dfhack/plugins/autolabor/autohauler.cpp

896 lines
28 KiB
C++

/**
* All includes copied from autolabor for now
*/
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <vector>
#include <algorithm>
#include "modules/Units.h"
#include "modules/World.h"
// 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>
#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>
#include "modules/MapCache.h"
#include "modules/Items.h"
#include "modules/Units.h"
#include "laborstatemap.h"
// Not sure what this does, but may have to figure it out later
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
// I can see a reason for having all of these
using std::string;
using std::endl;
using std::vector;
using namespace DFHack;
using namespace df::enums;
// idk what this does
DFHACK_PLUGIN("autohauler");
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(world);
/*
* Autohauler module for dfhack
* Fork of autolabor, DFHack version 0.40.24-r2
*
* Rather than the all-of-the-above means of autolabor, autohauler will instead
* only manage hauling labors and leave skilled labors entirely to the user, who
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* will probably use Dwarf Therapist to do so.
* Idle dwarves will be assigned the hauling labors; everyone else (including
* those currently hauling) will have the hauling labors removed. This is to
* encourage every dwarf to do their assigned skilled labors whenever possible,
* but resort to hauling when those jobs are not available. This also implies
* that the user will have a very tight skill assignment, with most skilled
* labors only being assigned to just one dwarf, no dwarf having more than two
* active skilled labors, and almost every non-military dwarf having at least
* one skilled labor assigned.
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* Autohauler allows skills to be flagged as to prevent hauling labors from
* being assigned when the skill is present. By default this is the unused
* ALCHEMIST labor but can be changed by the user.
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* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
* once a dwarf begins a job it will finish that job even if the associated
* labor is removed." This is why we can remove hauling labors by default to try
* to force dwarves to do "real" jobs whenever they can.
* This is a standalone plugin. However, it would be wise to delete
* autolabor.plug.dll as this plugin is mutually exclusive with it.
*/
// Yep...don't know what it does
DFHACK_PLUGIN_IS_ENABLED(enable_autohauler);
// This is the configuration saved into the world save file
static PersistentDataItem config;
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// There is a possibility I will add extensive, line-by-line debug capability
// later
static bool print_debug = false;
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// Default number of frames between autohauler updates
const static int DEFAULT_FRAME_SKIP = 30;
// Number of frames between autohauler updates
static int frame_skip;
// Don't know what this does
command_result autohauler (color_ostream &out, std::vector <std::string> & parameters);
// Don't know what this does either
static bool isOptionEnabled(unsigned flag)
{
return config.isValid() && (config.ival(0) & flag) != 0;
}
// Not sure about the purpose of this
enum ConfigFlags {
CF_ENABLED = 1,
};
// Don't know what this does
static void setOptionEnabled(ConfigFlags flag, bool on)
{
if (!config.isValid())
return;
if (on)
config.ival(0) |= flag;
else
config.ival(0) &= ~flag;
}
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// This is a vector of states and number of dwarves in that state
static std::vector<int> state_count(NUM_STATE);
// Mode assigned to labors. Either it's a hauling job, or it's not.
enum labor_mode {
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ALLOW,
HAULERS,
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FORBID
};
// This is the default treatment of a particular labor.
struct labor_default
{
labor_mode mode;
int active_dwarfs;
};
// This is the current treatment of a particular labor.
// This would have been more cleanly presented as a class
struct labor_info
{
// It seems as if this is the means of accessing the world data
PersistentDataItem config;
// Number of dwarves assigned this labor
int active_dwarfs;
// Set the persistent data item associated with this labor treatment
// We Java folk hate pointers, but that's what the parameter will be
void set_config(PersistentDataItem a) { config = a; }
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// Return the labor_mode associated with this labor
labor_mode mode() { return (labor_mode) config.ival(0); }
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// Set the labor_mode associated with this labor
void set_mode(labor_mode mode) { config.ival(0) = mode; }
};
// This is a vector of all the current labor treatments
static std::vector<struct labor_info> labor_infos;
// This is just an array of all the labors, whether it should be untouched
// (DISABLE) or treated as a last-resort job (HAULERS).
