dfhack/plugins/autolabor.cpp

1670 lines
53 KiB
C++

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// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
// some headers required for a plugin. Nothing special, just the basics.
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <vector>
#include <algorithm>
#include "modules/Units.h"
#include "modules/World.h"
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// DF data structure definition headers
#include "DataDefs.h"
#include <df/ui.h>
#include <df/world.h>
#include <df/unit.h>
#include <df/unit_soul.h>
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
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#include <df/unit_misc_trait.h>
#include <df/entity_position_responsibility.h>
#include <df/historical_figure.h>
#include <df/historical_entity.h>
#include <df/histfig_entity_link.h>
#include <df/histfig_entity_link_positionst.h>
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <MiscUtils.h>
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#include "modules/MapCache.h"
#include "modules/Items.h"
using std::string;
using std::endl;
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using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
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/*
* Autolabor module for dfhack
*
* The idea behind this module is to constantly adjust labors so that the right dwarves
* are assigned to new tasks. The key is that, for almost all labors, once a dwarf begins
* a job it will finish that job even if the associated labor is removed. Thus the
* strategy is to frequently decide, for each labor, which dwarves should possibly take
* a new job for that labor if it comes in and which shouldn't, and then set the labors
* appropriately. The updating should happen as often as can be reasonably done without
* causing lag.
*
* The obvious thing to do is to just set each labor on a single idle dwarf who is best
* suited to doing new jobs of that labor. This works in a way, but it leads to a lot
* of idle dwarves since only one dwarf will be dispatched for each labor in an update
* cycle, and dwarves that finish tasks will wait for the next update before being
* dispatched. An improvement is to also set some labors on dwarves that are currently
* doing a job, so that they will immediately take a new job when they finish. The
* details of which dwarves should have labors set is mostly a heuristic.
*
* A complication to the above simple scheme is labors that have associated equipment.
* Enabling/disabling these labors causes dwarves to change equipment, and disabling
* them in the middle of a job may cause the job to be abandoned. Those labors
* (mining, hunting, and woodcutting) need to be handled carefully to minimize churn.
*/
static int enable_autolabor = 0;
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static bool print_debug = 0;
static std::vector<int> state_count(5);
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static PersistentDataItem config;
enum ConfigFlags {
CF_ENABLED = 1,
};
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// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters);
// A plugin must be able to return its name and version.
// The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case
DFHACK_PLUGIN("autolabor");
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static void generate_labor_to_skill_map();
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enum labor_mode {
DISABLE,
HAULERS,
AUTOMATIC,
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};
enum dwarf_state {
// Ready for a new task
IDLE,
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// Busy with a useful task
BUSY,
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// In the military, can't work
MILITARY,
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// Child or noble, can't work
CHILD,
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// Doing something that precludes working, may be busy for a while
OTHER
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};
const int NUM_STATE = 5;
static const char *state_names[] = {
"IDLE",
"BUSY",
"MILITARY",
"CHILD",
"OTHER",
};
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static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */,
BUSY /* DetailWall */,
BUSY /* DetailFloor */,
BUSY /* Dig */,
BUSY /* CarveUpwardStaircase */,
BUSY /* CarveDownwardStaircase */,
BUSY /* CarveUpDownStaircase */,
BUSY /* CarveRamp */,
BUSY /* DigChannel */,
BUSY /* FellTree */,
BUSY /* GatherPlants */,
BUSY /* RemoveConstruction */,
BUSY /* CollectWebs */,
