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/*
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* Labor manager ( formerly Autolabor 2 ) module for dfhack
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*
* */
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# include "Core.h"
# include <Console.h>
# include <Export.h>
# include <PluginManager.h>
# include <vector>
# include <algorithm>
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# include <queue>
# include <map>
# include <iterator>
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# include "modules/Units.h"
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# include "modules/World.h"
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# include "modules/Maps.h"
# include "modules/MapCache.h"
# include "modules/Items.h"
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// DF data structure definition headers
# include "DataDefs.h"
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# include <MiscUtils.h>
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# 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>
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# include <df/building.h>
# include <df/workshop_type.h>
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# include <df/unit_misc_trait.h>
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# 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>
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# include <df/building_tradedepotst.h>
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# include <df/building_stockpilest.h>
# include <df/items_other_id.h>
# include <df/ui.h>
# include <df/activity_info.h>
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# 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>
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# include <df/building_furnacest.h>
# include <df/building_def.h>
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# include <df/reaction.h>
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# include <df/job_item.h>
# include <df/job_item_ref.h>
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# include <df/unit_health_info.h>
# include <df/unit_health_flags.h>
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# include <df/building_design.h>
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# include <df/vehicle.h>
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# include <df/units_other_id.h>
# include <df/ui.h>
# include <df/training_assignment.h>
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# include <df/general_ref_contains_itemst.h>
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using namespace std ;
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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 ;
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# define ARRAY_COUNT(array) (sizeof(array) / sizeof((array)[0]))
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DFHACK_PLUGIN_IS_ENABLED ( enable_labormanager ) ;
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static bool print_debug = 0 ;
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static bool pause_on_error = 1 ;
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static std : : vector < int > state_count ( 5 ) ;
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static PersistentDataItem config ;
enum ConfigFlags {
CF_ENABLED = 1 ,
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CF_ALLOW_FISHING = 2 ,
CF_ALLOW_HUNTING = 4 ,
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} ;
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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
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command_result labormanager ( color_ostream & out , std : : vector < std : : string > & parameters ) ;
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename - labormanager.plug.so or labormanager.plug.dll in this case
DFHACK_PLUGIN ( " labormanager " ) ;
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static void generate_labor_to_skill_map ( ) ;
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enum dwarf_state {
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// 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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} ;
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const int NUM_STATE = 5 ;
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static const char * state_names [ ] = {
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" IDLE " ,
" BUSY " ,
" MILITARY " ,
" CHILD " ,
" OTHER " ,
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} ;
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static const dwarf_state dwarf_states [ ] = {
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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 */ ,
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BUSY /* TrainAnimal */ ,
BUSY /* CarveTrack */ ,
BUSY /* PushTrackVehicle */ ,
BUSY /* PlaceTrackVehicle */ ,
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BUSY /* StoreItemInVehicle */ ,
BUSY /* GeldAnimal */ ,
BUSY /* MakeFigurine */ ,
BUSY /* MakeAmulet */ ,
BUSY /* MakeScepter */ ,
BUSY /* MakeCrown */ ,
BUSY /* MakeRing */ ,
BUSY /* MakeEarring */ ,
BUSY /* MakeBracelet */ ,
BUSY /* MakeGem */
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} ;
struct labor_info
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{
PersistentDataItem config ;
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int active_dwarfs ;
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int idle_dwarfs ;
int busy_dwarfs ;
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int priority ( ) { return config . ival ( 1 ) ; }
void set_priority ( int priority ) { config . ival ( 1 ) = priority ; }
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int maximum_dwarfs ( ) { return config . ival ( 2 ) ; }
void set_maximum_dwarfs ( int maximum_dwarfs ) { config . ival ( 2 ) = maximum_dwarfs ; }
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int time_since_last_assigned ( )
{
return ( * df : : global : : cur_year - config . ival ( 3 ) ) * 403200 + * df : : global : : cur_year_tick - config . ival ( 4 ) ;
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}
void mark_assigned ( ) {
config . ival ( 3 ) = ( * df : : global : : cur_year ) ;
config . ival ( 4 ) = ( * df : : global : : cur_year_tick ) ;
}
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} ;
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enum tools_enum {
TOOL_NONE , TOOL_PICK , TOOL_AXE , TOOL_CROSSBOW ,
TOOLS_MAX
} ;
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struct labor_default
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{
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int priority ;
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int maximum_dwarfs ;
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tools_enum tool ;
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} ;
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static std : : vector < struct labor_info > labor_infos ;
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static const struct labor_default default_labor_infos [ ] = {
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/* MINE */ { 200 , 0 , TOOL_PICK } ,
/* HAUL_STONE */ { 100 , 0 , TOOL_NONE } ,
/* HAUL_WOOD */ { 100 , 0 , TOOL_NONE } ,
/* HAUL_BODY */ { 200 , 0 , TOOL_NONE } ,
/* HAUL_FOOD */ { 300 , 0 , TOOL_NONE } ,
/* HAUL_REFUSE */ { 100 , 0 , TOOL_NONE } ,
/* HAUL_ITEM */ { 100 , 0 , TOOL_NONE } ,
/* HAUL_FURNITURE */ { 100 , 0 , TOOL_NONE } ,
/* HAUL_ANIMAL */ { 100 , 0 , TOOL_NONE } ,
/* CLEAN */ { 200 , 0 , TOOL_NONE } ,
/* CUTWOOD */ { 200 , 0 , TOOL_AXE } ,
/* CARPENTER */ { 200 , 0 , TOOL_NONE } ,
/* DETAIL */ { 200 , 0 , TOOL_NONE } ,
/* MASON */ { 200 , 0 , TOOL_NONE } ,
/* ARCHITECT */ { 400 , 0 , TOOL_NONE } ,
/* ANIMALTRAIN */ { 200 , 0 , TOOL_NONE } ,
/* ANIMALCARE */ { 200 , 0 , TOOL_NONE } ,
/* DIAGNOSE */ { 1000 , 0 , TOOL_NONE } ,
/* SURGERY */ { 1000 , 0 , TOOL_NONE } ,
/* BONE_SETTING */ { 1000 , 0 , TOOL_NONE } ,
/* SUTURING */ { 1000 , 0 , TOOL_NONE } ,
/* DRESSING_WOUNDS */ { 1000 , 0 , TOOL_NONE } ,
/* FEED_WATER_CIVILIANS */ { 1000 , 0 , TOOL_NONE } ,
/* RECOVER_WOUNDED */ { 200 , 0 , TOOL_NONE } ,
/* BUTCHER */ { 200 , 0 , TOOL_NONE } ,
/* TRAPPER */ { 200 , 0 , TOOL_NONE } ,
/* DISSECT_VERMIN */ { 200 , 0 , TOOL_NONE } ,
/* LEATHER */ { 200 , 0 , TOOL_NONE } ,
/* TANNER */ { 200 , 0 , TOOL_NONE } ,
/* BREWER */ { 200 , 0 , TOOL_NONE } ,
/* ALCHEMIST */ { 200 , 0 , TOOL_NONE } ,
/* SOAP_MAKER */ { 200 , 0 , TOOL_NONE } ,
/* WEAVER */ { 200 , 0 , TOOL_NONE } ,
/* CLOTHESMAKER */ { 200 , 0 , TOOL_NONE } ,
/* MILLER */ { 200 , 0 , TOOL_NONE } ,
/* PROCESS_PLANT */ { 200 , 0 , TOOL_NONE } ,
/* MAKE_CHEESE */ { 200 , 0 , TOOL_NONE } ,
/* MILK */ { 200 , 0 , TOOL_NONE } ,
/* COOK */ { 200 , 0 , TOOL_NONE } ,
/* PLANT */ { 200 , 0 , TOOL_NONE } ,
/* HERBALIST */ { 200 , 0 , TOOL_NONE } ,
/* FISH */ { 100 , 0 , TOOL_NONE } ,
/* CLEAN_FISH */ { 200 , 0 , TOOL_NONE } ,
/* DISSECT_FISH */ { 200 , 0 , TOOL_NONE } ,
/* HUNT */ { 100 , 0 , TOOL_CROSSBOW } ,
/* SMELT */ { 200 , 0 , TOOL_NONE } ,
/* FORGE_WEAPON */ { 200 , 0 , TOOL_NONE } ,
/* FORGE_ARMOR */ { 200 , 0 , TOOL_NONE } ,
/* FORGE_FURNITURE */ { 200 , 0 , TOOL_NONE } ,
/* METAL_CRAFT */ { 200 , 0 , TOOL_NONE } ,
/* CUT_GEM */ { 200 , 0 , TOOL_NONE } ,
/* ENCRUST_GEM */ { 200 , 0 , TOOL_NONE } ,
/* WOOD_CRAFT */ { 200 , 0 , TOOL_NONE } ,
/* STONE_CRAFT */ { 200 , 0 , TOOL_NONE } ,
/* BONE_CARVE */ { 200 , 0 , TOOL_NONE } ,
/* GLASSMAKER */ { 200 , 0 , TOOL_NONE } ,
/* EXTRACT_STRAND */ { 200 , 0 , TOOL_NONE } ,
/* SIEGECRAFT */ { 200 , 0 , TOOL_NONE } ,
/* SIEGEOPERATE */ { 200 , 0 , TOOL_NONE } ,
/* BOWYER */ { 200 , 0 , TOOL_NONE } ,
/* MECHANIC */ { 200 , 0 , TOOL_NONE } ,
/* POTASH_MAKING */ { 200 , 0 , TOOL_NONE } ,
/* LYE_MAKING */ { 200 , 0 , TOOL_NONE } ,
/* DYER */ { 200 , 0 , TOOL_NONE } ,
/* BURN_WOOD */ { 200 , 0 , TOOL_NONE } ,
/* OPERATE_PUMP */ { 200 , 0 , TOOL_NONE } ,
/* SHEARER */ { 200 , 0 , TOOL_NONE } ,
/* SPINNER */ { 200 , 0 , TOOL_NONE } ,
/* POTTERY */ { 200 , 0 , TOOL_NONE } ,
/* GLAZING */ { 200 , 0 , TOOL_NONE } ,
/* PRESSING */ { 200 , 0 , TOOL_NONE } ,
/* BEEKEEPING */ { 200 , 0 , TOOL_NONE } ,
/* WAX_WORKING */ { 200 , 0 , TOOL_NONE } ,
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/* PUSH_HAUL_VEHICLES */ { 200 , 0 , TOOL_NONE } ,
/* HAUL_TRADE */ { 200 , 0 , TOOL_NONE } ,
/* PULL_LEVER */ { 200 , 0 , TOOL_NONE } ,
/* REMOVE_CONSTRUCTION */ { 200 , 0 , TOOL_NONE } ,
/* HAUL_WATER */ { 200 , 0 , TOOL_NONE } ,
/* GELD */ { 200 , 0 , TOOL_NONE } ,
/* BUILD_ROAD */ { 200 , 0 , TOOL_NONE } ,
/* BUILD_CONSTRUCTION */ { 200 , 0 , TOOL_NONE } ,
/* PAPERMAKING */ { 200 , 0 , TOOL_NONE } ,
/* BOOKBINDING */ { 200 , 0 , TOOL_NONE }
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} ;
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void debug ( char * fmt , . . . ) ;
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struct dwarf_info_t
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{
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df : : unit * dwarf ;
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dwarf_state state ;
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bool clear_all ;
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bool has_tool [ TOOLS_MAX ] ;
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int high_skill ;
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bool has_children ;
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bool armed ;
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df : : unit_labor using_labor ;
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dwarf_info_t ( df : : unit * dw ) : dwarf ( dw ) , clear_all ( false ) ,
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state ( OTHER ) , high_skill ( 0 ) , has_children ( false ) , armed ( false ) , using_labor ( df : : unit_labor : : NONE )
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{
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for ( int e = TOOL_NONE ; e < TOOLS_MAX ; e + + )
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has_tool [ e ] = false ;
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}
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~ dwarf_info_t ( )
{
}
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void set_labor ( df : : unit_labor labor )
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{
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if ( labor > = 0 & & labor < = ENUM_LAST_ITEM ( unit_labor ) )
{
dwarf - > status . labors [ labor ] = true ;
}
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}
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void clear_labor ( df : : unit_labor labor )
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{
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if ( labor > = 0 & & labor < = ENUM_LAST_ITEM ( unit_labor ) )
{
dwarf - > status . labors [ labor ] = false ;
}
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}
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} ;
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/*
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* Here starts all the complicated stuff to try to deduce labors from jobs .
