comestible_inventory_preset( const player &p ) : inventory_selector_preset(), p( p ) {

            append_cell( [ p, this ]( const item_location & loc ) {
                return good_bad_none( p.nutrition_for( get_comestible_item( loc ) ) );
            }, _( "NUTRITION" ) );

            append_cell( [ this ]( const item_location & loc ) {
                return good_bad_none( get_edible_comestible( loc ).quench );
            }, _( "QUENCH" ) );

            append_cell( [ p, this ]( const item_location & loc ) {
                return good_bad_none( p.fun_for( get_comestible_item( loc ) ).first );
            }, _( "JOY" ) );

            append_cell( [ this ]( const item_location & loc ) {
                const int spoils = get_edible_comestible( loc ).spoils;
                if( spoils > 0 ) {
                    return to_string_clipped( time_duration::from_turns( spoils ) );
                }
                return std::string();
            }, _( "SPOILS IN" ) );

            append_cell( [ this, &p ]( const item_location & loc ) {
                std::string cbm_name;

                switch( p.get_cbm_rechargeable_with( get_comestible_item( loc ) ) ) {
                    case rechargeable_cbm::none:
                        break;
                    case rechargeable_cbm::battery:
                        cbm_name = _( "Battery" );
                        break;
                    case rechargeable_cbm::reactor:
                        cbm_name = _( "Reactor" );
                        break;
                    case rechargeable_cbm::furnace:
                        cbm_name = _( "Furnace" );
                        break;
                }

                if( !cbm_name.empty() ) {
                    return string_format( "<color_cyan>%s</color>", cbm_name.c_str() );
                }

                return std::string();
            }, _( "CBM" ) );

            append_cell( [ this, &p ]( const item_location & loc ) {
                return good_bad_none( p.get_acquirable_energy( get_comestible_item( loc ) ) );
            }, _( "ENERGY" ) );
        }