BUSY /* BringItemToDepot */,
BUSY /* BringItemToShop */,
OTHER /* Eat */,
OTHER /* GetProvisions */,
OTHER /* Drink */,
OTHER /* Drink2 */,
OTHER /* FillWaterskin */,
OTHER /* FillWaterskin2 */,
OTHER /* Sleep */,
BUSY /* CollectSand */,
BUSY /* Fish */,
BUSY /* Hunt */,
OTHER /* HuntVermin */,
BUSY /* Kidnap */,
BUSY /* BeatCriminal */,
BUSY /* StartingFistFight */,
BUSY /* CollectTaxes */,
BUSY /* GuardTaxCollector */,
BUSY /* CatchLiveLandAnimal */,
BUSY /* CatchLiveFish */,
BUSY /* ReturnKill */,
BUSY /* CheckChest */,
BUSY /* StoreOwnedItem */,
BUSY /* PlaceItemInTomb */,
BUSY /* StoreItemInStockpile */,
BUSY /* StoreItemInBag */,
BUSY /* StoreItemInHospital */,
BUSY /* StoreItemInChest */,
BUSY /* StoreItemInCabinet */,
BUSY /* StoreWeapon */,
BUSY /* StoreArmor */,
BUSY /* StoreItemInBarrel */,
BUSY /* StoreItemInBin */,
BUSY /* SeekArtifact */,
BUSY /* SeekInfant */,
OTHER /* AttendParty */,
OTHER /* GoShopping */,
OTHER /* GoShopping2 */,
BUSY /* Clean */,
OTHER /* Rest */,
BUSY /* PickupEquipment */,
BUSY /* DumpItem */,
OTHER /* StrangeMoodCrafter */,
OTHER /* StrangeMoodJeweller */,
OTHER /* StrangeMoodForge */,
OTHER /* StrangeMoodMagmaForge */,
OTHER /* StrangeMoodBrooding */,
OTHER /* StrangeMoodFell */,
OTHER /* StrangeMoodCarpenter */,
OTHER /* StrangeMoodMason */,
OTHER /* StrangeMoodBowyer */,
OTHER /* StrangeMoodTanner */,
OTHER /* StrangeMoodWeaver */,
OTHER /* StrangeMoodGlassmaker */,
OTHER /* StrangeMoodMechanics */,
BUSY /* ConstructBuilding */,
BUSY /* ConstructDoor */,
BUSY /* ConstructFloodgate */,
BUSY /* ConstructBed */,
BUSY /* ConstructThrone */,
BUSY /* ConstructCoffin */,
BUSY /* ConstructTable */,
BUSY /* ConstructChest */,
BUSY /* ConstructBin */,
BUSY /* ConstructArmorStand */,
BUSY /* ConstructWeaponRack */,
BUSY /* ConstructCabinet */,
BUSY /* ConstructStatue */,
BUSY /* ConstructBlocks */,
BUSY /* MakeRawGlass */,
BUSY /* MakeCrafts */,
BUSY /* MintCoins */,
BUSY /* CutGems */,
BUSY /* CutGlass */,
BUSY /* EncrustWithGems */,
BUSY /* EncrustWithGlass */,
BUSY /* DestroyBuilding */,
BUSY /* SmeltOre */,
BUSY /* MeltMetalObject */,
BUSY /* ExtractMetalStrands */,
BUSY /* PlantSeeds */,
BUSY /* HarvestPlants */,
BUSY /* TrainHuntingAnimal */,
BUSY /* TrainWarAnimal */,
BUSY /* MakeWeapon */,
BUSY /* ForgeAnvil */,
BUSY /* ConstructCatapultParts */,
BUSY /* ConstructBallistaParts */,
BUSY /* MakeArmor */,
BUSY /* MakeHelm */,
BUSY /* MakePants */,
BUSY /* StudWith */,
BUSY /* ButcherAnimal */,
BUSY /* PrepareRawFish */,
BUSY /* MillPlants */,
BUSY /* BaitTrap */,
BUSY /* MilkCreature */,
BUSY /* MakeCheese */,
BUSY /* ProcessPlants */,
BUSY /* ProcessPlantsBag */,
BUSY /* ProcessPlantsVial */,
BUSY /* ProcessPlantsBarrel */,
BUSY /* PrepareMeal */,
BUSY /* WeaveCloth */,
BUSY /* MakeGloves */,
BUSY /* MakeShoes */,
BUSY /* MakeShield */,
BUSY /* MakeCage */,
BUSY /* MakeChain */,
BUSY /* MakeFlask */,
BUSY /* MakeGoblet */,
BUSY /* MakeInstrument */,
BUSY /* MakeToy */,
BUSY /* MakeAnimalTrap */,
BUSY /* MakeBarrel */,
BUSY /* MakeBucket */,
BUSY /* MakeWindow */,
BUSY /* MakeTotem */,
BUSY /* MakeAmmo */,
BUSY /* DecorateWith */,
BUSY /* MakeBackpack */,
BUSY /* MakeQuiver */,
BUSY /* MakeBallistaArrowHead */,
BUSY /* AssembleSiegeAmmo */,
BUSY /* LoadCatapult */,
BUSY /* LoadBallista */,
BUSY /* FireCatapult */,
BUSY /* FireBallista */,
BUSY /* ConstructMechanisms */,
BUSY /* MakeTrapComponent */,
BUSY /* LoadCageTrap */,
BUSY /* LoadStoneTrap */,
BUSY /* LoadWeaponTrap */,
BUSY /* CleanTrap */,
BUSY /* CastSpell */,
BUSY /* LinkBuildingToTrigger */,
BUSY /* PullLever */,
BUSY /* BrewDrink */,
BUSY /* ExtractFromPlants */,
BUSY /* ExtractFromRawFish */,
BUSY /* ExtractFromLandAnimal */,
BUSY /* TameVermin */,
BUSY /* TameAnimal */,
BUSY /* ChainAnimal */,
BUSY /* UnchainAnimal */,
BUSY /* UnchainPet */,
BUSY /* ReleaseLargeCreature */,
BUSY /* ReleasePet */,
BUSY /* ReleaseSmallCreature */,
BUSY /* HandleSmallCreature */,
BUSY /* HandleLargeCreature */,
BUSY /* CageLargeCreature */,
BUSY /* CageSmallCreature */,
BUSY /* RecoverWounded */,
BUSY /* DiagnosePatient */,
BUSY /* ImmobilizeBreak */,
BUSY /* DressWound */,
BUSY /* CleanPatient */,
BUSY /* Surgery */,
BUSY /* Suture */,
BUSY /* SetBone */,
BUSY /* PlaceInTraction */,
BUSY /* DrainAquarium */,
BUSY /* FillAquarium */,
BUSY /* FillPond */,
BUSY /* GiveWater */,
BUSY /* GiveFood */,
BUSY /* GiveWater2 */,
BUSY /* GiveFood2 */,
BUSY /* RecoverPet */,
BUSY /* PitLargeAnimal */,
BUSY /* PitSmallAnimal */,
BUSY /* SlaughterAnimal */,
BUSY /* MakeCharcoal */,
BUSY /* MakeAsh */,
BUSY /* MakeLye */,
BUSY /* MakePotashFromLye */,
