f_console_broken" );
static const furn_str_id furn_f_machinery_electronic( "f_machinery_electronic" );

static const item_group_id Item_spawn_data_allclothes( "allclothes" );
static const item_group_id Item_spawn_data_grave( "grave" );
static const item_group_id Item_spawn_data_jewelry_front( "jewelry_front" );

static const itype_id itype_2x4( "2x4" );
static const itype_id itype_bone_human( "bone_human" );
static const itype_id itype_nail( "nail" );
static const itype_id itype_sheet( "sheet" );
static const itype_id itype_stick( "stick" );
static const itype_id itype_string_36( "string_36" );

static const mtype_id mon_skeleton( "mon_skeleton" );
static const mtype_id mon_zombie( "mon_zombie" );
static const mtype_id mon_zombie_crawler( "mon_zombie_crawler" );
static const mtype_id mon_zombie_fat( "mon_zombie_fat" );
static const mtype_id mon_zombie_rot( "mon_zombie_rot" );

static const quality_id qual_CUT( "CUT" );

static const skill_id skill_electronics( "electronics" );
static const skill_id skill_fabrication( "fabrication" );

static const trait_id trait_DEBUG_HS( "DEBUG_HS" );
static const trait_id trait_EATDEAD( "EATDEAD" );
static const trait_id trait_NUMB( "NUMB" );
static const trait_id trait_PAINRESIST_TROGLO( "PAINRESIST_TROGLO" );
static const trait_id trait_PSYCHOPATH( "PSYCHOPATH" );
static const trait_id trait_SAPROVORE( "SAPROVORE" );
static const trait_id trait_SPIRITUAL( "SPIRITUAL" );
static const trait_id trait_STOCKY_TROGLO( "STOCKY_TROGLO" );

static const trap_str_id tr_firewood_source( "tr_firewood_source" );
static const trap_str_id tr_practice_target( "tr_practice_target" );

static const vpart_id vpart_frame_vertical_2( "frame_vertical_2" );

static const vproto_id vehicle_prototype_none( "none" );

static const std::string flag_INITIAL_PART( "INITIAL_PART" );
static const std::string flag_APPLIANCE( "APPLIANCE" );
static const std::string flag_CANT_DRAG( "CANT_DRAG" );
static const std::string flag_WIRING( "WIRING" );

static const int MAX_WIRE_VEHICLE_SIZE = 24;

static bool finalized = false;

// Construction functions.
namespace construct
{
// Checks for whether terrain mod can proceed
static bool check_nothing( const tripoint_bub_ms & )
{
    return true;
}
static bool check_channel( const tripoint_bub_ms & ); // tile has adjacent flowing water
static bool check_empty_lite( const tripoint_bub_ms & );
static bool check_empty( const tripoint_bub_ms & ); // tile is empty
static bool check_support( const tripoint_bub_ms & ); // at least two orthogonal supports
static bool check_support_below( const tripoint_bub_ms
                                 & ); // at least two orthogonal supports at the level below
static bool check_stable( const tripoint_bub_ms & ); // tile below has a flag SUPPORTS_ROOF
static bool check_empty_stable( const tripoint_bub_ms
                                & ); // tile is empty, tile below has a flag SUPPORTS_ROOF
static bool check_nofloor_above( const tripoint_bub_ms & ); // tile above has a flag NO_FLOOR
static bool check_deconstruct( const tripoint_bub_ms
                               & ); // either terrain or furniture must be deconstructible
static bool check_empty_up_OK( const tripoint_bub_ms & ); // tile is empty and below OVERMAP_HEIGHT
static bool check_up_OK( const tripoint_bub_ms & ); // tile is below OVERMAP_HEIGHT
static bool check_down_OK( const tripoint_bub_ms & ); // tile is above OVERMAP_DEPTH
static bool check_no_trap( const tripoint_bub_ms & );
static bool check_ramp_low( const tripoint_bub_ms & );
static bool check_ramp_high( const tripoint_bub_ms & );
static bool check_no_wiring( const tripoint_bub_ms & );

// Special actions to be run post-terrain-mod
static void done_nothing( const tripoint_bub_ms &, Character & ) {}
static void done_trunk_plank( const tripoint_bub_ms &, Character & );
static void done_grave( const tripoint_bub_ms &, Character & );
static void done_vehicle( const tripoint_bub_ms &, Character & );
static void done_appliance( const tripoint_bub_ms &, Character & );
static void done_wiring( const tripoint_bub_ms &, Character & );
static void done_deconstruct( const tripoint_bub_ms &, Character & );
static void done_digormine_stair( const tripoint_bub_ms &, bool, Character & );
static void done_dig_grave( const tripoint_bub_ms &p, Character & );
static void done_dig_grave_nospawn( const tripoint_bub_ms &p, Character & );
static void done_dig_stair( const tripoint_bub_ms &, Character & );
static void done_mine_downstair( const tripoint_bub_ms &, Character & );
static void done_mine_upstair( const tripoint_bub_ms &, Character & );
static void done_wood_stairs( const tripoint_bub_ms &, Character & );
static void done_window_curtains( const tripoint_bub_ms &, Character & );
static void done_extract_maybe_revert_to_dirt( const tripoint_bub_ms &, Character & );
static void done_mark_firewood( const tripoint_bub_ms &, Character & );
static void done_mark_practice_target( const tripoint_bub_ms &, Character & );
static void done_ramp_low( const tripoint_bub_ms &, Character & );
static void done_ramp_high( const tripoint_bub_ms &, Character & );

static void do_turn_shovel( const tripoint_bub_ms &, Character & );
static void do_turn_exhume( const tripoint_bub_ms &, Character & );

static void failure_standard( const tripoint_bub_ms & );
static void failure_deconstruct( const tripoint_bub_ms & );
} // namespace construct

static std::vector<construction> constructions;
static std::map<construction_str_id, construction_id> construction_id_map;

// Helper functions, nobody but us needs to call these.
static bool can_construct( const construction &con );
static std::vector<construction *> player_can_build_valid_constructions( Character &you,
        const read_only_visitable &inv, const construction_group_str_id &group );
static bool player_can_build( Character &you, const read_only_visitable &inv,
                              const construction_group_str_id &group );
static bool player_can_see_to_build( Character &you, const construction_group_str_id &group );

// Color standardization for string streams
static const deferred_color color_title = def_c_light_red; //color for titles
static const deferred_color color_data = def_c_cyan; //color for data parts

static bool has_pre_terrain( const construction &con, const tripoint_bub_ms &p )
{
    if( con.pre_terrain.empty() ) {
        return true;
    }

    map &here = get_map();
    if( con.pre_is_furniture ) {
        furn_id f = furn_id( con.pre_terrain );
        return here.furn( p ) == f;
    } else {
        ter_id t = ter_id( con.pre_terrain );
        return here.ter( p ) == t;
    }
}

static bool has_pre_terrain( const construction &con )
{
    tripoint_bub_ms avatar_pos = get_player_character().pos_bub();
    for( const tripoint_bub_ms &p : get_map().points_in_radius( avatar_pos, 1 ) ) {
        if( p != avatar_pos && has_pre_terrain( con, p ) ) {
            return true;
        }
    }
    return false;
}

void standardize_construction_times( const int time )
{
    if( !finalized ) {
        debugmsg( "standardize_construction_times called before finalization" );
        return;
    }
    for( construction &c : constructions ) {
        c.time = time;
    }
}

std::vector<construction *> constructions_by_group( const construction_group_str_id &group )
{
    return constructions_by_filter(
    [&group]( construction const & it ) {
        return it.group == group;
    } );
}

std::vector<construction *>
constructions_by_filter( std::function<bool( construction const & )> const &filter )
{
    if( !finalized ) {
        debugmsg( "constructions_by_filter called before finalization" );
        return {};
    }
    std::vector<construction *> result;
    for( construction &constructions_a : constructions ) {
        if( filter( constructions_a ) ) {
            result.push_back( &constructions_a );
        }
    }
    return result;
}

static void load_available_constructions( std::vector<construction_group_str_id> &available,
        std::map<construction_category_id, std::vector<construction_group_str_id>> &cat_available,
        bool hide_unconstructable )
{
    cat_available.clear();
    available.clear();
    if( !finalized ) {
        debugmsg( "load_available_constructions called before finalization" );
        return;
    }
    avatar &player_character = get_avatar();
    for( construction &it : constructions ) {
        if( it.on_display && ( !hide_unconstructable ||
                               player_can_build( player_character, player_character.crafting_inventory(), it ) ) ) {
            bool already_have_it = false;
            for( auto &avail_it : available ) {
                if( avail_it == it.group ) {
                    already_have_it = true;
                    break;
                }
            }
            if( !already_have_it ) {
                available.push_back( it.group );
                cat_available[it.category].push_back( it.group );
            }
        }
    }
}

static void draw_grid( const catacurses::window &w, const int list_width )
{
    draw_border( w );
    mvwprintz( w, point( 2, 0 ), c_light_red, _( " Construction " ) );
    // draw internal lines
    mvwvline( w, point( list_width, 1 ), LINE_XOXO, getmaxy( w ) - 2 );
    mvwhline( w, point( 1, 2 ), LINE_OXOX, list_width );
    // draw intersections
    mvwputch( w, point( list_width, 0 ), c_light_gray, LINE_OXXX );
    mvwputch( w, point( list_width, getmaxy( w ) - 1 ), c_light_gray, LINE_XXOX );
    mvwputch( w, point( 0, 2 ), c_light_gray, LINE_XXXO );
    mvwputch( w, point( list_width, 2 ), c_light_gray, LINE_XOXX );

    wnoutrefresh( w );
}

static nc_color construction_color( const construction_group_str_id &group, bool highlight )
{
    nc_color col = c_dark_gray;
    Character &player_character = get_player_character();
    if( player_character.has_trait( trait_DEBUG_HS ) ) {
        col = c_white;
    } else {
        std::vector<construction *> cons = player_can_build_valid_constructions( player_character,
                                           player_character.crafting_inventory(), group );
        if( !cons.empty() ) {
            col = c_white;
            for( const auto &pr : cons.front()->required_skills ) {
                int s_lvl = player_character.get_skill_level( pr.first );
                if( s_lvl < pr.second ) {
                    col = c_red;
                } else if( s_lvl < pr.second * 1.25 ) {
                    col = c_light_blue;
                }
            }
        }
    }
    return highlight ? hilite( col ) : col;
}

const std::vector<construction> &get_constructions()
{
    if( !finalized ) {
        debugmsg( "get_constructions called before finalization" );
        static std::vector<construction> fake_constructions;
        return fake_constructions;
    }
    return constructions;
}

construction_id construction_menu( const bool blueprint )
{
    if( !finalized ) {
        debugmsg( "construction_menu called before finalization" );
        return construction_id( -1 );
    }
    static bool hide_unconstructable = false;
    // only display constructions the player can theoretically perform
    std::vector<construction_group_str_id> available;
    std::map<construction_category_id, std::vector<construction_group_str_id>> cat_available;
    load_available_constructions( available, cat_available, hide_unconstructable );