static const struct labor_default default_labor_infos[] = {
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/* MINE */ {ALLOW, 0},
/* HAUL_STONE */ {HAULERS, 0},
/* HAUL_WOOD */ {HAULERS, 0},
/* HAUL_BODY */ {HAULERS, 0},
/* HAUL_FOOD */ {HAULERS, 0},
/* HAUL_REFUSE */ {HAULERS, 0},
/* HAUL_ITEM */ {HAULERS, 0},
/* HAUL_FURNITURE */ {HAULERS, 0},
/* HAUL_ANIMAL */ {HAULERS, 0},
/* CLEAN */ {HAULERS, 0},
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/* CUTWOOD */ {ALLOW, 0},
/* CARPENTER */ {ALLOW, 0},
/* DETAIL */ {ALLOW, 0},
/* MASON */ {ALLOW, 0},
/* ARCHITECT */ {ALLOW, 0},
/* ANIMALTRAIN */ {ALLOW, 0},
/* ANIMALCARE */ {ALLOW, 0},
/* DIAGNOSE */ {ALLOW, 0},
/* SURGERY */ {ALLOW, 0},
/* BONE_SETTING */ {ALLOW, 0},
/* SUTURING */ {ALLOW, 0},
/* DRESSING_WOUNDS */ {ALLOW, 0},
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/* FEED_WATER_CIVILIANS */ {HAULERS, 0}, // This could also be ALLOW
/* RECOVER_WOUNDED */ {HAULERS, 0},
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/* BUTCHER */ {ALLOW, 0},
/* TRAPPER */ {ALLOW, 0},
/* DISSECT_VERMIN */ {ALLOW, 0},
/* LEATHER */ {ALLOW, 0},
/* TANNER */ {ALLOW, 0},
/* BREWER */ {ALLOW, 0},
/* ALCHEMIST */ {FORBID, 0},
/* SOAP_MAKER */ {ALLOW, 0},
/* WEAVER */ {ALLOW, 0},
/* CLOTHESMAKER */ {ALLOW, 0},
/* MILLER */ {ALLOW, 0},
/* PROCESS_PLANT */ {ALLOW, 0},
/* MAKE_CHEESE */ {ALLOW, 0},
/* MILK */ {ALLOW, 0},
/* COOK */ {ALLOW, 0},
/* PLANT */ {ALLOW, 0},
/* HERBALIST */ {ALLOW, 0},
/* FISH */ {ALLOW, 0},
/* CLEAN_FISH */ {ALLOW, 0},
/* DISSECT_FISH */ {ALLOW, 0},
/* HUNT */ {ALLOW, 0},
/* SMELT */ {ALLOW, 0},
/* FORGE_WEAPON */ {ALLOW, 0},
/* FORGE_ARMOR */ {ALLOW, 0},
/* FORGE_FURNITURE */ {ALLOW, 0},
/* METAL_CRAFT */ {ALLOW, 0},
/* CUT_GEM */ {ALLOW, 0},
/* ENCRUST_GEM */ {ALLOW, 0},
/* WOOD_CRAFT */ {ALLOW, 0},
/* STONE_CRAFT */ {ALLOW, 0},
/* BONE_CARVE */ {ALLOW, 0},
/* GLASSMAKER */ {ALLOW, 0},
/* EXTRACT_STRAND */ {ALLOW, 0},
/* SIEGECRAFT */ {ALLOW, 0},
/* SIEGEOPERATE */ {ALLOW, 0},
/* BOWYER */ {ALLOW, 0},
/* MECHANIC */ {ALLOW, 0},
/* POTASH_MAKING */ {ALLOW, 0},
/* LYE_MAKING */ {ALLOW, 0},
/* DYER */ {ALLOW, 0},
/* BURN_WOOD */ {ALLOW, 0},
/* OPERATE_PUMP */ {ALLOW, 0},
/* SHEARER */ {ALLOW, 0},
/* SPINNER */ {ALLOW, 0},
/* POTTERY */ {ALLOW, 0},
/* GLAZING */ {ALLOW, 0},
/* PRESSING */ {ALLOW, 0},
/* BEEKEEPING */ {ALLOW, 0},
/* WAX_WORKING */ {ALLOW, 0},
/* HANDLE_VEHICLES */ {HAULERS, 0},
/* HAUL_TRADE */ {HAULERS, 0},
/* PULL_LEVER */ {HAULERS, 0},
/* REMOVE_CONSTRUCTION */ {HAULERS, 0},
/* HAUL_WATER */ {HAULERS, 0},
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/* GELD */ {ALLOW, 0},
/* BUILD_ROAD */ {HAULERS, 0},
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/* BUILD_CONSTRUCTION */ {HAULERS, 0},
/* PAPERMAKING */ {ALLOW, 0},
/* BOOKBINDING */ {ALLOW, 0}
};
/**
* Reset labor to default treatment
*/
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
}
/**
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* This is individualized dwarf info populated in plugin_onupdate
*/
struct dwarf_info_t
{
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// Current simplified employment status of dwarf
dwarf_state state;
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// Set to true if for whatever reason we are exempting this dwarf
// from hauling
bool haul_exempt;
};
/**
* Disable autohauler labor lists
*/
static void cleanup_state()
{
enable_autohauler = false;
labor_infos.clear();
}
static void enable_alchemist(color_ostream &out)
{
if (!Units::setLaborValidity(unit_labor::ALCHEMIST, true))
{
// informational only; this is a non-fatal error
out.printerr("%s: Could not flag Alchemist as a valid skill; Alchemist will not"
" be settable from DF or DFHack labor management screens.\n", plugin_name);
}
}
/**
* Initialize the plugin labor lists
*/
static void init_state(color_ostream &out)
{
// This obtains the persistent data from the world save file
config = World::GetPersistentData("autohauler/config");
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// Check to ensure that the persistent data item actually exists and that
// the first item in the array of ints isn't -1 (implies disabled)
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
// Check to see if the plugin is enabled in the persistent data, if so then
// enable the local flag for autohauler being enabled
enable_autohauler = isOptionEnabled(CF_ENABLED);
// If autohauler is not enabled then it's pretty pointless to do the rest
if (!enable_autohauler)
return;
