dfhack/plugins/autolabor.cpp

1970 lines
67 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 <queue>
#include <map>
#include <iterator>
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#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 <df/tile_dig_designation.h>
#include <df/item_weaponst.h>
#include <df/itemdef_weaponst.h>
#include <df/general_ref_unit_workerst.h>
#include <df/general_ref_building_holderst.h>
#include <df/building_workshopst.h>
#include <df/building_furnacest.h>
#include <df/building_def.h>
#include <df/reaction.h>
#include <df/job_item.h>
#include <df/job_item_ref.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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{
df::unit* dwarf;
dwarf_state state;
bool clear_all;
bool has_axe;
bool has_pick;
bool has_crossbow;
dwarf_info_t(df::unit* dw) : dwarf(dw), clear_all(0), has_axe(0), has_pick(0), has_crossbow(0), state(OTHER) {}
void set_labor(df::unit_labor labor)
{
dwarf->status.labors[labor] = true;
if ((labor == df::unit_labor::MINE && !has_pick) ||
(labor == df::unit_labor::CUTWOOD && !has_axe) ||
(labor == df::unit_labor::HUNT && !has_crossbow))
dwarf->military.pickup_flags.bits.update = 1;
}
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};
static df::unit_labor hauling_labor_map[] =
{
df::unit_labor::HAUL_ITEM, /* BAR */
df::unit_labor::HAUL_ITEM, /* SMALLGEM */
df::unit_labor::HAUL_ITEM, /* BLOCKS */
df::unit_labor::HAUL_ITEM, /* ROUGH */
df::unit_labor::HAUL_STONE, /* BOULDER */
df::unit_labor::HAUL_WOOD, /* WOOD */
df::unit_labor::HAUL_FURNITURE, /* DOOR */
df::unit_labor::HAUL_FURNITURE, /* FLOODGATE */
df::unit_labor::HAUL_FURNITURE, /* BED */
df::unit_labor::HAUL_FURNITURE, /* CHAIR */
df::unit_labor::HAUL_ITEM, /* CHAIN */
df::unit_labor::HAUL_ITEM, /* FLASK */
df::unit_labor::HAUL_ITEM, /* GOBLET */
df::unit_labor::HAUL_ITEM, /* INSTRUMENT */
df::unit_labor::HAUL_ITEM, /* TOY */
df::unit_labor::HAUL_FURNITURE, /* WINDOW */
df::unit_labor::HAUL_ANIMAL, /* CAGE */
df::unit_labor::HAUL_ITEM, /* BARREL */
df::unit_labor::HAUL_ITEM, /* BUCKET */
df::unit_labor::HAUL_ANIMAL, /* ANIMALTRAP */
df::unit_labor::HAUL_FURNITURE, /* TABLE */
df::unit_labor::HAUL_FURNITURE, /* COFFIN */
df::unit_labor::HAUL_FURNITURE, /* STATUE */
df::unit_labor::HAUL_BODY, /* CORPSE */
df::unit_labor::HAUL_ITEM, /* WEAPON */
df::unit_labor::HAUL_ITEM, /* ARMOR */
df::unit_labor::HAUL_ITEM, /* SHOES */
df::unit_labor::HAUL_ITEM, /* SHIELD */
df::unit_labor::HAUL_ITEM, /* HELM */
df::unit_labor::HAUL_ITEM, /* GLOVES */
df::unit_labor::HAUL_FURNITURE, /* BOX */
df::unit_labor::HAUL_ITEM, /* BIN */
df::unit_labor::HAUL_FURNITURE, /* ARMORSTAND */
df::unit_labor::HAUL_FURNITURE, /* WEAPONRACK */
df::unit_labor::HAUL_FURNITURE, /* CABINET */
df::unit_labor::HAUL_ITEM, /* FIGURINE */
df::unit_labor::HAUL_ITEM, /* AMULET */
df::unit_labor::HAUL_ITEM, /* SCEPTER */
df::unit_labor::HAUL_ITEM, /* AMMO */
df::unit_labor::HAUL_ITEM, /* CROWN */
df::unit_labor::HAUL_ITEM, /* RING */
df::unit_labor::HAUL_ITEM, /* EARRING */
df::unit_labor::HAUL_ITEM, /* BRACELET */
df::unit_labor::HAUL_ITEM, /* GEM */
df::unit_labor::HAUL_FURNITURE, /* ANVIL */
df::unit_labor::HAUL_BODY, /* CORPSEPIECE */
df::unit_labor::HAUL_REFUSE, /* REMAINS */
df::unit_labor::HAUL_FOOD, /* MEAT */
df::unit_labor::HAUL_FOOD, /* FISH */
df::unit_labor::HAUL_FOOD, /* FISH_RAW */
df::unit_labor::HAUL_REFUSE, /* VERMIN */
df::unit_labor::HAUL_ITEM, /* PET */
df::unit_labor::HAUL_FOOD, /* SEEDS */
df::unit_labor::HAUL_FOOD, /* PLANT */
df::unit_labor::HAUL_ITEM, /* SKIN_TANNED */
df::unit_labor::HAUL_FOOD, /* LEAVES */
df::unit_labor::HAUL_ITEM, /* THREAD */
df::unit_labor::HAUL_ITEM, /* CLOTH */
df::unit_labor::HAUL_ITEM, /* TOTEM */
df::unit_labor::HAUL_ITEM, /* PANTS */