    if( available.empty() ) {
        popup( _( "You can not construct anything here." ) );
        return construction_id( -1 );
    }

    int w_height = 0;
    int w_width = 0;
    catacurses::window w_con;

    int w_list_width = 0;
    int w_list_height = 0;
    const int w_list_x0 = 1;
    catacurses::window w_list;

    std::vector<std::string> notes;
    int pos_x = 0;
    int available_window_width = 0;
    int available_buffer_height = 0;

    construction_id ret( -1 );

    bool update_info = true;
    bool update_cat = true;
    bool isnew = true;
    int tabindex = 0;
    int select = 0;
    int offset = 0;
    bool exit = false;
    construction_category_id category_id;
    std::vector<construction_group_str_id> constructs;
    //storage for the color text so it can be scrolled
    std::vector< std::vector < std::string > > construct_buffers;
    std::vector<std::string> full_construct_buffer;
    std::vector<int> construct_buffer_breakpoints;
    int total_project_breakpoints = 0;
    int current_construct_breakpoint = 0;
    avatar &player_character = get_avatar();
    const inventory &total_inv = player_character.crafting_inventory();

    input_context ctxt( "CONSTRUCTION" );
    ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
    ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
    ctxt.register_action( "RIGHT", to_translation( "Move tab right" ) );
    ctxt.register_action( "LEFT", to_translation( "Move tab left" ) );
    ctxt.register_action( "PAGE_UP", to_translation( "Fast scroll up" ) );
    ctxt.register_action( "PAGE_DOWN", to_translation( "Fast scroll down" ) );
    ctxt.register_action( "SCROLL_STAGE_UP" );
    ctxt.register_action( "SCROLL_STAGE_DOWN" );
    ctxt.register_action( "CONFIRM" );
    ctxt.register_action( "TOGGLE_UNAVAILABLE_CONSTRUCTIONS" );
    ctxt.register_action( "QUIT" );
    ctxt.register_action( "HELP_KEYBINDINGS" );
    ctxt.register_action( "FILTER" );
    ctxt.register_action( "RESET_FILTER" );

    const std::vector<construction_category> &construct_cat = construction_categories::get_all();
    const int tabcount = static_cast<int>( construction_category::count() );

    std::string filter;

    const nc_color color_stage = c_white;
    ui_adaptor ui;

    const auto recalc_buffer = [&]() {
        //leave room for top and bottom UI text
        available_buffer_height = w_height - 3 - 3 - static_cast<int>( notes.size() );

        if( !constructs.empty() ) {
            if( select >= static_cast<int>( constructs.size() ) ) {
                select = 0;
            }
            const construction_group_str_id &current_group = constructs[select];

            //construct the project list buffer

            // Print stages and their requirement.
            std::vector<construction *> options = constructions_by_group( current_group );

            construct_buffers.clear();
            current_construct_breakpoint = 0;
            construct_buffer_breakpoints.clear();
            full_construct_buffer.clear();
            int stage_counter = 0;
            for( std::vector<construction *>::iterator it = options.begin();
                 it != options.end(); ++it ) {
                stage_counter++;
                construction *current_con = *it;
                if( hide_unconstructable && !can_construct( *current_con ) ) {
                    continue;
                }
                // Update the cached availability of components and tools in the requirement object
                current_con->requirements->can_make_with_inventory( total_inv, is_crafting_component );

                std::vector<std::string> current_buffer;

                const auto add_folded = [&]( const std::vector<std::string> &folded ) {
                    current_buffer.insert( current_buffer.end(), folded.begin(), folded.end() );
                };
                const auto add_line = [&]( const std::string & line ) {
                    add_folded( foldstring( line, available_window_width ) );
                };

                // display final product name only if more than one step.
                // Assume single stage constructions should be clear
                // in their title what their result is.
                if( !current_con->post_terrain.empty() && options.size() > 1 ) {
                    //also print out stage number when multiple stages are available
                    std::string current_line = string_format( _( "Stage/Variant #%d: " ), stage_counter );

                    // print name of the result of each stage
                    std::string result_string;
                    if( current_con->post_is_furniture ) {
                        result_string = furn_str_id( current_con->post_terrain ).obj().name();
                    } else {
                        result_string = ter_str_id( current_con->post_terrain ).obj().name();
                    }
                    current_line += colorize( result_string, color_title );
                    add_line( current_line );

                    // display description of the result for multi-stages
                    current_line = _( "Result: " );
                    if( current_con->post_is_furniture ) {
                        current_line += colorize(
                                            furn_str_id( current_con->post_terrain ).obj().description,
                                            color_data
                                        );
                    } else {
                        current_line += colorize(
                                            ter_str_id( current_con->post_terrain ).obj().description,
                                            color_data
                                        );
                    }
                    add_line( current_line );

                    // display description of the result for single stages
                } else if( !current_con->post_terrain.empty() ) {
                    std::string current_line = _( "Result: " );
                    if( current_con->post_is_furniture ) {
                        current_line += colorize(
                                            furn_str_id( current_con->post_terrain ).obj().description,
                                            color_data
                                        );
                    } else {
                        current_line += colorize(
                                            ter_str_id( current_con->post_terrain ).obj().description,
                                            color_data
                                        );
                    }
                    add_line( current_line );
                }

                // display required skill and difficulty
                if( current_con->required_skills.empty() ) {
                    add_line( _( "N/A" ) );
                } else {
                    std::string current_line = _( "Required skills: " ) + enumerate_as_string(
                                                   current_con->required_skills.begin(), current_con->required_skills.end(),
                    [&player_character]( const std::pair<skill_id, int> &skill ) {
                        nc_color col;
                        int s_lvl = player_character.get_skill_level( skill.first );
                        if( s_lvl < skill.second ) {
                            col = c_red;
                        } else if( s_lvl < skill.second * 1.25 ) {
                            col = c_light_blue;
                        } else {
                            col = c_green;
                        }

                        return colorize( string_format( "%s (%d)", skill.first.obj().name(), skill.second ), col );
                    }, enumeration_conjunction::none );
                    add_line( current_line );
                }

                // TODO: Textify pre_flags to provide a bit more information.
                // Example: First step of dig pit could say something about
                // requiring diggable ground.
                if( !current_con->pre_terrain.empty() ) {
                    std::string require_string;
                    if( current_con->pre_is_furniture ) {
                        require_string = furn_str_id( current_con->pre_terrain )->name();
                    } else {
                        require_string = ter_str_id( current_con->pre_terrain )->name();
                    }
                    nc_color pre_color = has_pre_terrain( *current_con ) ? c_green : c_red;
                    add_line( _( "Requires: " ) + colorize( require_string, pre_color ) );
                }
                if( !current_con->pre_note.empty() ) {
                    add_line( _( "Annotation: " ) + colorize( current_con->pre_note, color_data ) );
                }
                // get pre-folded versions of the rest of the construction project to be displayed later

                // get time needed
                add_folded( current_con->get_folded_time_string( available_window_width ) );

                add_folded( current_con->requirements->get_folded_tools_list( available_window_width, color_stage,
                            total_inv ) );

                add_folded( current_con->requirements->get_folded_components_list( available_window_width,
                            color_stage, total_inv, is_crafting_component ) );

                construct_buffers.push_back( current_buffer );
            }

            //determine where the printing starts for each project, so it can be scrolled to those points
            size_t current_buffer_location = 0;
            for( size_t i = 0; i < construct_buffers.size(); i++ ) {
                construct_buffer_breakpoints.push_back( static_cast<int>( current_buffer_location ) );
                full_construct_buffer.insert( full_construct_buffer.end(), construct_buffers[i].begin(),
                                              construct_buffers[i].end() );

                //handle text too large for one screen
                if( construct_buffers[i].size() > static_cast<size_t>( available_buffer_height ) ) {
                    construct_buffer_breakpoints.push_back( static_cast<int>( current_buffer_location +
                                                            static_cast<size_t>( available_buffer_height ) ) );
                }
                current_buffer_location += construct_buffers[i].size();
                if( i < construct_buffers.size() - 1 ) {
                    full_construct_buffer.emplace_back( );
                    current_buffer_location++;
                }
            }
            total_project_breakpoints = static_cast<int>( construct_buffer_breakpoints.size() );
        }
    };

    ui.on_screen_resize( [&]( ui_adaptor & ui ) {
        w_height = TERMY;
        if( static_cast<int>( available.size() ) + 2 < w_height ) {
            w_height = available.size() + 2;
        }
        if( w_height < FULL_SCREEN_HEIGHT ) {
            w_height = FULL_SCREEN_HEIGHT;
        }

        w_width = std::max( FULL_SCREEN_WIDTH, TERMX * 2 / 3 );
        const int w_y0 = ( TERMY > w_height ) ? ( TERMY - w_height ) / 2 : 0;
        const int w_x0 = ( TERMX > w_width ) ? ( TERMX - w_width ) / 2 : 0;
        w_con = catacurses::newwin( w_height, w_width, point( w_x0, w_y0 ) );

        w_list_width = static_cast<int>( .375 * w_width );
        w_list_height = w_height - 4;
        w_list = catacurses::newwin( w_list_height, w_list_width,
                                     point( w_x0 + w_list_x0, w_y0 + 3 ) );

        pos_x = w_list_width + w_list_x0 + 2;
        available_window_width = w_width - pos_x - 1;

        recalc_buffer();

        ui.position_from_window( w_con );
    } );
    ui.mark_resize();

    ui.on_redraw( [&]( ui_adaptor & ui ) {
        draw_grid( w_con, w_list_width + w_list_x0 );

        // Erase existing tab selection & list of constructions
        mvwhline( w_con, point_south_east, ' ', w_list_width );
        werase( w_list );
        // Print new tab listing
        // NOLINTNEXTLINE(cata-use-named-point-constants)
        mvwprintz( w_con, point( 1, 1 ), c_yellow, "<< %s >>", construct_cat[tabindex].name() );
        // Determine where in the master list to start printing
        calcStartPos( offset, select, w_list_height, constructs.size() );
        // Print the constructions between offset and max (or how many will fit)
        for( size_t i = 0; static_cast<int>( i ) < w_list_height &&
             ( i + offset ) < constructs.size(); i++ ) {
            int current = i + offset;
            const construction_group_str_id &group = constructs[current];
            bool highlight = current == select;
            const point print_from( 0, i );
            if( highlight ) {
                ui.set_cursor( w_list, print_from );
            }
            trim_and_print( w_list, print_from, w_list_width,
                            construction_color( group, highlight ), group->name() );
        }

        // Clear out lines for tools & materials
        for( int i = 1; i < w_height - 1; i++ ) {
            mvwhline( w_con, point( pos_x, i ), ' ', available_window_width );
        }