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// First get the frame skip from persistent data, or create the item
// if not present
auto cfg_frameskip = World::GetPersistentData("autohauler/frameskip");
if (cfg_frameskip.isValid())
{
frame_skip = cfg_frameskip.ival(0);
}
else
{
// Add to persistent data then get it to assert it's actually there
cfg_frameskip = World::AddPersistentData("autohauler/frameskip");
cfg_frameskip.ival(0) = DEFAULT_FRAME_SKIP;
frame_skip = cfg_frameskip.ival(0);
}
/* Here we are going to populate the labor list by loading persistent data
* from the world save */
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// This is a vector of all the persistent data items from config
std::vector<PersistentDataItem> items;
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// This populates the aforementioned vector
World::GetPersistentData(&items, "autohauler/labors/", true);
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// Resize the list of current labor treatments to size of list of default
// labor treatments
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
// For every persistent data item...
for (auto p = items.begin(); p != items.end(); p++)
{
// Load as a string the key associated with the persistent data item
string key = p->key();
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// Translate the string into a labor defined by global dfhack constants
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autohauler/labors/")).c_str());
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// Ensure that the labor is defined in the existing list
if (labor >= 0 && size_t(labor) < labor_infos.size())
{
// Link the labor treatment with the associated persistent data item
labor_infos[labor].set_config(*p);
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// Set the number of dwarves associated with labor to zero
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
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for (size_t i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
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// Determine if the labor is already present. If so, exit the for loop
if (labor_infos[i].config.isValid())
continue;
// Not sure of the mechanics, but it seems to give an output stream
// giving a string for the new persistent data item
std::stringstream name;
name << "autohauler/labors/" << i;
// Add a new persistent data item as it is not currently in the save
labor_infos[i].set_config(World::AddPersistentData(name.str()));
// Set the active counter to zero
labor_infos[i].active_dwarfs = 0;
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// Reset labor to default treatment
reset_labor((df::unit_labor) i);
}
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// Allow Alchemist to be set in the labor-related UI screens so the player
// can actually use it as a flag without having to run Dwarf Therapist
enable_alchemist(out);
}
/**
* Call this method to enable the plugin.
*/
static void enable_plugin(color_ostream &out)
{
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// If there is no config persistent item, make one
if (!config.isValid())
{
config = World::AddPersistentData("autohauler/config");
config.ival(0) = 0;
}
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// I think this is already done in init_state(), but it can't hurt
setOptionEnabled(CF_ENABLED, true);
enable_autohauler = true;
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// Output to console that the plugin is enabled
out << "Enabling the plugin." << endl;
// Disable autohauler and clear the labor list
cleanup_state();
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// Initialize the plugin
init_state(out);
}
/**
* Initialize the plugin
*/
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
// This seems to verify that the default labor list and the current labor
// list are the same size
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
{
out.printerr("autohauler: labor size mismatch\n");
return CR_FAILURE;
}
// Essentially an introduction dumped to the console
commands.push_back(PluginCommand(
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"autohauler",
"Automatically manage hauling labors.",
autohauler));
// Initialize plugin labor lists
init_state(out);
return CR_OK;
}
/**
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* Shut down the plugin
*/
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
cleanup_state();
return CR_OK;
}
/**
* This method responds to the map being loaded, or unloaded.
