#include <algorithm>
#include <array>
#include <bitset>
#include <cmath>
#include <cstddef>
#include <functional>
#include <iosfwd>
#include <list>
#include <map>
#include <memory>
#include <new>
#include <optional>
#include <queue>
#include <set>
#include <string>
#include <tuple>
#include <utility>
#include <vector>

#include "bodypart.h"
#include "calendar.h"
#include "cata_utility.h"
#include "character.h"
#include "colony.h"
#include "coordinate_conversions.h"
#include "coordinates.h"
#include "creature.h"
#include "creature_tracker.h"
#include "damage.h"
#include "debug.h"
#include "effect.h"
#include "emit.h"
#include "enums.h"
#include "field.h"
#include "field_type.h"
#include "fire.h"
#include "fungal_effects.h"
#include "game.h"
#include "game_constants.h"
#include "item.h"
#include "itype.h"
#include "level_cache.h"
#include "line.h"
#include "make_static.h"
#include "map.h"
#include "map_field.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "material.h"
#include "messages.h"
#include "mongroup.h"
#include "monster.h"
#include "mtype.h"
#include "npc.h"
#include "overmapbuffer.h"
#include "point.h"
#include "rng.h"
#include "scent_block.h"
#include "scent_map.h"
#include "submap.h"
#include "teleport.h"
#include "translations.h"
#include "type_id.h"
#include "units.h"
#include "vehicle.h"
#include "vpart_position.h"
#include "weather.h"

static const damage_type_id damage_acid( "acid" );
static const damage_type_id damage_bash( "bash" );
static const damage_type_id damage_electric( "electric" );
static const damage_type_id damage_heat( "heat" );

static const efftype_id effect_badpoison( "badpoison" );
static const efftype_id effect_blind( "blind" );
static const efftype_id effect_corroding( "corroding" );
static const efftype_id effect_fungus( "fungus" );
static const efftype_id effect_onfire( "onfire" );
static const efftype_id effect_poison( "poison" );
static const efftype_id effect_stunned( "stunned" );
static const efftype_id effect_teargas( "teargas" );

static const itype_id itype_rm13_armor_on( "rm13_armor_on" );
static const itype_id itype_rock( "rock" );

static const json_character_flag json_flag_HEATSINK( "HEATSINK" );

static const material_id material_iflesh( "iflesh" );
static const material_id material_veggy( "veggy" );

static const species_id species_FUNGUS( "FUNGUS" );

static const trait_id trait_ACIDPROOF( "ACIDPROOF" );
static const trait_id trait_GASTROPOD_FOOT( "GASTROPOD_FOOT" );
static const trait_id trait_M_IMMUNE( "M_IMMUNE" );
static const trait_id trait_M_SKIN2( "M_SKIN2" );
static const trait_id trait_M_SKIN3( "M_SKIN3" );
static const trait_id trait_THRESH_INSECT( "THRESH_INSECT" );
static const trait_id trait_THRESH_MARLOSS( "THRESH_MARLOSS" );
static const trait_id trait_THRESH_MYCUS( "THRESH_MYCUS" );
static const trait_id trait_THRESH_SPIDER( "THRESH_SPIDER" );

using namespace map_field_processing;

void map::create_burnproducts( const tripoint &p, const item &fuel, const units::mass &burned_mass )
{
    const std::map<material_id, int> all_mats = fuel.made_of();
    if( all_mats.empty() ) {
        return;
    }
    const units::mass by_weight = burned_mass;
    const float mat_total = fuel.type->mat_portion_total == 0 ? 1 : fuel.type->mat_portion_total;
    for( const auto &mat : all_mats ) {
        for( const auto &bp : mat.first->burn_products() ) {
            itype_id id = bp.first;
            // Spawning the same item as the one that was just burned is pointless
            // and leads to infinite recursion.
            if( fuel.typeId() == id ) {
                continue;
            }
            const float eff = bp.second;
            // distribute byproducts by weight AND portion of item
            const int n = std::floor( eff * ( by_weight / item::find_type( id )->weight ) *
                                      ( mat.second / mat_total ) );

            if( n <= 0 ) {
                continue;
            }
            spawn_item( p, id, n, 1, calendar::turn );
        }
    }
}

// Use a helper for a bit less boilerplate
int map::burn_body_part( Character &you, field_entry &cur, const bodypart_id &bp, const int scale )
{
    int total_damage = 0;
    const int intensity = cur.get_field_intensity();
    const int damage = rng( 1, ( scale + intensity ) / 2 );
    // A bit ugly, but better than being annoyed by acid when in hazmat
    if( you.get_armor_type( damage_acid, bp ) < damage ) {
        const dealt_damage_instance ddi = you.deal_damage( nullptr, bp, damage_instance( damage_acid,
                                          damage ) );
        total_damage += ddi.total_damage();
    }
    // Represents acid seeping in rather than being splashed on
    you.add_env_effect( effect_corroding, bp, 2 + intensity, time_duration::from_turns( rng( 2,
                        1 + intensity ) ), bp, false, 0 );
    return total_damage;
}

void map::process_fields()
{
    for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
        auto &field_cache = get_cache( z ).field_cache;
        for( int x = 0; x < my_MAPSIZE; x++ ) {
            for( int y = 0; y < my_MAPSIZE; y++ ) {
                if( field_cache[ x + y * MAPSIZE ] ) {
                    submap *const current_submap = get_submap_at_grid( { x, y, z } );
                    if( current_submap == nullptr ) {
                        debugmsg( "Tried to process field at (%d,%d,%d) but the submap is not loaded", x, y, z );
                        continue;
                    }
                    process_fields_in_submap( current_submap, tripoint( x, y, z ) );
                    if( current_submap->field_count == 0 ) {
                        field_cache[ x + y * MAPSIZE ] = false;
                    }
                }
            }
        }
    }
}

bool ter_furn_has_flag( const ter_t &ter, const furn_t &furn, const ter_furn_flag flag )
{
    return ter.has_flag( flag ) || furn.has_flag( flag );
}

static int ter_furn_movecost( const ter_t &ter, const furn_t &furn )
{
    if( ter.movecost == 0 ) {
        return 0;
    }

    if( furn.movecost < 0 ) {
        return 0;
    }

    return ter.movecost + furn.movecost;
}

// Wrapper to allow skipping bound checks except at the edges of the map
std::pair<tripoint, maptile> map::maptile_has_bounds( const tripoint &p, const bool bounds_checked )
{
    if( bounds_checked ) {
        // We know that the point is in bounds
        return {p, maptile_at_internal( p )};
    }

    return {p, maptile_at( p )};
}

std::array<std::pair<tripoint, maptile>, 8> map::get_neighbors( const tripoint &p )
{
    // Find out which edges are in the bubble
    // Where possible, do just one bounds check for all the neighbors
    const bool west = p.x > 0;
    const bool north = p.y > 0;
    const bool east = p.x < SEEX * my_MAPSIZE - 1;
    const bool south = p.y < SEEY * my_MAPSIZE - 1;
    return std::array< std::pair<tripoint, maptile>, 8 > { {
            maptile_has_bounds( p + eight_horizontal_neighbors[0], west &&north ),
            maptile_has_bounds( p + eight_horizontal_neighbors[1], north ),
            maptile_has_bounds( p + eight_horizontal_neighbors[2], east &&north ),
            maptile_has_bounds( p + eight_horizontal_neighbors[3], west ),
            maptile_has_bounds( p + eight_horizontal_neighbors[4], east ),
            maptile_has_bounds( p + eight_horizontal_neighbors[5], west &&south ),
            maptile_has_bounds( p + eight_horizontal_neighbors[6], south ),
            maptile_has_bounds( p + eight_horizontal_neighbors[7], east &&south ),
        }
    };
}

bool map::gas_can_spread_to( field_entry &cur, const maptile &dst )
{
    const field_entry *tmpfld = dst.get_field().find_field( cur.get_field_type() );
    // Candidates are existing weaker fields or navigable/flagged tiles with no field.
    if( tmpfld == nullptr || tmpfld->get_field_intensity() < cur.get_field_intensity() ) {
        const ter_t &ter = dst.get_ter_t();
        const furn_t &frn = dst.get_furn_t();
        return ter_furn_movecost( ter, frn ) > 0 ||
               ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_PERMEABLE );
    }
    return false;
}

void map::gas_spread_to( field_entry &cur, maptile &dst, const tripoint &p )
{
    const field_type_id current_type = cur.get_field_type();
    const time_duration current_age = cur.get_field_age();
    const int current_intensity = cur.get_field_intensity();
    field_entry *f = dst.find_field( current_type );
    // Nearby gas grows thicker, and ages are shared.
    const time_duration age_fraction = current_age / current_intensity;
    if( f != nullptr ) {
        f->set_field_intensity( f->get_field_intensity() + 1 );
        cur.set_field_intensity( current_intensity - 1 );
        f->set_field_age( f->get_field_age() + age_fraction );
        cur.set_field_age( current_age - age_fraction );
        // Or, just create a new field.
    } else if( add_field( p, current_type, 1, 0_turns ) ) {
        f = dst.find_field( current_type );
        if( f != nullptr ) {
            f->set_field_age( age_fraction );
        } else {
            debugmsg( "While spreading the gas, field was added but doesn't exist." );
        }
        cur.set_field_intensity( current_intensity - 1 );
        cur.set_field_age( current_age - age_fraction );
    }
}

void map::spread_gas( field_entry &cur, const tripoint &p, int percent_spread,
                      const time_duration &outdoor_age_speedup, scent_block &sblk, const oter_id &om_ter )
{
    // TODO: fix point types
    const bool sheltered = g->is_sheltered( p );
    weather_manager &weather = get_weather();
    const int winddirection = weather.winddirection;
    const int windpower = get_local_windpower( weather.windspeed, om_ter, tripoint_abs_ms( p ),
                          winddirection,
                          sheltered );

    const int current_intensity = cur.get_field_intensity();
    const field_type_id ft_id = cur.get_field_type();

    const int scent_neutralize = ft_id->get_intensity_level( current_intensity -
                                 1 ).scent_neutralization;

    if( scent_neutralize > 0 ) {
        // modify scents by neutralization value (minus)
        for( const tripoint &tmp : points_in_radius( p, 1 ) ) {
            sblk.apply_gas( tmp, scent_neutralize );
        }
    }

    // Dissipate faster outdoors.
    if( is_outside( p ) ) {
        const time_duration current_age = cur.get_field_age();
        cur.set_field_age( current_age + outdoor_age_speedup );
    }

    // Bail out if we don't meet the spread chance or required intensity.
    if( current_intensity <= 1 || rng( 1, 100 - windpower ) > percent_spread ) {
        return;
    }