        // print the hotkeys regardless of if there are constructions
        for( size_t i = 0; i < notes.size(); ++i ) {
            trim_and_print( w_con, point( pos_x,
                                          w_height - 1 - static_cast<int>( notes.size() ) + static_cast<int>( i ) ),
                            available_window_width, c_white, notes[i] );
        }

        if( !constructs.empty() ) {
            if( select >= static_cast<int>( constructs.size() ) ) {
                select = 0;
            }
            const construction_group_str_id &current_group = constructs[select];
            // Print construction name
            trim_and_print( w_con, point( pos_x, 1 ), available_window_width, c_white, current_group->name() );

            if( current_construct_breakpoint > 0 ) {
                // Print previous stage indicator if breakpoint is past the beginning
                trim_and_print( w_con, point( pos_x, 2 ), available_window_width, c_white,
                                _( "Press [<color_yellow>%s</color>] to show previous stage(s)." ),
                                ctxt.get_desc( "SCROLL_STAGE_UP" ) );
            }
            if( static_cast<size_t>( construct_buffer_breakpoints[current_construct_breakpoint] ) +
                available_buffer_height < full_construct_buffer.size() ) {
                // Print next stage indicator if more breakpoints are remaining after screen height
                trim_and_print( w_con, point( pos_x, w_height - 2 - static_cast<int>( notes.size() ) ),
                                available_window_width, c_white,
                                _( "Press [<color_yellow>%s</color>] to show next stage(s)." ),
                                ctxt.get_desc( "SCROLL_STAGE_DOWN" ) );
            }
            // Leave room for above/below indicators
            int ypos = 3;
            nc_color stored_color = color_stage;
            for( size_t i = static_cast<size_t>( construct_buffer_breakpoints[current_construct_breakpoint] );
                 i < full_construct_buffer.size(); i++ ) {
                //the value of 3 is from leaving room at the top of window
                if( ypos > available_buffer_height + 3 ) {
                    break;
                }
                print_colored_text( w_con, point( w_list_width + w_list_x0 + 2, ypos++ ), stored_color, color_stage,
                                    full_construct_buffer[i] );
            }
        }

        draw_scrollbar( w_con, select, w_list_height, constructs.size(), point( 0, 3 ) );
        wnoutrefresh( w_con );

        wnoutrefresh( w_list );
    } );

    do {
        if( update_cat ) {
            update_cat = false;
            construction_group_str_id last_construction = construction_group_str_id::NULL_ID();
            if( isnew ) {
                filter = uistate.construction_filter;
                tabindex = uistate.construction_tab.is_valid()
                           ? uistate.construction_tab.id().to_i() : 0;
                if( uistate.last_construction.is_valid() ) {
                    last_construction = uistate.last_construction;
                }
            } else if( select >= 0 && static_cast<size_t>( select ) < constructs.size() ) {
                last_construction = constructs[select];
            }
            category_id = construct_cat[tabindex].id;
            if( category_id == construction_category_ALL ) {
                constructs = available;
            } else if( category_id == construction_category_FILTER ) {
                constructs.clear();
                std::copy_if( available.begin(), available.end(),
                              std::back_inserter( constructs ),
                [&]( const construction_group_str_id & group ) {
                    return lcmatch( group->name(), filter );
                } );
            } else {
                constructs = cat_available[category_id];
            }
            select = 0;
            if( last_construction ) {
                const auto it = std::find( constructs.begin(), constructs.end(),
                                           last_construction );
                if( it != constructs.end() ) {
                    select = std::distance( constructs.begin(), it );
                }
            }
        }
        isnew = false;

        if( update_info ) {
            update_info = false;

            notes.clear();
            if( tabindex == tabcount - 1 && !filter.empty() ) {
                notes.push_back( string_format( _( "Press [<color_red>%s</color>] to clear filter." ),
                                                ctxt.get_desc( "RESET_FILTER" ) ) );
            }
            notes.push_back( string_format( _( "Press [<color_yellow>%s or %s</color>] to tab." ),
                                            ctxt.get_desc( "LEFT" ),
                                            ctxt.get_desc( "RIGHT" ) ) );
            notes.push_back( string_format( _( "Press [<color_yellow>%s</color>] to search." ),
                                            ctxt.get_desc( "FILTER" ) ) );
            if( !hide_unconstructable ) {
                notes.push_back( string_format(
                                     _( "Press [<color_yellow>%s</color>] to hide unavailable constructions." ),
                                     ctxt.get_desc( "TOGGLE_UNAVAILABLE_CONSTRUCTIONS" ) ) );
            } else {
                notes.push_back( string_format(
                                     _( "Press [<color_red>%s</color>] to show unavailable constructions." ),
                                     ctxt.get_desc( "TOGGLE_UNAVAILABLE_CONSTRUCTIONS" ) ) );
            }
            notes.push_back( string_format(
                                 _( "Press [<color_yellow>%s</color>] to view and edit keybindings." ),
                                 ctxt.get_desc( "HELP_KEYBINDINGS" ) ) );

            recalc_buffer();
        } // Finished updating

        ui_manager::redraw();

        const std::string action = ctxt.handle_input();
        const int recmax = static_cast<int>( constructs.size() );
        const int scroll_rate = recmax > 20 ? 10 : 3;
        if( action == "FILTER" ) {
            string_input_popup popup;
            popup
            .title( _( "Search" ) )
            .width( 50 )
            .description( _( "Filter" ) )
            .max_length( 100 )
            .text( tabindex == tabcount - 1 ? filter : std::string() )
            .query();
            if( popup.confirmed() ) {
                filter = popup.text();
                uistate.construction_filter = filter;
                update_info = true;
                update_cat = true;
                tabindex = tabcount - 1;
            }
        } else if( action == "RESET_FILTER" ) {
            if( tabindex == tabcount - 1 && !filter.empty() ) {
                filter.clear();
                uistate.construction_filter.clear();
                update_info = true;
                update_cat = true;
            }
        } else if( action == "DOWN" ) {
            update_info = true;
            if( select < recmax - 1 ) {
                select++;
            } else {
                select = 0;
            }
        } else if( action == "UP" ) {
            update_info = true;
            if( select > 0 ) {
                select--;
            } else {
                select = recmax - 1;
            }
        } else if( action == "PAGE_DOWN" ) {
            update_info = true;
            if( select == recmax - 1 ) {
                select = 0;
            } else if( select + scroll_rate >= recmax ) {
                select = recmax - 1;
            } else {
                select += +scroll_rate;
            }
        } else if( action == "PAGE_UP" ) {
            update_info = true;
            if( select == 0 ) {
                select = recmax - 1;
            } else if( select <= scroll_rate ) {
                select = 0;
            } else {
                select += -scroll_rate;
            }
        } else if( action == "LEFT" ) {
            update_info = true;
            update_cat = true;
            tabindex--;
            if( tabindex < 0 ) {
                tabindex = tabcount - 1;
            }
        } else if( action == "RIGHT" ) {
            update_info = true;
            update_cat = true;
            tabindex = ( tabindex + 1 ) % tabcount;
        } else if( action == "SCROLL_STAGE_UP" ) {
            if( current_construct_breakpoint > 0 ) {
                current_construct_breakpoint--;
            }
            if( current_construct_breakpoint < 0 ) {
                current_construct_breakpoint = 0;
            }
        } else if( action == "SCROLL_STAGE_DOWN" ) {
            if( current_construct_breakpoint < total_project_breakpoints - 1 ) {
                current_construct_breakpoint++;
            }
            if( current_construct_breakpoint >= total_project_breakpoints ) {
                current_construct_breakpoint = total_project_breakpoints - 1;
            }
        } else if( action == "QUIT" ) {
            exit = true;
        } else if( action == "TOGGLE_UNAVAILABLE_CONSTRUCTIONS" ) {
            update_info = true;
            update_cat = true;
            hide_unconstructable = !hide_unconstructable;
            offset = 0;
            load_available_constructions( available, cat_available, hide_unconstructable );
        } else if( action == "CONFIRM" ) {
            if( constructs.empty() || select >= static_cast<int>( constructs.size() ) ) {
                // Nothing to be done here
                continue;
            }
            if( !blueprint ) {
                if( player_can_build( player_character, total_inv, constructs[select] ) ) {
                    if( !player_can_see_to_build( player_character, constructs[select] ) ) {
                        add_msg( m_info, _( "It is too dark to construct right now." ) );
                    } else {
                        ui.reset();
                        place_construction( constructs[select] );
                        uistate.last_construction = constructs[select];
                    }
                    exit = true;
                } else {
                    popup( _( "You can't build that!" ) );
                    update_info = true;
                }
            } else {
                // get the index of the overall constructions list from current_group
                const std::vector<construction> &list_constructions = get_constructions();
                for( int i = 0; i < static_cast<int>( list_constructions.size() ); ++i ) {
                    if( constructs[select] == list_constructions[i].group ) {
                        ret = construction_id( i );
                        break;
                    }
                }
                exit = true;
            }
        }
    } while( !exit );

    uistate.construction_tab = int_id<construction_category>( tabindex ).id();

    return ret;
}

static std::vector<construction *> player_can_build_valid_constructions( Character &you,
        const read_only_visitable &inv,
        const construction_group_str_id &group )
{
    std::vector<construction *> result;

    // check all with the same group to see if player can build any
    // if so, it will be added to the result
    std::vector<construction *> cons = constructions_by_group( group );
    for( construction *&con : cons ) {
        if( player_can_build( you, inv, *con ) ) {
            result.push_back( con );
        }
    }
    return result;
}

bool player_can_build( Character &you, const read_only_visitable &inv,
                       const construction_group_str_id &group )
{
    // check all with the same group to see if player can build any
    std::vector<construction *> cons = constructions_by_group( group );
    for( construction *&con : cons ) {
        if( player_can_build( you, inv, *con ) ) {
            return true;
        }
    }
    return false;
}

bool player_can_build( Character &you, const read_only_visitable &inv, const construction &con,
                       const bool can_construct_skip )
{
    if( you.has_trait( trait_DEBUG_HS ) ) {
        return true;
    }

    if( !you.meets_skill_requirements( con ) ) {
        return false;
    }

    // check for construction spot can be skipped by using can_construct_skip
    return con.requirements->can_make_with_inventory( inv, is_crafting_component ) &&
           ( can_construct_skip || can_construct( con ) );
}

bool player_can_see_to_build( Character &you, const construction_group_str_id &group )
{
    if( you.fine_detail_vision_mod() < 4 || you.has_trait( trait_DEBUG_HS ) ) {
        return true;
    }
    std::vector<construction *> cons = constructions_by_group( group );
    for( construction *&con : cons ) {
        if( con->dark_craftable ) {
            return true;
        }
    }
    return false;
}

bool can_construct_furn_ter( const construction &con, furn_id const &f, ter_id const &t )
{
    return std::all_of( con.pre_flags.begin(), con.pre_flags.end(), [&f, &t]( auto const & flag ) {
        const bool use_ter = flag.second || f == f_null;
        return ( use_ter || f->has_flag( flag.first ) ) &&
               ( !use_ter || t->has_flag( flag.first ) );
    } );
}

bool can_construct( const construction &con, const tripoint_bub_ms &p )
{
    const map &here = get_map();
    const furn_id f = here.furn( p );
    const ter_id t = here.ter( p );

    if( !con.pre_special( p ) ||                 // pre-function
        !has_pre_terrain( con, p ) ||            // terrain type
        !can_construct_furn_ter( con, f, t ) ) { // flags
        return false;
    }