* This is all way more complicated than it really ought to be , but I have
* not found a way to make it simpler .
*/
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static df : : unit_labor hauling_labor_map [ ] =
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{
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df : : unit_labor : : HAUL_ITEM , /* BAR */
df : : unit_labor : : HAUL_STONE , /* SMALLGEM */
df : : unit_labor : : HAUL_ITEM , /* BLOCKS */
df : : unit_labor : : HAUL_STONE , /* 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 */
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df : : unit_labor : : HAUL_ANIMALS , /* CAGE */
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df : : unit_labor : : HAUL_ITEM , /* BARREL */
df : : unit_labor : : HAUL_ITEM , /* BUCKET */
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df : : unit_labor : : HAUL_ANIMALS , /* ANIMALTRAP */
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df : : unit_labor : : HAUL_FURNITURE , /* TABLE */
df : : unit_labor : : HAUL_FURNITURE , /* COFFIN */
df : : unit_labor : : HAUL_FURNITURE , /* STATUE */
df : : unit_labor : : HAUL_REFUSE , /* 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_REFUSE , /* 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 */
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df : : unit_labor : : HAUL_ITEM , /* SEEDS */
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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 */
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} ;
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static df : : unit_labor workshop_build_labor [ ] =
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{
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/* Carpenters */ df : : unit_labor : : CARPENTER ,
/* Farmers */ df : : unit_labor : : PROCESS_PLANT ,
/* 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 : : CLEAN_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
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} ;
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 ;
}
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static df : : unit_labor construction_build_labor ( df : : item * i )
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{
MaterialInfo matinfo ;
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if ( i & & matinfo . decode ( i ) )
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{
if ( matinfo . material - > flags . is_set ( df : : material_flags : : IS_METAL ) )
return df : : unit_labor : : METAL_CRAFT ;
if ( matinfo . material - > flags . is_set ( df : : material_flags : : WOOD ) )
return df : : unit_labor : : CARPENTER ;
}
return df : : unit_labor : : MASON ;
}
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color_ostream * debug_stream ;
void debug ( char * fmt , . . . )
{
if ( debug_stream )
{
va_list args ;
va_start ( args , fmt ) ;
debug_stream - > vprint ( fmt , args ) ;
va_end ( args ) ;
}
}
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void debug_pause ( )
{
if ( pause_on_error )
{
debug ( " LABORMANAGER: Game paused so you can investigate the above message. \n Use 'labormanager pause-on-error no' to disable autopausing. \n " ) ;
* df : : global : : pause_state = true ;
}
}
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class JobLaborMapper {
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private :
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class jlfunc
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{
public :
virtual df : : unit_labor get_labor ( df : : job * j ) = 0 ;
} ;
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class jlfunc_const : public jlfunc
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{
private :
df : : unit_labor labor ;
public :
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df : : unit_labor get_labor ( df : : job * j )
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{
return labor ;
}
jlfunc_const ( df : : unit_labor l ) : labor ( l ) { } ;
} ;
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class jlfunc_hauling : public jlfunc
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{
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public :
df : : unit_labor get_labor ( df : : job * j )
{
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df : : item * item = 0 ;
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if ( j - > job_type = = df : : job_type : : StoreItemInStockpile & & j - > item_subtype ! = - 1 )
return ( df : : unit_labor ) j - > item_subtype ;
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for ( auto i = j - > items . begin ( ) ; i ! = j - > items . end ( ) ; i + + )
{
if ( ( * i ) - > role = = 7 )
{
item = ( * i ) - > item ;
break ;
}
}
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if ( item & & item - > flags . bits . container )
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{
for ( auto a = item - > general_refs . begin ( ) ; a ! = item - > general_refs . end ( ) ; a + + )
{
if ( ( * a ) - > getType ( ) = = df : : general_ref_type : : CONTAINS_ITEM )
{
int item_id = ( ( df : : general_ref_contains_itemst * ) ( * a ) ) - > item_id ;
item = binsearch_in_vector ( world - > items . all , item_id ) ;
break ;
}
}
}
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df : : unit_labor l = item ? hauling_labor_map [ item - > getType ( ) ] : df : : unit_labor : : HAUL_ITEM ;
if ( item & & l = = df : : unit_labor : : HAUL_REFUSE & & item - > flags . bits . dead_dwarf )
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l = df : : unit_labor : : HAUL_BODY ;
return l ;
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}
jlfunc_hauling ( ) { } ;
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} ;
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class jlfunc_construct_bld : public jlfunc
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{
public :
df : : unit_labor get_labor ( df : : job * j )
{
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if ( j - > flags . bits . item_lost )
return df : : unit_labor : : NONE ;
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df : : building * bld = get_building_from_job ( j ) ;
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switch ( bld - > getType ( ) )
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{
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case df : : building_type : : Hive :
return df : : unit_labor : : BEEKEEPING ;
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case df : : building_type : : Workshop :
{
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df : : building_workshopst * ws = ( df : : building_workshopst * ) bld ;
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if ( ws - > design & & ! ws - > design - > flags . bits . designed )
return df : : unit_labor : : ARCHITECT ;
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if ( ws - > type = = df : : workshop_type : : Custom )
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{
df : : building_def * def = df : : building_def : : find ( ws - > custom_type ) ;
return def - > build_labors [ 0 ] ;
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}
else
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return workshop_build_labor [ ws - > type ] ;
}
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break ;
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case df : : building_type : : Construction :
return df : : unit_labor : : BUILD_CONSTRUCTION ;
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case df : : building_type : : Furnace :
case df : : building_type : : TradeDepot :
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case df : : building_type : : Bridge :
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case df : : building_type : : ArcheryTarget :
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case df : : building_type : : WaterWheel :
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case df : : building_type : : RoadPaved :
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case df : : building_type : : Well :
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case df : : building_type : : ScrewPump :
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case df : : building_type : : Wagon :
case df : : building_type : : Shop :
case df : : building_type : : Support :
case df : : building_type : : Windmill :
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{
df : : building_actual * b = ( df : : building_actual * ) bld ;
if ( b - > design & & ! b - > design - > flags . bits . designed )
return df : : unit_labor : : ARCHITECT ;
return construction_build_labor ( j - > items [ 0 ] - > item ) ;
}
break ;
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case df : : building_type : : FarmPlot :
return df : : unit_labor : : PLANT ;
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case df : : building_type : : Chair :
case df : : building_type : : Bed :
case df : : building_type : : Table :
case df : : building_type : : Coffin :
case df : : building_type : : Door :
case df : : building_type : : Floodgate :
case df : : building_type : : Box :
case df : : building_type : : Weaponrack :
case df : : building_type : : Armorstand :
case df : : building_type : : Cabinet :
case df : : building_type : : Statue :
case df : : building_type : : WindowGlass :
case df : : building_type : : WindowGem :
case df : : building_type : : Cage :
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case df : : building_type : : NestBox :
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case df : : building_type : : TractionBench :
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case df : : building_type : : Slab :
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case df : : building_type : : Chain :
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case df : : building_type : : GrateFloor :
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case df : : building_type : : Hatch :
case df : : building_type : : BarsFloor :
case df : : building_type : : BarsVertical :
case df : : building_type : : GrateWall :
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return df : : unit_labor : : HAUL_FURNITURE ;
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case df : : building_type : : Trap :
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case df : : building_type : : GearAssembly :
case df : : building_type : : AxleHorizontal :
case df : : building_type : : AxleVertical :
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case df : : building_type : : Rollers :
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return df : : unit_labor : : MECHANIC ;
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case df : : building_type : : AnimalTrap :
return df : : unit_labor : : TRAPPER ;
case df : : building_type : : Civzone :
case df : : building_type : : Nest :
case df : : building_type : : RoadDirt :
case df : : building_type : : Stockpile :
case df : : building_type : : Weapon :
return df : : unit_labor : : NONE ;
case df : : building_type : : SiegeEngine :
return df : : unit_labor : : SIEGECRAFT ;
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}
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debug ( " LABORMANAGER: Cannot deduce labor for construct building job of type %s \n " ,
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ENUM_KEY_STR ( building_type , bld - > getType ( ) ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
}
jlfunc_construct_bld ( ) { }
} ;
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class jlfunc_destroy_bld : public jlfunc
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{
public :
df : : unit_labor get_labor ( df : : job * j )
{
df : : building * bld = get_building_from_job ( j ) ;
df : : building_type type = bld - > getType ( ) ;
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switch ( bld - > getType ( ) )
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{
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case df : : building_type : : Hive :
return df : : unit_labor : : BEEKEEPING ;
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case df : : building_type : : Workshop :
{
df : : building_workshopst * ws = ( df : : building_workshopst * ) bld ;
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if ( ws - > type = = df : : workshop_type : : Custom )
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{
df : : building_def * def = df : : building_def : : find ( ws - > custom_type ) ;
return def - > build_labors [ 0 ] ;
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}
else
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return workshop_build_labor [ ws - > type ] ;