    // First check if we can fall
    // TODO: Make fall and rise chances parameters to enable heavy/light gas
    if( p.z > -OVERMAP_DEPTH ) {
        const tripoint down{ p.xy(), p.z - 1 };
        maptile down_tile = maptile_at_internal( down );
        if( gas_can_spread_to( cur, down_tile ) && valid_move( p, down, true, true ) ) {
            gas_spread_to( cur, down_tile, down );
            return;
        }
    }

    auto neighs = get_neighbors( p );
    size_t end_it = static_cast<size_t>( rng( 0, neighs.size() - 1 ) );
    std::vector<size_t> spread;
    // Then, spread to a nearby point.
    // If not possible (or randomly), try to spread up
    // Wind direction will block the field spreading into the wind.
    // Start at end_it + 1, then wrap around until all elements have been processed.
    for( size_t i = ( end_it + 1 ) % neighs.size(), count = 0;
         count != neighs.size();
         i = ( i + 1 ) % neighs.size(), count++ ) {
        const auto &neigh = neighs[i];
        if( gas_can_spread_to( cur, neigh.second ) ) {
            spread.push_back( i );
        }
    }

    if( !spread.empty() && one_in( spread.size() ) ) {
        // Construct the destination from offset and p
        if( sheltered || windpower < 5 ) {
            std::pair<tripoint, maptile> &n = neighs[ random_entry( spread ) ];
            gas_spread_to( cur, n.second, n.first );
        } else {
            std::vector<size_t> neighbour_vec;
            auto maptiles = get_wind_blockers( winddirection, p );
            // Three map tiles that are facing the wind direction.
            const maptile &remove_tile = std::get<0>( maptiles );
            const maptile &remove_tile2 = std::get<1>( maptiles );
            const maptile &remove_tile3 = std::get<2>( maptiles );
            for( const size_t &i : spread ) {
                const maptile &neigh = neighs[i].second;
                if( ( neigh.pos_ != remove_tile.pos_ &&
                      neigh.pos_ != remove_tile2.pos_ &&
                      neigh.pos_ != remove_tile3.pos_ ) ||
                    x_in_y( 1, std::max( 2, windpower ) ) ) {
                    neighbour_vec.push_back( i );
                }
            }
            if( !neighbour_vec.empty() ) {
                std::pair<tripoint, maptile> &n = neighs[ random_entry( neighbour_vec ) ];
                gas_spread_to( cur, n.second, n.first );
            }
        }
    } else if( p.z < OVERMAP_HEIGHT ) {
        const tripoint up{ p.xy(), p.z + 1 };
        maptile up_tile = maptile_at_internal( up );
        if( gas_can_spread_to( cur, up_tile ) && valid_move( p, up, true, true ) ) {
            gas_spread_to( cur, up_tile, up );
        }
    }
}

/*
Helper function that encapsulates the logic involved in creating hot air.
*/
void map::create_hot_air( const tripoint &p, int intensity )
{
    field_type_id hot_air;
    switch( intensity ) {
        case 1:
            hot_air = fd_hot_air1;
            break;
        case 2:
            hot_air = fd_hot_air2;
            break;
        case 3:
            hot_air = fd_hot_air3;
            break;
        case 4:
            hot_air = fd_hot_air4;
            break;
        default:
            debugmsg( "Tried to spread hot air with intensity %d", intensity );
            return;
    }

    for( int counter = 0; counter < 5; counter++ ) {
        tripoint dst( p + point( rng( -1, 1 ), rng( -1, 1 ) ) );
        add_field( dst, hot_air, 1 );
    }
}

/**
 * Common field processing data: shared per submap and field_type.
 * Note: maptile here is mutable and is modified for each point in the submap scanning loop.
 */
struct field_proc_data {
    scent_block &sblk;
    Character &player_character;
    const oter_id &om_ter;
    map &here;
    maptile &map_tile;
    field_type_id cur_fd_type_id;
    field_type const *cur_fd_type;
};

/*
Function: process_fields_in_submap
Iterates over every field on every tile of the given submap given as parameter.
This is the general update function for field effects. This should only be called once per game turn.
If you need to insert a new field behavior per unit time add a case statement in the switch below.
*/
void map::process_fields_in_submap( submap *const current_submap,
                                    const tripoint &submap )
{
    const oter_id &om_ter = overmap_buffer.ter( tripoint_abs_omt( sm_to_omt_copy( submap ) ) );
    Character &player_character = get_player_character();
    scent_block sblk( submap, get_scent() );

    // Initialize the map tile wrapper
    maptile map_tile( current_submap, point_zero );
    int &locx = map_tile.pos_.x;
    int &locy = map_tile.pos_.y;
    const point sm_offset = sm_to_ms_copy( submap.xy() );

    field_proc_data pd{
        sblk,
        player_character,
        om_ter,
        *this,
        map_tile,
        fd_null,
        &( *fd_null )
    };

    // Loop through all tiles in this submap indicated by current_submap
    for( locx = 0; locx < SEEX; locx++ ) {
        for( locy = 0; locy < SEEY; locy++ ) {
            // Get a reference to the field variable from the submap;
            // contains all the pointers to the real field effects.
            field &curfield = current_submap->get_field( {static_cast<int>( locx ), static_cast<int>( locy )} );

            // when displayed_field_type == fd_null it means that `curfield` has no fields inside
            // avoids instantiating (relatively) expensive map iterator
            if( !curfield.displayed_field_type() ) {
                continue;
            }

            // This is a translation from local coordinates to submap coordinates.
            const tripoint p = tripoint( map_tile.pos() + sm_offset, submap.z );

            for( auto it = curfield.begin(); it != curfield.end(); ) {
                // Iterating through all field effects in the submap's field.
                field_entry &cur = it->second;
                const int prev_intensity = cur.is_field_alive() ? cur.get_field_intensity() : 0;

                pd.cur_fd_type_id = cur.get_field_type();
                pd.cur_fd_type = &( *pd.cur_fd_type_id );

                // The field might have been killed by processing a neighbor field
                if( prev_intensity == 0 ) {
                    on_field_modified( p, *pd.cur_fd_type );
                    --current_submap->field_count;
                    curfield.remove_field( it++ );
                    continue;
                }

                // Don't process "newborn" fields. This gives the player time to run if they need to.
                if( cur.get_field_age() == 0_turns ) {
                    cur.do_decay();
                    if( !cur.is_field_alive() || cur.get_field_intensity() != prev_intensity ) {
                        on_field_modified( p, *pd.cur_fd_type );
                    }
                    it++;
                    continue;
                }

                for( const FieldProcessorPtr &proc : pd.cur_fd_type->get_processors() ) {
                    proc( p, cur, pd );
                }

                cur.do_decay();
                if( !cur.is_field_alive() || cur.get_field_intensity() != prev_intensity ) {
                    on_field_modified( p, *pd.cur_fd_type );
                }
                it++;
            }
        }
    }
    sblk.commit_modifications();
}

static void field_processor_upgrade_intensity( const tripoint &, field_entry &cur,
        field_proc_data & )
{
    // Upgrade field intensity
    const field_intensity_level &int_level = cur.get_intensity_level();
    if( int_level.intensity_upgrade_chance > 0 &&
        int_level.intensity_upgrade_duration > 0_turns &&
        calendar::once_every( int_level.intensity_upgrade_duration ) &&
        one_in( int_level.intensity_upgrade_chance ) ) {
        cur.mod_field_intensity( 1 );
    }
}

static void field_processor_underwater_dissipation( const tripoint &, field_entry &cur,
        field_proc_data &pd )
{
    // Dissipate faster in water
    if( pd.map_tile.get_ter_t().has_flag( ter_furn_flag::TFLAG_SWIMMABLE ) ) {
        cur.mod_field_age( pd.cur_fd_type->underwater_age_speedup );
    }
}

static void field_processor_fd_acid( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    //cur_fd_type_id == fd_acid
    if( p.z <= -OVERMAP_DEPTH ) {
        return;
    }

    // Try to fall by a z-level
    tripoint dst{ p.xy(), p.z - 1 };
    if( pd.here.valid_move( p, dst, true, true ) ) {
        field_entry *acid_there = pd.here.get_field( dst, fd_acid );
        if( !acid_there ) {
            pd.here.add_field( dst, fd_acid, cur.get_field_intensity(), cur.get_field_age() );
        } else {
            // Math can be a bit off,
            // but "boiling" falling acid can be allowed to be stronger
            // than acid that just lies there
            const int sum_intensity = cur.get_field_intensity() + acid_there->get_field_intensity();
            const int new_intensity = std::min( 3, sum_intensity );
            // No way to get precise elapsed time, let's always reset
            // Allow falling acid to last longer than regular acid to show it off
            const time_duration new_age = -1_minutes * ( sum_intensity - new_intensity );
            acid_there->set_field_intensity( new_intensity );
            acid_there->set_field_age( new_age );
        }

        // Set ourselves up for removal
        cur.set_field_intensity( 0 );
    }

    // TODO: Allow spreading to the sides if age < 0 && intensity == 3
}

static void field_processor_fd_extinguisher( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    //  if( cur_fd_type_id == fd_extinguisher )
    if( field_entry *fire_here = pd.map_tile.find_field( fd_fire ) ) {
        // extinguisher fights fire in 1:1 ratio
        const int min_int = std::min( fire_here->get_field_intensity(), cur.get_field_intensity() );
        pd.here.mod_field_intensity( p, fd_fire, -min_int );
        cur.mod_field_intensity( -min_int );
    }
}

static void field_processor_apply_slime( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    // if( cur_fd_type.apply_slime_factor > 0 )
    pd.sblk.apply_slime( p, cur.get_field_intensity() * pd.cur_fd_type->apply_slime_factor );
}

// Spread gaseous fields
void field_processor_spread_gas( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    // if( cur.gas_can_spread() )
    pd.here.spread_gas( cur, p, pd.cur_fd_type->percent_spread, pd.cur_fd_type->outdoor_age_speedup,
                        pd.sblk, pd.om_ter );
}

static void field_processor_fd_fungal_haze( const tripoint &p, field_entry &cur,
        field_proc_data &/*pd*/ )
{
    // if( cur_fd_type_id == fd_fungal_haze ) {
    if( one_in( 10 - 2 * cur.get_field_intensity() ) ) {
        // Haze'd terrain
        fungal_effects().spread_fungus( p );
    }
}

// Process npc complaints moved to player_in_field

static void field_processor_extra_radiation( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    // Apply radiation
    const field_intensity_level &ilevel = cur.get_intensity_level();
    if( ilevel.extra_radiation_max > 0 ) {
        int extra_radiation = rng( ilevel.extra_radiation_min, ilevel.extra_radiation_max );
        pd.here.adjust_radiation( p, extra_radiation );
    }
}

void field_processor_wandering_field( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    // Apply wandering fields from vents
    const field_type_id wandering_field_type_id = pd.cur_fd_type->wandering_field;
    for( const tripoint &pnt : points_in_radius( p, cur.get_field_intensity() - 1 ) ) {
        field &wandering_field = pd.here.get_field( pnt );
        field_entry *tmpfld = wandering_field.find_field( wandering_field_type_id );
        if( tmpfld && tmpfld->get_field_intensity() < cur.get_field_intensity() ) {
            pd.here.mod_field_intensity( pnt, wandering_field_type_id, 1 );
        } else {
            pd.here.add_field( pnt, wandering_field_type_id, cur.get_field_intensity() );
        }
    }
}

void field_processor_fd_fire_vent( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    if( cur.get_field_intensity() > 1 ) {
        if( one_in( 3 ) ) {
            cur.set_field_intensity( cur.get_field_intensity() - 1 );
        }
        pd.here.create_hot_air( p, cur.get_field_intensity() );
    } else {
        pd.here.add_field( p, fd_flame_burst, 3, cur.get_field_age() );
        cur.set_field_intensity( 0 );
    }
}