    // make sure the construction would actually do something
    if( !con.post_terrain.empty() ) {
        if( con.post_is_furniture ) {
            return f != furn_id( con.post_terrain );
        } else {
            return t != ter_id( con.post_terrain );
        }
    }
    return true;
}

bool can_construct( const construction &con )
{
    tripoint_bub_ms avatar_pos = get_player_character().pos_bub();
    for( const tripoint_bub_ms &p : get_map().points_in_radius( avatar_pos, 1 ) ) {
        if( p != avatar_pos && can_construct( con, p ) ) {
            return true;
        }
    }
    return false;
}

void place_construction( const construction_group_str_id &group )
{
    avatar &player_character = get_avatar();
    const inventory &total_inv = player_character.crafting_inventory();

    std::vector<construction *> cons = constructions_by_group( group );
    std::map<tripoint_bub_ms, const construction *> valid;
    map &here = get_map();
    // TODO: fix point types
    for( const tripoint_bub_ms &p : here.points_in_radius( player_character.pos_bub(), 1 ) ) {
        for( const auto *con : cons ) {
            if( p != player_character.pos_bub() && can_construct( *con, p ) &&
                player_can_build( player_character, total_inv, *con, true ) ) {
                valid[ p ] = con;
            }
        }
    }

    shared_ptr_fast<game::draw_callback_t> draw_valid = make_shared_fast<game::draw_callback_t>( [&]() {
        map &here = get_map();
        for( auto &elem : valid ) {
            // TODO: fix point types
            here.drawsq( g->w_terrain, elem.first.raw(),
                         drawsq_params().highlight( true ).show_items( true ) );
        }
    } );
    g->add_draw_callback( draw_valid );

    const cata::optional<tripoint> pnt_ = choose_adjacent( _( "Construct where?" ) );
    if( !pnt_ ) {
        return;
    }
    // TODO: fix point types
    const tripoint_bub_ms pnt( *pnt_ );

    if( valid.find( pnt ) == valid.end() ) {
        cons.front()->explain_failure( pnt );
        return;
    }
    // Maybe there is already a partial_con on an existing trap, that isn't caught by the usual trap-checking.
    // because the pre-requisite construction is already a trap anyway.
    // This shouldn't normally happen, unless it's a spike pit being built on a pit for example.
    partial_con *pre_c = here.partial_con_at( pnt );
    if( pre_c ) {
        add_msg( m_info,
                 _( "There is already an unfinished construction there, examine it to continue working on it." ) );
        return;
    }
    std::list<item> used;
    const construction &con = *valid.find( pnt )->second;
    // create the partial construction struct
    partial_con pc;
    pc.id = con.id;
    if( player_character.has_trait( trait_DEBUG_HS ) ) {
        // Gift components
        for( const auto &it : con.requirements->get_components() ) {
            used.emplace_back( item( it.front().type ) );
        }
    } else {
        // Use up the components
        for( const auto &it : con.requirements->get_components() ) {
            std::list<item> tmp = player_character.consume_items( it, 1, is_crafting_component );
            used.splice( used.end(), tmp );
        }
    }
    pc.components = used;
    here.partial_con_set( pnt, pc );
    for( const auto &it : con.requirements->get_tools() ) {
        player_character.consume_tools( it );
    }
    player_character.assign_activity( ACT_BUILD );
    player_character.activity.placement = here.getglobal( pnt );
}

void complete_construction( Character *you )
{
    if( !finalized ) {
        debugmsg( "complete_construction called before finalization" );
        return;
    }
    map &here = get_map();
    const tripoint_bub_ms terp = here.bub_from_abs( you->activity.placement );
    partial_con *pc = here.partial_con_at( terp );
    if( !pc ) {
        debugmsg( "No partial construction found at activity placement in complete_construction()" );
        if( you->is_npc() ) {
            npc *guy = dynamic_cast<npc *>( you );
            guy->current_activity_id = activity_id::NULL_ID();
            guy->revert_after_activity();
            guy->set_moves( 0 );
        }
        return;
    }
    const construction &built = pc->id.obj();
    you->activity.str_values.emplace_back( built.str_id );
    const auto award_xp = [&]( Character & practicer ) {
        for( const auto &pr : built.required_skills ) {
            practicer.practice( pr.first, static_cast<int>( ( 10 + 15 * pr.second ) *
                                ( 1 + built.time / 180000.0 ) ),
                                static_cast<int>( pr.second * 1.25 ) );
        }
    };

    award_xp( *you );
    // Friendly NPCs gain exp from assisting or watching...
    // TODO: NPCs watching other NPCs do stuff and learning from it
    if( you->is_avatar() ) {
        for( npc *&elem : get_avatar().get_crafting_helpers() ) {
            if( elem->meets_skill_requirements( built ) ) {
                add_msg( m_info, _( "%s assists you with the work…" ), elem->get_name() );
            } else {
                //NPC near you isn't skilled enough to help
                add_msg( m_info, _( "%s watches you work…" ), elem->get_name() );
            }

            award_xp( *elem );
        }
    }

    // partial_con contains components for vehicle and appliance construction
    // it's removal is handled in done_appliance() / done_vehicle
    if( pc->id->category != construction_category_APPLIANCE &&
        pc->id->str_id != construction_constr_veh ) {
        here.partial_con_remove( terp );
    }

    // Some constructions are allowed to have items left on the tile.
    if( built.post_flags.count( "keep_items" ) == 0 ) {
        // Move any items that have found their way onto the construction site.
        std::vector<tripoint_bub_ms> dump_spots;
        for( const tripoint_bub_ms &pt : here.points_in_radius( terp, 1 ) ) {
            if( here.can_put_items( pt ) && pt != terp ) {
                dump_spots.push_back( pt );
            }
        }
        if( !dump_spots.empty() ) {
            tripoint_bub_ms dump_spot = random_entry( dump_spots );
            map_stack items = here.i_at( terp );
            for( map_stack::iterator it = items.begin(); it != items.end(); ) {
                here.add_item_or_charges( dump_spot, *it );
                it = items.erase( it );
            }
        } else {
            debugmsg( "No space to displace items from construction finishing" );
        }
    }
    // Make the terrain change
    if( !built.post_terrain.empty() ) {
        if( built.post_is_furniture ) {
            here.furn_set( terp, furn_str_id( built.post_terrain ) );
        } else {
            here.ter_set( terp, ter_str_id( built.post_terrain ) );
            // Make a roof if constructed terrain should have it and it's an open air
            if( construct::check_up_OK( terp ) ) {
                const int_id<ter_t> post_terrain = ter_id( built.post_terrain );
                if( post_terrain->roof ) {
                    const tripoint_bub_ms top = terp + tripoint_above;
                    if( here.ter( top ) == t_open_air ) {
                        here.ter_set( top, ter_id( post_terrain->roof ) );
                    }
                }
            }
        }
    }

    // Spawn byproducts
    if( built.byproduct_item_group ) {
        here.spawn_items( you->pos(), item_group::items_from( *built.byproduct_item_group,
                          calendar::turn ) );
    }

    add_msg( m_info, _( "%s finished construction: %s." ), you->disp_name( false, true ),
             built.group->name() );
    // clear the activity
    you->activity.set_to_null();
    you->recoil = MAX_RECOIL;

    // This comes after clearing the activity, in case the function interrupts
    // activities
    built.post_special( terp, *you );
    // npcs will automatically resume backlog, players wont.
    if( you->is_avatar() && !you->backlog.empty() &&
        you->backlog.front().id() == ACT_MULTIPLE_CONSTRUCTION ) {
        you->backlog.clear();
        you->assign_activity( ACT_MULTIPLE_CONSTRUCTION );
    }
}

bool construct::check_channel( const tripoint_bub_ms &p )
{

    map &here = get_map();
    return check_empty( p ) && ( here.has_flag( ter_furn_flag::TFLAG_CURRENT, p + point_north ) ||
                                 here.has_flag( ter_furn_flag::TFLAG_CURRENT, p + point_south ) ||
                                 here.has_flag( ter_furn_flag::TFLAG_CURRENT, p + point_east ) ||
                                 here.has_flag( ter_furn_flag::TFLAG_CURRENT, p + point_west ) );
}

bool construct::check_empty_lite( const tripoint_bub_ms &p )
{
    map &here = get_map();
    return ( !here.has_furn( p ) && g->is_empty( p ) && here.tr_at( p ).is_null() &&
             here.i_at( p ).empty() && !here.veh_at( p ) );
}

bool construct::check_empty( const tripoint_bub_ms &p )
{
    map &here = get_map();
    // @TODO should check for *visible* traps only. But calling code must
    // first know how to handle constructing on top of an invisible trap!
    return ( here.has_flag( ter_furn_flag::TFLAG_FLAT, p ) && !here.has_furn( p ) &&
             g->is_empty( p ) && here.tr_at( p ).is_null() &&
             here.i_at( p ).empty() && !here.veh_at( p ) );
}

static std::array<tripoint_bub_ms, 4> get_orthogonal_neighbors( const tripoint_bub_ms &p )
{
    return {{
            p + point_north,
            p + point_south,
            p + point_west,
            p + point_east
        }};
}

bool construct::check_support( const tripoint_bub_ms &p )
{
    map &here = get_map();
    // need two or more orthogonally adjacent supports
    if( here.impassable( p ) ) {
        return false;
    }
    int num_supports = 0;
    for( const tripoint_bub_ms &nb : get_orthogonal_neighbors( p ) ) {
        if( here.has_flag( ter_furn_flag::TFLAG_SUPPORTS_ROOF, nb ) ) {
            num_supports++;
        }
    }
    return num_supports >= 2;
}

bool construct::check_support_below( const tripoint_bub_ms &p )
{
    bool blocking_creature = g->get_creature_if( [&]( const Creature & creature ) {
        return creature.pos() == p.raw();
    } ) != nullptr;

    map &here = get_map();
    // These checks are based on check_empty_lite, but accept no floor and the traps associated
    // with it, i.e. ledge, and various forms of pits.
    // - Check if there's nothing in the way. The "passable" check rejects tiles you can't
    //   pass through, but we want air and water to be OK as well (that's what we want to bridge).
    // - Apart from that, vehicles, items, creatures, and furniture also have to be absent.
    // - Then we have traps, and, unfortunately, there are "ledge" traps on all the open
    //   space tiles adjacent to passable tiles, so we can't just reject all traps outright,
    //   but have to accept those.
    if( !( here.passable( p.raw() ) || here.has_flag( ter_furn_flag::TFLAG_LIQUID, p ) ||
           here.has_flag( ter_furn_flag::TFLAG_NO_FLOOR, p ) ) ||
        blocking_creature || here.has_furn( p ) || !( here.tr_at( p ).is_null() ||
                here.tr_at( p ).id == tr_ledge  || here.tr_at( p ).has_flag( json_flag_PIT ) ) ||
        !here.i_at( p ).empty() || here.veh_at( p ) ) {
        return false;
    }
    // need two or more orthogonally adjacent supports at the Z level below
    int num_supports = 0;
    for( const tripoint_bub_ms &nb : get_orthogonal_neighbors( p + tripoint_below ) ) {
        if( here.has_flag( ter_furn_flag::TFLAG_SUPPORTS_ROOF, nb ) ) {
            num_supports++;
        }
    }
    return num_supports >= 2;
}