df::unit_labor::HAUL_ITEM, /* BACKPACK */
df::unit_labor::HAUL_ITEM, /* QUIVER */
df::unit_labor::HAUL_FURNITURE, /* CATAPULTPARTS */
df::unit_labor::HAUL_FURNITURE, /* BALLISTAPARTS */
df::unit_labor::HAUL_FURNITURE, /* SIEGEAMMO */
df::unit_labor::HAUL_FURNITURE, /* BALLISTAARROWHEAD */
df::unit_labor::HAUL_FURNITURE, /* TRAPPARTS */
df::unit_labor::HAUL_FURNITURE, /* TRAPCOMP */
df::unit_labor::HAUL_FOOD, /* DRINK */
df::unit_labor::HAUL_FOOD, /* POWDER_MISC */
df::unit_labor::HAUL_FOOD, /* CHEESE */
df::unit_labor::HAUL_FOOD, /* FOOD */
df::unit_labor::HAUL_FOOD, /* LIQUID_MISC */
df::unit_labor::HAUL_ITEM, /* COIN */
df::unit_labor::HAUL_FOOD, /* GLOB */
df::unit_labor::HAUL_STONE, /* ROCK */
df::unit_labor::HAUL_FURNITURE, /* PIPE_SECTION */
df::unit_labor::HAUL_FURNITURE, /* HATCH_COVER */
df::unit_labor::HAUL_FURNITURE, /* GRATE */
df::unit_labor::HAUL_FURNITURE, /* QUERN */
df::unit_labor::HAUL_FURNITURE, /* MILLSTONE */
df::unit_labor::HAUL_ITEM, /* SPLINT */
df::unit_labor::HAUL_ITEM, /* CRUTCH */
df::unit_labor::HAUL_FURNITURE, /* TRACTION_BENCH */
df::unit_labor::HAUL_ITEM, /* ORTHOPEDIC_CAST */
df::unit_labor::HAUL_ITEM, /* TOOL */
df::unit_labor::HAUL_FURNITURE, /* SLAB */
df::unit_labor::HAUL_FOOD, /* EGG */
df::unit_labor::HAUL_ITEM, /* BOOK */
};
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;
2012-04-05 21:34:06 -06:00
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;
}
static df::building* get_building_from_job(df::job* j)
{
for (auto r = j->general_refs.begin(); r != j->general_refs.end(); r++)
{
if ((*r)->getType() == df::general_ref_type::BUILDING_HOLDER)
{
int32_t id = ((df::general_ref_building_holderst*)(*r))->building_id;
df::building* bld = binsearch_in_vector(world->buildings.all, id);
return bld;
}
}
return 0;
}
static df::unit_labor workshop_build_labor[] =
{
/* Carpenters */ df::unit_labor::CARPENTER,
/* Farmers */ df::unit_labor::HERBALIST,
/* Masons */ df::unit_labor::MASON,
/* Craftsdwarfs */ df::unit_labor::STONE_CRAFT,
/* Jewelers */ df::unit_labor::CUT_GEM,
/* MetalsmithsForge */ df::unit_labor::METAL_CRAFT,
/* MagmaForge */ df::unit_labor::METAL_CRAFT,
/* Bowyers */ df::unit_labor::BOWYER,
/* Mechanics */ df::unit_labor::MECHANIC,
/* Siege */ df::unit_labor::SIEGECRAFT,
/* Butchers */ df::unit_labor::BUTCHER,
/* Leatherworks */ df::unit_labor::LEATHER,
/* Tanners */ df::unit_labor::TANNER,
/* Clothiers */ df::unit_labor::CLOTHESMAKER,
/* Fishery */ df::unit_labor::FISH,
/* Still */ df::unit_labor::BREWER,
/* Loom */ df::unit_labor::WEAVER,
/* Quern */ df::unit_labor::MILLER,
/* Kennels */ df::unit_labor::ANIMALTRAIN,
/* Kitchen */ df::unit_labor::COOK,
/* Ashery */ df::unit_labor::LYE_MAKING,
/* Dyers */ df::unit_labor::DYER,
/* Millstone */ df::unit_labor::MILLER,
/* Custom */ df::unit_labor::NONE,
/* Tool */ df::unit_labor::NONE
};
class jlfunc
{
public:
virtual df::unit_labor get_labor(df::job* j) = 0;
};
class jlfunc_const : public jlfunc
{
private:
df::unit_labor labor;
public:
df::unit_labor get_labor(df::job* j)
{
return labor;
}
jlfunc_const(df::unit_labor l) : labor(l) {};
};
class jlfunc_hauling : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
df::item* item = j->items[0]->item;
return hauling_labor_map[item->getType()];
}
jlfunc_hauling() {};
};
class jlfunc_construct_bld : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
df::building* bld = get_building_from_job (j);
switch (bld->getType())
{
case df::building_type::Workshop:
df::building_workshopst* ws = (df::building_workshopst*) bld;
if (ws->type == df::workshop_type::Custom)
{
df::building_def* def = df::building_def::find(ws->custom_type);
return def->build_labors[0];
}
else
return workshop_build_labor[ws->type];
break;
}
// FIXME
return df::unit_labor::NONE;