//TODO extract common logic from this and field_processor_fd_fire_vent
void field_processor_fd_flame_burst( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    if( cur.get_field_intensity() > 1 ) {
        cur.set_field_intensity( cur.get_field_intensity() - 1 );
        pd.here.create_hot_air( p, cur.get_field_intensity() );
    } else {
        pd.here.add_field( p, fd_fire_vent, 3, cur.get_field_age() );
        cur.set_field_intensity( 0 );
    }
}

static void field_processor_fd_electricity( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    // Higher chance of spreading for intense fields
    int current_intensity = cur.get_field_intensity();
    if( one_in( current_intensity * 2 ) ) {
        return;
    }

    const int spread_intensity_cap = 3 + std::max( ( current_intensity - 3 ) / 2, 0 );

    std::vector<tripoint> grounded_tiles;
    std::vector<tripoint> tiles_with_creatures;
    std::vector<tripoint> other_tiles;

    bool valid_candidates = false;
    for( const tripoint &dst : points_in_radius( p, 1 ) ) {
        // Skip tiles with intense fields
        const field_type_str_id &field_type = pd.here.get_applicable_electricity_field( dst );
        if( field_entry *field = pd.here.get_field( dst, field_type ) ) {
            if( field->get_field_intensity() >= spread_intensity_cap ) {
                continue;
            }
        }

        if( pd.here.impassable( dst ) ) {
            grounded_tiles.push_back( dst );
        } else {
            if( get_creature_tracker().creature_at( dst ) ) {
                tiles_with_creatures.push_back( dst );
            } else {
                other_tiles.push_back( dst );
            }
        }
        valid_candidates = true;
    }

    if( !valid_candidates ) {
        return;
    }

    const bool here_impassable = pd.here.impassable( p );
    int grounded_weight = here_impassable ? 1 : 6;
    int creature_weight = here_impassable ? 5 : 6;
    int other_weight = here_impassable ? 0 : 1;

    std::vector<tripoint> *target_vector = nullptr;
    while( current_intensity > 0 ) {

        if( here_impassable && one_in( 3 ) ) {
            // Electricity in impassable tiles will find a way to the ground sometimes
            cur.set_field_intensity( --current_intensity );
            continue;
        }

        const int vector_choice = bucket_index_from_weight_list( std::vector<int>( {
            grounded_tiles.empty() ? 0 : grounded_weight,
            tiles_with_creatures.empty() ? 0 : creature_weight,
            other_tiles.empty() ? 0 : other_weight
        } ) );

        switch( vector_choice ) {
            default:
            case 0:
                if( here_impassable && !one_in( 5 ) ) {
                    return;
                }
                target_vector = &grounded_tiles;
                break;
            case 1:
                target_vector = &tiles_with_creatures;
                break;
            case 2:
                target_vector = &other_tiles;
                break;
        }

        if( target_vector->empty() ) {
            return;
        }

        int vector_index = rng( 0, target_vector->size() - 1 );
        auto target_it = target_vector->begin() + vector_index;
        tripoint target_point = *target_it;

        const field_type_str_id &field_type = pd.here.get_applicable_electricity_field( target_point );

        // Intensify target field if it exists, create a new one otherwise
        if( field_entry *target_field = pd.here.get_field( target_point, field_type ) ) {
            int target_field_intensity = target_field->get_field_intensity();
            target_field->set_field_intensity( ++target_field_intensity );
            if( target_field_intensity >= spread_intensity_cap ) {
                target_vector->erase( target_it );
            }
        } else {
            pd.here.add_field( target_point, field_type, 1, cur.get_field_age() + 1_turns );
        }

        cur.set_field_intensity( --current_intensity );

        if( one_in( current_intensity * 2 ) ) {
            // Weaker fields have a harder time spreading
            break;
        }
    }
}

static void field_processor_monster_spawn( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    const field_intensity_level &int_level = cur.get_intensity_level();
    int monster_spawn_chance = int_level.monster_spawn_chance;
    int monster_spawn_count = int_level.monster_spawn_count;
    if( monster_spawn_count > 0 && monster_spawn_chance > 0 && one_in( monster_spawn_chance ) ) {
        for( ; monster_spawn_count > 0; monster_spawn_count-- ) {
            std::vector<MonsterGroupResult> spawn_details =
                MonsterGroupManager::GetResultFromGroup( int_level.monster_spawn_group, &monster_spawn_count );
            for( const MonsterGroupResult &mgr : spawn_details ) {
                if( !mgr.name ) {
                    continue;
                }
                if( const std::optional<tripoint> spawn_point =
                        random_point( points_in_radius( p, int_level.monster_spawn_radius ),
                [&pd]( const tripoint & n ) {
                return pd.here.passable( n );
                } ) ) {
                    pd.here.add_spawn( mgr, *spawn_point );
                }
            }
        }
    }
}

static void field_processor_fd_push_items( const tripoint &p, field_entry &, field_proc_data &pd )
{
    map_stack items = pd.here.i_at( p );
    creature_tracker &creatures = get_creature_tracker();
    for( auto pushee = items.begin(); pushee != items.end(); ) {
        if( pushee->typeId() != itype_rock ||
            pushee->age() < 1_turns ) {
            pushee++;
        } else {
            std::vector<tripoint> valid;
            for( const tripoint &dst : points_in_radius( p, 1 ) ) {
                if( dst != p && pd.here.get_field( dst, fd_push_items ) ) {
                    valid.push_back( dst );
                }
            }
            if( !valid.empty() ) {
                item tmp = *pushee;
                tmp.set_age( 0_turns );
                pushee = items.erase( pushee );
                tripoint newp = random_entry( valid );
                pd.here.add_item_or_charges( newp, tmp );
                if( pd.player_character.pos() == newp ) {
                    add_msg( m_bad, _( "A %s hits you!" ), tmp.tname() );
                    const bodypart_id hit = pd.player_character.get_random_body_part();
                    pd.player_character.deal_damage( nullptr, hit, damage_instance( damage_bash, 6 ) );
                    pd.player_character.check_dead_state();
                }

                if( npc *const n = creatures.creature_at<npc>( newp ) ) {
                    // TODO: combine with player character code above
                    const bodypart_id hit = pd.player_character.get_random_body_part();
                    n->deal_damage( nullptr, hit, damage_instance( damage_bash, 6 ) );
                    add_msg_if_player_sees( newp, _( "A %1$s hits %2$s!" ), tmp.tname(), n->get_name() );
                    n->check_dead_state();
                } else if( monster *const mon = creatures.creature_at<monster>( newp ) ) {
                    mon->apply_damage( nullptr, bodypart_id( "torso" ),
                                       6 - mon->get_armor_type( damage_bash, bodypart_id( "torso" ) ) );
                    add_msg_if_player_sees( newp, _( "A %1$s hits the %2$s!" ), tmp.tname(), mon->name() );
                    mon->check_dead_state();
                }
            } else {
                pushee++;
            }
        }
    }
}

static void field_processor_fd_shock_vent( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    if( cur.get_field_intensity() > 1 ) {
        if( one_in( 5 ) ) {
            cur.set_field_intensity( cur.get_field_intensity() - 1 );
        }
    } else {
        cur.set_field_intensity( 3 );
        int num_bolts = rng( 3, 6 );
        for( int i = 0; i < num_bolts; i++ ) {
            point dir;
            while( dir == point_zero ) {
                dir = { rng( -1, 1 ), rng( -1, 1 ) };
            }
            int dist = rng( 4, 12 );
            point bolt = p.xy();
            for( int n = 0; n < dist; n++ ) {
                bolt += dir;
                pd.here.add_field( tripoint( bolt, p.z ), fd_electricity, rng( 2, 3 ) );
                if( one_in( 4 ) ) {
                    if( dir.x == 0 ) {
                        dir.x = rng( 0, 1 ) * 2 - 1;
                    } else {
                        dir.x = 0;
                    }
                }
                if( one_in( 4 ) ) {
                    if( dir.y == 0 ) {
                        dir.y = rng( 0, 1 ) * 2 - 1;
                    } else {
                        dir.y = 0;
                    }
                }
            }
        }
    }
}

static void field_processor_fd_acid_vent( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    if( cur.get_field_intensity() > 1 ) {
        if( cur.get_field_age() >= 1_minutes ) {
            cur.set_field_intensity( cur.get_field_intensity() - 1 );
            cur.set_field_age( 0_turns );
        }
    } else {
        cur.set_field_intensity( 3 );
        for( const tripoint &t : points_in_radius( p, 5 ) ) {
            const field_entry *acid = pd.here.get_field( t, fd_acid );
            if( acid && acid->get_field_intensity() == 0 ) {
                int new_intensity = 3 - rl_dist( p, t ) / 2 + ( one_in( 3 ) ? 1 : 0 );
                if( new_intensity > 3 ) {
                    new_intensity = 3;
                }
                if( new_intensity > 0 ) {
                    pd.here.add_field( t, fd_acid, new_intensity );
                }
            }
        }
    }
}

void field_processor_fd_incendiary( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    // Needed for variable scope
    tripoint dst( p + point( rng( -1, 1 ), rng( -1, 1 ) ) );

    if( pd.here.has_flag( ter_furn_flag::TFLAG_FLAMMABLE, dst ) ||
        pd.here.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_ASH, dst ) ||
        pd.here.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_HARD, dst ) ) {
        pd.here.add_field( dst, fd_fire, 1 );
    }

    // Check piles for flammable items and set those on fire
    if( pd.here.flammable_items_at( dst ) ) {
        pd.here.add_field( dst, fd_fire, 1 );
    }

    pd.here.create_hot_air( p, cur.get_field_intensity() );
}

static void field_processor_make_rubble( const tripoint &p, field_entry &, field_proc_data &pd )
{
    // if( cur_fd_type.legacy_make_rubble )
    // Legacy Stuff
    pd.here.make_rubble( p );
}

static void field_processor_fd_fungicidal_gas( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    // Check the terrain and replace it accordingly to simulate the fungus dieing off
    const ter_t &ter = pd.map_tile.get_ter_t();
    const furn_t &frn = pd.map_tile.get_furn_t();
    const int intensity = cur.get_field_intensity();
    if( ter.has_flag( ter_furn_flag::TFLAG_FUNGUS ) && one_in( 10 / intensity ) ) {
        pd.here.ter_set( p, t_dirt );
    }
    if( frn.has_flag( ter_furn_flag::TFLAG_FUNGUS ) && one_in( 10 / intensity ) ) {
        pd.here.furn_set( p, f_null );
    }
}

void field_processor_fd_fire( const tripoint &p, field_entry &cur, field_proc_data &pd )
{
    const field_type_id fd_fire = ::fd_fire;
    map &here = pd.here;
    maptile &map_tile = pd.map_tile;
    const oter_id om_ter = pd.om_ter;

    cur.set_field_age( std::max( -24_hours, cur.get_field_age() ) );
    // Entire objects for ter/frn for flags
    bool sheltered = g->is_sheltered( p );
    weather_manager &weather = get_weather();
    int winddirection = weather.winddirection;
    int windpower = get_local_windpower( weather.windspeed, om_ter, tripoint_abs_ms( p ), winddirection,
                                         sheltered );
    const ter_t &ter = map_tile.get_ter_t();
    const furn_t &frn = map_tile.get_furn_t();