BUSY /* FertilizeField */,
BUSY /* MakePotashFromAsh */,
BUSY /* DyeThread */,
BUSY /* DyeCloth */,
BUSY /* SewImage */,
BUSY /* MakePipeSection */,
BUSY /* OperatePump */,
OTHER /* ManageWorkOrders */,
OTHER /* UpdateStockpileRecords */,
OTHER /* TradeAtDepot */,
BUSY /* ConstructHatchCover */,
BUSY /* ConstructGrate */,
BUSY /* RemoveStairs */,
BUSY /* ConstructQuern */,
BUSY /* ConstructMillstone */,
BUSY /* ConstructSplint */,
BUSY /* ConstructCrutch */,
BUSY /* ConstructTractionBench */,
BUSY /* CleanSelf */,
BUSY /* BringCrutch */,
BUSY /* ApplyCast */,
BUSY /* CustomReaction */,
BUSY /* ConstructSlab */,
BUSY /* EngraveSlab */,
BUSY /* ShearCreature */,
BUSY /* SpinThread */,
BUSY /* PenLargeAnimal */,
BUSY /* PenSmallAnimal */,
BUSY /* MakeTool */,
BUSY /* CollectClay */,
BUSY /* InstallColonyInHive */,
BUSY /* CollectHiveProducts */,
OTHER /* CauseTrouble */,
OTHER /* DrinkBlood */,
OTHER /* ReportCrime */,
OTHER /* ExecuteCriminal */,
BUSY /* TrainAnimal */,
BUSY /* CarveTrack */,
BUSY /* PushTrackVehicle */,
BUSY /* PlaceTrackVehicle */,
BUSY /* StoreItemInVehicle */
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};
struct labor_info
{
PersistentDataItem config;
bool is_exclusive;
int active_dwarfs;
labor_mode mode() { return (labor_mode) config.ival(0); }
void set_mode(labor_mode mode) { config.ival(0) = mode; }
int minimum_dwarfs() { return config.ival(1); }
void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; }
int maximum_dwarfs() { return config.ival(2); }
void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
};
struct labor_default
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{
labor_mode mode;
bool is_exclusive;
int minimum_dwarfs;
int maximum_dwarfs;
int active_dwarfs;
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};
static int hauler_pct = 33;
static std::vector<struct labor_info> labor_infos;
static const struct labor_default default_labor_infos[] = {
/* MINE */ {AUTOMATIC, true, 2, 200, 0},
/* HAUL_STONE */ {HAULERS, false, 1, 200, 0},
/* HAUL_WOOD */ {HAULERS, false, 1, 200, 0},
/* HAUL_BODY */ {HAULERS, false, 1, 200, 0},
/* HAUL_FOOD */ {HAULERS, false, 1, 200, 0},
/* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0},
/* HAUL_ITEM */ {HAULERS, false, 1, 200, 0},
/* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0},
/* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0},
/* CLEAN */ {HAULERS, false, 1, 200, 0},
/* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0},
/* CARPENTER */ {AUTOMATIC, false, 1, 200, 0},
/* DETAIL */ {AUTOMATIC, false, 1, 200, 0},
/* MASON */ {AUTOMATIC, false, 1, 200, 0},
/* ARCHITECT */ {AUTOMATIC, false, 1, 200, 0},
/* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0},
/* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0},
/* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0},
/* SURGERY */ {AUTOMATIC, false, 1, 200, 0},
/* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0},
/* SUTURING */ {AUTOMATIC, false, 1, 200, 0},
/* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0},
/* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0},
/* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0},
/* BUTCHER */ {AUTOMATIC, false, 1, 200, 0},
/* TRAPPER */ {AUTOMATIC, false, 1, 200, 0},
/* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0},
/* LEATHER */ {AUTOMATIC, false, 1, 200, 0},
/* TANNER */ {AUTOMATIC, false, 1, 200, 0},
/* BREWER */ {AUTOMATIC, false, 1, 200, 0},
/* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0},
/* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0},
/* WEAVER */ {AUTOMATIC, false, 1, 200, 0},
/* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0},
/* MILLER */ {AUTOMATIC, false, 1, 200, 0},
/* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0},
/* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0},
/* MILK */ {AUTOMATIC, false, 1, 200, 0},
/* COOK */ {AUTOMATIC, false, 1, 200, 0},
/* PLANT */ {AUTOMATIC, false, 1, 200, 0},
/* HERBALIST */ {AUTOMATIC, false, 1, 200, 0},
/* FISH */ {AUTOMATIC, false, 1, 1, 0},
/* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0},
/* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0},
/* HUNT */ {AUTOMATIC, true, 1, 1, 0},
/* SMELT */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0},
/* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0},
/* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0},
/* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0},
/* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0},
/* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0},
/* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0},