}
jlfunc_construct_bld() {}
};
class jlfunc_destroy_bld : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
df::building* bld = get_building_from_job (j);
df::building_type type = bld->getType();
// FIXME
return df::unit_labor::NONE;
}
jlfunc_destroy_bld() {}
};
class jlfunc_make : public jlfunc
{
private:
df::unit_labor metaltype;
public:
df::unit_labor get_labor(df::job* j)
{
df::building* bld = get_building_from_job(j);
if (bld->getType() == df::building_type::Workshop)
{
df::workshop_type type = ((df::building_workshopst*)(bld))->type;
switch (type)
{
case df::workshop_type::Craftsdwarfs:
{
df::item_type jobitem = j->job_items[0]->item_type;
switch (jobitem)
{
case df::item_type::BOULDER:
return df::unit_labor::STONE_CRAFT;
case df::item_type::NONE:
if (j->material_category.bits.bone)
return df::unit_labor::BONE_CARVE;
else
return df::unit_labor::NONE; //FIXME
default:
return df::unit_labor::NONE; //FIXME
}
}
case df::workshop_type::Masons:
return df::unit_labor::MASON;
case df::workshop_type::Carpenters:
return df::unit_labor::CARPENTER;
case df::workshop_type::Leatherworks:
return df::unit_labor::LEATHER;
case df::workshop_type::Clothiers:
return df::unit_labor::CLOTHESMAKER;
case df::workshop_type::MagmaForge:
case df::workshop_type::MetalsmithsForge:
return metaltype;
default:
return df::unit_labor::NONE; // FIXME
}
}
else if (bld->getType() == df::building_type::Furnace)
{
df::furnace_type type = ((df::building_furnacest*)(bld))->type;
switch (type)
{
case df::furnace_type::MagmaGlassFurnace:
case df::furnace_type::GlassFurnace:
return df::unit_labor::GLASSMAKER;
default:
return df::unit_labor::NONE; // FIXME
}
}
return df::unit_labor::NONE; // FIXME
}
jlfunc_make (df::unit_labor mt) : metaltype(mt) {}
};
class jlfunc_custom : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
{
if ((*r)->code == j->reaction_name)
{
df::job_skill skill = (*r)->skill;
df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill);
return labor;
}
}
return df::unit_labor::NONE;
}
jlfunc_custom() {}
};
static map<df::unit_labor, jlfunc*> jlf_cache;
jlfunc* jlf_const(df::unit_labor l) {
jlfunc* jlf;
if (jlf_cache.count(l) == 0)
{
jlf = jlf_const(l);
jlf_cache[l] = jlf;
}
else
jlf = jlf_cache[l];
return jlf;
}
static jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE);
static jlfunc* jlf_hauling = new jlfunc_hauling();
static jlfunc* jlf_make_furniture = new jlfunc_make(df::unit_labor::FORGE_FURNITURE);
static jlfunc* jlf_make_object = new jlfunc_make(df::unit_labor::METAL_CRAFT);
static jlfunc* jlf_make_armor = new jlfunc_make(df::unit_labor::FORGE_ARMOR);
static jlfunc* jlf_make_weapon = new jlfunc_make(df::unit_labor::FORGE_WEAPON);
static jlfunc* job_to_labor_table[] = {
jlf_const(df::unit_labor::DETAIL) /* CarveFortification */,
jlf_const(df::unit_labor::DETAIL) /* DetailWall */,
jlf_const(df::unit_labor::DETAIL) /* DetailFloor */,
jlf_const(df::unit_labor::MINE) /* Dig */,
jlf_const(df::unit_labor::MINE) /* CarveUpwardStaircase */,
jlf_const(df::unit_labor::MINE) /* CarveDownwardStaircase */,
jlf_const(df::unit_labor::MINE) /* CarveUpDownStaircase */,
jlf_const(df::unit_labor::MINE) /* CarveRamp */,
jlf_const(df::unit_labor::MINE) /* DigChannel */,
jlf_const(df::unit_labor::CUTWOOD) /* FellTree */,
jlf_const(df::unit_labor::HERBALIST) /* GatherPlants */,
jlf_no_labor /* RemoveConstruction */,
jlf_const(df::unit_labor::WEAVER) /* CollectWebs */,
jlf_no_labor /* BringItemToDepot */,
jlf_no_labor /* BringItemToShop */,
jlf_no_labor /* Eat */,
jlf_no_labor /* GetProvisions */,
jlf_no_labor /* Drink */,
jlf_no_labor /* Drink2 */,
jlf_no_labor /* FillWaterskin */,
jlf_no_labor /* FillWaterskin2 */,
jlf_no_labor /* Sleep */,
jlf_const(df::unit_labor::GLASSMAKER) /* CollectSand */,