*/
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
cleanup_state();
init_state(out);
break;
case SC_MAP_UNLOADED:
cleanup_state();
break;
default:
break;
}
return CR_OK;
}
/**
* This method is called every frame in Dwarf Fortress from my understanding.
*/
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
// This makes it so that the plugin is only run every 60 steps, in order to
// save FPS. Since it is static, this is declared before this method is called
static int step_count = 0;
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// Cancel run if the world doesn't exist or plugin isn't enabled
if(!world || !world->map.block_index || !enable_autohauler) { return CR_OK; }
// Increment step count
step_count++;
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// Run aforementioned step count and return unless threshold is reached.
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if (step_count < frame_skip) return CR_OK;
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// Reset step count since at this point it has reached 60
step_count = 0;
// Create a vector of units. This will be populated in the following for loop.
std::vector<df::unit *> dwarfs;
// Scan the world and look for any citizens in the player's civilization.
// Add these to the list of dwarves.
// xxx Does it need to be ++i?
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for (size_t i = 0; i < world->units.active.size(); ++i)
{
df::unit* cre = world->units.active[i];
if (Units::isCitizen(cre))
{
dwarfs.push_back(cre);
}
}
// This just keeps track of the number of civilians from the previous for loop.
int n_dwarfs = dwarfs.size();
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// This will return if there are no civilians. Otherwise could call
// nonexistent elements of array.
if (n_dwarfs == 0)
return CR_OK;
// This is a matching of assigned jobs with a dwarf's state
// xxx but wouldn't it be better if this and "dwarfs" were in the same object?
std::vector<dwarf_info_t> dwarf_info(n_dwarfs);
// Reset the counter for number of dwarves in states to zero
state_count.clear();
state_count.resize(NUM_STATE);
// Find the activity state for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
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/* Before determining how to handle employment status, handle
* hauling exemptions first */
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// Default deny condition of on break for later else-if series
bool is_migrant = false;
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// Scan every labor. If a labor that disallows hauling is present
// for the dwarf, the dwarf is hauling exempt
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (!(labor == unit_labor::NONE))
{
bool test1 = labor_infos[labor].mode() == FORBID;
bool test2 = dwarfs[dwarf]->status.labors[labor];
if(test1 && test2) dwarf_info[dwarf].haul_exempt = true;
}
}
// Scan a dwarf's miscellaneous traits for on break or migrant status.
// If either of these are present, disable hauling because we want them
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// to try to find real jobs first
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
{
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if ((*p)->id == misc_trait_type::Migrant)
is_migrant = true;
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}
/* Now determine a dwarf's employment status and decide whether
* to assign hauling */
// I don't think you can set the labors for babies and children, but let's
// ignore them anyway
if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]))
{
dwarf_info[dwarf].state = CHILD;
}
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// Account for any hauling exemptions here
else if (dwarf_info[dwarf].haul_exempt)
{
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dwarf_info[dwarf].state = BUSY;
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}
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// Account for the military
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
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// Account for incoming migrants
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else if (is_migrant)
{
dwarf_info[dwarf].state = OTHER;
}
else if (dwarfs[dwarf]->job.current_job == NULL)
{
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dwarf_info[dwarf].state = IDLE;
}
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// If it gets to this point we look at the task and assign either BUSY or OTHER
else
{
int job = dwarfs[dwarf]->job.current_job->job_type;
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if (job >= 0 && size_t(job) < ARRAY_COUNT(dwarf_states))
dwarf_info[dwarf].state = dwarf_states[job];
else
{
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// Warn the console that the dwarf has an unregistered labor, default to BUSY
out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
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dwarf_info[dwarf].state = BUSY;
}
}
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// Debug: Output dwarf job and state data
if(print_debug)
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out.print("Dwarf %i %s State: %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(),
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dwarf_info[dwarf].state);
// Increment corresponding labor in default_labor_infos struct
state_count[dwarf_info[dwarf].state]++;
}
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// At this point the debug if present has been completed
print_debug = false;
// This is a vector of all the labors
std::vector<df::unit_labor> labors;
// For every labor...