/* BOWYER */ {AUTOMATIC, false, 1, 200, 0},
/* MECHANIC */ {AUTOMATIC, false, 1, 200, 0},
/* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0},
/* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0},
/* DYER */ {AUTOMATIC, false, 1, 200, 0},
/* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0},
/* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0},
/* SHEARER */ {AUTOMATIC, false, 1, 200, 0},
/* SPINNER */ {AUTOMATIC, false, 1, 200, 0},
/* POTTERY */ {AUTOMATIC, false, 1, 200, 0},
/* GLAZING */ {AUTOMATIC, false, 1, 200, 0},
/* PRESSING */ {AUTOMATIC, false, 1, 200, 0},
/* BEEKEEPING */ {AUTOMATIC, false, 1, 1, 0}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981)
/* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0},
/* PUSH_HAUL_VEHICLES */ {HAULERS, false, 1, 200, 0}
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};
static const int responsibility_penalties[] = {
0, /* LAW_MAKING */
0, /* LAW_ENFORCEMENT */
3000, /* RECEIVE_DIPLOMATS */
0, /* MEET_WORKERS */
1000, /* MANAGE_PRODUCTION */
3000, /* TRADE */
1000, /* ACCOUNTING */
0, /* ESTABLISH_COLONY_TRADE_AGREEMENTS */
0, /* MAKE_INTRODUCTIONS */
0, /* MAKE_PEACE_AGREEMENTS */
0, /* MAKE_TOPIC_AGREEMENTS */
0, /* COLLECT_TAXES */
0, /* ESCORT_TAX_COLLECTOR */
0, /* EXECUTIONS */
0, /* TAME_EXOTICS */
0, /* RELIGION */
0, /* ATTACK_ENEMIES */
0, /* PATROL_TERRITORY */
0, /* MILITARY_GOALS */
0, /* MILITARY_STRATEGY */
0, /* UPGRADE_SQUAD_EQUIPMENT */
0, /* EQUIPMENT_MANIFESTS */
0, /* SORT_AMMUNITION */
0, /* BUILD_MORALE */
5000 /* HEALTH_MANAGEMENT */
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};
struct dwarf_info_t
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{
int highest_skill;
int total_skill;
int mastery_penalty;
int assigned_jobs;
dwarf_state state;
bool has_exclusive_labor;
int noble_penalty; // penalty for assignment due to noble status
bool medical; // this dwarf has medical responsibility
bool trader; // this dwarf has trade responsibility
bool diplomacy; // this dwarf meets with diplomats
int single_labor; // this dwarf will be exclusively assigned to one labor (-1/NONE for none)
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};
static bool isOptionEnabled(unsigned flag)
{
return config.isValid() && (config.ival(0) & flag) != 0;
}
static void setOptionEnabled(ConfigFlags flag, bool on)
{
if (!config.isValid())
return;
if (on)
config.ival(0) |= flag;
else
config.ival(0) &= ~flag;
}
static void cleanup_state()
{
labor_infos.clear();
}
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs);
labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
}
static void init_state()
{
config = World::GetPersistentData("autolabor/config");
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
enable_autolabor = isOptionEnabled(CF_ENABLED);
if (!enable_autolabor)
return;
auto cfg_haulpct = World::GetPersistentData("autolabor/haulpct");
if (cfg_haulpct.isValid())
{
hauler_pct = cfg_haulpct.ival(0);
}
else
{
hauler_pct = 33;
}
// Load labors from save
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
std::vector<PersistentDataItem> items;
World::GetPersistentData(&items, "autolabor/labors/", true);
for (auto p = items.begin(); p != items.end(); p++)
{
string key = p->key();
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str());
if (labor >= 0 && labor <= labor_infos.size())
{
labor_infos[labor].config = *p;
labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive;
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
if (labor_infos[i].config.isValid())
continue;
std::stringstream name;
name << "autolabor/labors/" << i;
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labor_infos[i].config = World::AddPersistentData(name.str());
labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive;
labor_infos[i].active_dwarfs = 0;
reset_labor((df::unit_labor) i);
}
generate_labor_to_skill_map();
}
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
static void generate_labor_to_skill_map()
{
// Generate labor -> skill mapping
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
}
static void enable_plugin(color_ostream &out)
{
if (!config.isValid())
{
config = World::AddPersistentData("autolabor/config");
config.ival(0) = 0;
}
setOptionEnabled(CF_ENABLED, true);
enable_autolabor = true;
out << "Enabling the plugin." << endl;
cleanup_state();
init_state();
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
// initialize labor infos table from default table
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
return CR_FAILURE;
// Fill the command list with your commands.