}
break ;
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case df : : building_type : : Construction :
return df : : unit_labor : : REMOVE_CONSTRUCTION ;
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case df : : building_type : : Furnace :
case df : : building_type : : TradeDepot :
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case df : : building_type : : Wagon :
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case df : : building_type : : Bridge :
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case df : : building_type : : ScrewPump :
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case df : : building_type : : ArcheryTarget :
case df : : building_type : : RoadPaved :
case df : : building_type : : Shop :
case df : : building_type : : Support :
case df : : building_type : : WaterWheel :
case df : : building_type : : Well :
case df : : building_type : : Windmill :
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{
df : : building_actual * b = ( df : : building_actual * ) bld ;
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return construction_build_labor ( b - > contained_items [ 0 ] - > item ) ;
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}
break ;
case df : : building_type : : FarmPlot :
return df : : unit_labor : : PLANT ;
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case df : : building_type : : Trap :
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case df : : building_type : : AxleHorizontal :
case df : : building_type : : AxleVertical :
case df : : building_type : : GearAssembly :
case df : : building_type : : Rollers :
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return df : : unit_labor : : MECHANIC ;
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case df : : building_type : : Chair :
case df : : building_type : : Bed :
case df : : building_type : : Table :
case df : : building_type : : Coffin :
case df : : building_type : : Door :
case df : : building_type : : Floodgate :
case df : : building_type : : Box :
case df : : building_type : : Weaponrack :
case df : : building_type : : Armorstand :
case df : : building_type : : Cabinet :
case df : : building_type : : Statue :
case df : : building_type : : WindowGlass :
case df : : building_type : : WindowGem :
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case df : : building_type : : Cage :
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case df : : building_type : : NestBox :
case df : : building_type : : TractionBench :
case df : : building_type : : Slab :
case df : : building_type : : Chain :
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case df : : building_type : : Hatch :
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case df : : building_type : : BarsFloor :
case df : : building_type : : BarsVertical :
case df : : building_type : : GrateFloor :
case df : : building_type : : GrateWall :
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return df : : unit_labor : : HAUL_FURNITURE ;
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case df : : building_type : : AnimalTrap :
return df : : unit_labor : : TRAPPER ;
case df : : building_type : : Civzone :
case df : : building_type : : Nest :
case df : : building_type : : RoadDirt :
case df : : building_type : : Stockpile :
case df : : building_type : : Weapon :
return df : : unit_labor : : NONE ;
case df : : building_type : : SiegeEngine :
return df : : unit_labor : : SIEGECRAFT ;
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}
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debug ( " LABORMANAGER: Cannot deduce labor for destroy building job of type %s \n " ,
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ENUM_KEY_STR ( building_type , bld - > getType ( ) ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
}
jlfunc_destroy_bld ( ) { }
} ;
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class jlfunc_make : public jlfunc
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{
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 ;
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switch ( type )
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{
case df : : workshop_type : : Craftsdwarfs :
{
df : : item_type jobitem = j - > job_items [ 0 ] - > item_type ;
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switch ( jobitem )
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{
case df : : item_type : : BOULDER :
return df : : unit_labor : : STONE_CRAFT ;
case df : : item_type : : NONE :
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if ( j - > material_category . bits . bone | |
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j - > material_category . bits . horn | |
j - > material_category . bits . tooth )
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return df : : unit_labor : : BONE_CARVE ;
else
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{
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debug ( " LABORMANAGER: Cannot deduce labor for make crafts job (not bone) \n " ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
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}
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case df : : item_type : : WOOD :
return df : : unit_labor : : WOOD_CRAFT ;
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default :
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debug ( " LABORMANAGER: Cannot deduce labor for make crafts job, item type %s \n " ,
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ENUM_KEY_STR ( item_type , jobitem ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
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}
}
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 :
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debug ( " LABORMANAGER: Cannot deduce labor for make job, workshop type %s \n " ,
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ENUM_KEY_STR ( workshop_type , type ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
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}
}
else if ( bld - > getType ( ) = = df : : building_type : : Furnace )
{
df : : furnace_type type = ( ( df : : building_furnacest * ) ( bld ) ) - > type ;
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switch ( type )
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{
case df : : furnace_type : : MagmaGlassFurnace :
case df : : furnace_type : : GlassFurnace :
return df : : unit_labor : : GLASSMAKER ;
default :
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debug ( " LABORMANAGER: Cannot deduce labor for make job, furnace type %s \n " ,
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ENUM_KEY_STR ( furnace_type , type ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
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}
}
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debug ( " LABORMANAGER: Cannot deduce labor for make job, building type %s \n " ,
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ENUM_KEY_STR ( building_type , bld - > getType ( ) ) . c_str ( ) ) ;
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debug_pause ( ) ;
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return df : : unit_labor : : NONE ;
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}
jlfunc_make ( df : : unit_labor mt ) : metaltype ( mt ) { }
} ;
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class jlfunc_custom : public jlfunc
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{
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 ( ) { }
} ;
map < df : : unit_labor , jlfunc * > jlf_cache ;
jlfunc * jlf_const ( df : : unit_labor l ) {
jlfunc * jlf ;
if ( jlf_cache . count ( l ) = = 0 )
{
jlf = new jlfunc_const ( l ) ;
jlf_cache [ l ] = jlf ;
}
else
jlf = jlf_cache [ l ] ;
return jlf ;
}
private :
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std : : map < df : : job_type , jlfunc * > job_to_labor_table ;
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public :
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~ JobLaborMapper ( )
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{
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std : : set < jlfunc * > log ;
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for ( auto i = jlf_cache . begin ( ) ; i ! = jlf_cache . end ( ) ; i + + )
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{
if ( ! log . count ( i - > second ) )
{
log . insert ( i - > second ) ;
delete i - > second ;
}
i - > second = 0 ;
}
FOR_ENUM_ITEMS ( job_type , j )
{
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if ( j < 0 )
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continue ;
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jlfunc * p = job_to_labor_table [ j ] ;
if ( ! log . count ( p ) )
{
log . insert ( p ) ;
delete p ;
}
job_to_labor_table [ j ] = 0 ;
}
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}
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JobLaborMapper ( )
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{
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jlfunc * jlf_hauling = new jlfunc_hauling ( ) ;
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jlfunc * jlf_make_furniture = new jlfunc_make ( df : : unit_labor : : FORGE_FURNITURE ) ;
jlfunc * jlf_make_object = new jlfunc_make ( df : : unit_labor : : METAL_CRAFT ) ;
jlfunc * jlf_make_armor = new jlfunc_make ( df : : unit_labor : : FORGE_ARMOR ) ;
jlfunc * jlf_make_weapon = new jlfunc_make ( df : : unit_labor : : FORGE_WEAPON ) ;
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jlfunc * jlf_no_labor = jlf_const ( df : : unit_labor : : NONE ) ;
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job_to_labor_table [ df : : job_type : : CarveFortification ] = jlf_const ( df : : unit_labor : : DETAIL ) ;
job_to_labor_table [ df : : job_type : : DetailWall ] = jlf_const ( df : : unit_labor : : DETAIL ) ;
job_to_labor_table [ df : : job_type : : DetailFloor ] = jlf_const ( df : : unit_labor : : DETAIL ) ;
job_to_labor_table [ df : : job_type : : Dig ] = jlf_const ( df : : unit_labor : : MINE ) ;
job_to_labor_table [ df : : job_type : : CarveUpwardStaircase ] = jlf_const ( df : : unit_labor : : MINE ) ;
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job_to_labor_table [ df : : job_type : : CarveDownwardStaircase ] = jlf_const ( df : : unit_labor : : MINE ) ;
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job_to_labor_table [ df : : job_type : : CarveUpDownStaircase ] = jlf_const ( df : : unit_labor : : MINE ) ;
job_to_labor_table [ df : : job_type : : CarveRamp ] = jlf_const ( df : : unit_labor : : MINE ) ;
job_to_labor_table [ df : : job_type : : DigChannel ] = jlf_const ( df : : unit_labor : : MINE ) ;
job_to_labor_table [ df : : job_type : : FellTree ] = jlf_const ( df : : unit_labor : : CUTWOOD ) ;
job_to_labor_table [ df : : job_type : : GatherPlants ] = jlf_const ( df : : unit_labor : : HERBALIST ) ;
job_to_labor_table [ df : : job_type : : RemoveConstruction ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : CollectWebs ] = jlf_const ( df : : unit_labor : : WEAVER ) ;
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job_to_labor_table [ df : : job_type : : BringItemToDepot ] = jlf_const ( df : : unit_labor : : HAUL_TRADE ) ;
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job_to_labor_table [ df : : job_type : : BringItemToShop ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Eat ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GetProvisions ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Drink ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Drink2 ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : FillWaterskin ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : FillWaterskin2 ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Sleep ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : CollectSand ] = jlf_const ( df : : unit_labor : : HAUL_ITEM ) ;
job_to_labor_table [ df : : job_type : : Fish ] = jlf_const ( df : : unit_labor : : FISH ) ;
job_to_labor_table [ df : : job_type : : Hunt ] = jlf_const ( df : : unit_labor : : HUNT ) ;
job_to_labor_table [ df : : job_type : : HuntVermin ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Kidnap ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : BeatCriminal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StartingFistFight ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : CollectTaxes ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GuardTaxCollector ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : CatchLiveLandAnimal ] = jlf_const ( df : : unit_labor : : HUNT ) ;
job_to_labor_table [ df : : job_type : : CatchLiveFish ] = jlf_const ( df : : unit_labor : : FISH ) ;