FOR_ENUM_ITEMS(unit_labor, labor)
{
// Ignore all nonexistent labors
if (labor == unit_labor::NONE)
continue;
// Set number of active dwarves for this job to zero
labor_infos[labor].active_dwarfs = 0;
// And add the labor to the aforementioned vector of labors
labors.push_back(labor);
}
// This is a different algorithm than Autolabor. Instead, the intent is to
// have "real" jobs filled first, then if nothing is available the dwarf
// instead resorts to hauling.
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// IDLE - Enable hauling
// BUSY - Disable hauling
// OTHER - Enable hauling
// MILITARY - Enable hauling
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// There was no reason to put potential haulers in an array. All of them are
// covered in the following for loop.
// Equivalent of Java for(unit_labor : labor)
// For every labor...
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FOR_ENUM_ITEMS(unit_labor, labor)
{
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// If this is a non-labor continue to next item
if (labor == unit_labor::NONE)
continue;
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// If this is not a hauling labor continue to next item
if (labor_infos[labor].mode() != HAULERS)
continue;
// For every dwarf...
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for(size_t dwarf = 0; dwarf < dwarfs.size(); dwarf++)
{
if (!Units::isValidLabor(dwarfs[dwarf], labor))
continue;
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// Set hauling labors based on employment states
if(dwarf_info[dwarf].state == IDLE) {
dwarfs[dwarf]->status.labors[labor] = true;
}
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else if(dwarf_info[dwarf].state == MILITARY) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == OTHER) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == BUSY) {
dwarfs[dwarf]->status.labors[labor] = false;
}
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// If at the end of this the dwarf has the hauling labor, increment the
// counter
if(dwarfs[dwarf]->status.labors[labor])
{
labor_infos[labor].active_dwarfs++;
}
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// CHILD ignored
}
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// Let's play a game of "find the missing bracket!" I hope this is correct.
}
// This would be the last statement of the method
return CR_OK;
}
/**
* xxx Isn't this a repeat of enable_plugin? If it is separately called, then
* passing a constructor should suffice.
*/
DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
{
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (enable && !enable_autohauler)
{
enable_plugin(out);
}
else if(!enable && enable_autohauler)
{
enable_autohauler = false;
setOptionEnabled(CF_ENABLED, false);
out << "Autohauler is disabled." << endl;
}
return CR_OK;
}
/**
* Print the aggregate labor status to the console.
*/
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 << ' ';
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if (labor_infos[labor].mode() == ALLOW) out << "allow" << endl;
else if(labor_infos[labor].mode() == FORBID) out << "forbid" << endl;
else if(labor_infos[labor].mode() == HAULERS)
{
out << "haulers, currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
}
else
{
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out << "Warning: Invalid labor mode!" << endl;
}
}
/**
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* This responds to input from the command prompt.
*/
command_result autohauler (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"))
{
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
return plugin_enable(out, enable);
}
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else if (parameters.size() == 2 && parameters[0] == "frameskip")
{
auto cfg_frameskip = World::GetPersistentData("autohauler/frameskip");
if(cfg_frameskip.isValid())
{
int newValue = atoi(parameters[1].c_str());
cfg_frameskip.ival(0) = newValue;
out << "Setting frame skip to " << newValue << endl;
frame_skip = cfg_frameskip.ival(0);
return CR_OK;
}
else
{
out << "Warning! No persistent data for frame skip!" << endl;
return CR_OK;
}
}
else if (parameters.size() >= 2 && parameters.size() <= 4)
{
if (!enable_autohauler)
{
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;
}
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if (parameters[1] == "allow")
{
labor_infos[labor].set_mode(ALLOW);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "forbid")
{
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labor_infos[labor].set_mode(FORBID);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "reset")
{
reset_labor(labor);
print_labor(labor, out);
return CR_OK;
}
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "reset-all")
{
if (!enable_autohauler)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
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for (size_t 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_autohauler)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
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bool need_comma = false;
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];
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need_comma = true;
}
out << endl;
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out << "Autohauler is running every " << frame_skip << " frames." << 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_autohauler)
{
out << "Error: The plugin is not enabled." << endl;
return CR_FAILURE;
}
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print_debug = true;
return CR_OK;
}
else
{
out.print("Automatically assigns hauling labors to dwarves.\n"
"Activate with 'enable autohauler', deactivate with 'disable autohauler'.\n"
"Current state: %d.\n", enable_autohauler);
return CR_OK;
}
}