commands.push_back(PluginCommand(
"autolabor", "Automatically manage dwarf labors.",
autolabor, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" autolabor enable\n"
" autolabor disable\n"
" Enables or disables the plugin.\n"
" autolabor <labor> <minimum> [<maximum>]\n"
" Set number of dwarves assigned to a labor.\n"
" autolabor <labor> haulers\n"
" Set a labor to be handled by hauler dwarves.\n"
" autolabor <labor> disable\n"
" Turn off autolabor for a specific labor.\n"
" autolabor <labor> reset\n"
" Return a labor to the default handling.\n"
" autolabor reset-all\n"
" Return all labors to the default handling.\n"
" autolabor list\n"
" List current status of all labors.\n"
" autolabor status\n"
" Show basic status information.\n"
"Function:\n"
" When enabled, autolabor periodically checks your dwarves and enables or\n"
" disables labors. It tries to keep as many dwarves as possible busy but\n"
" also tries to have dwarves specialize in specific skills.\n"
" Warning: autolabor will override any manual changes you make to labors\n"
" while it is enabled.\n"
"Examples:\n"
" autolabor MINE 2\n"
" Keep at least 2 dwarves with mining enabled.\n"
" autolabor CUT_GEM 1 1\n"
" Keep exactly 1 dwarf with gemcutting enabled.\n"
" autolabor FEED_WATER_CIVILIANS haulers\n"
" Have haulers feed and water wounded dwarves.\n"
" autolabor CUTWOOD disable\n"
" Turn off autolabor for wood cutting.\n"
));
init_state();
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
cleanup_state();
return CR_OK;
}
// sorting objects
struct dwarfinfo_sorter
{
dwarfinfo_sorter(std::vector <dwarf_info_t> & info):dwarf_info(info){};
bool operator() (int i,int j)
{
if (dwarf_info[i].state == IDLE && dwarf_info[j].state != IDLE)
return true;
if (dwarf_info[i].state != IDLE && dwarf_info[j].state == IDLE)
return false;
return dwarf_info[i].mastery_penalty > dwarf_info[j].mastery_penalty;
};
std::vector <dwarf_info_t> & dwarf_info;
};
struct laborinfo_sorter
{
bool operator() (int i,int j)
{
return labor_infos[i].mode() < labor_infos[j].mode();
};
};
struct values_sorter
{
values_sorter(std::vector <int> & values):values(values){};
bool operator() (int i,int j)
{
return values[i] > values[j];
};
std::vector<int> & values;
};
static void assign_labor(unit_labor::unit_labor labor,
int n_dwarfs,
std::vector<dwarf_info_t>& dwarf_info,
bool trader_requested,
std::vector<df::unit *>& dwarfs,
bool has_butchers,
bool has_fishery,
color_ostream& out)
{
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode() != AUTOMATIC)
return;
int best_dwarf = 0;
int best_value = -10000;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode();
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
if ((*s)->id == skill)
{
skill_level = (*s)->rating;
skill_experience = (*s)->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
// bias by happiness
value += dwarfs[dwarf]->status.happiness;
values[dwarf] = value;
candidates.push_back(dwarf);
}
// Sort candidates by preference value
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
// Disable the labor on everyone
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
int min_dwarfs = labor_infos[labor].minimum_dwarfs();
int max_dwarfs = labor_infos[labor].maximum_dwarfs();
// Special - don't assign hunt without a butchers, or fish without a fishery
if (unit_labor::HUNT == labor && !has_butchers)
min_dwarfs = max_dwarfs = 0;
if (unit_labor::FISH == labor && !has_fishery)
min_dwarfs = max_dwarfs = 0;
bool want_idle_dwarf = true;
if (state_count[IDLE] < 2)
want_idle_dwarf = false;
/*
* Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in
* order of preference, and then assign additional dwarfs that meet any of these conditions:
* - The dwarf is idle and there are no idle dwarves assigned to this labor
* - The dwarf has nonzero skill associated with the labor
* - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
* We stop assigning dwarfs when we reach the maximum allowed.
* Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs
* (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted.