    // We've got ter/furn cached, so let's use that
    const bool is_sealed = ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_SEALED ) &&
                           !ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_ALLOW_FIELD_EFFECT );
    // Smoke generation probability, consumed items count
    int smoke = 0;
    int consumed = 0;
    // How much time to add to the fire's life due to burned items/terrain/furniture
    time_duration time_added = 0_turns;
    // Checks if the fire can spread
    const bool can_spread = !ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_FIRE_CONTAINER );
    // If the flames are in furniture with fire_container flag like brazier or oven,
    // they're fully contained, so skip consuming terrain
    const bool can_burn = ( ter.is_flammable() || frn.is_flammable() ) &&
                          !ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_FIRE_CONTAINER );
    // The huge indent below should probably be somehow moved away from here
    // without forcing the function to use i_at( p ) for fires without items
    if( !is_sealed && map_tile.get_item_count() > 0 ) {
        map_stack items_here = here.i_at( p );
        std::vector<item> new_content;
        for( auto it = items_here.begin(); it != items_here.end(); ) {
            if( it->will_explode_in_fire() ) {
                // We need to make a copy because the iterator validity is not predictable
                item copy = *it;
                it = items_here.erase( it );
                if( copy.detonate( p, new_content ) ) {
                    // Need to restart, iterators may not be valid
                    it = items_here.begin();
                }
            } else {
                ++it;
            }
        }

        fire_data frd( cur.get_field_intensity(), !can_spread );
        // The highest # of items this fire can remove in one turn
        int max_consume = cur.get_field_intensity() * 2;

        for( auto fuel = items_here.begin(); fuel != items_here.end() && consumed < max_consume; ) {
            // `item::burn` modifies the charges in order to simulate some of them getting
            // destroyed by the fire, this changes the item weight, but may not actually
            // destroy it. We need to spawn products anyway.
            const units::mass old_weight = fuel->weight( false );
            bool destroyed = fuel->burn( frd );
            // If the item is considered destroyed, it may have negative charge count,
            // see `item::burn?. This in turn means `item::weight` returns a negative value,
            // which we can not use, so only call `weight` when it's still an existing item.
            const units::mass new_weight = destroyed ? 0_gram : fuel->weight( false );
            if( old_weight != new_weight ) {
                here.create_burnproducts( p, *fuel, old_weight - new_weight );
            }

            if( destroyed ) {
                // If we decided the item was destroyed by fire, remove it.
                // But remember its contents, except for irremovable mods, if any
                const std::list<item *> content_list = fuel->all_items_top();
                for( item *it : content_list ) {
                    if( !it->is_irremovable() ) {
                        new_content.emplace_back( *it );
                    }
                }
                fuel = items_here.erase( fuel );
                consumed++;
            } else {
                ++fuel;
            }
        }

        here.spawn_items( p, new_content );
        smoke = roll_remainder( frd.smoke_produced );
        time_added = 1_turns * roll_remainder( frd.fuel_produced );
    }

    int part;
    // Get the part of the vehicle in the fire (_internal skips the boundary check)
    vehicle *veh = here.veh_at_internal( p, part );
    if( veh != nullptr ) {
        veh->damage( here, part, cur.get_field_intensity() * 10, damage_heat, true );
        // Damage the vehicle in the fire.
    }
    if( can_burn ) {
        if( ter.has_flag( ter_furn_flag::TFLAG_SWIMMABLE ) ) {
            // Flames die quickly on water
            cur.set_field_age( cur.get_field_age() + 4_minutes );
        }

        // Consume the terrain we're on
        if( ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_FLAMMABLE ) ) {
            // The fire feeds on the ground itself until max intensity.
            time_added += 1_turns * ( 5 - cur.get_field_intensity() );
            smoke += 2;
            smoke += static_cast<int>( windpower / 5 );
            if( cur.get_field_intensity() > 1 &&
                one_in( 200 - cur.get_field_intensity() * 50 ) ) {
                here.destroy( p, false );
            }

        } else if( ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_FLAMMABLE_HARD ) &&
                   one_in( 3 ) ) {
            // The fire feeds on the ground itself until max intensity.
            time_added += 1_turns * ( 4 - cur.get_field_intensity() );
            smoke += 2;
            smoke += static_cast<int>( windpower / 5 );
            if( cur.get_field_intensity() > 1 &&
                one_in( 200 - cur.get_field_intensity() * 50 ) ) {
                here.destroy( p, false );
            }

        } else if( ter.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_ASH ) ) {
            // The fire feeds on the ground itself until max intensity.
            time_added += 1_turns * ( 5 - cur.get_field_intensity() );
            smoke += 2;
            smoke += static_cast<int>( windpower / 5 );
            if( cur.get_field_intensity() > 1 &&
                one_in( 200 - cur.get_field_intensity() * 50 ) ) {
                here.spawn_item( p, "ash", 1, rng( 10, 1000 ) );
                if( p.z > 0 ) {
                    // We're in the air. Need to invalidate the furniture otherwise it'll cause problems
                    here.furn_set( p, f_null );
                    here.ter_set( p, t_open_air );
                } else if( p.z < -1 ) {
                    // We're deep underground, in bedrock. Whatever terrain was here is burned to the ground, leaving only the carved out rock (including ceiling)
                    here.ter_set( p, t_rock_floor );
                } else {
                    // Need to invalidate the furniture otherwise it'll cause problems when supporting terrain collapses
                    here.furn_set( p, f_null );
                    here.ter_set( p, t_dirt );
                }
            }

        } else if( frn.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_ASH ) ) {
            // The fire feeds on the ground itself until max intensity.
            time_added += 1_turns * ( 5 - cur.get_field_intensity() );
            smoke += 2;
            smoke += static_cast<int>( windpower / 5 );
            if( cur.get_field_intensity() > 1 &&
                one_in( 200 - cur.get_field_intensity() * 50 ) ) {
                here.furn_set( p, f_ash );
                here.add_item_or_charges( p, item( "ash" ) );
            }

        } else if( ter.has_flag( ter_furn_flag::TFLAG_NO_FLOOR ) && p.z > -OVERMAP_DEPTH ) {
            // We're hanging in the air - let's fall down
            tripoint dst{ p.xy(), p.z - 1 };
            if( here.valid_move( p, dst, true, true ) ) {
                maptile dst_tile = here.maptile_at_internal( dst );
                field_entry *fire_there = dst_tile.find_field( fd_fire );
                if( !fire_there ) {
                    here.add_field( dst, fd_fire, 1, 0_turns, false );
                    cur.mod_field_intensity( -1 );
                } else {
                    // Don't fuel raging fires or they'll burn forever
                    // as they can produce small fires above themselves
                    int new_intensity = std::max( cur.get_field_intensity(),
                                                  fire_there->get_field_intensity() );
                    // Allow smaller fires to combine
                    if( new_intensity < 3 &&
                        cur.get_field_intensity() == fire_there->get_field_intensity() ) {
                        new_intensity++;
                    }
                    // A raging fire below us can support us for a while
                    // Otherwise decay and decay fast
                    if( fire_there->get_field_intensity() < 3 || one_in( 10 ) ) {
                        cur.set_field_intensity( cur.get_field_intensity() - 1 );
                    }
                    fire_there->set_field_intensity( new_intensity );
                }
                return;
            }
        }
    }
    // Lower age is a longer lasting fire
    if( time_added != 0_turns ) {
        cur.set_field_age( cur.get_field_age() - time_added );
    } else if( can_burn ) {
        // Nothing to burn = fire should be dying out faster
        // Drain more power from big fires, so that they stop raging over nothing
        // Except for fires on stoves and fireplaces, those are made to keep the fire alive
        cur.mod_field_age( 10_seconds * cur.get_field_intensity() );
    }

    // Below we will access our nearest 8 neighbors, so let's cache them now
    // This should probably be done more globally, because large fires will re-do it a lot
    auto neighs = here.get_neighbors( p );
    // Get the neighbours that are allowed due to wind direction
    auto maptiles = here.get_wind_blockers( winddirection, p );
    maptile remove_tile = std::get<0>( maptiles );
    maptile remove_tile2 = std::get<1>( maptiles );
    maptile remove_tile3 = std::get<2>( maptiles );
    std::vector<size_t> neighbour_vec;
    neighbour_vec.reserve( neighs.size() );
    size_t end_it = static_cast<size_t>( rng( 0, neighs.size() - 1 ) );
    // Start at end_it + 1, then wrap around until all elements have been processed
    for( size_t i = ( end_it + 1 ) % neighs.size(), count = 0;
         count != neighs.size();
         i = ( i + 1 ) % neighs.size(), count++ ) {
        const maptile &neigh = neighs[i].second;
        if( ( neigh.pos().x != remove_tile.pos().x && neigh.pos().y != remove_tile.pos().y ) ||
            ( neigh.pos().x != remove_tile2.pos().x && neigh.pos().y != remove_tile2.pos().y ) ||
            ( neigh.pos().x != remove_tile3.pos().x && neigh.pos().y != remove_tile3.pos().y ) ||
            x_in_y( 1, std::max( 2, windpower ) ) ) {
            neighbour_vec.push_back( i );
        }
    }
    // If the flames are in a pit, it can't spread to non-pit
    const bool in_pit = ter.id.id() == t_pit;

    // Count adjacent fires, to optimize out needless smoke and hot air
    int adjacent_fires = 0;

    // If the flames are big, they contribute to adjacent flames
    if( can_spread ) {
        if( cur.get_field_intensity() > 1 && one_in( 3 ) ) {
            // Basically: Scan around for a spot,
            // if there is more fire there, make it bigger and give it some fuel.
            // This is how big fires spend their excess age:
            // making other fires bigger. Flashpoint.
            if( sheltered || windpower < 5 ) {
                end_it = static_cast<size_t>( rng( 0, neighs.size() - 1 ) );
                for( size_t i = ( end_it + 1 ) % neighs.size(), count = 0;
                     count != neighs.size() && cur.get_field_age() < 0_turns;
                     i = ( i + 1 ) % neighs.size(), count++ ) {
                    maptile &dst = neighs[i].second;
                    field_entry *dstfld = dst.find_field( fd_fire );
                    // If the fire exists and is weaker than ours, boost it
                    if( dstfld &&
                        ( dstfld->get_field_intensity() <= cur.get_field_intensity() ||
                          dstfld->get_field_age() > cur.get_field_age() ) &&
                        ( in_pit == ( dst.get_ter() == t_pit ) ) ) {
                        if( dstfld->get_field_intensity() < 2 ) {
                            // HACK: ignoring all map field caches, since field already exists
                            // and intensity is increased, not decreased
                            dstfld->mod_field_intensity( 1 );
                        }

                        dstfld->mod_field_age( -5_minutes );
                        cur.set_field_age( cur.get_field_age() + 5_minutes );
                    }
                    if( dstfld ) {
                        adjacent_fires++;
                    }
                }
            } else {
                end_it = static_cast<size_t>( rng( 0, neighbour_vec.size() - 1 ) );
                for( size_t i = ( end_it + 1 ) % neighbour_vec.size(), count = 0;
                     count != neighbour_vec.size() && cur.get_field_age() < 0_turns;
                     i = ( i + 1 ) % neighbour_vec.size(), count++ ) {
                    maptile &dst = neighs[neighbour_vec[i]].second;
                    field_entry *dstfld = dst.find_field( fd_fire );
                    // If the fire exists and is weaker than ours, boost it
                    if( dstfld &&
                        ( dstfld->get_field_intensity() <= cur.get_field_intensity() ||
                          dstfld->get_field_age() > cur.get_field_age() ) &&
                        ( in_pit == ( dst.get_ter() == t_pit ) ) ) {
                        if( dstfld->get_field_intensity() < 2 ) {
                            // HACK: ignoring all map field caches, since field already exists
                            // and intensity is increased, not decreased
                            dstfld->mod_field_intensity( 1 );
                        }

                        dstfld->set_field_age( dstfld->get_field_age() - 5_minutes );
                        cur.set_field_age( cur.get_field_age() + 5_minutes );
                    }

                    if( dstfld ) {
                        adjacent_fires++;
                    }
                }
            }
        } else if( cur.get_field_age() < 0_turns && cur.get_field_intensity() < 3 ) {
            // See if we can grow into a stage 2/3 fire, for this
            // burning neighbors are necessary in addition to
            // field age < 0, or alternatively, a LOT of fuel.