bool construct::check_stable( const tripoint_bub_ms &p )
{
    return get_map().has_flag( ter_furn_flag::TFLAG_SUPPORTS_ROOF, p + tripoint_below );
}

bool construct::check_empty_stable( const tripoint_bub_ms &p )
{
    return check_empty( p ) && check_stable( p );
}

bool construct::check_nofloor_above( const tripoint_bub_ms &p )
{
    return get_map().has_flag( ter_furn_flag::TFLAG_NO_FLOOR, p + tripoint_above );
}

bool construct::check_deconstruct( const tripoint_bub_ms &p )
{
    map &here = get_map();
    if( here.has_furn( p ) ) {
        return here.furn( p ).obj().deconstruct.can_do;
    }
    // terrain can only be deconstructed when there is no furniture in the way
    return here.ter( p ).obj().deconstruct.can_do;
}

bool construct::check_empty_up_OK( const tripoint_bub_ms &p )
{
    return check_empty( p ) && check_up_OK( p );
}

bool construct::check_up_OK( const tripoint_bub_ms & )
{
    // You're not going above +OVERMAP_HEIGHT.
    return ( get_map().get_abs_sub().z() < OVERMAP_HEIGHT );
}

bool construct::check_down_OK( const tripoint_bub_ms & )
{
    // You're not going below -OVERMAP_DEPTH.
    return ( get_map().get_abs_sub().z() > -OVERMAP_DEPTH );
}

bool construct::check_no_trap( const tripoint_bub_ms &p )
{
    return get_map().tr_at( p ).is_null();
}

bool construct::check_ramp_high( const tripoint_bub_ms &p )
{
    if( check_empty_stable( p ) && check_up_OK( p ) && check_nofloor_above( p ) ) {
        for( const point &car_d : four_cardinal_directions ) {
            // check adjacent points on the z-level above for a completed down ramp
            if( get_map().has_flag( ter_furn_flag::TFLAG_RAMP_DOWN, p + car_d + tripoint_above ) ) {
                return true;
            }
        }
    }
    return false;
}

bool construct::check_ramp_low( const tripoint_bub_ms &p )
{
    return check_empty_stable( p ) && check_up_OK( p ) && check_nofloor_above( p );
}

bool construct::check_no_wiring( const tripoint_bub_ms &p )
{
    const optional_vpart_position vp = get_map().veh_at( p );
    if( !vp ) {
        return true;
    }

    const vehicle &veh_target = vp->vehicle();
    return !veh_target.has_tag( flag_WIRING );
}

void construct::done_trunk_plank( const tripoint_bub_ms &/*p*/, Character &/*who*/ )
{
    int num_logs = rng( 2, 3 );
    Character &player_character = get_player_character();
    for( int i = 0; i < num_logs; ++i ) {
        iuse::cut_log_into_planks( player_character );
    }
}

void construct::done_grave( const tripoint_bub_ms &p, Character &player_character )
{
    map &here = get_map();
    map_stack its = here.i_at( p );
    for( const item &it : its ) {
        if( it.is_corpse() ) {
            if( it.get_corpse_name().empty() ) {
                if( it.get_mtype()->has_flag( MF_HUMAN ) ) {
                    if( player_character.has_trait( trait_SPIRITUAL ) ) {
                        player_character.add_morale( MORALE_FUNERAL, 50, 75, 1_days, 1_hours );
                        add_msg( m_good,
                                 _( "You feel relieved after providing last rites for this human being, whose name is lost in the Cataclysm." ) );
                    } else {
                        add_msg( m_neutral, _( "You bury remains of a human, whose name is lost in the Cataclysm." ) );
                    }
                }
            } else {
                if( player_character.has_trait( trait_SPIRITUAL ) ) {
                    player_character.add_morale( MORALE_FUNERAL, 50, 75, 1_days, 1_hours );
                    add_msg( m_good,
                             _( "You feel sadness, but also relief after providing last rites for %s, whose name you will keep in your memory." ),
                             it.get_corpse_name() );
                } else {
                    add_msg( m_neutral,
                             _( "You bury remains of %s, who joined uncounted masses perished in the Cataclysm." ),
                             it.get_corpse_name() );
                }
            }
            get_event_bus().send<event_type::buries_corpse>(
                player_character.getID(), it.get_mtype()->id, it.get_corpse_name() );
        }
    }
    if( player_character.has_quality( qual_CUT ) ) {
        // TODO: fix point types
        iuse::handle_ground_graffiti( player_character, nullptr, _( "Inscribe something on the grave?" ),
                                      p.raw() );
    } else {
        add_msg( m_neutral,
                 _( "Unfortunately you don't have anything sharp to place an inscription on the grave." ) );
    }

    here.destroy_furn( p, true );
}

static vpart_id vpart_from_item( const itype_id &item_id )
{
    for( const auto &e : vpart_info::all() ) {
        const vpart_info &vp = e.second;
        if( vp.base_item == item_id && vp.has_flag( flag_INITIAL_PART ) ) {
            return vp.get_id();
        }
    }
    // The INITIAL_PART flag is optional, if no part (based on the given item) has it, just use the
    // first part that is based in the given item (this is fine for example if there is only one
    // such type anyway).
    for( const auto &e : vpart_info::all() ) {
        const vpart_info &vp = e.second;
        if( vp.base_item == item_id ) {
            return vp.get_id();
        }
    }
    debugmsg( "item %s used by construction is not base item of any vehicle part!", item_id.c_str() );
    return vpart_frame_vertical_2;
}

void construct::done_vehicle( const tripoint_bub_ms &p, Character & )
{
    std::string name = string_input_popup()
                       .title( _( "Enter new vehicle name:" ) )
                       .width( 20 )
                       .query_string();
    if( name.empty() ) {
        name = _( "Car" );
    }

    map &here = get_map();
    partial_con *pc = here.partial_con_at( p );
    if( !pc ) {
        debugmsg( "constructing failed: can't find partial construction" );
        return;
    }

    const std::list<item> components = pc->components;
    here.partial_con_remove( p );

    if( components.size() != 1 ) {
        debugmsg( "constructing failed: components size expected 1 actual %d", components.size() );
        return;
    }

    // TODO: fix point types
    vehicle *veh = here.add_vehicle( vehicle_prototype_none, p.raw(), 270_degrees, 0, 0 );

    if( !veh ) {
        debugmsg( "constructing failed: add_vehicle returned null" );
        return;
    }
    item base = components.front();

    veh->name = name;
    veh->install_part( point_zero, vpart_from_item( base.typeId() ), std::move( base ) );

    // Update the vehicle cache immediately,
    // or the vehicle will be invisible for the first couple of turns.
    here.add_vehicle_to_cache( veh );
}

void construct::done_wiring( const tripoint_bub_ms &p, Character &/*who*/ )
{
    map &here = get_map();

    here.partial_con_remove( p );

    // TODO: fix point types
    vehicle *veh = here.add_vehicle( vehicle_prototype_none, p.raw(), 0_degrees, 0, 0 );
    if( !veh ) {
        debugmsg( "error constructing vehicle" );
        return;
    }

    veh->install_part( point_zero, vpart_from_item( STATIC( itype_id( "wall_wiring" ) ) ) );
    veh->name = _( "wall wiring" );
    veh->add_tag( flag_CANT_DRAG );
    veh->add_tag( flag_APPLIANCE );
    veh->add_tag( flag_WIRING );

    // Merge any neighbouring wire vehicles into this one if the resulting vehicle would not be too large.
    for( const point &offset : four_adjacent_offsets ) {
        const optional_vpart_position vp = here.veh_at( p + offset );
        if( !vp ) {
            continue;
        }

        bounding_box vehicle_box = veh->get_bounding_box( false );
        point size;
        size.x = std::abs( ( vehicle_box.p2 - vehicle_box.p1 ).x ) + 1;
        size.y = std::abs( ( vehicle_box.p2 - vehicle_box.p1 ).y ) + 1;

        vehicle &veh_target = vp->vehicle();
        if( &veh_target != veh && veh_target.has_tag( flag_WIRING ) ) {
            bounding_box target_vehicle_box = veh_target.get_bounding_box( false );

            point target_size;
            target_size.x = std::abs( ( target_vehicle_box.p2 - target_vehicle_box.p1 ).x ) + 1;
            target_size.y = std::abs( ( target_vehicle_box.p2 - target_vehicle_box.p1 ).y ) + 1;

            if( size.x + target_size.x <= MAX_WIRE_VEHICLE_SIZE &&
                size.y + target_size.y <= MAX_WIRE_VEHICLE_SIZE ) {
                if( !veh->merge_vehicle_parts( &veh_target ) ) {
                    debugmsg( "failed to merge vehicle parts" );
                }
            }
        }
    }

    // Update the vehicle cache immediately,
    // or the wiring will be invisible for the first couple of turns.
    here.add_vehicle_to_cache( veh );

    // Connect to any neighbouring appliances or wires
    std::unordered_set<const vehicle *> connected_vehicles;
    for( const tripoint_bub_ms &trip : here.points_in_radius( p, 1 ) ) {
        const optional_vpart_position vp = here.veh_at( trip );
        if( !vp ) {
            continue;
        }
        const vehicle &veh_target = vp->vehicle();
        if( veh_target.is_appliance() || veh_target.has_tag( flag_WIRING ) ) {
            if( connected_vehicles.find( &veh_target ) == connected_vehicles.end() ) {
                // TODO: fix point types
                veh->connect( p.raw(), trip.raw() );
                connected_vehicles.insert( &veh_target );
            }
        }
    }
}

void construct::done_appliance( const tripoint_bub_ms &p, Character & )
{
    map &here = get_map();
    partial_con *pc = here.partial_con_at( p );
    if( !pc ) {
        debugmsg( "constructing failed: can't find partial construction" );
        return;
    }

    const std::list<item> components = pc->components;
    here.partial_con_remove( p );

    if( components.size() != 1 ) {
        debugmsg( "constructing failed: components size expected 1 actual %d", components.size() );
        return;
    }

    const item base = components.front();
    const vpart_id &vpart = vpart_appliance_from_item( base.typeId() );