job_to_labor_table [ df : : job_type : : ReturnKill ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : CheckChest ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StoreOwnedItem ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : PlaceItemInTomb ] = jlf_const ( df : : unit_labor : : HAUL_BODY ) ;
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job_to_labor_table [ df : : job_type : : StoreItemInStockpile ] = jlf_no_labor ; // Can arise from many different labors, but will never appear in a pending job list
job_to_labor_table [ df : : job_type : : StoreItemInBag ] = jlf_no_labor ; // Can arise from many different labors, but will never appear in a pending job list
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job_to_labor_table [ df : : job_type : : StoreItemInHospital ] = jlf_hauling ;
job_to_labor_table [ df : : job_type : : StoreWeapon ] = jlf_hauling ;
job_to_labor_table [ df : : job_type : : StoreArmor ] = jlf_hauling ;
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job_to_labor_table [ df : : job_type : : StoreItemInBarrel ] = jlf_no_labor ; // Can arise from many different labors, but will never appear in a pending job list
job_to_labor_table [ df : : job_type : : StoreItemInBin ] = jlf_no_labor ; // Can arise from many different labors, but will never appear in a pending job list
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job_to_labor_table [ df : : job_type : : SeekArtifact ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : SeekInfant ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : AttendParty ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GoShopping ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GoShopping2 ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : Clean ] = jlf_const ( df : : unit_labor : : CLEAN ) ;
job_to_labor_table [ df : : job_type : : Rest ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : PickupEquipment ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : DumpItem ] = jlf_const ( df : : unit_labor : : HAUL_REFUSE ) ;
job_to_labor_table [ df : : job_type : : StrangeMoodCrafter ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodJeweller ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodForge ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : StrangeMoodMagmaForge ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : StrangeMoodBrooding ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodFell ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodCarpenter ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodMason ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodBowyer ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodTanner ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : StrangeMoodWeaver ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : StrangeMoodGlassmaker ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : StrangeMoodMechanics ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : ConstructBuilding ] = new jlfunc_construct_bld ( ) ;
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job_to_labor_table [ df : : job_type : : ConstructDoor ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructFloodgate ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructBed ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructThrone ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructCoffin ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructTable ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructChest ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructBin ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructArmorStand ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructWeaponRack ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructCabinet ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructStatue ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructBlocks ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : MakeRawGlass ] = jlf_const ( df : : unit_labor : : GLASSMAKER ) ;
job_to_labor_table [ df : : job_type : : MakeCrafts ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MintCoins ] = jlf_const ( df : : unit_labor : : METAL_CRAFT ) ;
job_to_labor_table [ df : : job_type : : CutGems ] = jlf_const ( df : : unit_labor : : CUT_GEM ) ;
job_to_labor_table [ df : : job_type : : CutGlass ] = jlf_const ( df : : unit_labor : : CUT_GEM ) ;
job_to_labor_table [ df : : job_type : : EncrustWithGems ] = jlf_const ( df : : unit_labor : : ENCRUST_GEM ) ;
job_to_labor_table [ df : : job_type : : EncrustWithGlass ] = jlf_const ( df : : unit_labor : : ENCRUST_GEM ) ;
job_to_labor_table [ df : : job_type : : DestroyBuilding ] = new jlfunc_destroy_bld ( ) ;
job_to_labor_table [ df : : job_type : : SmeltOre ] = jlf_const ( df : : unit_labor : : SMELT ) ;
job_to_labor_table [ df : : job_type : : MeltMetalObject ] = jlf_const ( df : : unit_labor : : SMELT ) ;
job_to_labor_table [ df : : job_type : : ExtractMetalStrands ] = jlf_const ( df : : unit_labor : : EXTRACT_STRAND ) ;
job_to_labor_table [ df : : job_type : : PlantSeeds ] = jlf_const ( df : : unit_labor : : PLANT ) ;
job_to_labor_table [ df : : job_type : : HarvestPlants ] = jlf_const ( df : : unit_labor : : PLANT ) ;
job_to_labor_table [ df : : job_type : : TrainHuntingAnimal ] = jlf_const ( df : : unit_labor : : ANIMALTRAIN ) ;
job_to_labor_table [ df : : job_type : : TrainWarAnimal ] = jlf_const ( df : : unit_labor : : ANIMALTRAIN ) ;
job_to_labor_table [ df : : job_type : : MakeWeapon ] = jlf_make_weapon ;
job_to_labor_table [ df : : job_type : : ForgeAnvil ] = jlf_make_furniture ;
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job_to_labor_table [ df : : job_type : : ConstructCatapultParts ] = jlf_const ( df : : unit_labor : : SIEGECRAFT ) ;
job_to_labor_table [ df : : job_type : : ConstructBallistaParts ] = jlf_const ( df : : unit_labor : : SIEGECRAFT ) ;
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job_to_labor_table [ df : : job_type : : MakeArmor ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : MakeHelm ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : MakePants ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : StudWith ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : ButcherAnimal ] = jlf_const ( df : : unit_labor : : BUTCHER ) ;
job_to_labor_table [ df : : job_type : : PrepareRawFish ] = jlf_const ( df : : unit_labor : : CLEAN_FISH ) ;
job_to_labor_table [ df : : job_type : : MillPlants ] = jlf_const ( df : : unit_labor : : MILLER ) ;
job_to_labor_table [ df : : job_type : : BaitTrap ] = jlf_const ( df : : unit_labor : : TRAPPER ) ;
job_to_labor_table [ df : : job_type : : MilkCreature ] = jlf_const ( df : : unit_labor : : MILK ) ;
job_to_labor_table [ df : : job_type : : MakeCheese ] = jlf_const ( df : : unit_labor : : MAKE_CHEESE ) ;
job_to_labor_table [ df : : job_type : : ProcessPlants ] = jlf_const ( df : : unit_labor : : PROCESS_PLANT ) ;
job_to_labor_table [ df : : job_type : : ProcessPlantsVial ] = jlf_const ( df : : unit_labor : : PROCESS_PLANT ) ;
job_to_labor_table [ df : : job_type : : ProcessPlantsBarrel ] = jlf_const ( df : : unit_labor : : PROCESS_PLANT ) ;
job_to_labor_table [ df : : job_type : : PrepareMeal ] = jlf_const ( df : : unit_labor : : COOK ) ;
job_to_labor_table [ df : : job_type : : WeaveCloth ] = jlf_const ( df : : unit_labor : : WEAVER ) ;
job_to_labor_table [ df : : job_type : : MakeGloves ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : MakeShoes ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : MakeShield ] = jlf_make_armor ;
job_to_labor_table [ df : : job_type : : MakeCage ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : MakeChain ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeFlask ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeGoblet ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeToy ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeAnimalTrap ] = jlf_const ( df : : unit_labor : : TRAPPER ) ;
job_to_labor_table [ df : : job_type : : MakeBarrel ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : MakeBucket ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : MakeWindow ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : MakeTotem ] = jlf_const ( df : : unit_labor : : BONE_CARVE ) ;
job_to_labor_table [ df : : job_type : : MakeAmmo ] = jlf_make_weapon ;
job_to_labor_table [ df : : job_type : : DecorateWith ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeBackpack ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeQuiver ] = jlf_make_armor ;
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job_to_labor_table [ df : : job_type : : MakeBallistaArrowHead ] = jlf_make_weapon ;
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job_to_labor_table [ df : : job_type : : AssembleSiegeAmmo ] = jlf_const ( df : : unit_labor : : SIEGECRAFT ) ;
job_to_labor_table [ df : : job_type : : LoadCatapult ] = jlf_const ( df : : unit_labor : : SIEGEOPERATE ) ;
job_to_labor_table [ df : : job_type : : LoadBallista ] = jlf_const ( df : : unit_labor : : SIEGEOPERATE ) ;
job_to_labor_table [ df : : job_type : : FireCatapult ] = jlf_const ( df : : unit_labor : : SIEGEOPERATE ) ;
job_to_labor_table [ df : : job_type : : FireBallista ] = jlf_const ( df : : unit_labor : : SIEGEOPERATE ) ;
job_to_labor_table [ df : : job_type : : ConstructMechanisms ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : MakeTrapComponent ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : LoadCageTrap ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : LoadStoneTrap ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : LoadWeaponTrap ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : CleanTrap ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
job_to_labor_table [ df : : job_type : : CastSpell ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : LinkBuildingToTrigger ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
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job_to_labor_table [ df : : job_type : : PullLever ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : ExtractFromPlants ] = jlf_const ( df : : unit_labor : : HERBALIST ) ;
job_to_labor_table [ df : : job_type : : ExtractFromRawFish ] = jlf_const ( df : : unit_labor : : DISSECT_FISH ) ;
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job_to_labor_table [ df : : job_type : : ExtractFromLandAnimal ] = jlf_const ( df : : unit_labor : : DISSECT_VERMIN ) ;
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job_to_labor_table [ df : : job_type : : TameVermin ] = jlf_const ( df : : unit_labor : : ANIMALTRAIN ) ;
job_to_labor_table [ df : : job_type : : TameAnimal ] = jlf_const ( df : : unit_labor : : ANIMALTRAIN ) ;
job_to_labor_table [ df : : job_type : : ChainAnimal ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : UnchainAnimal ] = jlf_const ( df : : unit_labor : : HAUL_ANIMALS ) ;
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job_to_labor_table [ df : : job_type : : UnchainPet ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : ReleaseLargeCreature ] = jlf_const ( df : : unit_labor : : HAUL_ANIMALS ) ;
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job_to_labor_table [ df : : job_type : : ReleasePet ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : ReleaseSmallCreature ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : HandleSmallCreature ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : HandleLargeCreature ] = jlf_const ( df : : unit_labor : : HAUL_ANIMALS ) ;
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job_to_labor_table [ df : : job_type : : CageLargeCreature ] = jlf_const ( df : : unit_labor : : HAUL_ANIMALS ) ;
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job_to_labor_table [ df : : job_type : : CageSmallCreature ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : RecoverWounded ] = jlf_const ( df : : unit_labor : : RECOVER_WOUNDED ) ;
job_to_labor_table [ df : : job_type : : DiagnosePatient ] = jlf_const ( df : : unit_labor : : DIAGNOSE ) ;
job_to_labor_table [ df : : job_type : : ImmobilizeBreak ] = jlf_const ( df : : unit_labor : : BONE_SETTING ) ;
job_to_labor_table [ df : : job_type : : DressWound ] = jlf_const ( df : : unit_labor : : DRESSING_WOUNDS ) ;
job_to_labor_table [ df : : job_type : : CleanPatient ] = jlf_const ( df : : unit_labor : : DRESSING_WOUNDS ) ;
job_to_labor_table [ df : : job_type : : Surgery ] = jlf_const ( df : : unit_labor : : SURGERY ) ;
job_to_labor_table [ df : : job_type : : Suture ] = jlf_const ( df : : unit_labor : : SUTURING ) ;
job_to_labor_table [ df : : job_type : : SetBone ] = jlf_const ( df : : unit_labor : : BONE_SETTING ) ;