* Military and children/nobles will not have labors assigned.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
bool preferred_dwarf = false;
if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE)
preferred_dwarf = true;
if (dwarf_skill[dwarf] > 0)
preferred_dwarf = true;
if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive)
preferred_dwarf = true;
if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
preferred_dwarf = true;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: value %i %s %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf], dwarf_info[dwarf].trader ? "(trader)" : "", dwarf_info[dwarf].diplomacy ? "(diplomacy)" : "");
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
want_idle_dwarf = false;
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
cleanup_state();
init_state();
break;
case SC_MAP_UNLOADED:
cleanup_state();
break;
default:
break;
}
return CR_OK;
}
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
static int step_count = 0;
// check run conditions
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if(!world || !world->map.block_index || !enable_autolabor)
{
// give up if we shouldn't be running'
return CR_OK;
}
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if (++step_count < 60)
return CR_OK;
step_count = 0;
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uint32_t race = ui->race_id;
uint32_t civ = ui->civ_id;
std::vector<df::unit *> dwarfs;
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bool has_butchers = false;
bool has_fishery = false;
bool trader_requested = false;
for (int i = 0; i < world->buildings.all.size(); ++i)
{
df::building *build = world->buildings.all[i];
auto type = build->getType();
if (building_type::Workshop == type)
{
df::workshop_type subType = (df::workshop_type)build->getSubtype();
if (workshop_type::Butchers == subType)
has_butchers = true;
if (workshop_type::Fishery == subType)
has_fishery = true;
}
else if (building_type::TradeDepot == type)
{
df::building_tradedepotst* depot = (df::building_tradedepotst*) build;
trader_requested = depot->trade_flags.bits.trader_requested;
if (print_debug)
{
if (trader_requested)
out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n");
else
out.print("Trade depot found but trader is not requested.\n");
}
}
}
for (int i = 0; i < world->units.active.size(); ++i)
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{
df::unit* cre = world->units.active[i];
if (Units::isCitizen(cre))
{
if (cre->burrows.size() > 0)
continue; // dwarfs assigned to burrows are skipped entirely
dwarfs.push_back(cre);
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}
}
int n_dwarfs = dwarfs.size();
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if (n_dwarfs == 0)
return CR_OK;
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std::vector<dwarf_info_t> dwarf_info(n_dwarfs);
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// Find total skill and highest skill for each dwarf. More skilled dwarves shouldn't be used for minor tasks.
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
dwarf_info[dwarf].single_labor = -1;
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if (dwarfs[dwarf]->status.souls.size() <= 0)
continue;
// compute noble penalty
int noble_penalty = 0;
df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id);
for (int i = 0; i < hf->entity_links.size(); i++)
{
df::histfig_entity_link* hfelink = hf->entity_links.at(i);
if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
{
df::histfig_entity_link_positionst *epos =
(df::histfig_entity_link_positionst*) hfelink;
df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
if (!entity)
continue;
df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id);
if (!assignment)
continue;
df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id);
if (!position)
continue;
for (int n = 0; n < 25; n++)
if (position->responsibilities[n])
noble_penalty += responsibility_penalties[n];
if (position->responsibilities[df::entity_position_responsibility::HEALTH_MANAGEMENT])
dwarf_info[dwarf].medical = true;
if (position->responsibilities[df::entity_position_responsibility::TRADE])
dwarf_info[dwarf].trader = true;
}
}
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dwarf_info[dwarf].noble_penalty = noble_penalty;
// identify dwarfs who are needed for meetings and mark them for exclusion
for (int i = 0; i < ui->activities.size(); ++i)
{
df::activity_info *act = ui->activities[i];
if (!act) continue;
bool p1 = act->person1 == dwarfs[dwarf];
bool p2 = act->person2 == dwarfs[dwarf];
if (p1 || p2)
{
dwarf_info[dwarf].diplomacy = true;
if (print_debug)
out.print("Dwarf %i \"%s\" has a meeting, will be cleared of all labors\n", dwarf, dwarfs[dwarf]->name.first_name.c_str());
break;
}
}
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for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
df::job_skill skill = (*s)->id;
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df::job_skill_class skill_class = ENUM_ATTR(job_skill, type, skill);
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int skill_level = (*s)->rating;
int skill_experience = (*s)->experience;
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// Track total & highest skill among normal/medical skills. (We don't care about personal or social skills.)
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if (skill_class != job_skill_class::Normal && skill_class != job_skill_class::Medical)
continue;
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if (dwarf_info[dwarf].highest_skill < skill_level)
dwarf_info[dwarf].highest_skill = skill_level;
dwarf_info[dwarf].total_skill += skill_level;
}
}
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// Calculate a base penalty for using each dwarf for a task he isn't good at.
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
dwarf_info[dwarf].mastery_penalty -= 40 * dwarf_info[dwarf].highest_skill;
dwarf_info[dwarf].mastery_penalty -= 10 * dwarf_info[dwarf].total_skill;
dwarf_info[dwarf].mastery_penalty -= dwarf_info[dwarf].noble_penalty;
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FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
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if (labor_infos[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].mastery_penalty -= 100;
}
}
// Find the activity state for each dwarf. It's important to get this right - a dwarf who we think is IDLE but
// can't work will gum everything up. In the future I might add code to auto-detect slacker dwarves.