    // TODO: fix point types
    place_appliance( p.raw(), vpart, base );
}

void construct::done_deconstruct( const tripoint_bub_ms &p, Character &player_character )
{
    map &here = get_map();
    // TODO: Make this the argument
    if( here.has_furn( p ) ) {
        const furn_t &f = here.furn( p ).obj();
        if( !f.deconstruct.can_do ) {
            add_msg( m_info, _( "That %s can not be disassembled!" ), f.name() );
            return;
        }
        if( f.id.id() == furn_f_console_broken )  {
            if( player_character.get_skill_level( skill_electronics ) >= 1 ) {
                player_character.practice( skill_electronics, 20, 4 );
            }
        }
        if( f.id.id() == furn_f_console )  {
            if( player_character.get_skill_level( skill_electronics ) >= 1 ) {
                player_character.practice( skill_electronics, 40, 8 );
            }
        }
        if( f.id.id() == furn_f_machinery_electronic )  {
            if( player_character.get_skill_level( skill_electronics ) >= 1 ) {
                player_character.practice( skill_electronics, 40, 8 );
            }
        }
        if( f.deconstruct.furn_set.str().empty() ) {
            here.furn_set( p, f_null );
        } else {
            here.furn_set( p, f.deconstruct.furn_set );
        }
        add_msg( _( "The %s is disassembled." ), f.name() );
        item &item_here = here.i_at( p ).size() != 1 ? null_item_reference() : here.i_at( p ).only_item();
        const std::vector<item *> drop = here.spawn_items( p,
                                         item_group::items_from( f.deconstruct.drop_group, calendar::turn ) );
        // if furniture has liquid in it and deconstructs into watertight containers then fill them
        if( f.has_flag( "LIQUIDCONT" ) && item_here.made_of( phase_id::LIQUID ) ) {
            for( item *it : drop ) {
                if( it->get_remaining_capacity_for_liquid( item_here ) <= 0 ) {
                    continue;
                }
                item_here.charges -= it->fill_with( item_here, item_here.charges, false, true, true );
                if( item_here.charges <= 0 ) {
                    here.i_rem( p, &item_here );
                    break;
                }
            }
        }
        // HACK: Hack alert.
        // Signs have cosmetics associated with them on the submap since
        // furniture can't store dynamic data to disk. To prevent writing
        // mysteriously appearing for a sign later built here, remove the
        // writing from the submap.
        here.delete_signage( p );
    } else {
        const ter_t &t = here.ter( p ).obj();
        if( !t.deconstruct.can_do ) {
            add_msg( _( "That %s can not be disassembled!" ), t.name() );
            return;
        }
        if( t.deconstruct.deconstruct_above ) {
            const tripoint_bub_ms top = p + tripoint_above;
            if( here.has_furn( top ) ) {
                add_msg( _( "That %s can not be disassembled, since there is furniture above it." ), t.name() );
                return;
            }
            done_deconstruct( top, player_character );
        }
        if( t.id.id() == t_console_broken )  {
            if( player_character.get_skill_level( skill_electronics ) >= 1 ) {
                player_character.practice( skill_electronics, 20, 4 );
            }
        }
        if( t.id.id() == t_console )  {
            if( player_character.get_skill_level( skill_electronics ) >= 1 ) {
                player_character.practice( skill_electronics, 40, 8 );
            }
        }
        here.ter_set( p, t.deconstruct.ter_set );
        add_msg( _( "The %s is disassembled." ), t.name() );
        here.spawn_items( p, item_group::items_from( t.deconstruct.drop_group, calendar::turn ) );
    }
}

static void unroll_digging( const int numer_of_2x4s )
{
    // refund components!
    item rope( "rope_30" );
    map &here = get_map();
    tripoint avatar_pos = get_player_character().pos();
    here.add_item_or_charges( avatar_pos, rope );
    // presuming 2x4 to conserve lumber.
    here.spawn_item( avatar_pos, itype_2x4, numer_of_2x4s );
}

void construct::done_digormine_stair( const tripoint_bub_ms &p, bool dig,
                                      Character &player_character )
{
    map &here = get_map();
    const tripoint_abs_ms abs_pos = here.getglobal( p );
    const tripoint_abs_sm pos_sm = project_to<coords::sm>( abs_pos );
    tinymap tmpmap;
    tmpmap.load( pos_sm + tripoint_below, false );
    const tripoint local_tmp = tmpmap.getlocal( abs_pos );

    bool dig_muts = player_character.has_trait( trait_PAINRESIST_TROGLO ) ||
                    player_character.has_trait( trait_STOCKY_TROGLO );

    int no_mut_penalty = dig_muts ? 10 : 0;
    int mine_penalty = dig ? 0 : 10;
    player_character.mod_stored_kcal( -43 - 9 * mine_penalty - 9 * no_mut_penalty );
    player_character.mod_thirst( 5 + mine_penalty + no_mut_penalty );
    player_character.mod_fatigue( 10 + mine_penalty + no_mut_penalty );

    if( tmpmap.ter( local_tmp ) == t_lava ) {
        if( !query_yn( _( "The rock feels much warmer than normal.  Proceed?" ) ) ) {
            here.ter_set( p, t_pit ); // You dug down a bit before detecting the problem
            unroll_digging( dig ? 8 : 12 );
        } else {
            add_msg( m_warning, _( "You just tunneled into lava!" ) );
            get_event_bus().send<event_type::digs_into_lava>();
            here.ter_set( p, t_hole );
        }

        return;
    }

    bool impassable = tmpmap.impassable( local_tmp );
    if( !impassable ) {
        add_msg( _( "You dig into a preexisting space, and improvise a ladder." ) );
    } else if( dig ) {
        add_msg( _( "You dig a stairway, adding sturdy timbers and a rope for safety." ) );
    } else {
        add_msg( _( "You drill out a passage, heading deeper underground." ) );
    }
    here.ter_set( p, t_stairs_down ); // There's the top half
    // Again, need to use submap-local coordinates.
    tmpmap.ter_set( local_tmp, impassable ? t_stairs_up : t_ladder_up ); // and there's the bottom half.
    // And save to the center coordinate of the current active map.
    tmpmap.save();
}

void construct::done_dig_grave( const tripoint_bub_ms &p, Character &who )
{
    map &here = get_map();
    if( one_in( 10 ) ) {
        static const std::array<mtype_id, 5> monids = {
            { mon_zombie, mon_zombie_fat, mon_zombie_rot, mon_skeleton, mon_zombie_crawler }
        };

        // TODO: fix point types
        g->place_critter_at( random_entry( monids ), p.raw() );
        here.furn_set( p, f_coffin_o );
        who.add_msg_if_player( m_warning, _( "Something crawls out of the coffin!" ) );
    } else {
        // TODO: fix point types
        here.spawn_item( p.raw(), itype_bone_human, rng( 5, 15 ) );
        here.furn_set( p, f_coffin_c );
    }
    std::vector<item *> dropped =
        here.place_items( Item_spawn_data_allclothes, 50, p, p, false, calendar::turn );
    here.place_items( Item_spawn_data_grave, 25, p, p, false, calendar::turn );
    here.place_items( Item_spawn_data_jewelry_front, 20, p, p, false, calendar::turn );
    for( item * const &it : dropped ) {
        if( it->is_armor() ) {
            it->set_flag( json_flag_FILTHY );
            it->set_damage( rng( 1, it->max_damage() - 1 ) );
            it->rand_degradation();
        }
    }
    get_event_bus().send<event_type::exhumes_grave>( who.getID() );
}

void construct::done_dig_grave_nospawn( const tripoint_bub_ms &p, Character &who )
{
    get_map().furn_set( p, f_coffin_c );
    get_event_bus().send<event_type::exhumes_grave>( who.getID() );
}

void construct::done_dig_stair( const tripoint_bub_ms &p, Character &who )
{
    done_digormine_stair( p, true, who );
}

void construct::done_mine_downstair( const tripoint_bub_ms &p, Character &who )
{
    done_digormine_stair( p, false, who );
}

void construct::done_mine_upstair( const tripoint_bub_ms &p, Character &player_character )
{
    map &here = get_map();
    const tripoint_abs_ms abs_pos = here.getglobal( p );
    const tripoint_abs_sm pos_sm = project_to<coords::sm>( abs_pos );
    tinymap tmpmap;
    tmpmap.load( pos_sm + tripoint_above, false );
    const tripoint local_tmp = tmpmap.getlocal( abs_pos );

    if( tmpmap.ter( local_tmp ) == t_lava ) {
        here.ter_set( p.xy(), t_rock_floor ); // You dug a bit before discovering the problem
        add_msg( m_warning, _( "The rock overhead feels hot.  You decide *not* to mine magma." ) );
        unroll_digging( 12 );
        return;
    }

    if( tmpmap.has_flag_ter( ter_furn_flag::TFLAG_SHALLOW_WATER, local_tmp ) ||
        tmpmap.has_flag_ter( ter_furn_flag::TFLAG_DEEP_WATER, local_tmp ) ) {
        here.ter_set( p.xy(), t_rock_floor ); // You dug a bit before discovering the problem
        add_msg( m_warning, _( "The rock above is rather damp.  You decide *not* to mine water." ) );
        unroll_digging( 12 );
        return;
    }

    bool dig_muts = player_character.has_trait( trait_PAINRESIST_TROGLO ) ||
                    player_character.has_trait( trait_STOCKY_TROGLO );

    int no_mut_penalty = dig_muts ? 15 : 0;
    player_character.mod_stored_kcal( -174 - 9 * no_mut_penalty );
    player_character.mod_thirst( 20 + no_mut_penalty );
    player_character.mod_fatigue( 25 + no_mut_penalty );

    add_msg( _( "You drill out a passage, heading for the surface." ) );
    here.ter_set( p.xy(), t_stairs_up ); // There's the bottom half
    // We need to write to submap-local coordinates.
    tmpmap.ter_set( local_tmp, t_stairs_down ); // and there's the top half.
    tmpmap.save();
}

void construct::done_wood_stairs( const tripoint_bub_ms &p, Character &/*who*/ )
{
    const tripoint_bub_ms top = p + tripoint_above;
    get_map().ter_set( top, ter_id( "t_wood_stairs_down" ) );
}

void construct::done_window_curtains( const tripoint_bub_ms &, Character &who )
{
    map &here = get_map();
    tripoint avatar_pos = who.pos();
    // copied from iexamine::curtains
    here.spawn_item( avatar_pos, itype_nail, 1, 4 );
    here.spawn_item( avatar_pos, itype_sheet, 2 );
    here.spawn_item( avatar_pos, itype_stick );
    here.spawn_item( avatar_pos, itype_string_36 );
    add_msg( _( "After boarding up the window the curtains and curtain rod are left." ) );
}

void construct::done_extract_maybe_revert_to_dirt( const tripoint_bub_ms &p, Character &/*who*/ )
{
    map &here = get_map();
    if( one_in( 10 ) ) {
        here.ter_set( p, t_dirt );
    }

    if( here.ter( p ) == t_clay ) {
        add_msg( _( "You gather some clay." ) );
    } else if( here.ter( p ) == t_sand ) {
        add_msg( _( "You gather some sand." ) );
    } else {
        // Fall through to an undefined material.
        add_msg( _( "You gather some materials." ) );
    }
}

void construct::done_mark_firewood( const tripoint_bub_ms &p, Character &/*who*/ )
{
    get_map().trap_set( p, tr_firewood_source );
}

void construct::done_mark_practice_target( const tripoint_bub_ms &p, Character &/*who*/ )
{
    get_map().trap_set( p, tr_practice_target );
}