jlf_const(df::unit_labor::FISH) /* Fish */,
jlf_const(df::unit_labor::HUNT) /* Hunt */,
jlf_no_labor /* HuntVermin */,
jlf_no_labor /* Kidnap */,
jlf_no_labor /* BeatCriminal */,
jlf_no_labor /* StartingFistFight */,
jlf_no_labor /* CollectTaxes */,
jlf_no_labor /* GuardTaxCollector */,
jlf_const(df::unit_labor::HUNT) /* CatchLiveLandAnimal */,
jlf_const(df::unit_labor::FISH) /* CatchLiveFish */,
jlf_no_labor /* ReturnKill */,
jlf_no_labor /* CheckChest */,
jlf_no_labor /* StoreOwnedItem */,
jlf_const(df::unit_labor::HAUL_BODY) /* PlaceItemInTomb */,
jlf_hauling /* StoreItemInStockpile */,
jlf_hauling /* StoreItemInBag */,
jlf_hauling /* StoreItemInHospital */,
jlf_hauling /* StoreItemInChest */,
jlf_hauling /* StoreItemInCabinet */,
jlf_hauling /* StoreWeapon */,
jlf_hauling /* StoreArmor */,
jlf_hauling /* StoreItemInBarrel */,
jlf_hauling /* StoreItemInBin */,
jlf_no_labor /* SeekArtifact */,
jlf_no_labor /* SeekInfant */,
jlf_no_labor /* AttendParty */,
jlf_no_labor /* GoShopping */,
jlf_no_labor /* GoShopping2 */,
jlf_const(df::unit_labor::CLEAN) /* Clean */,
jlf_no_labor /* Rest */,
jlf_no_labor /* PickupEquipment */,
jlf_hauling /* DumpItem */,
jlf_no_labor /* StrangeMoodCrafter */,
jlf_no_labor /* StrangeMoodJeweller */,
jlf_no_labor /* StrangeMoodForge */,
jlf_no_labor /* StrangeMoodMagmaForge */,
jlf_no_labor /* StrangeMoodBrooding */,
jlf_no_labor /* StrangeMoodFell */,
jlf_no_labor /* StrangeMoodCarpenter */,
jlf_no_labor /* StrangeMoodMason */,
jlf_no_labor /* StrangeMoodBowyer */,
jlf_no_labor /* StrangeMoodTanner */,
jlf_no_labor /* StrangeMoodWeaver */,
jlf_no_labor /* StrangeMoodGlassmaker */,
jlf_no_labor /* StrangeMoodMechanics */,
new jlfunc_construct_bld() /* ConstructBuilding */,
jlf_make_furniture /* ConstructDoor */,
jlf_make_furniture /* ConstructFloodgate */,
jlf_make_furniture /* ConstructBed */,
jlf_make_furniture /* ConstructThrone */,
jlf_make_furniture /* ConstructCoffin */,
jlf_make_furniture /* ConstructTable */,
jlf_make_furniture /* ConstructChest */,
jlf_make_furniture /* ConstructBin */,
jlf_make_furniture /* ConstructArmorStand */,
jlf_make_furniture /* ConstructWeaponRack */,
jlf_make_furniture /* ConstructCabinet */,
jlf_make_furniture /* ConstructStatue */,
jlf_make_furniture /* ConstructBlocks */,
jlf_const(df::unit_labor::GLASSMAKER) /* MakeRawGlass */,
jlf_make_object /* MakeCrafts */,
jlf_const(df::unit_labor::METAL_CRAFT) /* MintCoins */,
jlf_const(df::unit_labor::CUT_GEM) /* CutGems */,
jlf_const(df::unit_labor::CUT_GEM) /* CutGlass */,
jlf_const(df::unit_labor::ENCRUST_GEM) /* EncrustWithGems */,
jlf_const(df::unit_labor::ENCRUST_GEM) /* EncrustWithGlass */,
new jlfunc_destroy_bld() /* DestroyBuilding */,
jlf_const(df::unit_labor::SMELT) /* SmeltOre */,
jlf_const(df::unit_labor::SMELT) /* MeltMetalObject */,
jlf_const(df::unit_labor::EXTRACT_STRAND) /* ExtractMetalStrands */,
jlf_const(df::unit_labor::PLANT) /* PlantSeeds */,
jlf_const(df::unit_labor::PLANT) /* HarvestPlants */,
jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainHuntingAnimal */,
jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainWarAnimal */,
jlf_make_weapon /* MakeWeapon */,
jlf_make_furniture /* ForgeAnvil */,
jlf_const(df::unit_labor::SIEGECRAFT) /* ConstructCatapultParts */,
jlf_const(df::unit_labor::SIEGECRAFT) /* ConstructBallistaParts */,
jlf_make_armor /* MakeArmor */,
jlf_make_armor /* MakeHelm */,
jlf_make_armor /* MakePants */,
jlf_make_object /* StudWith */,
jlf_const(df::unit_labor::BUTCHER) /* ButcherAnimal */,
jlf_const(df::unit_labor::CLEAN_FISH) /* PrepareRawFish */,
jlf_const(df::unit_labor::MILLER) /* MillPlants */,
jlf_const(df::unit_labor::TRAPPER) /* BaitTrap */,
jlf_const(df::unit_labor::MILK) /* MilkCreature */,
jlf_const(df::unit_labor::MAKE_CHEESE) /* MakeCheese */,
jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlants */,
jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsBag */,
jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsVial */,
jlf_const(df::unit_labor::PROCESS_PLANT) /* ProcessPlantsBarrel */,
jlf_const(df::unit_labor::COOK) /* PrepareMeal */,
jlf_const(df::unit_labor::WEAVER) /* WeaveCloth */,
jlf_make_armor /* MakeGloves */,
jlf_make_armor /* MakeShoes */,
jlf_make_armor /* MakeShield */,
jlf_make_furniture /* MakeCage */,
jlf_make_object /* MakeChain */,
jlf_make_object /* MakeFlask */,
jlf_make_object /* MakeGoblet */,
jlf_make_object/* MakeInstrument */,
jlf_make_object/* MakeToy */,
jlf_const(df::unit_labor::TRAPPER) /* MakeAnimalTrap */,
jlf_make_furniture /* MakeBarrel */,
jlf_make_furniture /* MakeBucket */,
jlf_make_furniture /* MakeWindow */,
jlf_const(df::unit_labor::BONE_CARVE) /* MakeTotem */,
jlf_make_weapon /* MakeAmmo */,
jlf_make_object /* DecorateWith */,
jlf_make_object /* MakeBackpack */,
jlf_make_armor /* MakeQuiver */,
jlf_make_weapon /* MakeBallistaArrowHead */,
jlf_const(df::unit_labor::SIEGECRAFT) /* AssembleSiegeAmmo */,
jlf_const(df::unit_labor::SIEGEOPERATE) /* LoadCatapult */,
jlf_const(df::unit_labor::SIEGEOPERATE) /* LoadBallista */,
jlf_const(df::unit_labor::SIEGEOPERATE) /* FireCatapult */,
jlf_const(df::unit_labor::SIEGEOPERATE) /* FireBallista */,
jlf_const(df::unit_labor::MECHANIC) /* ConstructMechanisms */,
jlf_const(df::unit_labor::MECHANIC) /* MakeTrapComponent */,
jlf_const(df::unit_labor::MECHANIC) /* LoadCageTrap */,
jlf_const(df::unit_labor::MECHANIC) /* LoadStoneTrap */,
jlf_const(df::unit_labor::MECHANIC) /* LoadWeaponTrap */,
jlf_const(df::unit_labor::MECHANIC) /* CleanTrap */,
jlf_no_labor /* CastSpell */,
jlf_const(df::unit_labor::MECHANIC) /* LinkBuildingToTrigger */,
jlf_no_labor /* PullLever */,
jlf_const(df::unit_labor::BREWER) /* BrewDrink */,
jlf_const(df::unit_labor::HERBALIST) /* ExtractFromPlants */,
jlf_const(df::unit_labor::DISSECT_FISH) /* ExtractFromRawFish */,
jlf_const(df::unit_labor::DISSECT_VERMIN) /* ExtractFromLandAnimal */,
jlf_const(df::unit_labor::ANIMALTRAIN) /* TameVermin */,
jlf_const(df::unit_labor::ANIMALTRAIN) /* TameAnimal */,
jlf_no_labor /* ChainAnimal */,
jlf_no_labor /* UnchainAnimal */,
jlf_no_labor /* UnchainPet */,
jlf_no_labor /* ReleaseLargeCreature */,
jlf_no_labor /* ReleasePet */,
jlf_no_labor /* ReleaseSmallCreature */,
jlf_no_labor /* HandleSmallCreature */,
jlf_no_labor /* HandleLargeCreature */,
jlf_no_labor /* CageLargeCreature */,
jlf_no_labor /* CageSmallCreature */,
jlf_const(df::unit_labor::RECOVER_WOUNDED) /* RecoverWounded */,
jlf_const(df::unit_labor::DIAGNOSE) /* DiagnosePatient */,
jlf_const(df::unit_labor::BONE_SETTING) /* ImmobilizeBreak */,
jlf_const(df::unit_labor::DRESSING_WOUNDS) /* DressWound */,
jlf_const(df::unit_labor::CLEAN) /* CleanPatient */,
jlf_const(df::unit_labor::SURGERY) /* Surgery */,
jlf_const(df::unit_labor::SUTURING) /* Suture */,
jlf_const(df::unit_labor::BONE_SETTING) /* SetBone */,
jlf_const(df::unit_labor::BONE_SETTING) /* PlaceInTraction */,
jlf_no_labor /* DrainAquarium */,
jlf_no_labor /* FillAquarium */,
jlf_no_labor /* FillPond */,
jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) /* GiveWater */,
jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) /* GiveFood */,
jlf_no_labor /* GiveWater2 */,
jlf_no_labor /* GiveFood2 */,
jlf_no_labor /* RecoverPet */,
jlf_no_labor /* PitLargeAnimal */,
jlf_no_labor /* PitSmallAnimal */,
jlf_const(df::unit_labor::BUTCHER) /* SlaughterAnimal */,
jlf_const(df::unit_labor::BURN_WOOD) /* MakeCharcoal */,
jlf_const(df::unit_labor::BURN_WOOD) /* MakeAsh */,
jlf_const(df::unit_labor::LYE_MAKING) /* MakeLye */,