state_count.clear();
state_count.resize(NUM_STATE);
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
bool is_on_break = false;
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
{
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
is_on_break = true;
}
if (dwarfs[dwarf]->profession == profession::BABY ||
dwarfs[dwarf]->profession == profession::CHILD ||
dwarfs[dwarf]->profession == profession::DRUNK)
{
dwarf_info[dwarf].state = CHILD;
}
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
else if (dwarfs[dwarf]->job.current_job == NULL)
{
if (is_on_break)
dwarf_info[dwarf].state = OTHER;
else if (dwarfs[dwarf]->specific_refs.size() > 0)
dwarf_info[dwarf].state = OTHER;
else
dwarf_info[dwarf].state = IDLE;
}
else
{
int job = dwarfs[dwarf]->job.current_job->job_type;
if (job >= 0 && job < ARRAY_COUNT(dwarf_states))
dwarf_info[dwarf].state = dwarf_states[job];
else
{
out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
dwarf_info[dwarf].state = OTHER;
}
}
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state_count[dwarf_info[dwarf].state]++;
if (print_debug)
out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]);
}
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std::vector<df::unit_labor> labors;
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FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
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labor_infos[labor].active_dwarfs = 0;
labors.push_back(labor);
}
laborinfo_sorter lasorter;
std::sort(labors.begin(), labors.end(), lasorter);
// Handle DISABLED skills (just bookkeeping)
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{
auto labor = *lp;
if (labor_infos[labor].mode() != DISABLE)
continue;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{
dwarfs[dwarf]->status.labors[labor] = false;
}
if (dwarfs[dwarf]->status.labors[labor])
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
}
}
// Handle all skills except those marked HAULERS
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{
auto labor = *lp;
assign_labor(labor, n_dwarfs, dwarf_info, trader_requested, dwarfs, has_butchers, has_fishery, out);
}
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// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
// make sure that hauling jobs are handled quickly rather than building up.
int num_haulers = state_count[IDLE] + state_count[BUSY] * hauler_pct / 100;
if (num_haulers < 1)
num_haulers = 1;
std::vector<int> hauler_ids;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
dwarfs[dwarf]->status.labors[labor] = false;
}
continue;
}
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
hauler_ids.push_back(dwarf);
}
dwarfinfo_sorter sorter(dwarf_info);
// Idle dwarves come first, then we sort from least-skilled to most-skilled.
std::sort(hauler_ids.begin(), hauler_ids.end(), sorter);
// don't set any haulers if everyone is off drinking or something
if (hauler_ids.size() == 0) {
num_haulers = 0;
}
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
for (int i = 0; i < num_haulers; i++)
{
assert(i < hauler_ids.size());
int dwarf = hauler_ids[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = true;
dwarf_info[dwarf].assigned_jobs++;
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: hauler\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str());
}
for (int i = num_haulers; i < hauler_ids.size(); i++)
{
assert(i < hauler_ids.size());
int dwarf = hauler_ids[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = false;
}
}
print_debug = 0;
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return CR_OK;
}
void print_labor (df::unit_labor labor, color_ostream &out)
{
string labor_name = ENUM_KEY_STR(unit_labor, labor);
out << labor_name << ": ";
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
out << ' ';
if (labor_infos[labor].mode() == DISABLE)
out << "disabled" << endl;
else
{
if (labor_infos[labor].mode() == HAULERS)
out << "haulers";
else
out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs();
out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
}
}
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command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (parameters.size() == 1 &&
(parameters[0] == "0" || parameters[0] == "enable" ||
parameters[0] == "1" || parameters[0] == "disable"))
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{
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
if (enable && !enable_autolabor)
{
enable_plugin(out);
}
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else if(!enable && enable_autolabor)
{
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enable_autolabor = false;
setOptionEnabled(CF_ENABLED, false);
out << "The plugin is disabled." << endl;
}
return CR_OK;
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}
else if (parameters.size() == 2 && parameters[0] == "haulpct")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
int pct = atoi (parameters[1].c_str());
hauler_pct = pct;
return CR_OK;
}
else if (parameters.size() == 2 || parameters.size() == 3)
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
df::unit_labor labor = unit_labor::NONE;
FOR_ENUM_ITEMS(unit_labor, test_labor)
{
if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor))
labor = test_labor;
}
if (labor == unit_labor::NONE)
{
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
return CR_WRONG_USAGE;
}
if (parameters[1] == "haulers")
{
labor_infos[labor].set_mode(HAULERS);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "disable")
{