void construct::done_ramp_low( const tripoint_bub_ms &p, Character &/*who*/ )
{
    const tripoint_bub_ms top = p + tripoint_above;
    get_map().ter_set( top, ter_id( "t_ramp_down_low" ) );
}

void construct::done_ramp_high( const tripoint_bub_ms &p, Character &/*who*/ )
{
    const tripoint_bub_ms top = p + tripoint_above;
    get_map().ter_set( top, ter_id( "t_ramp_down_high" ) );
}

void construct::do_turn_shovel( const tripoint_bub_ms &p, Character &who )
{
    // TODO: fix point types
    sfx::play_activity_sound( "tool", "shovel", sfx::get_heard_volume( p.raw() ) );
    if( calendar::once_every( 1_minutes ) ) {
        // TODO: fix point types
        //~ Sound of a shovel digging a pit at work!
        sounds::sound( p.raw(), 10, sounds::sound_t::activity, _( "hsh!" ) );
    }
    // TODO: fix point types
    if( !who.knows_trap( p.raw() ) ) {
        get_map().maybe_trigger_trap( p, who, true );
    }
}

void construct::do_turn_exhume( const tripoint_bub_ms &p, Character &who )
{
    do_turn_shovel( p, who );
    if( !who.has_morale( MORALE_GRAVEDIGGER ) ) {
        if( who.has_trait( trait_SPIRITUAL ) && !who.has_trait( trait_PSYCHOPATH ) )  {
            if( who.query_yn(
                    _( "Would you really touch the sacred resting place of the dead?" ) ) ) {
                add_msg( m_info, _( "Exhuming a grave is really against your beliefs." ) );
                who.add_morale( MORALE_GRAVEDIGGER, -50, -100, 48_hours, 12_hours );
                if( one_in( 3 ) ) {
                    who.vomit();
                }
            } else {
                who.activity.set_to_null();
            }
        } else if( who.has_trait( trait_PSYCHOPATH ) ) {
            who.add_msg_if_player(
                m_good, _( "Exhuming a grave is fun now, when there is no one to object." ) );
            who.add_morale( MORALE_GRAVEDIGGER, 25, 50, 2_hours, 1_hours );
        } else if( who.has_trait( trait_NUMB ) ) {
            who.add_msg_if_player( m_bad, _( "You wonder if you dig up anything useful." ) );
            who.add_morale( MORALE_GRAVEDIGGER, -25, -50, 2_hours, 1_hours );
        } else if( !who.has_trait( trait_EATDEAD ) && !who.has_trait( trait_SAPROVORE ) ) {
            who.add_msg_if_player( m_bad, _( "Exhuming this grave is utterly disgusting!" ) );
            who.add_morale( MORALE_GRAVEDIGGER, -25, -50, 2_hours, 1_hours );
            if( one_in( 5 ) ) {
                who.vomit();
            }
        }
    }
}

void construct::failure_standard( const tripoint_bub_ms & )
{
    add_msg( m_info, _( "You cannot build there!" ) );
}

void construct::failure_deconstruct( const tripoint_bub_ms & )
{
    add_msg( m_info, _( "You cannot deconstruct this!" ) );
}

template <typename T>
void assign_or_debugmsg( T &dest, const std::string &fun_id,
                         const std::map<std::string, T> &possible )
{
    const auto iter = possible.find( fun_id );
    if( iter != possible.end() ) {
        dest = iter->second;
    } else {
        dest = possible.find( "" )->second;
        const std::string list_available = enumerate_as_string( possible.begin(), possible.end(),
        []( const std::pair<std::string, T> &pr ) {
            return pr.first;
        } );
        debugmsg( "Unknown function: %s, available values are %s", fun_id.c_str(), list_available );
    }
}

void load_construction( const JsonObject &jo )
{
    construction con;
    // These ids are only temporary. The actual ids are determined in finalize_construction,
    // after removing blacklisted constructions.
    con.id = construction_id( -1 );
    con.str_id = construction_str_id( jo.get_string( "id" ) );
    if( con.str_id.is_null() ) {
        jo.throw_error_at( "id", "Null construction id specified" );
    } else if( construction_id_map.find( con.str_id ) != construction_id_map.end() ) {
        jo.throw_error_at( "id", "Duplicate construction id" );
    }

    jo.get_member( "group" ).read( con.group );
    if( jo.has_member( "required_skills" ) ) {
        for( JsonArray arr : jo.get_array( "required_skills" ) ) {
            con.required_skills[skill_id( arr.get_string( 0 ) )] = arr.get_int( 1 );
        }
    } else {
        skill_id legacy_skill( jo.get_string( "skill", skill_fabrication.str() ) );
        int legacy_diff = jo.get_int( "difficulty" );
        con.required_skills[ legacy_skill ] = legacy_diff;
    }

    con.category = construction_category_id( jo.get_string( "category", "OTHER" ) );
    if( jo.has_string( "time" ) ) {
        con.time = to_moves<int>( read_from_json_string<time_duration>( jo.get_member( "time" ),
                                  time_duration::units ) );
    }

    const requirement_id req_id( "inline_construction_" + con.str_id.str() );
    requirement_data::load_requirement( jo, req_id );
    con.requirements = req_id;

    if( jo.has_string( "using" ) ) {
        con.reqs_using = { { requirement_id( jo.get_string( "using" ) ), 1} };
    } else if( jo.has_array( "using" ) ) {
        for( JsonArray cur : jo.get_array( "using" ) ) {
            con.reqs_using.emplace_back( requirement_id( cur.get_string( 0 ) ), cur.get_int( 1 ) );
        }
    }

    jo.read( "pre_note", con.pre_note );
    con.pre_terrain = jo.get_string( "pre_terrain", "" );
    if( con.pre_terrain.size() > 1
        && con.pre_terrain[0] == 'f'
        && con.pre_terrain[1] == '_' ) {
        con.pre_is_furniture = true;
    }

    con.post_terrain = jo.get_string( "post_terrain", "" );
    if( con.post_terrain.size() > 1
        && con.post_terrain[0] == 'f'
        && con.post_terrain[1] == '_' ) {
        con.post_is_furniture = true;
    }

    std::string activity_level = jo.get_string( "activity_level", "MODERATE_EXERCISE" );
    const auto activity_it = activity_levels_map.find( activity_level );
    if( activity_it != activity_levels_map.end() ) {
        con.activity_level = activity_it->second;
    } else {
        jo.throw_error( string_format( "Invalid activity level %s in construction %s", activity_level,
                                       con.str_id.str() ) );
    }

    if( jo.has_member( "pre_flags" ) ) {
        con.pre_flags.clear();
        if( jo.has_string( "pre_flags" ) ) {
            con.pre_flags.emplace( jo.get_string( "pre_flags" ), false );
        } else if( jo.has_object( "pre_flags" ) ) {
            JsonObject jflag = jo.get_object( "pre_flags" );
            con.pre_flags.emplace( jflag.get_string( "flag" ), jflag.get_bool( "force_terrain" ) );
        } else if( jo.has_array( "pre_flags" ) ) {
            for( JsonValue jval : jo.get_array( "pre_flags" ) ) {
                if( jval.test_string() ) {
                    con.pre_flags.emplace( jval.get_string(), false );
                } else if( jval.test_object() ) {
                    JsonObject jflag = jval.get_object();
                    con.pre_flags.emplace( jflag.get_string( "flag" ), jflag.get_bool( "force_terrain" ) );
                }
            }
        }
    }

    con.post_flags = jo.get_tags( "post_flags" );

    if( jo.has_member( "byproducts" ) ) {
        con.byproduct_item_group = item_group::load_item_group( jo.get_member( "byproducts" ),
                                   "collection", "byproducts of construction " + con.str_id.str() );
    }

    static const std::map<std::string, bool( * )( const tripoint_bub_ms & )> pre_special_map = {{
            { "", construct::check_nothing },
            { "check_channel", construct::check_channel },
            { "check_empty", construct::check_empty },
            { "check_empty_lite", construct::check_empty_lite },
            { "check_support", construct::check_support },
            { "check_support_below", construct::check_support_below },
            { "check_stable", construct::check_stable },
            { "check_empty_stable", construct::check_empty_stable },
            { "check_nofloor_above", construct::check_nofloor_above },
            { "check_deconstruct", construct::check_deconstruct },
            { "check_empty_up_OK", construct::check_empty_up_OK },
            { "check_up_OK", construct::check_up_OK },
            { "check_down_OK", construct::check_down_OK },
            { "check_no_trap", construct::check_no_trap },
            { "check_ramp_low", construct::check_ramp_low },
            { "check_ramp_high", construct::check_ramp_high },
            { "check_no_wiring", construct::check_no_wiring }
        }
    };
    static const std::map<std::string, void( * )( const tripoint_bub_ms &, Character & )>
    post_special_map = {{
            { "", construct::done_nothing },
            { "done_trunk_plank", construct::done_trunk_plank },
            { "done_grave", construct::done_grave },
            { "done_vehicle", construct::done_vehicle },
            { "done_appliance", construct::done_appliance },
            { "done_wiring", construct::done_wiring },
            { "done_deconstruct", construct::done_deconstruct },
            { "done_dig_grave", construct::done_dig_grave },
            { "done_dig_grave_nospawn", construct::done_dig_grave_nospawn },
            { "done_dig_stair", construct::done_dig_stair },
            { "done_mine_downstair", construct::done_mine_downstair },
            { "done_mine_upstair", construct::done_mine_upstair },
            { "done_wood_stairs", construct::done_wood_stairs },
            { "done_window_curtains", construct::done_window_curtains },
            { "done_extract_maybe_revert_to_dirt", construct::done_extract_maybe_revert_to_dirt },
            { "done_mark_firewood", construct::done_mark_firewood },
            { "done_mark_practice_target", construct::done_mark_practice_target },
            { "done_ramp_low", construct::done_ramp_low },
            { "done_ramp_high", construct::done_ramp_high }
        }
    };
    static const std::map<std::string, void( * )( const tripoint_bub_ms &, Character & )>
    do_turn_special_map = {{
            { "", construct::done_nothing },
            { "do_turn_shovel", construct::do_turn_shovel },
            { "do_turn_exhume", construct::do_turn_exhume },
        }
    };
    static const std::map<std::string, void( * )( const tripoint_bub_ms & )>
    explain_fail_map = {{
            { "standard", construct::failure_standard },
            { "deconstruct", construct::failure_deconstruct },
        }
    };

    const std::string failure_fallback = jo.get_string( "pre_special", "" ) == "check_deconstruct"
                                         ? "deconstruct" : "standard";

    assign_or_debugmsg( con.pre_special, jo.get_string( "pre_special", "" ), pre_special_map );
    assign_or_debugmsg( con.post_special, jo.get_string( "post_special", "" ), post_special_map );
    assign_or_debugmsg( con.do_turn_special, jo.get_string( "do_turn_special", "" ),
                        do_turn_special_map );
    assign_or_debugmsg( con.explain_failure, jo.get_string( "explain_failure", failure_fallback ),
                        explain_fail_map );
    con.vehicle_start = jo.get_bool( "vehicle_start", false );