jlf_const(df::unit_labor::POTASH_MAKING) /* MakePotashFromLye */,
jlf_const(df::unit_labor::PLANT) /* FertilizeField */,
jlf_const(df::unit_labor::POTASH_MAKING) /* MakePotashFromAsh */,
jlf_const(df::unit_labor::DYER) /* DyeThread */,
jlf_const(df::unit_labor::DYER) /* DyeCloth */,
jlf_make_object /* SewImage */,
jlf_make_furniture /* MakePipeSection */,
jlf_const(df::unit_labor::OPERATE_PUMP) /* OperatePump */,
jlf_no_labor /* ManageWorkOrders */,
jlf_no_labor /* UpdateStockpileRecords */,
jlf_no_labor /* TradeAtDepot */,
jlf_make_furniture /* ConstructHatchCover */,
jlf_make_furniture /* ConstructGrate */,
jlf_const(df::unit_labor::MINE) /* RemoveStairs */,
jlf_make_furniture /* ConstructQuern */,
jlf_make_furniture /* ConstructMillstone */,
jlf_make_object /* ConstructSplint */,
jlf_make_object /* ConstructCrutch */,
jlf_const(df::unit_labor::MECHANIC) /* ConstructTractionBench */,
jlf_no_labor /* CleanSelf */,
jlf_no_labor /* BringCrutch */,
jlf_const(df::unit_labor::BONE_SETTING) /* ApplyCast */,
new jlfunc_custom() /* CustomReaction */,
jlf_make_furniture /* ConstructSlab */,
jlf_const(df::unit_labor::STONE_CRAFT) /* EngraveSlab */,
jlf_const(df::unit_labor::SHEARER) /* ShearCreature */,
jlf_const(df::unit_labor::SPINNER) /* SpinThread */,
jlf_no_labor /* PenLargeAnimal */,
jlf_no_labor /* PenSmallAnimal */,
jlf_make_furniture /* MakeTool */,
jlf_const(df::unit_labor::POTTERY) /* CollectClay */,
jlf_const(df::unit_labor::BEEKEEPING) /* InstallColonyInHive */,
jlf_const(df::unit_labor::BEEKEEPING) /* CollectHiveProducts */,
jlf_no_labor /* CauseTrouble */,
jlf_no_labor /* DrinkBlood */,
jlf_no_labor /* ReportCrime */,
jlf_no_labor /* ExecuteCriminal */,
jlf_const(df::unit_labor::ANIMALTRAIN) /* TrainAnimal */,
jlf_const(df::unit_labor::DETAIL) /* CarveTrack */,
jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* PushTrackVehicle */,
jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* PlaceTrackVehicle */,
jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE) /* StoreItemInVehicle */
};
static df::unit_labor find_job_labor(df::job* j)
{
if (j->job_type == df::job_type::CustomReaction)
{
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
{
if ((*r)->code == j->reaction_name)
{
df::job_skill skill = (*r)->skill;
return ENUM_ATTR(job_skill, labor, skill);
}
}
return df::unit_labor::NONE;
}
df::job_skill skill;
df::unit_labor labor;
skill = ENUM_ATTR(job_type, skill, j->job_type);
if (skill != df::job_skill::NONE)
labor = ENUM_ATTR(job_skill, labor, skill);
else
labor = ENUM_ATTR(job_type, labor, j->job_type);
if (labor == df::unit_labor::NONE)
labor = job_to_labor_table[j->job_type]->get_labor(j);
return labor;
}
class AutoLaborManager {
color_ostream& out;
public:
AutoLaborManager(color_ostream& o) : out(o)
{
}
~AutoLaborManager()
{
for (std::vector<dwarf_info_t*>::iterator i = dwarf_info.begin();
i != dwarf_info.end(); i++)
delete (*i);
}
dwarf_info_t* add_dwarf(df::unit* u)
{
dwarf_info_t* dwarf = new dwarf_info_t(u);
dwarf_info.push_back(dwarf);
return dwarf;
}
private:
bool has_butchers;
bool has_fishery;
bool trader_requested;
int dig_count;
int tree_count;
int plant_count;
int detail_count;
int pick_count;
int axe_count;
std::map<df::unit_labor, int> labor_needed;
std::vector<dwarf_info_t*> dwarf_info;
std::deque<dwarf_info_t*> idle_dwarfs;
private:
void scan_buildings()
{
for (auto b = world->buildings.all.begin(); b != world->buildings.all.end(); b++)
{
df::building *build = *b;
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");
}
}
}
}
void count_map_designations()
{
dig_count = 0;
tree_count = 0;
plant_count = 0;
detail_count = 0;
for (int i = 0; i < world->map.map_blocks.size(); ++i)
{
df::map_block* bl = world->map.map_blocks[i];
if (!bl->flags.bits.designated)
continue;
if (print_debug)