            // The maximum fire intensity is 1 for a lone fire, 2 for at least 1 neighbor,
            // 3 for at least 2 neighbors.
            int maximum_intensity = 1;

            // The following logic looks a bit complex due to optimization concerns, so here are the semantics:
            // 1. Calculate maximum field intensity based on fuel, -50 minutes is 2(medium), -500 minutes is 3(raging)
            // 2. Calculate maximum field intensity based on neighbors, 3 neighbors is 2(medium), 7 or more neighbors is 3(raging)
            // 3. Pick the higher maximum between 1. and 2.
            if( cur.get_field_age() < -500_minutes ) {
                maximum_intensity = 3;
            } else {
                for( auto &neigh : neighs ) {
                    if( neigh.second.get_field().find_field( fd_fire ) ) {
                        adjacent_fires++;
                    }
                }
                maximum_intensity = 1 + ( adjacent_fires >= 3 ) + ( adjacent_fires >= 7 );

                if( maximum_intensity < 2 && cur.get_field_age() < -50_minutes ) {
                    maximum_intensity = 2;
                }
            }

            // If we consumed a lot, the flames grow higher
            if( cur.get_field_intensity() < maximum_intensity && cur.get_field_age() < 0_turns ) {
                // Fires under 0 age grow in size. Level 3 fires under 0 spread later on.
                // Weaken the newly-grown fire
                cur.set_field_intensity( cur.get_field_intensity() + 1 );
                cur.set_field_age( cur.get_field_age() + 10_minutes * cur.get_field_intensity() );
            }
        }
    }
    // Consume adjacent fuel / terrain / webs to spread.
    // Allow raging fires (and only raging fires) to spread up
    // Spreading down is achieved by wrecking the walls/floor and then falling
    if( cur.get_field_intensity() == 3 && p.z < OVERMAP_HEIGHT ) {
        const tripoint dst_p = tripoint( p.xy(), p.z + 1 );
        // Let it burn through the floor
        maptile dst = here.maptile_at_internal( dst_p );
        const ter_t &dst_ter = dst.get_ter_t();
        if( dst_ter.has_flag( ter_furn_flag::TFLAG_NO_FLOOR ) ||
            dst_ter.has_flag( ter_furn_flag::TFLAG_FLAMMABLE ) ||
            dst_ter.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_ASH ) ||
            dst_ter.has_flag( ter_furn_flag::TFLAG_FLAMMABLE_HARD ) ) {
            field_entry *nearfire = dst.find_field( fd_fire );
            if( nearfire != nullptr ) {
                nearfire->mod_field_age( -2_turns );
            } else {
                here.add_field( dst_p, fd_fire, 1, 0_turns, false );
            }
            // Fueling fires above doesn't cost fuel
        }
    }
    // Our iterator will start at end_i + 1 and increment from there and then wrap around.
    // This guarantees it will check all neighbors, starting from a random one
    if( sheltered || windpower < 5 ) {
        const size_t end_i = static_cast<size_t>( rng( 0, neighs.size() - 1 ) );
        for( size_t i = ( end_i + 1 ) % neighs.size(), count = 0;
             count != neighs.size();
             i = ( i + 1 ) % neighs.size(), count++ ) {
            if( one_in( cur.get_field_intensity() * 2 ) ) {
                // Skip some processing to save on CPU
                continue;
            }

            tripoint &dst_p = neighs[i].first;
            maptile &dst = neighs[i].second;
            // No bounds checking here: we'll treat the invalid neighbors as valid.
            // We're using the map tile wrapper, so we can treat invalid tiles as sentinels.
            // This will create small oddities on map edges, but nothing more noticeable than
            // "cut-off" that happens with bounds checks.

            if( dst.find_field( fd_fire ) ) {
                // We handled supporting fires in the section above, no need to do it here
                continue;
            }

            field_entry *nearwebfld = dst.find_field( fd_web );
            int spread_chance = 25 * ( cur.get_field_intensity() - 1 );
            if( nearwebfld ) {
                spread_chance = 50 + spread_chance / 2;
            }

            const ter_t &dster = dst.get_ter_t();
            const furn_t &dsfrn = dst.get_furn_t();
            // Allow weaker fires to spread occasionally
            const int power = cur.get_field_intensity() + one_in( 5 );
            if( can_spread && rng( 1, 100 ) < spread_chance &&
                ( in_pit == ( dster.id.id() == t_pit ) ) &&
                (
                    ( power >= 2 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE ) &&
                                      one_in( 2 ) ) ) ||
                    ( power >= 2 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE_ASH ) &&
                                      one_in( 2 ) ) ) ||
                    ( power >= 3 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE_HARD ) &&
                                      one_in( 5 ) ) ) ||
                    nearwebfld ||
                    ( one_in( 5 ) && dst.get_item_count() > 0 &&
                      here.flammable_items_at( p + eight_horizontal_neighbors[i] ) )
                ) ) {
                // Nearby open flammable ground? Set it on fire.
                // Make the new fire quite weak, so that it doesn't start jumping around instantly
                if( here.add_field( dst_p, fd_fire, 1, 2_minutes, false ) ) {
                    // Consume a bit of our fuel
                    cur.set_field_age( cur.get_field_age() + 1_minutes );
                }
                if( nearwebfld ) {
                    nearwebfld->set_field_intensity( 0 );
                }
            }
        }
    } else {
        const size_t end_i = static_cast<size_t>( rng( 0, neighbour_vec.size() - 1 ) );
        for( size_t i = ( end_i + 1 ) % neighbour_vec.size(), count = 0;
             count != neighbour_vec.size();
             i = ( i + 1 ) % neighbour_vec.size(), count++ ) {
            if( one_in( cur.get_field_intensity() * 2 ) ) {
                // Skip some processing to save on CPU
                continue;
            }

            if( neighbour_vec.empty() ) {
                continue;
            }

            tripoint &dst_p = neighs[neighbour_vec[i]].first;
            maptile &dst = neighs[neighbour_vec[i]].second;
            // No bounds checking here: we'll treat the invalid neighbors as valid.
            // We're using the map tile wrapper, so we can treat invalid tiles as sentinels.
            // This will create small oddities on map edges, but nothing more noticeable than
            // "cut-off" that happens with bounds checks.

            if( dst.find_field( fd_fire ) ) {
                // We handled supporting fires in the section above, no need to do it here
                continue;
            }

            field_entry *nearwebfld = dst.find_field( fd_web );
            int spread_chance = 25 * ( cur.get_field_intensity() - 1 );
            if( nearwebfld ) {
                spread_chance = 50 + spread_chance / 2;
            }

            const ter_t &dster = dst.get_ter_t();
            const furn_t &dsfrn = dst.get_furn_t();
            // Allow weaker fires to spread occasionally
            const int power = cur.get_field_intensity() + one_in( 5 );
            if( can_spread && rng( 1, 100 ) < spread_chance &&
                ( in_pit == ( dster.id.id() == t_pit ) ) &&
                (
                    ( power >= 2 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE ) &&
                                      one_in( 2 ) ) ) ||
                    ( power >= 2 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE_ASH ) &&
                                      one_in( 2 ) ) ) ||
                    ( power >= 3 && ( ter_furn_has_flag( dster, dsfrn, ter_furn_flag::TFLAG_FLAMMABLE_HARD ) &&
                                      one_in( 5 ) ) ) ||
                    nearwebfld ||
                    ( one_in( 5 ) && dst.get_item_count() > 0 &&
                      here.flammable_items_at( p + eight_horizontal_neighbors[i] ) )
                ) ) {
                // Nearby open flammable ground? Set it on fire.
                // Make the new fire quite weak, so that it doesn't start jumping around instantly
                if( here.add_field( dst_p, fd_fire, 1, 2_minutes, false ) ) {
                    // Consume a bit of our fuel
                    cur.set_field_age( cur.get_field_age() + 1_minutes );
                }
                if( nearwebfld ) {
                    nearwebfld->set_field_intensity( 0 );
                }
            }
        }
    }
    // Create smoke once - above us if possible, at us otherwise
    if( !ter_furn_has_flag( ter, frn, ter_furn_flag::TFLAG_SUPPRESS_SMOKE ) &&
        rng( 0, 100 - windpower ) <= smoke &&
        rng( 3, 35 ) < cur.get_field_intensity() * 10 ) {
        bool smoke_up = p.z < OVERMAP_HEIGHT;
        if( smoke_up ) {
            tripoint up{p.xy(), p.z + 1};
            if( here.has_flag_ter( ter_furn_flag::TFLAG_NO_FLOOR, up ) ) {
                here.add_field( up, fd_smoke, rng( 1, cur.get_field_intensity() ), 0_turns, false );
            } else {
                // Can't create smoke above
                smoke_up = false;
            }
        }

        if( !smoke_up ) {
            // Create thicker smoke
            here.add_field( p, fd_smoke, cur.get_field_intensity(), 0_turns, false );
        }
    }

    // Hot air is a load on the CPU
    // Don't produce too much of it if we have a lot fires nearby, they produce
    // radiant heat which does what hot air would do anyway
    if( adjacent_fires < 5 && rng( 0, 4 - adjacent_fires ) ) {
        here.create_hot_air( p, cur.get_field_intensity() );
    }
}

static void field_processor_fd_last_known( const tripoint &p, field_entry &cur,
        field_proc_data &pd )
{
    ( void )pd;
    Creature *const loc_creature = get_creature_tracker().creature_at( p, false );
    // Remove field when duration expires or non-player creature enters
    if( cur.get_field_age() > 5_seconds || ( loc_creature != nullptr && !loc_creature->is_avatar() ) ) {
        cur.set_field_intensity( 0 );
    }
}
// This entire function makes very little sense. Why are the rules the way they are? Why does walking into some things destroy them but not others?