    con.on_display = jo.get_bool( "on_display", true );
    con.dark_craftable = jo.get_bool( "dark_craftable", false );
    con.strict = jo.get_bool( "strict", false );

    constructions.push_back( con );
    construction_id_map.emplace( con.str_id, con.id );
}

void reset_constructions()
{
    constructions.clear();
    construction_id_map.clear();
    finalized = false;
}

void check_constructions()
{
    for( size_t i = 0; i < constructions.size(); i++ ) {
        const construction &c = constructions[ i ];
        const std::string display_name = "construction " + c.str_id.str();
        for( const auto &pr : c.required_skills ) {
            if( !pr.first.is_valid() ) {
                debugmsg( "Unknown skill %s in %s", pr.first.c_str(), display_name );
            }
        }

        if( !c.requirements.is_valid() ) {
            debugmsg( "%s has missing requirement data %s",
                      display_name, c.requirements.c_str() );
        }

        if( !c.pre_terrain.empty() ) {
            if( c.pre_is_furniture ) {
                if( !furn_str_id( c.pre_terrain ).is_valid() ) {
                    debugmsg( "Unknown pre_terrain (furniture) %s in %s", c.pre_terrain, display_name );
                }
            } else if( !ter_str_id( c.pre_terrain ).is_valid() ) {
                debugmsg( "Unknown pre_terrain (terrain) %s in %s", c.pre_terrain, display_name );
            }
        }
        if( !c.post_terrain.empty() ) {
            if( c.post_is_furniture ) {
                if( !furn_str_id( c.post_terrain ).is_valid() ) {
                    debugmsg( "Unknown post_terrain (furniture) %s in %s", c.post_terrain, display_name );
                }
            } else if( !ter_str_id( c.post_terrain ).is_valid() ) {
                debugmsg( "Unknown post_terrain (terrain) %s in %s", c.post_terrain, display_name );
            }
        }
        if( c.id != construction_id( i ) ) {
            debugmsg( "%s has id %u, but should have %u",
                      display_name, c.id.to_i(), i );
        }
        if( construction_id_map.find( c.str_id ) == construction_id_map.end() ) {
            debugmsg( "%s is an invalid string id",
                      display_name );
        } else if( construction_id_map[c.str_id] != construction_id( i ) ) {
            debugmsg( "%s points to int id %u, but should point to %u",
                      display_name, construction_id_map[c.str_id].to_i(), i );
        }
    }
}

int construction::print_time( const catacurses::window &w, const point &p, int width,
                              nc_color col ) const
{
    std::string text = get_time_string();
    return fold_and_print( w, p, width, col, text );
}

float construction::time_scale() const
{
    //incorporate construction time scaling
    if( get_option<int>( "CONSTRUCTION_SCALING" ) == 0 ) {
        return calendar::season_ratio();
    } else {
        return get_option<int>( "CONSTRUCTION_SCALING" ) / 100.0;
    }
}

int construction::adjusted_time() const
{
    int final_time = time;
    int assistants = 0;

    for( npc *&elem : get_avatar().get_crafting_helpers() ) {
        if( elem->meets_skill_requirements( *this ) ) {
            assistants++;
        }
    }

    if( assistants >= 2 ) {
        final_time *= 0.4f;
    } else if( assistants == 1 ) {
        final_time *= 0.75f;
    }

    final_time *= time_scale();

    return final_time;
}

std::string construction::get_time_string() const
{
    const time_duration turns = time_duration::from_moves( adjusted_time() );
    return _( "Time to complete: " ) + colorize( to_string( turns ), color_data );
}

std::vector<std::string> construction::get_folded_time_string( int width ) const
{
    std::string time_text = get_time_string();
    std::vector<std::string> folded_time = foldstring( time_text, width );
    return folded_time;
}

void finalize_constructions()
{
    std::vector<item_comp> frame_items;
    for( const auto &e : vpart_info::all() ) {
        const vpart_info &vp = e.second;
        if( !vp.has_flag( flag_INITIAL_PART ) ) {
            continue;
        }
        if( vp.get_id().str() == "frame" ) {
            frame_items.insert( frame_items.begin(), { vp.base_item, 1 } );
        } else {
            frame_items.emplace_back( vp.base_item, 1 );
        }
    }

    if( frame_items.empty() ) {
        debugmsg( "No valid frames detected for vehicle construction" );
    }

    for( construction &con : constructions ) {
        if( !con.group.is_valid() ) {
            debugmsg( "Invalid construction group (%s) defined for construction (%s)",
                      con.group.str(), con.str_id.str() );
        }
        if( con.vehicle_start ) {
            const_cast<requirement_data &>( con.requirements.obj() ).get_components().push_back( frame_items );
        }
        bool is_valid_construction_category = false;
        for( const construction_category &cc : construction_categories::get_all() ) {
            if( con.category == cc.id ) {
                is_valid_construction_category = true;
                break;
            }
        }
        if( !is_valid_construction_category ) {
            debugmsg( "Invalid construction category (%s) defined for construction (%s)", con.category.str(),
                      con.str_id.str() );
        }
        requirement_data requirements_ = std::accumulate(
                                             con.reqs_using.begin(), con.reqs_using.end(), *con.requirements );

        requirement_data::save_requirement( requirements_, con.requirements );
        con.reqs_using.clear();
        inp_mngr.pump_events();
    }

    constructions.erase( std::remove_if( constructions.begin(), constructions.end(),
    [&]( const construction & c ) {
        return c.requirements->is_blacklisted();
    } ), constructions.end() );

    construction_id_map.clear();
    for( size_t i = 0; i < constructions.size(); i++ ) {
        constructions[ i ].id = construction_id( i );
        construction_id_map.emplace( constructions[i].str_id, constructions[i].id );
    }

    finalized = true;
}

build_reqs get_build_reqs_for_furn_ter_ids(
    const std::pair<std::map<ter_id, int>, std::map<furn_id, int>> &changed_ids,
    ter_id const &base_ter )
{
    build_reqs total_reqs;

    if( !finalized ) {
        debugmsg( "get_build_reqs_for_furn_ter_ids called before finalization" );
        return total_reqs;
    }
    std::map<construction_id, int> total_builds;

    // iteratively recurse through the pre-terrains until the pre-terrain is empty, adding
    // the constructions to the total_builds map
    const auto add_builds = [&total_builds, &base_ter]( const construction & build, int count ) {
        if( total_builds.find( build.id ) == total_builds.end() ) {
            total_builds[build.id] = 0;
        }
        total_builds[build.id] += count;
        std::string build_pre_ter = build.pre_terrain;
        while( !build_pre_ter.empty() ) {
            for( const construction &pre_build : constructions ) {
                if( pre_build.category == construction_category_REPAIR ) {
                    continue;
                }
                if( ( pre_build.post_terrain.empty() ||
                      ( !pre_build.post_is_furniture &&
                        ter_id( pre_build.post_terrain ) != base_ter ) ) &&
                    ( pre_build.pre_terrain.empty() ||
                      ( pre_build.post_is_furniture &&
                        ter_id( pre_build.pre_terrain ) == base_ter ) ) &&
                    pre_build.post_terrain == build_pre_ter &&
                    pre_build.pre_terrain != build.post_terrain ) {
                    if( total_builds.find( pre_build.id ) == total_builds.end() ) {
                        total_builds[pre_build.id] = 0;
                    }
                    total_builds[pre_build.id] += count;
                    build_pre_ter = pre_build.pre_terrain;
                    break;
                }
            }
            break;
        }
    };

    // go through the list of terrains and add their constructions and any pre-constructions
    // to the map of total builds
    for( const auto &ter_data : changed_ids.first ) {
        for( const construction &build : constructions ) {
            if( build.post_terrain.empty() || build.post_is_furniture ||
                build.category == construction_category_REPAIR ) {
                continue;
            }
            if( ter_id( build.post_terrain ) == ter_data.first ) {
                add_builds( build, ter_data.second );
                break;
            }
        }
    }
    // same, but for furniture
    for( const auto &furn_data : changed_ids.second ) {
        for( const construction &build : constructions ) {
            if( build.post_terrain.empty() || !build.post_is_furniture ||
                build.category == construction_category_REPAIR ) {
                continue;
            }
            if( furn_id( build.post_terrain ) == furn_data.first ) {
                add_builds( build, furn_data.second );
                break;
            }
        }
    }

    for( const auto &build_data : total_builds ) {
        const construction &build = build_data.first.obj();
        const int count = build_data.second;
        total_reqs.time += build.time * count;
        if( total_reqs.reqs.find( build.requirements ) == total_reqs.reqs.end() ) {
            total_reqs.reqs[build.requirements] = 0;
        }
        total_reqs.reqs[build.requirements] += count;
        for( const auto &req_skill : build.required_skills ) {
            auto it = total_reqs.skills.find( req_skill.first );
            if( it == total_reqs.skills.end() || it->second < req_skill.second ) {
                total_reqs.skills[req_skill.first] = req_skill.second;
            }
        }
    }

    return total_reqs;
}

static const construction null_construction {};

template <>
const construction_str_id &construction_id::id() const
{
    if( !finalized ) {
        debugmsg( "construction_id::id called before finalization" );
        return construction_str_id::NULL_ID();
    } else if( is_valid() ) {
        return constructions[to_i()].str_id;
    } else {
        if( to_i() != -1 ) {
            debugmsg( "Invalid construction id %d", to_i() );
        }
        return construction_str_id::NULL_ID();
    }
}

template <>
const construction &construction_id::obj() const
{
    if( !finalized ) {
        debugmsg( "construction_id::obj called before finalization" );
        return null_construction;
    } else if( is_valid() ) {
        return constructions[to_i()];
    } else {
        debugmsg( "Invalid construction id %d", to_i() );
        return null_construction;
    }
}

template <>
bool construction_id::is_valid() const
{
    if( !finalized ) {
        debugmsg( "construction_id::is_valid called before finalization" );
        return false;
    }
    return to_i() >= 0 && static_cast<size_t>( to_i() ) < constructions.size();
}

template <>
construction_id construction_str_id::id() const
{
    if( !finalized ) {
        debugmsg( "construction_str_id::id called before finalization" );
        return construction_id( -1 );
    }
    auto it = construction_id_map.find( *this );
    if( it != construction_id_map.end() ) {
        return it->second;
    } else {
        if( !is_null() ) {
            debugmsg( "Invalid construction str id %s", str() );
        }
        return construction_id( -1 );
    }
}

template <>
const construction &construction_str_id::obj() const
{
    if( !finalized ) {
        debugmsg( "construction_str_id::obj called before finalization" );
        return null_construction;
    }
    auto it = construction_id_map.find( *this );
    if( it != construction_id_map.end() ) {
        return it->second.obj();
    } else {
        debugmsg( "Invalid construction str id %s", str() );
        return null_construction;
    }
}

template <>
bool construction_str_id::is_valid() const
{
    if( !finalized ) {
        debugmsg( "construction_str_id::is_valid called before finalization" );
        return false;
    }
    return construction_id_map.find( *this ) != construction_id_map.end();
}