out.print ("block with designations found: %d, %d, %d\n", bl->map_pos.x, bl->map_pos.y, bl->map_pos.z);
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++)
{
df::tile_dig_designation dig = bl->designation[x][y].bits.dig;
if (dig != df::enums::tile_dig_designation::No)
{
df::tiletype tt = bl->tiletype[x][y];
df::tiletype_shape tts = ENUM_ATTR(tiletype, shape, tt);
switch (tts)
{
case df::enums::tiletype_shape::TREE:
tree_count++; break;
case df::enums::tiletype_shape::SHRUB:
plant_count++; break;
default:
dig_count++; break;
}
}
if (bl->designation[x][y].bits.smooth != 0)
detail_count++;
}
}
if (print_debug)
out.print("Dig count = %d, Cut tree count = %d, gather plant count = %d, detail count = %d\n", dig_count, tree_count, plant_count, detail_count);
}
void count_tools()
{
pick_count = 0;
axe_count = 0;
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(artifact);
#undef F
for (int i = 0; i < world->items.all.size(); ++i)
{
df::item* item = world->items.all[i];
if (item->flags.whole & bad_flags.whole)
continue;
if (!item->isWeapon())
continue;
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)item)->subtype;
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
if (weaponsk == df::job_skill::AXE)
axe_count++;
else if (weaponsk == df::job_skill::MINING)
pick_count++;
}
if (print_debug)
out.print("Axes = %d, picks = %d\n", axe_count, pick_count);
}
void collect_job_list()
{
for (df::job_list_link* jll = world->job_list.next; jll; jll = jll->next)
{
df::job* j = jll->item;
if (!j)
continue;
if (j->flags.bits.suspend)
continue;
int worker = -1;
for (int r = 0; r < j->general_refs.size(); ++r)
if (j->general_refs[r]->getType() == df::general_ref_type::UNIT_WORKER)
worker = ((df::general_ref_unit_workerst *)(j->general_refs[r]))->unit_id;
if (worker != -1)
continue;
df::unit_labor labor = find_job_labor (j);
if (print_debug)
out.print ("Job requiring labor %d found\n", labor);
if (labor != df::unit_labor::NONE)
labor_needed[labor]++;
}
}
void collect_dwarf_list()
{
for (auto u = world->units.active.begin(); u != world->units.active.end(); ++u)
{
df::unit* cre = *u;
if (Units::isCitizen(cre))
{
if (cre->burrows.size() > 0)
continue; // dwarfs assigned to burrows are skipped entirely
dwarf_info_t* dwarf = add_dwarf(cre);
df::historical_figure* hf = df::historical_figure::find(dwarf->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;
if (position->responsibilities[df::entity_position_responsibility::TRADE])
if (trader_requested)
dwarf->clear_all = true;
}
}
// 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 == dwarf->dwarf;
bool p2 = act->person2 == dwarf->dwarf;
if (p1 || p2)
{
dwarf->clear_all = true;
if (print_debug)
out.print("Dwarf \"%s\" has a meeting, will be cleared of all labors\n", dwarf->dwarf->name.first_name.c_str());
break;
}
}
// Find the activity state for each dwarf->
bool is_on_break = false;
dwarf_state state = OTHER;
for (auto p = dwarf->dwarf->status.misc_traits.begin(); p < dwarf->dwarf->status.misc_traits.end(); p++)
{
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
is_on_break = true;
}
if (dwarf->dwarf->profession == profession::BABY ||
dwarf->dwarf->profession == profession::CHILD ||
dwarf->dwarf->profession == profession::DRUNK)
{
state = CHILD;
}
else if (ENUM_ATTR(profession, military, dwarf->dwarf->profession))
state = MILITARY;
else if (dwarf->dwarf->job.current_job == NULL)
{
if (is_on_break)
state = OTHER;
else if (dwarf->dwarf->specific_refs.size() > 0)
state = OTHER;
else
state = IDLE;
}
else
{
int job = dwarf->dwarf->job.current_job->job_type;
if (job >= 0 && job < ARRAY_COUNT(dwarf_states))
state = dwarf_states[job];
else
{
out.print("Dwarf \"%s\" has unknown job %i\n", dwarf->dwarf->name.first_name.c_str(), job);
state = OTHER;
}