/*
Function: step_in_field
Triggers any active abilities a field effect would have. Fire burns you, acid melts you, etc.
If you add a field effect that interacts with the player place a case statement in the switch here.
If you wish for a field effect to do something over time (propagate, interact with terrain, etc) place it in process_subfields
*/
void map::player_in_field( Character &you )
{
    // A copy of the current field for reference. Do not add fields to it, use map::add_field
    field &curfield = get_field( you.pos() );
    // Are we inside?
    bool inside = false;
    // If we are in a vehicle figure out if we are inside (reduces effects usually)
    // and what part of the vehicle we need to deal with.
    if( you.in_vehicle ) {
        if( const optional_vpart_position vp = veh_at( you.pos() ) ) {
            inside = vp->is_inside();
        }
    }

    // Iterate through all field effects on this tile.
    // Do not remove the field with remove_field, instead set it's intensity to 0. It will be removed
    // later by the field processing, which will also adjust field_count accordingly.
    for( auto &field_list_it : curfield ) {
        field_entry &cur = field_list_it.second;
        if( !cur.is_field_alive() ) {
            continue;
        }

        // Do things based on what field effect we are currently in.
        const field_type_id ft = cur.get_field_type();
        if( ft == fd_acid ) {
            // Assume vehicles block acid damage entirely,
            // you're certainly not standing in it.
            if( !you.in_vehicle && !you.has_trait( trait_ACIDPROOF ) ) {
                int total_damage = 0;
                total_damage += burn_body_part( you, cur, bodypart_id( "foot_l" ), 2 );
                total_damage += burn_body_part( you, cur, bodypart_id( "foot_r" ), 2 );
                const bool on_ground = you.is_on_ground();
                if( on_ground ) {
                    // Apply the effect to the remaining body parts
                    total_damage += burn_body_part( you, cur, bodypart_id( "leg_l" ), 2 );
                    total_damage += burn_body_part( you, cur, bodypart_id( "leg_r" ), 2 );
                    total_damage += burn_body_part( you, cur, bodypart_id( "hand_l" ), 2 );
                    total_damage += burn_body_part( you, cur, bodypart_id( "hand_r" ), 2 );
                    total_damage += burn_body_part( you, cur, bodypart_id( "torso" ), 2 );
                    // Less arms = less ability to keep upright
                    if( ( !you.has_two_arms_lifting() && one_in( 4 ) ) || one_in( 2 ) ) {
                        total_damage += burn_body_part( you, cur, bodypart_id( "arm_l" ), 1 );
                        total_damage += burn_body_part( you, cur, bodypart_id( "arm_r" ), 1 );
                        total_damage += burn_body_part( you, cur, bodypart_id( "head" ), 1 );
                    }
                }

                if( on_ground && total_damage > 0 ) {
                    you.add_msg_player_or_npc( m_bad, _( "The acid burns your body!" ),
                                               _( "The acid burns <npcname>'s body!" ) );
                } else if( total_damage > 0 ) {
                    you.add_msg_player_or_npc( m_bad, _( "The acid burns your legs and feet!" ),
                                               _( "The acid burns <npcname>'s legs and feet!" ) );
                } else if( on_ground ) {
                    you.add_msg_if_player( m_warning, _( "You're lying in a pool of acid!" ) );
                } else if( !you.is_immune_field( fd_acid ) ) {
                    you.add_msg_if_player( m_warning, _( "You're standing in a pool of acid!" ) );
                }

                you.check_dead_state();
            }
        }
        if( ft == fd_sap ) {
            // Sap does nothing to cars.
            if( !you.in_vehicle ) {
                // Use up sap.
                mod_field_intensity( you.pos(), ft, -1 );
            }
        }
        if( ft == fd_sludge ) {
            // Sludge is on the ground, but you are above the ground when boarded on a vehicle
            if( !you.has_trait( trait_GASTROPOD_FOOT ) && ( !you.in_vehicle ) ) {
                you.add_msg_if_player( m_bad, _( "The sludge is thick and sticky.  You struggle to pull free." ) );
                you.moves -= cur.get_field_intensity() * 300;
                cur.set_field_intensity( 0 );
            }
        }
        if( ft == fd_fire ) {
            // Heatsink or suit prevents ALL fire damage.
            if( !you.has_flag( json_flag_HEATSINK ) && !you.is_wearing( itype_rm13_armor_on ) ) {

                // To modify power of a field based on... whatever is relevant for the effect.
                int adjusted_intensity = cur.get_field_intensity();
                // Burn the player. Less so if you are in a car or ON a car.
                if( you.in_vehicle ) {
                    if( inside ) {
                        adjusted_intensity -= 2;
                    } else {
                        adjusted_intensity -= 1;
                    }
                }

                if( adjusted_intensity >= 1 ) {
                    // Burn message by intensity
                    static const std::array<std::string, 4> player_burn_msg = { {
                            translate_marker( "You burn your legs and feet!" ),
                            translate_marker( "You're burning up!" ),
                            translate_marker( "You're set ablaze!" ),
                            translate_marker( "Your whole body is burning!" )
                        }
                    };
                    static const std::array<std::string, 4> npc_burn_msg = { {
                            translate_marker( "<npcname> burns their legs and feet!" ),
                            translate_marker( "<npcname> is burning up!" ),
                            translate_marker( "<npcname> is set ablaze!" ),
                            translate_marker( "<npcname>s whole body is burning!" )
                        }
                    };
                    static const std::array<std::string, 4> player_warn_msg = { {
                            translate_marker( "You're standing in a fire!" ),
                            translate_marker( "You're waist-deep in a fire!" ),
                            translate_marker( "You're surrounded by raging fire!" ),
                            translate_marker( "You're lying in fire!" )
                        }
                    };

                    const int burn_min = adjusted_intensity;
                    const int burn_max = 3 * adjusted_intensity + 3;
                    std::list<bodypart_id> parts_burned;
                    int msg_num = adjusted_intensity - 1;
                    if( !you.is_on_ground() ) {
                        switch( adjusted_intensity ) {
                            case 3:
                                parts_burned.emplace_back( "hand_l" );
                                parts_burned.emplace_back( "hand_r" );
                                parts_burned.emplace_back( "arm_l" );
                                parts_burned.emplace_back( "arm_r" );
                            /* fallthrough */
                            case 2:
                                parts_burned.emplace_back( "torso" );
                            /* fallthrough */
                            case 1:
                                parts_burned.emplace_back( "foot_l" );
                                parts_burned.emplace_back( "foot_r" );
                                parts_burned.emplace_back( "leg_l" );
                                parts_burned.emplace_back( "leg_r" );
                        }
                    } else {
                        // Lying in the fire is BAAAD news, hits every body part.
                        msg_num = 3;
                        const std::vector<bodypart_id> all_parts = you.get_all_body_parts();
                        parts_burned.assign( all_parts.begin(), all_parts.end() );
                    }

                    int total_damage = 0;
                    for( const bodypart_id &part_burned : parts_burned ) {
                        const dealt_damage_instance dealt = you.deal_damage( nullptr, part_burned,
                                                            damage_instance( damage_heat, rng( burn_min, burn_max ) ) );
                        total_damage += dealt.type_damage( damage_heat );
                    }
                    if( total_damage > 0 ) {
                        you.add_msg_player_or_npc( m_bad, _( player_burn_msg[msg_num] ), _( npc_burn_msg[msg_num] ) );
                    } else {
                        you.add_msg_if_player( m_warning, _( player_warn_msg[msg_num] ) );
                    }
                    you.check_dead_state();
                }
            }

        }
        if( ft == fd_tear_gas ) {
            // Tear gas will both give you teargas disease and/or blind you.
            if( ( cur.get_field_intensity() > 1 || !one_in( 3 ) ) && ( !inside || one_in( 3 ) ) ) {
                you.add_env_effect( effect_teargas, bodypart_id( "mouth" ), 5, 20_seconds );
            }
            if( cur.get_field_intensity() > 1 && ( !inside || one_in( 3 ) ) ) {
                you.add_env_effect( effect_blind, bodypart_id( "eyes" ), cur.get_field_intensity() * 2,
                                    10_seconds );
            }
        }
        if( ft == fd_fungal_haze ) {
            if( !you.has_trait( trait_M_IMMUNE ) && ( !inside || one_in( 4 ) ) ) {
                you.add_env_effect( effect_fungus, bodypart_id( "mouth" ), 4, 10_minutes, true );
                you.add_env_effect( effect_fungus, bodypart_id( "eyes" ), 4, 10_minutes, true );
            }
        }

        if( cur.get_intensity_level().extra_radiation_min > 0 ) {
            const field_intensity_level &int_level = cur.get_intensity_level();
            // Get irradiated by the nuclear fallout.
            const float rads = rng( int_level.extra_radiation_min + 1,
                                    int_level.extra_radiation_max * ( int_level.extra_radiation_max + 1 ) );
            const bool rad_proof = !you.irradiate( rads );
            // TODO: Reduce damage for rad resistant?
            if( int_level.extra_radiation_min > 0 && !rad_proof ) {
                you.add_msg_if_player( m_bad, int_level.radiation_hurt_message.translated() );
                you.hurtall( rng( int_level.radiation_hurt_damage_min, int_level.radiation_hurt_damage_max ),
                             nullptr );
            }
        }
        if( ft == fd_flame_burst ) {
            // A burst of flame? Only hits the legs and torso.
            if( !inside ) {
                // Fireballs can't touch you inside a car.
                // Heatsink or suit stops fire.
                if( !you.has_flag( json_flag_HEATSINK ) &&
                    !you.is_wearing( itype_rm13_armor_on ) ) {
                    you.add_msg_player_or_npc( m_bad, _( "You're torched by flames!" ),
                                               _( "<npcname> is torched by flames!" ) );
                    you.deal_damage( nullptr, bodypart_id( "leg_l" ), damage_instance( damage_heat, rng( 2, 6 ) ) );
                    you.deal_damage( nullptr, bodypart_id( "leg_r" ), damage_instance( damage_heat, rng( 2, 6 ) ) );
                    you.deal_damage( nullptr, bodypart_id( "torso" ), damage_instance( damage_heat, rng( 4, 9 ) ) );
                    you.check_dead_state();
                } else {
                    you.add_msg_player_or_npc( _( "These flames do not burn you." ),
                                               _( "Those flames do not burn <npcname>." ) );
                }
            }
        }
        if( ft == fd_electricity ) {
            // Small universal damage based on intensity, only if not electroproofed and not in vehicle.
            if( cur.get_field_intensity() > 0 && !you.is_elec_immune() && !you.in_vehicle ) {
                const bodypart_id &main_part = bodypart_id( "torso" );
                const int dmg = std::max( 1, rng( cur.get_field_intensity() / 2, cur.get_field_intensity() ) );
                const int main_part_damage = you.deal_damage( nullptr, main_part,
                                             damage_instance( damage_electric, dmg ) ).total_damage();

                if( main_part_damage > 0 ) {
                    for( const bodypart_id &bp :
                         you.get_all_body_parts( get_body_part_flags::only_main ) ) {
                        if( bp == main_part ) {
                            continue;
                        }