job_to_labor_table [ df : : job_type : : PlaceInTraction ] = jlf_const ( df : : unit_labor : : BONE_SETTING ) ;
job_to_labor_table [ df : : job_type : : DrainAquarium ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : FillAquarium ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : FillPond ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GiveWater ] = jlf_const ( df : : unit_labor : : FEED_WATER_CIVILIANS ) ;
job_to_labor_table [ df : : job_type : : GiveFood ] = jlf_const ( df : : unit_labor : : FEED_WATER_CIVILIANS ) ;
job_to_labor_table [ df : : job_type : : GiveWater2 ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : GiveFood2 ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : RecoverPet ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : PitLargeAnimal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : PitSmallAnimal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : SlaughterAnimal ] = jlf_const ( df : : unit_labor : : BUTCHER ) ;
job_to_labor_table [ df : : job_type : : MakeCharcoal ] = jlf_const ( df : : unit_labor : : BURN_WOOD ) ;
job_to_labor_table [ df : : job_type : : MakeAsh ] = jlf_const ( df : : unit_labor : : BURN_WOOD ) ;
job_to_labor_table [ df : : job_type : : MakeLye ] = jlf_const ( df : : unit_labor : : LYE_MAKING ) ;
job_to_labor_table [ df : : job_type : : MakePotashFromLye ] = jlf_const ( df : : unit_labor : : POTASH_MAKING ) ;
job_to_labor_table [ df : : job_type : : FertilizeField ] = jlf_const ( df : : unit_labor : : PLANT ) ;
job_to_labor_table [ df : : job_type : : MakePotashFromAsh ] = jlf_const ( df : : unit_labor : : POTASH_MAKING ) ;
job_to_labor_table [ df : : job_type : : DyeThread ] = jlf_const ( df : : unit_labor : : DYER ) ;
job_to_labor_table [ df : : job_type : : DyeCloth ] = jlf_const ( df : : unit_labor : : DYER ) ;
job_to_labor_table [ df : : job_type : : SewImage ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakePipeSection ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : OperatePump ] = jlf_const ( df : : unit_labor : : OPERATE_PUMP ) ;
job_to_labor_table [ df : : job_type : : ManageWorkOrders ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : UpdateStockpileRecords ] = jlf_no_labor ;
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job_to_labor_table [ df : : job_type : : TradeAtDepot ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : ConstructHatchCover ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructGrate ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : RemoveStairs ] = jlf_const ( df : : unit_labor : : MINE ) ;
job_to_labor_table [ df : : job_type : : ConstructQuern ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructMillstone ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructSplint ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : ConstructCrutch ] = jlf_make_furniture ;
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job_to_labor_table [ df : : job_type : : ConstructTractionBench ] = jlf_const ( df : : unit_labor : : MECHANIC ) ;
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job_to_labor_table [ df : : job_type : : CleanSelf ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : BringCrutch ] = jlf_const ( df : : unit_labor : : BONE_SETTING ) ;
job_to_labor_table [ df : : job_type : : ApplyCast ] = jlf_const ( df : : unit_labor : : BONE_SETTING ) ;
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job_to_labor_table [ df : : job_type : : CustomReaction ] = new jlfunc_custom ( ) ;
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job_to_labor_table [ df : : job_type : : ConstructSlab ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : EngraveSlab ] = jlf_const ( df : : unit_labor : : DETAIL ) ;
job_to_labor_table [ df : : job_type : : ShearCreature ] = jlf_const ( df : : unit_labor : : SHEARER ) ;
job_to_labor_table [ df : : job_type : : SpinThread ] = jlf_const ( df : : unit_labor : : SPINNER ) ;
job_to_labor_table [ df : : job_type : : PenLargeAnimal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : PenSmallAnimal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : MakeTool ] = jlf_make_furniture ;
job_to_labor_table [ df : : job_type : : CollectClay ] = jlf_const ( df : : unit_labor : : POTTERY ) ;
job_to_labor_table [ df : : job_type : : InstallColonyInHive ] = jlf_const ( df : : unit_labor : : BEEKEEPING ) ;
job_to_labor_table [ df : : job_type : : CollectHiveProducts ] = jlf_const ( df : : unit_labor : : BEEKEEPING ) ;
job_to_labor_table [ df : : job_type : : CauseTrouble ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : DrinkBlood ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : ReportCrime ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : ExecuteCriminal ] = jlf_no_labor ;
job_to_labor_table [ df : : job_type : : TrainAnimal ] = jlf_const ( df : : unit_labor : : ANIMALTRAIN ) ;
job_to_labor_table [ df : : job_type : : CarveTrack ] = jlf_const ( df : : unit_labor : : DETAIL ) ;
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job_to_labor_table [ df : : job_type : : PushTrackVehicle ] = jlf_const ( df : : unit_labor : : HANDLE_VEHICLES ) ;
job_to_labor_table [ df : : job_type : : PlaceTrackVehicle ] = jlf_const ( df : : unit_labor : : HANDLE_VEHICLES ) ;
job_to_labor_table [ df : : job_type : : StoreItemInVehicle ] = jlf_const ( df : : unit_labor : : HANDLE_VEHICLES ) ;
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job_to_labor_table [ df : : job_type : : GeldAnimal ] = jlf_const ( df : : unit_labor : : GELD ) ;
job_to_labor_table [ df : : job_type : : MakeFigurine ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeAmulet ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeScepter ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeCrown ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeRing ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeEarring ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeBracelet ] = jlf_make_object ;
job_to_labor_table [ df : : job_type : : MakeGem ] = jlf_make_object ;
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} ;
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 ;
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}
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df : : unit_labor labor ;
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if ( job_to_labor_table . count ( j - > job_type ) = = 0 )
{
debug ( " LABORMANAGER: job has no job to labor table entry: %s \n " , ENUM_KEY_STR ( job_type , j - > job_type ) . c_str ( ) ) ;
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debug_pause ( ) ;
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labor = df : : unit_labor : : NONE ;
} else {
labor = job_to_labor_table [ j - > job_type ] - > get_labor ( j ) ;
}
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return labor ;
}
} ;
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/* End of labor deducer */
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static JobLaborMapper * labor_mapper = 0 ;
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static bool initialized = false ;
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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 ( )
{
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enable_labormanager = false ;
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labor_infos . clear ( ) ;
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initialized = false ;
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}
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static void reset_labor ( df : : unit_labor labor )
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{
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labor_infos [ labor ] . set_priority ( default_labor_infos [ labor ] . priority ) ;
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labor_infos [ labor ] . set_maximum_dwarfs ( default_labor_infos [ labor ] . maximum_dwarfs ) ;
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}
static void init_state ( )
{
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config = World : : GetPersistentData ( " labormanager/2.0/config " ) ;
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if ( config . isValid ( ) & & config . ival ( 0 ) = = - 1 )
config . ival ( 0 ) = 0 ;
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enable_labormanager = isOptionEnabled ( CF_ENABLED ) ;
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if ( ! enable_labormanager )
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return ;
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// Load labors from save
labor_infos . resize ( ARRAY_COUNT ( default_labor_infos ) ) ;
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std : : vector < PersistentDataItem > items ;
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World : : GetPersistentData ( & items , " labormanager/2.0/labors/ " , true ) ;
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for ( auto p = items . begin ( ) ; p ! = items . end ( ) ; p + + )
{
string key = p - > key ( ) ;
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df : : unit_labor labor = ( df : : unit_labor ) atoi ( key . substr ( strlen ( " labormanager/2.0/labors/ " ) ) . c_str ( ) ) ;
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if ( labor > = 0 & & labor < = labor_infos . size ( ) )
{
labor_infos [ labor ] . config = * p ;
labor_infos [ labor ] . active_dwarfs = 0 ;
}
}
// Add default labors for those not in save
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for ( int i = 0 ; i < ARRAY_COUNT ( default_labor_infos ) ; i + + ) {
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if ( labor_infos [ i ] . config . isValid ( ) )
continue ;
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std : : stringstream name ;
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name < < " labormanager/2.0/labors/ " < < i ;
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labor_infos [ i ] . config = World : : AddPersistentData ( name . str ( ) ) ;
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labor_infos [ i ] . mark_assigned ( ) ;
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labor_infos [ i ] . active_dwarfs = 0 ;
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reset_labor ( ( df : : unit_labor ) i ) ;
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}
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initialized = true ;
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}
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static df : : job_skill labor_to_skill [ ENUM_LAST_ITEM ( unit_labor ) + 1 ] ;
static void generate_labor_to_skill_map ( )
{
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// Generate labor -> skill mapping
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for ( int i = 0 ; i < = ENUM_LAST_ITEM ( unit_labor ) ; i + + )
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labor_to_skill [ i ] = job_skill : : NONE ;
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FOR_ENUM_ITEMS ( job_skill , skill )
{
int labor = ENUM_ATTR ( job_skill , labor , skill ) ;
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if ( labor ! = unit_labor : : NONE )
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{
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/*
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assert ( labor > = 0 ) ;
assert ( labor < ARRAY_COUNT ( labor_to_skill ) ) ;
*/
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labor_to_skill [ labor ] = skill ;
}
}
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}
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static void enable_plugin ( color_ostream & out )
{
if ( ! config . isValid ( ) )
{
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config = World : : AddPersistentData ( " labormanager/2.0/config " ) ;
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config . ival ( 0 ) = 0 ;
}
setOptionEnabled ( CF_ENABLED , true ) ;
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enable_labormanager = true ;
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out < < " Enabling the plugin. " < < endl ;
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cleanup_state ( ) ;
init_state ( ) ;
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}
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DFhackCExport command_result plugin_init ( color_ostream & out , std : : vector < PluginCommand > & commands )
{
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// initialize labor infos table from default table
if ( ARRAY_COUNT ( default_labor_infos ) ! = ENUM_LAST_ITEM ( unit_labor ) + 1 )
return CR_FAILURE ;
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// Fill the command list with your commands.