}
dwarf->state = state;
if (print_debug)
out.print("Dwarf \"%s\": state %s\n", dwarf->dwarf->name.first_name.c_str(), state_names[dwarf->state]);
// check if dwarf has an axe, pick, or crossbow
for (int j = 0; j < dwarf->dwarf->inventory.size(); j++)
{
df::unit_inventory_item* ui = dwarf->dwarf->inventory[j];
if (ui->mode == df::unit_inventory_item::Weapon && ui->item->isWeapon())
{
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)(ui->item))->subtype;
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
df::job_skill rangesk = (df::job_skill) weapondef->skill_ranged;
if (weaponsk == df::job_skill::AXE)
{
dwarf->has_axe = 1;
if (state != IDLE)
axe_count--;
if (print_debug)
out.print("Dwarf \"%s\" has an axe\n", dwarf->dwarf->name.first_name.c_str());
}
else if (weaponsk == df::job_skill::MINING)
{
dwarf->has_pick = 1;
if (state != IDLE)
pick_count--;
if (print_debug)
out.print("Dwarf \"%s\" has an pick\n", dwarf->dwarf->name.first_name.c_str());
}
else if (rangesk == df::job_skill::CROSSBOW)
{
dwarf->has_crossbow = 1;
if (print_debug)
out.print("Dwarf \"%s\" has a crossbow\n", dwarf->dwarf->name.first_name.c_str());
}
}
}
// clear labors if currently idle
if (state == IDLE || dwarf->clear_all)
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
dwarf->dwarf->status.labors[labor] = false;
}
}
if (state == IDLE && !dwarf->clear_all)
idle_dwarfs.push_back(dwarf);
}
}
}
public:
void process()
{
// scan for specific buildings of interest
scan_buildings();
// count number of squares designated for dig, wood cutting, detailing, and plant harvesting
count_map_designations();
// count number of picks and axes available for use
count_tools();
// create job entries for designation
// collect current job list
collect_job_list();
// collect list of dwarfs
collect_dwarf_list();
// match idle dwarfs to need list - if an idle dwarf is assigned to that labor, then yay, decrement the need count
// and remove the idle dwarf from the idle list
for (auto i = idle_dwarfs.begin(); i != idle_dwarfs.end(); i++)
{
FOR_ENUM_ITEMS(unit_labor, l)
{
if ((*i)->dwarf->status.labors[l])
if (labor_needed[l] > 0)
{
if (print_debug)
out.print("assign \"%s\" labor %d (carried through)\n", (*i)->dwarf->name.first_name.c_str(), l);
labor_needed[l]--;
idle_dwarfs.erase(i); // remove from idle list
break;
} else {
(*i)->dwarf->status.labors[l] = false;
}
}
}
priority_queue<pair<int, df::unit_labor>> pq;
for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
{
if (i->second > 0)
pq.push(make_pair(i->second, i->first));
}
while (!idle_dwarfs.empty() && !pq.empty())
{
df::unit_labor labor = pq.top().second;
int remaining = pq.top().first;
df::job_skill skill = labor_to_skill[labor];
if (print_debug)
out.print("labor %d skill %d remaining %d\n", labor, skill, remaining);
std::deque<dwarf_info_t*>::iterator bestdwarf = idle_dwarfs.begin();
if (skill != df::job_skill::NONE)
{
int best_skill_level = -1;
for (std::deque<dwarf_info_t*>::iterator k = idle_dwarfs.begin(); k != idle_dwarfs.end(); k++)
{
dwarf_info_t* d = (*k);
int skill_level = Units::getEffectiveSkill(d->dwarf, skill);
if (skill_level > best_skill_level)
{
bestdwarf = k;
best_skill_level = skill_level;
}
}
}
if (print_debug)
out.print("assign \"%s\" labor %d\n", (*bestdwarf)->dwarf->name.first_name.c_str(), labor);
(*bestdwarf)->set_labor(labor);
idle_dwarfs.erase(bestdwarf);
pq.pop();
if (--remaining)
pq.push(make_pair(remaining, labor));
}
print_debug = 0;
}
};
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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AutoLaborManager alm(out);
alm.process();
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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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}