                        you.apply_damage( nullptr, bp, dmg, true );
                    }
                } else {
                    you.add_msg_player_or_npc( _( "The electric cloud doesn't affect you." ),
                                               _( "The electric cloud doesn't seem to affect <npcname>." ) );
                }
            }
        }
        if( ft == fd_fatigue ) {
            // Assume the rift is on the ground for now to prevent issues with the player being unable access vehicle controls on the same tile due to teleportation.
            if( !you.in_vehicle ) {
                // Teleports you... somewhere.
                if( rng( 0, 2 ) < cur.get_field_intensity() && you.is_avatar() ) {
                    add_msg( m_bad, _( "You're violently teleported!" ) );
                    you.hurtall( cur.get_field_intensity(), nullptr );
                    teleport::teleport( you );
                }
            }
        }
        // Why do these get removed???
        // Stepping on a shock vent shuts it down.
        if( ft == fd_shock_vent || ft == fd_acid_vent ) {
            cur.set_field_intensity( 0 );
        }
        if( ft == fd_incendiary ) {
            // Mysterious incendiary substance melts you horribly.
            if( you.has_trait( trait_M_SKIN2 ) ||
                you.has_trait( trait_M_SKIN3 ) ||
                cur.get_field_intensity() == 1 ) {
                you.add_msg_player_or_npc( m_bad, _( "The incendiary burns you!" ),
                                           _( "The incendiary burns <npcname>!" ) );
                you.hurtall( rng( 1, 3 ), nullptr );
            } else {
                you.add_msg_player_or_npc( m_bad, _( "The incendiary melts into your skin!" ),
                                           _( "The incendiary melts into <npcname>s skin!" ) );
                you.add_effect( effect_onfire, 8_turns, bodypart_id( "torso" ) );
                you.hurtall( rng( 2, 6 ), nullptr );
            }
        }
        // Both gases are unhealthy and become deadly if you cross a related threshold.
        if( ft == fd_fungicidal_gas || ft == fd_insecticidal_gas ) {
            // The gas won't harm you inside a vehicle.
            if( !inside ) {
                // Full body suits protect you from the effects of the gas.
                if( !( you.worn_with_flag( STATIC( flag_id( "GAS_PROOF" ) ) ) &&
                       you.get_env_resist( bodypart_id( "mouth" ) ) >= 15 &&
                       you.get_env_resist( bodypart_id( "eyes" ) ) >= 15 ) ) {
                    const int intensity = cur.get_field_intensity();
                    bool inhaled = you.add_env_effect( effect_poison, bodypart_id( "mouth" ), 5,
                                                       intensity * 1_minutes );
                    if( you.has_trait( trait_THRESH_MYCUS ) || you.has_trait( trait_THRESH_MARLOSS ) ||
                        ( ft == fd_insecticidal_gas &&
                          ( you.has_trait( trait_THRESH_INSECT ) ||
                            you.has_trait( trait_THRESH_SPIDER ) ) ) ) {
                        inhaled |= you.add_env_effect( effect_badpoison, bodypart_id( "mouth" ), 5, intensity * 1_minutes );
                        you.hurtall( rng( intensity, intensity * 2 ), nullptr );
                        you.add_msg_if_player( m_bad, _( "The %s burns your skin." ), cur.name() );
                    }

                    if( inhaled ) {
                        you.add_msg_if_player( m_bad, _( "The %s makes you feel sick." ), cur.name() );
                    }
                }
            }
        }
        // Process npc complaints (moved here from fields processing)
        if( const int chance = std::get<0>( ft->npc_complain_data ) ) {
            if( you.is_npc() && chance > 0 && one_in( chance ) ) {
                const auto &npc_complain_data = ft->npc_complain_data;
                ( static_cast<npc *>( &you ) )->complain_about( std::get<1>( npc_complain_data ),
                        std::get<2>( npc_complain_data ),
                        std::get<3>( npc_complain_data ) );
            }
        }
    }
}

void map::creature_in_field( Creature &critter )
{
    bool in_vehicle = false;
    bool inside_vehicle = false;
    if( critter.is_monster() ) {
        monster_in_field( *static_cast<monster *>( &critter ) );
    } else {
        Character *you = critter.as_character();
        if( you ) {
            in_vehicle = you->in_vehicle;
            // If we are in a vehicle figure out if we are inside (reduces effects usually)
            // and what part of the vehicle we need to deal with.
            if( in_vehicle ) {
                if( const optional_vpart_position vp = veh_at( you->pos() ) ) {
                    if( vp->is_inside() ) {
                        inside_vehicle = true;
                    }
                }
            }
            player_in_field( *you );
        }
    }

    field &curfield = get_field( critter.pos() );
    for( auto &field_entry_it : curfield ) {
        field_entry &cur_field_entry = field_entry_it.second;
        if( !cur_field_entry.is_field_alive() ) {
            continue;
        }
        const field_type_id cur_field_id = cur_field_entry.get_field_type();

        for( const field_effect &fe : cur_field_entry.get_intensity_level().field_effects ) {
            if( in_vehicle && fe.immune_in_vehicle ) {
                continue;
            }
            if( inside_vehicle && fe.immune_inside_vehicle ) {
                continue;
            }
            if( !inside_vehicle && fe.immune_outside_vehicle ) {
                continue;
            }
            if( in_vehicle && !one_in( fe.chance_in_vehicle ) ) {
                continue;
            }
            if( inside_vehicle && !one_in( fe.chance_inside_vehicle ) ) {
                continue;
            }
            if( !inside_vehicle && !one_in( fe.chance_outside_vehicle ) ) {
                continue;
            }

            const effect field_fx = fe.get_effect();
            if( critter.is_immune_field( cur_field_id ) || critter.is_immune_effect( field_fx.get_id() ) ||
                critter.check_immunity_data( fe.immunity_data ) ) {
                continue;
            }
            bool effect_added = false;
            if( fe.is_environmental ) {
                effect_added = critter.add_env_effect( fe.id, fe.bp.id(), fe.intensity,  fe.get_duration() );
            } else {
                effect_added = true;
                critter.add_effect( field_fx.get_id(), field_fx.get_duration(), field_fx.get_bp(),
                                    field_fx.is_permanent(), field_fx.get_intensity() );
            }
            if( effect_added ) {
                critter.add_msg_player_or_npc( fe.env_message_type, fe.get_message(), fe.get_message_npc() );
            }
            if( cur_field_id->decrease_intensity_on_contact ) {
                mod_field_intensity( critter.pos(), cur_field_id, -1 );
            }
        }
    }
}

void map::monster_in_field( monster &z )
{
    if( z.digging() ) {
        // Digging monsters are immune to fields
        return;
    }
    if( veh_at( z.pos() ) ) {
        // FIXME: Immune when in a vehicle for now.
        return;
    }
    field &curfield = get_field( z.pos() );

    int dam = 0;
    // Iterate through all field effects on this tile.
    // Do not remove the field with remove_field, instead set it's intensity to 0. It will be removed
    // later by the field processing, which will also adjust field_count accordingly.
    for( auto &field_list_it : curfield ) {
        field_entry &cur = field_list_it.second;
        if( !cur.is_field_alive() ) {
            continue;
        }
        const field_type_id cur_field_type = cur.get_field_type();
        if( cur_field_type == fd_acid ) {
            if( !z.flies() ) {
                const int d = rng( cur.get_field_intensity(), cur.get_field_intensity() * 3 );
                z.deal_damage( nullptr, bodypart_id( "torso" ), damage_instance( damage_acid, d ) );
                z.check_dead_state();
            }

        }
        if( cur_field_type == fd_sap ) {
            z.moves -= cur.get_field_intensity() * 5;
            mod_field_intensity( z.pos(), cur.get_field_type(), -1 );
        }
        if( cur_field_type == fd_sludge ) {
            if( !z.digs() && !z.flies() &&
                !z.has_flag( mon_flag_SLUDGEPROOF ) ) {
                z.moves -= cur.get_field_intensity() * 300;
                cur.set_field_intensity( 0 );
            }
        }
        if( cur_field_type == fd_fire ) {
            // TODO: MATERIALS Use fire resistance
            if( z.has_flag( mon_flag_FIREPROOF ) || z.has_flag( mon_flag_FIREY ) ) {
                return;
            }
            // TODO: Replace the section below with proper json values
            if( z.made_of_any( Creature::cmat_flesh ) ) {
                dam += 3;
            }
            if( z.made_of( material_veggy ) ) {
                dam += 12;
            }
            if( z.made_of( phase_id::LIQUID ) || z.made_of_any( Creature::cmat_flammable ) ) {
                dam += 20;
            }
            if( z.made_of_any( Creature::cmat_flameres ) ) {
                dam += -20;
            }
            if( z.flies() ) {
                dam -= 15;
            }
            dam -= z.get_armor_type( damage_heat, bodypart_id( "torso" ) );

            if( cur.get_field_intensity() == 1 ) {
                dam += rng( 2, 6 );
            } else if( cur.get_field_intensity() == 2 ) {
                dam += rng( 6, 12 );
                if( !z.flies() ) {
                    z.moves -= 20;
                    if( dam > 0 ) {
                        z.add_effect( effect_onfire, 1_turns * rng( dam / 2, dam * 2 ) );
                    }
                }
            } else if( cur.get_field_intensity() == 3 ) {
                dam += rng( 10, 20 );
                if( !z.flies() || one_in( 3 ) ) {
                    z.moves -= 40;
                    if( dam > 0 ) {
                        z.add_effect( effect_onfire, 1_turns * rng( dam / 2, dam * 2 ) );
                    }
                }
            }
        }
        if( cur_field_type == fd_smoke ) {
            if( !z.has_flag( mon_flag_NO_BREATHE ) ) {
                if( cur.get_field_intensity() == 3 ) {
                    z.moves -= rng( 10, 20 );
                }
                // Plants suffer from smoke even worse
                if( z.made_of( material_veggy ) ) {
                    z.moves -= rng( 1, cur.get_field_intensity() * 12 );
                }
            }

        }
        if( cur_field_type == fd_tear_gas ) {
            if( z.made_of_any( Creature::cmat_fleshnveg ) && !z.has_flag( mon_flag_NO_BREATHE ) ) {
                if( cur.get_field_intensity() == 3 ) {
                    z.add_effect( effect_stunned, rng( 1_minutes, 2_minutes ) );
                } else if( cur.get_field_intensity() == 2 ) {
                    z.add_effect( effect_stunned, rng( 5_turns, 10_turns ) );
                } else {
                    z.add_effect( effect_stunned, rng( 1_turns, 5_turns ) );
                }
                if( z.has_flag( mon_flag_SEES ) ) {
                    z.add_effect( effect_blind, cur.get_field_intensity() * 8_turns );
                }
            }

        }
        if( cur_field_type == fd_relax_gas ) {
            if( z.made_of_any( Creature::cmat_fleshnveg ) && !z.has_flag( mon_flag_NO_BREATHE ) ) {
                z.add_effect( effect_stunned, rng( cur.get_field_intensity() * 4_turns,
                                                   cur.get_field_intensity() * 8_turns ) );
            }
        }
        if( cur_field_type == fd_dazzling ) {
            if( z.has_flag( mon_flag_SEES ) && !z.has_flag( mon_flag_ELECTRONIC ) ) {
                z.add_effect( effect_blind, cur.get_field_intensity() * 12_turns );
                z.add_effect( effect_stunned, cur.get_field_intensity() * rng( 5_turns, 12_turns ) );
            }

        }
        if( cur_field_type == fd_toxic_gas ) {
            if( !z.has_flag( mon_flag_NO_BREATHE ) ) {
                dam += cur.get_field_intensity();
                z.moves -= cur.get_field_intensity();
            }

        }
        if( cur_field_type == fd_nuke_gas ) {
            if( !z.has_flag( mon_flag_NO_BREATHE ) ) {
                if( cur.get_field_intensity() == 3 ) {
                    z.moves -= rng( 60, 120 );
                    dam += rng( 30, 50 );
                } else if( cur.get_field_intensity() == 2 ) {
                    z.moves -= rng( 20, 50 );
                    dam += rng( 10, 25 );
                } else {
                    z.moves -= rng( 0, 15 );
                    dam += rng( 0, 12 );
                }
                if( z.made_of( material_veggy ) ) {
                    z.moves -= rng( cur.get_field_intensity() * 5, cur.get_field_intensity() * 12 );
                    dam *= cur.get_field_intensity();
                }
            }

