public void ConstructBuildingOnTile(Vector3Int position, BuildingData buildingOption)
    {
        if (!HasRuin(position))
        {
            Debug.LogError($"Position {position} does not have a ruined building to restore");
            return;
        }

        ConstructionSpace space         = _positionToConstructionSpace[position];
        Tilemap           buildingShape = buildingOption.BuildingShape;

        GameObject buildingLogic = null;

        if (buildingOption.LogicPrefab != null)
        {
            int buildingCost = GetConstructionCost(buildingOption);

            if (playerStats.GetMind() - buildingCost < 0)
            {
                return;
            }
            playerStats.UpdateMind(buildingCost * -1.0f);

            buildingLogic = Instantiate(buildingOption.LogicPrefab);
            buildingLogic.transform.position = GetConstructionSpaceWorldCenter(space);
            _activeBuildingLogic.Add(buildingLogic);
            OnHealthBonusMayHaveChanged();

            buildingLogic.GetComponent <BuildingHealth>().BuildingManager    = this;
            buildingLogic.GetComponent <BuildingLogicBase>().BuildingManager = this;

            audioManager.PlayBuildingBuilt();

            BuildingOnDestroyProxy proxy = buildingLogic.AddComponent <BuildingOnDestroyProxy>();
            proxy.OnDestroyEvent.AddListener(() => ReturnToRuin(space, buildingLogic));
        }

        BoundsInt ruinBounds = _positionToConstructionSpace[position].Data.RuinShape.cellBounds;

        foreach (Vector3Int buildingPosition in buildingShape.cellBounds.allPositionsWithin)
        {
            Vector3Int buildingOffsetCompensation = ruinBounds.min - buildingShape.cellBounds.min;
            Vector3Int mapPosition = space.LocalOrigin + buildingOffsetCompensation + buildingPosition;
            Map.SetTile(mapPosition, buildingShape.GetTile(buildingPosition));
            _positionToBuildingLogic.Add(mapPosition, buildingLogic);
        }

        GameObject ruinLogic = _constructionSpaceToRuinLogic[space];

        if (ruinLogic != null)
        {
            ruinLogic.SetActive(false);
        }
    }