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commands . push_back ( PluginCommand (
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" labormanager " , " Automatically manage dwarf labors. " ,
labormanager , false , /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" labormanager enable \n "
" labormanager disable \n "
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" Enables or disables the plugin. \n "
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" labormanager max <labor> <maximum> \n "
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" Set max number of dwarves assigned to a labor. \n "
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" labormanager max <labor> none \n "
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" Unrestrict the number of dwarves assigned to a labor. \n "
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" labormanager priority <labor> <priority> \n "
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" Change the assignment priority of a labor (default is 100) \n "
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" labormanager reset <labor> \n "
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" Return a labor to the default handling. \n "
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" labormanager reset-all \n "
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" Return all labors to the default handling. \n "
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" labormanager list \n "
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" List current status of all labors. \n "
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" labormanager status \n "
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" Show basic status information. \n "
" Function: \n "
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" When enabled, labormanager periodically checks your dwarves and enables or \n "
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" disables labors. Generally, each dwarf will be assigned exactly one labor. \n "
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" Warning: labormanager will override any manual changes you make to labors \n "
" while it is enabled. Do not try to run both labormanager and labormanager at \n "
" the same time. \n "
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) ) ;
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generate_labor_to_skill_map ( ) ;
labor_mapper = new JobLaborMapper ( ) ;
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init_state ( ) ;
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return CR_OK ;
}
DFhackCExport command_result plugin_shutdown ( color_ostream & out )
{
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cleanup_state ( ) ;
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delete labor_mapper ;
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return CR_OK ;
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}
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class AutoLaborManager {
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color_ostream & out ;
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public :
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AutoLaborManager ( color_ostream & o ) : out ( o )
{
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dwarf_info . clear ( ) ;
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}
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~ AutoLaborManager ( )
{
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for ( auto d = dwarf_info . begin ( ) ; d ! = dwarf_info . end ( ) ; d + + )
{
delete ( * d ) ;
}
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}
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dwarf_info_t * add_dwarf ( df : : unit * u )
{
dwarf_info_t * dwarf = new dwarf_info_t ( u ) ;
dwarf_info . push_back ( dwarf ) ;
return dwarf ;
}
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private :
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bool has_butchers ;
bool has_fishery ;
bool trader_requested ;
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int dig_count ;
int tree_count ;
int plant_count ;
int detail_count ;
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int tool_count [ TOOLS_MAX ] ;
bool reequip_needed [ TOOLS_MAX ] ;
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int cnt_recover_wounded ;
int cnt_diagnosis ;
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int cnt_immobilize ;
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int cnt_dressing ;
int cnt_cleaning ;
int cnt_surgery ;
int cnt_suture ;
int cnt_setting ;
int cnt_traction ;
int cnt_crutch ;
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int need_food_water ;
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int priority_food ;
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std : : map < df : : unit_labor , int > labor_needed ;
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std : : map < df : : unit_labor , int > labor_in_use ;
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std : : map < df : : unit_labor , bool > labor_outside ;
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std : : vector < dwarf_info_t * > dwarf_info ;
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std : : list < dwarf_info_t * > available_dwarfs ;
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std : : list < dwarf_info_t * > busy_dwarfs ;
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private :
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void scan_buildings ( )
{
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has_butchers = false ;
has_fishery = false ;
trader_requested = false ;
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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 ;
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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 ;
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tree_count = 0 ;
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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 ;
for ( int x = 0 ; x < 16 ; x + + )
for ( int y = 0 ; y < 16 ; y + + )
{
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if ( bl - > designation [ x ] [ y ] . bits . hidden )
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{
df : : coord p = bl - > map_pos ;
df : : coord c ( p . x , p . y , p . z - 1 ) ;
if ( Maps : : getTileDesignation ( c ) - > bits . hidden )
continue ;
}
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df : : tile_dig_designation dig = bl - > designation [ x ] [ y ] . bits . dig ;
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if ( dig ! = df : : enums : : tile_dig_designation : : No )
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{
df : : tiletype tt = bl - > tiletype [ x ] [ y ] ;
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df : : tiletype_material ttm = ENUM_ATTR ( tiletype , material , tt ) ;
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df : : tiletype_shape tts = ENUM_ATTR ( tiletype , shape , tt ) ;
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if ( ttm = = df : : enums : : tiletype_material : : TREE )
tree_count + + ;
else if ( tts = = df : : enums : : tiletype_shape : : SHRUB )
plant_count + + ;
else
dig_count + + ;
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}
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 ( )
{
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for ( int e = TOOL_NONE ; e < TOOLS_MAX ; e + + )
tool_count [ e ] = 0 ;
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priority_food = 0 ;
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df : : item_flags bad_flags ;
bad_flags . whole = 0 ;
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# define F(x) bad_flags.bits.x = true;
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F ( dump ) ; F ( forbid ) ; F ( garbage_collect ) ;
F ( hostile ) ; F ( on_fire ) ; F ( rotten ) ; F ( trader ) ;
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F ( in_building ) ; F ( construction ) ;
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# undef F
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auto & v = world - > items . all ;
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for ( auto i = v . begin ( ) ; i ! = v . end ( ) ; i + + )
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{
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df : : item * item = * i ;
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if ( item - > flags . bits . dump )
labor_needed [ df : : unit_labor : : HAUL_REFUSE ] + + ;
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if ( item - > flags . whole & bad_flags . whole )
continue ;
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df : : item_type t = item - > getType ( ) ;
if ( item - > materialRots ( ) & & t ! = df : : item_type : : CORPSEPIECE & & t ! = df : : item_type : : CORPSE & & item - > getRotTimer ( ) > 1 )
priority_food + + ;
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if ( ! item - > isWeapon ( ) )
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continue ;
df : : itemdef_weaponst * weapondef = ( ( df : : item_weaponst * ) item ) - > subtype ;
df : : job_skill weaponsk = ( df : : job_skill ) weapondef - > skill_melee ;
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df : : job_skill weaponsk2 = ( df : : job_skill ) weapondef - > skill_ranged ;
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if ( weaponsk = = df : : job_skill : : AXE )
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tool_count [ TOOL_AXE ] + + ;
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else if ( weaponsk = = df : : job_skill : : MINING )
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tool_count [ TOOL_PICK ] + + ;
else if ( weaponsk2 = df : : job_skill : : CROSSBOW )
tool_count [ TOOL_CROSSBOW ] + + ;
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}
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}
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void collect_job_list ( )
{
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labor_needed . clear ( ) ;
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for ( df : : job_list_link * jll = world - > job_list . next ; jll ; jll = jll - > next )
{
df : : job * j = jll - > item ;
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if ( ! j )
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continue ;
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if ( j - > flags . bits . suspend | | j - > flags . bits . item_lost )
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continue ;
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int worker = - 1 ;
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int bld = - 1 ;
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for ( int r = 0 ; r < j - > general_refs . size ( ) ; + + r )
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{
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if ( j - > general_refs [ r ] - > getType ( ) = = df : : general_ref_type : : UNIT_WORKER )
worker = ( ( df : : general_ref_unit_workerst * ) ( j - > general_refs [ r ] ) ) - > unit_id ;
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if ( j - > general_refs [ r ] - > getType ( ) = = df : : general_ref_type : : BUILDING_HOLDER )
bld = ( ( df : : general_ref_building_holderst * ) ( j - > general_refs [ r ] ) ) - > building_id ;
}
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if ( bld ! = - 1 )
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{
df : : building * b = binsearch_in_vector ( world - > buildings . all , bld ) ;
int fjid = - 1 ;
for ( int jn = 0 ; jn < b - > jobs . size ( ) ; jn + + )
{
if ( b - > jobs [ jn ] - > flags . bits . suspend )
continue ;
fjid = b - > jobs [ jn ] - > id ;
break ;
}
// check if this job is the first nonsuspended job on this building; if not, ignore it
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// (except for farms)
if ( fjid ! = j - > id & & b - > getType ( ) ! = df : : building_type : : FarmPlot ) {
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continue ;
}
}
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df : : unit_labor labor = labor_mapper - > find_job_labor ( j ) ;
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labor_needed [ labor ] + + ;
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if ( labor ! = df : : unit_labor : : NONE )
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{
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if ( worker = = - 1 )
{
if ( j - > pos . isValid ( ) )
{
df : : tile_designation * d = Maps : : getTileDesignation ( j - > pos ) ;
if ( d - > bits . outside )
labor_outside [ labor ] = true ;
}
} else {
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labor_infos [ labor ] . mark_assigned ( ) ;