        }
        if( cur_field_type == fd_flame_burst ) {
            // TODO: MATERIALS Use fire resistance
            if( z.has_flag( mon_flag_FIREPROOF ) || z.has_flag( mon_flag_FIREY ) ) {
                return;
            }
            if( z.made_of_any( Creature::cmat_flesh ) ) {
                dam += 3;
            }
            if( z.made_of( material_veggy ) ) {
                dam += 12;
            }
            if( z.made_of( phase_id::LIQUID ) || z.made_of_any( Creature::cmat_flammable ) ) {
                dam += 50;
            }
            if( z.made_of_any( Creature::cmat_flameres ) ) {
                dam += -25;
            }
            dam += rng( 0, 8 );
            z.moves -= 20;
        }
        if( cur_field_type == fd_electricity ) {
            // We don't want to increase dam, but deal a separate hit so that it can apply effects
            const int field_dmg = std::max( 1, rng( cur.get_field_intensity() / 2,
                                                    cur.get_field_intensity() ) );
            z.deal_damage( nullptr, bodypart_id( "torso" ), damage_instance( damage_electric, field_dmg ) );
        }
        if( cur_field_type == fd_fatigue ) {
            if( rng( 0, 2 ) < cur.get_field_intensity() ) {
                dam += cur.get_field_intensity();
                teleport::teleport( z );
            }
        }
        if( cur_field_type == fd_incendiary ) {
            // TODO: MATERIALS Use fire resistance
            if( z.has_flag( mon_flag_FIREPROOF ) || z.has_flag( mon_flag_FIREY ) ) {
                return;
            }
            if( z.made_of_any( Creature::cmat_flesh ) ) {
                dam += 3;
            }
            if( z.made_of( material_veggy ) ) {
                dam += 12;
            }
            if( z.made_of( phase_id::LIQUID ) || z.made_of_any( Creature::cmat_flammable ) ) {
                dam += 20;
            }
            if( z.made_of_any( Creature::cmat_flameres ) ) {
                dam += -5;
            }

            if( cur.get_field_intensity() == 1 ) {
                dam += rng( 2, 6 );
            } else if( cur.get_field_intensity() == 2 ) {
                dam += rng( 6, 12 );
                z.moves -= 20;
                if( !z.made_of( phase_id::LIQUID ) && !z.made_of_any( Creature::cmat_flameres ) ) {
                    z.add_effect( effect_onfire, rng( 8_turns, 12_turns ) );
                }
            } else if( cur.get_field_intensity() == 3 ) {
                dam += rng( 10, 20 );
                z.moves -= 40;
                if( !z.made_of( phase_id::LIQUID ) && !z.made_of_any( Creature::cmat_flameres ) ) {
                    z.add_effect( effect_onfire, rng( 12_turns, 16_turns ) );
                }
            }
        }
        if( cur_field_type == fd_fungal_haze ) {
            if( !z.type->in_species( species_FUNGUS ) &&
                !z.type->has_flag( mon_flag_NO_BREATHE ) &&
                !z.make_fungus() ) {
                // Don't insta-kill jabberwocks, that's silly
                const int intensity = cur.get_field_intensity();
                z.moves -= rng( 10 * intensity, 30 * intensity );
                dam += rng( 0, 10 * intensity );
            }
        }
        if( cur_field_type == fd_fungicidal_gas ) {
            if( z.type->in_species( species_FUNGUS ) ) {
                const int intensity = cur.get_field_intensity();
                z.moves -= rng( 10 * intensity, 30 * intensity );
                dam += rng( 4, 7 * intensity );
            }
        }
        if( cur_field_type == fd_insecticidal_gas ) {
            if( z.made_of( material_iflesh ) && !z.has_flag( mon_flag_INSECTICIDEPROOF ) ) {
                const int intensity = cur.get_field_intensity();
                z.moves -= rng( 10 * intensity, 30 * intensity );
                dam += rng( 4, 7 * intensity );
            }
        }
    }

    if( dam > 0 ) {
        z.apply_damage( nullptr, bodypart_id( "torso" ), dam, true );
        z.check_dead_state();
    }
}

std::tuple<maptile, maptile, maptile> map::get_wind_blockers( const int &winddirection,
        const tripoint &pos )
{
    static const std::array<std::pair<int, std::tuple< point, point, point >>, 9> outputs = {{
            { 330, std::make_tuple( point_east, point_north_east, point_south_east ) },
            { 301, std::make_tuple( point_south_east, point_east, point_south ) },
            { 240, std::make_tuple( point_south, point_south_west, point_south_east ) },
            { 211, std::make_tuple( point_south_west, point_west, point_south ) },
            { 150, std::make_tuple( point_west, point_north_west, point_south_west ) },
            { 121, std::make_tuple( point_north_west, point_north, point_west ) },
            { 60, std::make_tuple( point_north, point_north_west, point_north_east ) },
            { 31, std::make_tuple( point_north_east, point_east, point_north ) },
            { 0, std::make_tuple( point_east, point_north_east, point_south_east ) }
        }
    };

    tripoint removepoint;
    tripoint removepoint2;
    tripoint removepoint3;
    for( const std::pair<int, std::tuple< point, point, point >> &val : outputs ) {
        if( winddirection >= val.first ) {
            removepoint = pos + std::get<0>( val.second );
            removepoint2 = pos + std::get<1>( val.second );
            removepoint3 = pos + std::get<2>( val.second );
            break;
        }
    }

    const maptile remove_tile = maptile_at( removepoint );
    const maptile remove_tile2 = maptile_at( removepoint2 );
    const maptile remove_tile3 = maptile_at( removepoint3 );
    return std::make_tuple( remove_tile, remove_tile2, remove_tile3 );
}

void map::emit_field( const tripoint &pos, const emit_id &src, float mul )
{
    if( !src.is_valid() ) {
        return;
    }

    const float chance = src->chance() * mul;
    if( src.is_valid() &&  x_in_y( chance, 100 ) ) {
        const int qty = chance > 100.0f ? roll_remainder( src->qty() * chance / 100.0f ) : src->qty();
        propagate_field( pos, src->field(), qty, src->intensity() );
    }
}

void map::propagate_field( const tripoint &center, const field_type_id &type, int amount,
                           int max_intensity )
{
    using gas_blast = std::pair<float, tripoint>;
    std::priority_queue<gas_blast, std::vector<gas_blast>, pair_greater_cmp_first> open;
    std::set<tripoint> closed;
    open.emplace( 0.0f, center );

    const bool not_gas = type.obj().phase != phase_id::GAS;

    while( amount > 0 && !open.empty() ) {
        if( closed.count( open.top().second ) ) {
            open.pop();
            continue;
        }

        // All points with equal gas intensity should propagate at the same time
        std::list<gas_blast> gas_front;
        gas_front.push_back( open.top() );
        const int cur_intensity = get_field_intensity( open.top().second, type );
        open.pop();
        while( !open.empty() && get_field_intensity( open.top().second, type ) == cur_intensity ) {
            if( closed.count( open.top().second ) == 0 ) {
                gas_front.push_back( open.top() );
            }

            open.pop();
        }

        int increment = std::max<int>( 1, amount / gas_front.size() );

        while( !gas_front.empty() ) {
            gas_blast gp = random_entry_removed( gas_front );
            closed.insert( gp.second );
            const int cur_intensity = get_field_intensity( gp.second, type );
            if( cur_intensity < max_intensity ) {
                const int bonus = std::min( max_intensity - cur_intensity, increment );
                mod_field_intensity( gp.second, type, bonus );
                amount -= bonus;
            } else {
                amount--;
            }

            if( amount <= 0 ) {
                return;
            }

            static const std::array<int, 8> x_offset = {{ -1, 1,  0, 0,  1, -1, -1, 1  }};
            static const std::array<int, 8> y_offset = {{  0, 0, -1, 1, -1,  1, -1, 1  }};
            for( size_t i = 0; i < 8; i++ ) {
                tripoint pt = gp.second + point( x_offset[ i ], y_offset[ i ] );
                if( closed.count( pt ) > 0 ) {
                    continue;
                }

                if( impassable( pt ) && ( not_gas || !has_flag( ter_furn_flag::TFLAG_PERMEABLE, pt ) ) ) {
                    closed.insert( pt );
                    continue;
                }

                open.emplace( static_cast<float>( rl_dist( center, pt ) ), pt );
            }
        }
    }
}

std::vector<FieldProcessorPtr> map_field_processing::processors_for_type( const field_type &ft )
{
    std::vector<FieldProcessorPtr> processors;

    const bool intensity_upgrade_chance = std::any_of( ft.intensity_levels.begin(),
                                          ft.intensity_levels.end(),
    []( const field_intensity_level & elem ) {
        return elem.intensity_upgrade_chance > 0;
    } );
    const bool extra_radiation = std::any_of( ft.intensity_levels.begin(), ft.intensity_levels.end(),
    []( const field_intensity_level & elem ) {
        return elem.extra_radiation_max > 0;
    } );

    const bool has_monster_spawn_chance = std::any_of( ft.intensity_levels.begin(),
                                          ft.intensity_levels.end(),
    []( const field_intensity_level & elem ) {
        return elem.monster_spawn_chance > 0 && elem.monster_spawn_count > 0;
    } );

    if( intensity_upgrade_chance ) {
        processors.push_back( &field_processor_upgrade_intensity );
    }
    if( ft.underwater_age_speedup != 0_turns ) {
        processors.push_back( &field_processor_underwater_dissipation );
    }
    if( ft.apply_slime_factor > 0 ) {
        processors.push_back( &field_processor_apply_slime );
    }
    if( ft.gas_can_spread() ) {
        processors.push_back( &field_processor_spread_gas );
    }
    // Apply radiation
    if( extra_radiation ) {
        processors.push_back( &field_processor_extra_radiation );
    }
    // Apply wandering fields from vents
    if( ft.wandering_field ) {
        processors.push_back( &field_processor_wandering_field );
    }
    if( has_monster_spawn_chance ) {
        processors.push_back( &field_processor_monster_spawn );
    }
    // legacy
    if( ft.legacy_make_rubble ) {
        processors.push_back( &field_processor_make_rubble );
    }

    // Per-type processors:
    if( ft.id == fd_acid ) {
        processors.push_back( &field_processor_fd_acid );
    }
    if( ft.id == fd_extinguisher ) {
        processors.push_back( &field_processor_fd_extinguisher );
    }
    if( ft.id == fd_fire ) {
        processors.push_back( &field_processor_fd_fire );
    }
    if( ft.id == fd_fungal_haze ) {
        processors.push_back( &field_processor_fd_fungal_haze );
    }
    if( ft.id == fd_fire_vent ) {
        processors.push_back( &field_processor_fd_fire_vent );
    }
    if( ft.id == fd_flame_burst ) {
        processors.push_back( &field_processor_fd_flame_burst );
    }
    if( ft.id == fd_electricity || ft.id == fd_electricity_unlit ) {
        processors.push_back( &field_processor_fd_electricity );
    }
    if( ft.id == fd_push_items ) {
        processors.push_back( &field_processor_fd_push_items );
    }
    if( ft.id == fd_shock_vent ) {
        processors.push_back( &field_processor_fd_shock_vent );
    }
    if( ft.id == fd_acid_vent ) {
        processors.push_back( &field_processor_fd_acid_vent );
    }
    if( ft.id == fd_incendiary ) {
        processors.push_back( &field_processor_fd_incendiary );
    }
    if( ft.id == fd_fungicidal_gas ) {
        processors.push_back( &field_processor_fd_fungicidal_gas );
    }
    if( ft.id == fd_last_known ) {
        processors.push_back( &field_processor_fd_last_known );
    }

    return processors;
}

const field_type_str_id &map::get_applicable_electricity_field( const tripoint &p ) const
{
    return is_transparent( p ) ? fd_electricity : fd_electricity_unlit;
}
