workflow
========

.. dfhack-tool::
    :summary: Manage automated item production rules.
    :tags: fort auto jobs

Manage repeat jobs according to stock levels. `gui/workflow` provides a simple
front-end integrated in the game UI.

When the plugin is enabled, it protects all repeat jobs from removal. If they do
disappear due to any cause (raw materials not available, manual removal by the
player, etc.), they are immediately re-added to their workshop and suspended.

If any constraints on item amounts are set, repeat jobs that produce that kind
of item are automatically suspended and resumed as the item amount goes above or
below the limit.

There is a good amount of overlap between this plugin and the vanilla manager
workorders, and both systems have their advantages. Vanilla manager workorders
can be more expressive about when to enqueue jobs. For example, you can gate the
activation of a vanilla workorder based on availability of raw materials, which
you cannot do in ``workflow``. However, ``workflow`` is often more convenient
for quickly keeping a small stock of various items on hand without having to
configure all the vanilla manager options. Also see the `orders` plugin for
a library of manager orders that may make managing your stocks even more
convenient than ``workflow`` can.

Usage
-----

``enable workflow``
    Start monitoring for and managing workshop jobs that are set to repeat.
``workflow enable|disable drybuckets``
    Enables/disables automatic emptying of abandoned water buckets.
``workflow enable|disable auto-melt``
    Enables/disables automatic resumption of repeat melt jobs when there are
    objects to melt.
``workflow count <constraint-spec> <target> [gap]``
    Set a constraint, counting every stack as 1 item. If a gap is specified,
    stocks are allowed to dip that many items below the target before relevant
    jobs are resumed.
``workflow amount <constraint-spec> <target> [gap]``
    Set a constraint, counting all items within stacks. If a gap is specified,
    stocks are allowed to dip that many items below the target before relevant
    jobs are resumed.
``workflow unlimit <constraint-spec>``
    Delete a constraint.
``workflow unlimit-all``
    Delete all constraints.
``workflow jobs``
    List workflow-controlled jobs (if in a workshop, filtered by it).
``workflow list``
    List active constraints, and their job counts.
``workflow list-commands``
    List active constraints as workflow commands that re-create them; this list
    can be copied to a file, and then reloaded using the `script` built-in
    command.

Examples
--------

Keep metal bolts within 900-1000, and wood/bone within 150-200::

    workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
    workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50

Keep the number of prepared food & drink stacks between 90 and 120::

    workflow count FOOD 120 30
    workflow count DRINK 120 30

Make sure there are always 25-30 empty bins/barrels/bags::

    workflow count BIN 30
    workflow count BARREL 30
    workflow count BOX/CLOTH,SILK,YARN 30

Make sure there are always 15-20 coal and 25-30 copper bars::

    workflow count BAR//COAL 20
    workflow count BAR//COPPER 30

Produce 15-20 gold crafts::

    workflow count CRAFTS//GOLD 20

Collect 15-20 sand bags and clay boulders::

    workflow count POWDER_MISC/SAND 20
    workflow count BOULDER/CLAY 20

Make sure there are always 80-100 units of dimple dye::

    workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20

.. note::

    In order for this to work, you have to set the material of the PLANT input
    on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the
    `job item-material <job>` command. Otherwise the plugin won't be able to
    deduce the output material.

Maintain 10-100 locally-made crafts of exceptional quality::

    workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90

Constraint format
-----------------

The constraint spec consists of 4 parts, separated with ``/`` characters::

    ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]

The first part is mandatory and specifies the item type and subtype, using the
raw tokens for items (the same syntax used for custom reaction inputs). For more
information, see :wiki:`this wiki page <Material_token>`.

The subsequent parts are optional:

- A generic material spec constrains the item material to one of the hard-coded
  generic classes, which currently include::

    PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
    METAL STONE SAND GLASS CLAY MILK

- A specific material spec chooses the material exactly, using the raw syntax
  for reaction input materials, e.g. ``INORGANIC:IRON``, although for
  convenience it also allows just ``IRON``, or ``ACACIA:WOOD`` etc.  See the
  link above for more details on the unabbreviated raw syntax.

- A comma-separated list of miscellaneous flags, which currently can be used to
  ignore imported items (``LOCAL``) or items below a certain quality (1-5, with
  5 being masterwork).