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labor_in_use [ labor ] + + ;
}
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}
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}
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}
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void collect_dwarf_list ( )
{
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for ( auto u = world - > units . active . begin ( ) ; u ! = world - > units . active . end ( ) ; + + u )
{
df : : unit * cre = * u ;
if ( Units : : isCitizen ( cre ) )
{
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 ;
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bool p1 = act - > unit_actor = = dwarf - > dwarf ;
bool p2 = act - > unit_noble = = dwarf - > dwarf ;
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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 ;
}
}
2012-12-08 09:55:44 -07:00
// check to see if dwarf has minor children
for ( auto u2 = world - > units . active . begin ( ) ; u2 ! = world - > units . active . end ( ) ; + + u2 )
{
if ( ( * u2 ) - > relations . mother_id = = dwarf - > dwarf - > id & &
! ( * u2 ) - > flags1 . bits . dead & &
( ( * u2 ) - > profession = = df : : profession : : CHILD | | ( * u2 ) - > profession = = df : : profession : : BABY ) )
{
dwarf - > has_children = true ;
if ( print_debug )
out . print ( " Dwarf %s has minor children \n " , dwarf - > dwarf - > name . first_name . c_str ( ) ) ;
break ;
}
}
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// Find the activity state for each dwarf
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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 ;
}
2016-06-27 11:04:51 -06:00
2012-12-12 21:25:23 -07:00
else if ( ENUM_ATTR ( profession , military , dwarf - > dwarf - > profession ) )
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state = MILITARY ;
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else if ( dwarf - > dwarf - > burrows . size ( ) > 0 )
state = OTHER ; // dwarfs assigned to burrows are treated as if permanently busy
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else if ( dwarf - > dwarf - > job . current_job = = NULL )
{
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if ( is_on_break | | dwarf - > dwarf - > flags1 . bits . chained | | dwarf - > dwarf - > flags1 . bits . caged )
{
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state = OTHER ;
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dwarf - > clear_all = true ;
}
2013-02-13 15:00:09 -07:00
else if ( dwarf - > dwarf - > status2 . limbs_grasp_count = = 0 )
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{
state = OTHER ; // dwarfs unable to grasp are incapable of nearly all labors
dwarf - > clear_all = true ;
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if ( print_debug )
out . print ( " Dwarf %s is disabled, will not be assigned labors \n " , dwarf - > dwarf - > name . first_name . c_str ( ) ) ;
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}
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else
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{
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state = IDLE ;
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}
2012-12-01 01:26:06 -07:00
}
else
{
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df : : job_type job = dwarf - > dwarf - > job . current_job - > job_type ;
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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 ) ;
2016-06-27 19:58:38 -06:00
debug_pause ( ) ;
2012-12-01 01:26:06 -07:00
state = OTHER ;
}
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if ( state = = BUSY )
{
df : : unit_labor labor = labor_mapper - > find_job_labor ( dwarf - > dwarf - > job . current_job ) ;
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dwarf - > using_labor = labor ;
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if ( labor ! = df : : unit_labor : : NONE )
{
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labor_infos [ labor ] . busy_dwarfs + + ;
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2016-06-27 11:04:51 -06:00
if ( ! dwarf - > dwarf - > status . labors [ labor ] )
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{
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out . print ( " LABORMANAGER: dwarf %s (id %d) is doing job %s(%d) but is not enabled for labor %s(%d). \n " ,
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dwarf - > dwarf - > name . first_name . c_str ( ) , dwarf - > dwarf - > id ,
ENUM_KEY_STR ( job_type , job ) . c_str ( ) , job , ENUM_KEY_STR ( unit_labor , labor ) . c_str ( ) , labor ) ;
}
}
}
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}
dwarf - > state = state ;
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FOR_ENUM_ITEMS ( unit_labor , l )
{
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if ( l = = df : : unit_labor : : NONE )
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continue ;
if ( dwarf - > dwarf - > status . labors [ l ] )
if ( state = = IDLE )
labor_infos [ l ] . idle_dwarfs + + ;
}
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if ( print_debug )
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out . print ( " Dwarf \" %s \" : state %s %d \n " , dwarf - > dwarf - > name . first_name . c_str ( ) , state_names [ dwarf - > state ] , dwarf - > clear_all ) ;
2012-12-01 01:26:06 -07:00
2012-12-01 13:08:15 -07:00
// determine if dwarf has medical needs
2015-02-14 20:53:06 -07:00
if ( dwarf - > dwarf - > health )
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{
2015-02-14 20:53:06 -07:00
if ( dwarf - > dwarf - > health - > flags . bits . needs_recovery )
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cnt_recover_wounded + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_diagnosis )
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cnt_diagnosis + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_immobilize )
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cnt_immobilize + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_dressing )
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cnt_dressing + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_cleaning )
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cnt_cleaning + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_surgery )
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cnt_surgery + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_suture )
2012-12-01 13:08:15 -07:00
cnt_suture + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_setting )
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cnt_setting + + ;
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if ( dwarf - > dwarf - > health - > flags . bits . rq_traction )
2012-12-01 13:08:15 -07:00
cnt_traction + + ;
2015-02-14 20:53:06 -07:00
if ( dwarf - > dwarf - > health - > flags . bits . rq_crutch )
2012-12-01 13:08:15 -07:00
cnt_crutch + + ;
}
2012-12-03 03:28:08 -07:00
if ( dwarf - > dwarf - > counters2 . hunger_timer > 60000 | | dwarf - > dwarf - > counters2 . thirst_timer > 40000 )
need_food_water + + ;
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// find dwarf's highest effective skill
int high_skill = 0 ;
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FOR_ENUM_ITEMS ( unit_labor , labor )
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{
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if ( labor = = df : : unit_labor : : NONE )
continue ;
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df : : job_skill skill = labor_to_skill [ labor ] ;
if ( skill ! = df : : job_skill : : NONE )
{
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int skill_level = Units : : getNominalSkill ( dwarf - > dwarf , skill , false ) ;
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high_skill = std : : max ( high_skill , skill_level ) ;
}
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}
dwarf - > high_skill = high_skill ;
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// 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 ( ) )
{
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dwarf - > armed = true ;
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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 )
{
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dwarf - > has_tool [ TOOL_AXE ] = true ;
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if ( state ! = IDLE )
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tool_count [ TOOL_AXE ] - - ;
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}
else if ( weaponsk = = df : : job_skill : : MINING )
{
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dwarf - > has_tool [ TOOL_PICK ] = 1 ;
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if ( state ! = IDLE )
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tool_count [ TOOL_PICK ] - - ;
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}
else if ( rangesk = = df : : job_skill : : CROSSBOW )
{
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dwarf - > has_tool [ TOOL_CROSSBOW ] = 1 ;
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if ( state ! = IDLE )
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tool_count [ TOOL_CROSSBOW ] - - ;
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}
}
}
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// clear labors of dwarfs with clear_all set
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if ( dwarf - > clear_all )
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{
FOR_ENUM_ITEMS ( unit_labor , labor )
{
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if ( labor = = unit_labor : : NONE )
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continue ;
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dwarf - > clear_labor ( labor ) ;
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}
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} else {
if ( state = = IDLE )
available_dwarfs . push_back ( dwarf ) ;
if ( state = = BUSY )
busy_dwarfs . push_back ( dwarf ) ;
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}
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}
}
}
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void release_dwarf_list ( )
{
while ( ! dwarf_info . empty ( ) ) {
auto d = dwarf_info . begin ( ) ;
delete * d ;
dwarf_info . erase ( d ) ;
}
available_dwarfs . clear ( ) ;
busy_dwarfs . clear ( ) ;
}
int score_labor ( dwarf_info_t * d , df : : unit_labor labor )
{
int skill_level = 0 ;
int xp = 0 ;
if ( labor ! = df : : unit_labor : : NONE )
{
df : : job_skill skill = labor_to_skill [ labor ] ;
if ( skill ! = df : : job_skill : : NONE )
{
skill_level = Units : : getEffectiveSkill ( d - > dwarf , skill ) ;
xp = Units : : getExperience ( d - > dwarf , skill , false ) ;
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}
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}
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int score = skill_level * 1000 - ( d - > high_skill - skill_level ) * 2000 + ( xp / ( skill_level + 5 ) * 10 ) ;
if ( labor ! = df : : unit_labor : : NONE )
{
if ( d - > dwarf - > status . labors [ labor ] )
if ( labor = = df : : unit_labor : : OPERATE_PUMP )
score + = 50000 ;
else
score + = 1000 ;
if ( default_labor_infos [ labor ] . tool ! = TOOL_NONE & &
d - > has_tool [ default_labor_infos [ labor ] . tool ] )
score + = 5000 ;
if ( d - > has_children & & labor_outside [ labor ] )
score - = 15000 ;
if ( d - > armed & & labor_outside [ labor ] )
score + = 5000 ;
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}
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return score ;
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}
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public :
void process ( )
{
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release_dwarf_list ( ) ;
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dig_count = tree_count = plant_count = detail_count = 0 ;
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cnt_recover_wounded = cnt_diagnosis = cnt_immobilize = cnt_dressing = cnt_cleaning = cnt_surgery = cnt_suture =
cnt_setting = cnt_traction = cnt_crutch = 0 ;
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need_food_water = 0 ;
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for ( int e = 0 ; e < TOOLS_MAX ; e + + )
tool_count [ e ] = 0 ;
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trader_requested = false ;
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FOR_ENUM_ITEMS ( unit_labor , l )
{
if ( l = = df : : unit_labor : : NONE )
continue ;
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labor_infos [ l ] . active_dwarfs = labor_infos [ l ] . busy_dwarfs = labor_infos [ l ] . idle_dwarfs = 0 ;
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}
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// scan for specific buildings of interest