labor_infos[labor].set_mode(DISABLE);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "reset")
{
reset_labor(labor);
print_labor(labor, out);
return CR_OK;
}
int minimum = atoi (parameters[1].c_str());
int maximum = 200;
if (parameters.size() == 3)
maximum = atoi (parameters[2].c_str());
if (maximum < minimum || maximum < 0 || minimum < 0)
{
out.printerr("Syntax: autolabor <labor> <minimum> [<maximum>]\n", maximum, minimum);
return CR_WRONG_USAGE;
}
labor_infos[labor].set_minimum_dwarfs(minimum);
labor_infos[labor].set_maximum_dwarfs(maximum);
labor_infos[labor].set_mode(AUTOMATIC);
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "reset-all")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
for (int i = 0; i < labor_infos.size(); i++)
{
reset_labor((df::unit_labor) i);
}
out << "All labors reset." << endl;
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "list" || parameters[0] == "status")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
bool need_comma = 0;
for (int i = 0; i < NUM_STATE; i++)
{
if (state_count[i] == 0)
continue;
if (need_comma)
out << ", ";
out << state_count[i] << ' ' << state_names[i];
need_comma = 1;
}
out << endl;
if (parameters[0] == "list")
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
print_labor(labor, out);
}
}
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "debug")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
print_debug = 1;
return CR_OK;
}
else
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{
out.print("Automatically assigns labors to dwarves.\n"
"Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n"
"Current state: %d.\n", enable_autolabor);
return CR_OK;
}
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}
struct StockpileInfo {
df::building_stockpilest* sp;
int size;
int free;
int x1, x2, y1, y2, z;
public:
StockpileInfo(df::building_stockpilest *sp_) : sp(sp_)
{
MapExtras::MapCache mc;
z = sp_->z;
x1 = sp_->room.x;
x2 = sp_->room.x + sp_->room.width;
y1 = sp_->room.y;
y2 = sp_->room.y + sp_->room.height;
int e = 0;
size = 0;
free = 0;
for (int y = y1; y < y2; y++)
for (int x = x1; x < x2; x++)
if (sp_->room.extents[e++] == 1)
{
size++;
DFCoord cursor (x,y,z);
uint32_t blockX = x / 16;
uint32_t tileX = x % 16;
uint32_t blockY = y / 16;
uint32_t tileY = y % 16;
MapExtras::Block * b = mc.BlockAt(cursor/16);
if(b && b->is_valid())
{
auto &block = *b->getRaw();
df::tile_occupancy &occ = block.occupancy[tileX][tileY];
if (!occ.bits.item)
free++;
}
}
}
bool isFull() { return free == 0; }
bool canHold(df::item *i)
{
return false;
}
bool inStockpile(df::item *i)
{
df::item *container = Items::getContainer(i);
if (container)
return inStockpile(container);
if (i->pos.z != z) return false;
if (i->pos.x < x1 || i->pos.x >= x2 ||
i->pos.y < y1 || i->pos.y >= y2) return false;
int e = (i->pos.x - x1) + (i->pos.y - y1) * sp->room.width;
return sp->room.extents[e] == 1;
}
int getId() { return sp->id; }
};
static int stockcheck(color_ostream &out, vector <string> & parameters)
{
int count = 0;
std::vector<StockpileInfo*> stockpiles;
for (int i = 0; i < world->buildings.all.size(); ++i)
{
df::building *build = world->buildings.all[i];
auto type = build->getType();
if (building_type::Stockpile == type)
{
df::building_stockpilest *sp = virtual_cast<df::building_stockpilest>(build);
StockpileInfo *spi = new StockpileInfo(sp);
stockpiles.push_back(spi);
}
}
std::vector<df::item*> &items = world->items.other[items_other_id::ANY_FREE];
// Precompute a bitmask with the bad flags
df::item_flags bad_flags;
bad_flags.whole = 0;
#define F(x) bad_flags.bits.x = true;
F(dump); F(forbid); F(garbage_collect);
F(hostile); F(on_fire); F(rotten); F(trader);
F(in_building); F(construction); F(artifact1);
F(spider_web); F(owned); F(in_job);
#undef F
for (size_t i = 0; i < items.size(); i++)
{
df::item *item = items[i];
if (item->flags.whole & bad_flags.whole)
continue;
// we really only care about MEAT, FISH, FISH_RAW, PLANT, CHEESE, FOOD, and EGG
df::item_type typ = item->getType();
if (typ != item_type::MEAT &&
typ != item_type::FISH &&
typ != item_type::FISH_RAW &&
typ != item_type::PLANT &&
typ != item_type::CHEESE &&
typ != item_type::FOOD &&
typ != item_type::EGG)
continue;
df::item *container = 0;
df::unit *holder = 0;
df::building *building = 0;
for (size_t i = 0; i < item->itemrefs.size(); i++)
{
df::general_ref *ref = item->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
container = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
df::item *nextcontainer = container;
df::item *lastcontainer = 0;
while(nextcontainer) {
df::item *thiscontainer = nextcontainer;
nextcontainer = 0;
for (size_t i = 0; i < thiscontainer->itemrefs.size(); i++)
{
df::general_ref *ref = thiscontainer->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
lastcontainer = nextcontainer = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
}
if (holder)
continue; // carried items do not rot as far as i know
if (building) {
df::building_type btype = building->getType();
if (btype == building_type::TradeDepot ||
btype == building_type::Wagon)
continue; // items in trade depot or the embark wagon do not rot
if (typ == item_type::EGG && btype ==building_type::NestBox)
continue; // eggs in nest box do not rot
}
int canHoldCount = 0;
StockpileInfo *current = 0;
for (int idx = 0; idx < stockpiles.size(); idx++)
{
StockpileInfo *spi = stockpiles[idx];
if (spi->canHold(item)) canHoldCount++;
if (spi->inStockpile(item)) current=spi;
}
if (current)
continue;
count++;
}
return count;
}