scan_buildings ( ) ;
// count number of squares designated for dig, wood cutting, detailing, and plant harvesting
count_map_designations ( ) ;
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// collect current job list
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collect_job_list ( ) ;
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// count number of picks and axes available for use
count_tools ( ) ;
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// collect list of dwarfs
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collect_dwarf_list ( ) ;
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// add job entries for designation-related jobs
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labor_needed [ df : : unit_labor : : MINE ] + = std : : min ( tool_count [ TOOL_PICK ] , dig_count ) ;
labor_needed [ df : : unit_labor : : CUTWOOD ] + = std : : min ( tool_count [ TOOL_AXE ] , tree_count ) ;
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labor_needed [ df : : unit_labor : : DETAIL ] + = detail_count ;
labor_needed [ df : : unit_labor : : HERBALIST ] + = plant_count ;
// add job entries for health care
labor_needed [ df : : unit_labor : : RECOVER_WOUNDED ] + = cnt_recover_wounded ;
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labor_needed [ df : : unit_labor : : DIAGNOSE ] + = cnt_diagnosis ;
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labor_needed [ df : : unit_labor : : BONE_SETTING ] + = cnt_immobilize ;
labor_needed [ df : : unit_labor : : DRESSING_WOUNDS ] + = cnt_dressing ;
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labor_needed [ df : : unit_labor : : DRESSING_WOUNDS ] + = cnt_cleaning ;
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labor_needed [ df : : unit_labor : : SURGERY ] + = cnt_surgery ;
labor_needed [ df : : unit_labor : : SUTURING ] + = cnt_suture ;
labor_needed [ df : : unit_labor : : BONE_SETTING ] + = cnt_setting ;
labor_needed [ df : : unit_labor : : BONE_SETTING ] + = cnt_traction ;
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labor_needed [ df : : unit_labor : : BONE_SETTING ] + = cnt_crutch ;
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labor_needed [ df : : unit_labor : : FEED_WATER_CIVILIANS ] + = need_food_water ;
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// add entries for hauling jobs
labor_needed [ df : : unit_labor : : HAUL_STONE ] + = world - > stockpile . num_jobs [ 1 ] ;
labor_needed [ df : : unit_labor : : HAUL_WOOD ] + = world - > stockpile . num_jobs [ 2 ] ;
labor_needed [ df : : unit_labor : : HAUL_ITEM ] + = world - > stockpile . num_jobs [ 3 ] ;
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labor_needed [ df : : unit_labor : : HAUL_ITEM ] + = world - > stockpile . num_jobs [ 4 ] ;
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labor_needed [ df : : unit_labor : : HAUL_BODY ] + = world - > stockpile . num_jobs [ 5 ] ;
labor_needed [ df : : unit_labor : : HAUL_FOOD ] + = world - > stockpile . num_jobs [ 6 ] ;
labor_needed [ df : : unit_labor : : HAUL_REFUSE ] + = world - > stockpile . num_jobs [ 7 ] ;
labor_needed [ df : : unit_labor : : HAUL_FURNITURE ] + = world - > stockpile . num_jobs [ 8 ] ;
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labor_needed [ df : : unit_labor : : HAUL_ANIMALS ] + = world - > stockpile . num_jobs [ 9 ] ;
labor_needed [ df : : unit_labor : : HAUL_STONE ] + = ( world - > stockpile . num_jobs [ 1 ] > = world - > stockpile . num_haulers [ 1 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_WOOD ] + = ( world - > stockpile . num_jobs [ 2 ] > = world - > stockpile . num_haulers [ 2 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_ITEM ] + = ( world - > stockpile . num_jobs [ 3 ] > = world - > stockpile . num_haulers [ 3 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_BODY ] + = ( world - > stockpile . num_jobs [ 5 ] > = world - > stockpile . num_haulers [ 5 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_FOOD ] + = ( world - > stockpile . num_jobs [ 6 ] > = world - > stockpile . num_haulers [ 6 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_REFUSE ] + = ( world - > stockpile . num_jobs [ 7 ] > = world - > stockpile . num_haulers [ 7 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_FURNITURE ] + = ( world - > stockpile . num_jobs [ 8 ] > = world - > stockpile . num_haulers [ 8 ] ) ? 1 : 0 ;
labor_needed [ df : : unit_labor : : HAUL_ANIMALS ] + = ( world - > stockpile . num_jobs [ 9 ] > = world - > stockpile . num_haulers [ 9 ] ) ? 1 : 0 ;
int binjobs = world - > stockpile . num_jobs [ 4 ] + ( ( world - > stockpile . num_jobs [ 4 ] > = world - > stockpile . num_haulers [ 4 ] ) ? 1 : 0 ) ;
labor_needed [ df : : unit_labor : : HAUL_ITEM ] + = binjobs ;
labor_needed [ df : : unit_labor : : HAUL_FOOD ] + = priority_food ;
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// add entries for vehicle hauling
for ( auto v = world - > vehicles . all . begin ( ) ; v ! = world - > vehicles . all . end ( ) ; v + + )
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if ( ( * v ) - > route_id ! = - 1 )
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labor_needed [ df : : unit_labor : : HANDLE_VEHICLES ] + + ;
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// add fishing & hunting
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labor_needed [ df : : unit_labor : : FISH ] =
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( isOptionEnabled ( CF_ALLOW_FISHING ) & & has_fishery ) ? 1 : 0 ;
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labor_needed [ df : : unit_labor : : HUNT ] =
( isOptionEnabled ( CF_ALLOW_HUNTING ) & & has_butchers ) ? 1 : 0 ;
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/* add animal trainers */
for ( auto a = df : : global : : ui - > equipment . training_assignments . begin ( ) ;
a ! = df : : global : : ui - > equipment . training_assignments . end ( ) ;
a + + )
{
labor_needed [ df : : unit_labor : : ANIMALTRAIN ] + + ;
// note: this doesn't test to see if the trainer is actually needed, and thus will overallocate trainers. bleah.
}
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/* set requirements to zero for labors with currently idle dwarfs, and remove from requirement dwarfs actually working */
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FOR_ENUM_ITEMS ( unit_labor , l ) {
if ( labor_infos [ l ] . idle_dwarfs > 0 )
labor_needed [ l ] = 0 ;
else
labor_needed [ l ] = max ( 0 , labor_needed [ l ] - labor_in_use [ l ] ) ;
}
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/* assign food haulers for rotting food items */
if ( priority_food > 0 & & labor_infos [ df : : unit_labor : : HAUL_FOOD ] . idle_dwarfs > 0 )
priority_food = 1 ;
if ( print_debug )
out . print ( " priority food count = %d \n " , priority_food ) ;
while ( ! available_dwarfs . empty ( ) & & priority_food > 0 )
{
std : : list < dwarf_info_t * > : : iterator bestdwarf = available_dwarfs . begin ( ) ;
int best_score = INT_MIN ;
for ( std : : list < dwarf_info_t * > : : iterator k = available_dwarfs . begin ( ) ; k ! = available_dwarfs . end ( ) ; k + + )
2013-01-01 15:35:09 -07:00
{
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dwarf_info_t * d = ( * k ) ;
2013-01-01 16:53:24 -07:00
2016-06-27 11:04:51 -06:00
int score = score_labor ( d , df : : unit_labor : : HAUL_FOOD ) ;
if ( score > best_score )
{
bestdwarf = k ;
best_score = score ;
}
}
if ( best_score > INT_MIN )
{
2013-01-01 15:35:09 -07:00
if ( print_debug )
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out . print ( " LABORMANAGER: assign \" %s \" labor %s score=%d (priority food) \n " , ( * bestdwarf ) - > dwarf - > name . first_name . c_str ( ) , ENUM_KEY_STR ( unit_labor , df : : unit_labor : : HAUL_FOOD ) . c_str ( ) , best_score ) ;
FOR_ENUM_ITEMS ( unit_labor , l )
{
if ( l = = df : : unit_labor : : NONE )
continue ;
if ( l = = df : : unit_labor : : HAUL_FOOD )
( * bestdwarf ) - > set_labor ( l ) ;
else
( * bestdwarf ) - > clear_labor ( l ) ;
}
available_dwarfs . erase ( bestdwarf ) ;
priority_food - - ;
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}
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else
break ;
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}
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if ( print_debug )
{
for ( auto i = labor_needed . begin ( ) ; i ! = labor_needed . end ( ) ; i + + )
{
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out . print ( " labor_needed [%s] = %d, busy = %d, outside = %d, idle = %d \n " , ENUM_KEY_STR ( unit_labor , i - > first ) . c_str ( ) , i - > second ,
labor_infos [ i - > first ] . busy_dwarfs , labor_outside [ i - > first ] , labor_infos [ i - > first ] . idle_dwarfs ) ;
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}
2012-12-01 13:08:15 -07:00
}
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priority_queue < pair < int , df : : unit_labor > > pq ;
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for ( auto i = labor_needed . begin ( ) ; i ! = labor_needed . end ( ) ; i + + )
{
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df : : unit_labor l = i - > first ;
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if ( l = = df : : unit_labor : : NONE )
continue ;
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if ( labor_infos [ l ] . maximum_dwarfs ( ) > 0 & &
i - > second > labor_infos [ l ] . maximum_dwarfs ( ) )
i - > second = labor_infos [ l ] . maximum_dwarfs ( ) ;
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if ( i - > second > 0 )
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{
int priority = labor_infos [ l ] . priority ( ) ;
priority + = labor_infos [ l ] . time_since_last_assigned ( ) / 12 ;
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for ( int n = 0 ; n < labor_infos [ l ] . busy_dwarfs ; n + + )
priority / = 2 ;
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pq . push ( make_pair ( priority , l ) ) ;
}
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}
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if ( print_debug )
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out . print ( " available count = %d, distinct labors needed = %d \n " , available_dwarfs . size ( ) , pq . size ( ) ) ;
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std : : map < df : : unit_labor , int > to_assign ;
to_assign . clear ( ) ;
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int av = available_dwarfs . size ( ) ;
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while ( ! pq . empty ( ) & & av > 0 )
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{
df : : unit_labor labor = pq . top ( ) . second ;
int priority = pq . top ( ) . first ;
to_assign [ labor ] + + ;
pq . pop ( ) ;
av - - ;
if ( print_debug )
out . print ( " Will assign: %s priority %d (%d) \n " , ENUM_KEY_STR ( unit_labor , labor ) . c_str ( ) , priority , to_assign [ labor ] ) ;
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if ( - - labor_needed [ labor ] > 0 )
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{
priority / = 2 ;
pq . push ( make_pair ( priority , labor ) ) ;
}
}
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int canary = ( 1 < < df : : unit_labor : : HAUL_STONE ) |
( 1 < < df : : unit_labor : : HAUL_WOOD ) |
( 1 < < df : : unit_labor : : HAUL_BODY ) |
( 1 < < df : : unit_labor : : HAUL_FOOD ) |
( 1 < < df : : unit_labor : : HAUL_REFUSE ) |
( 1 < < df : : unit_labor : : HAUL_ITEM ) |
( 1 < < df : : unit_labor : : HAUL_FURNITURE ) |
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( 1 < < df : : unit_labor : : HAUL_ANIMALS ) ;
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while ( ! available_dwarfs . empty ( ) )
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{
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std : : list < dwarf_info_t * > : : iterator bestdwarf = available_dwarfs . begin ( ) ;
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int best_score = INT_MIN ;
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df : : unit_labor best_labor = df : : unit_labor : : CLEAN ;
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for ( auto j = to_assign . begin ( ) ; j ! = to_assign . end ( ) ; j + + )
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{
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if ( j - > second < = 0 )
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continue ;
df : : unit_labor labor = j - > first ;
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2012-12-04 19:23:19 -07:00
for ( std : : list < dwarf_info_t * > : : iterator k = available_dwarfs . begin ( ) ; k ! = available_dwarfs . end ( ) ; k + + )
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{
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dwarf_info_t * d = ( * k ) ;
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int score = score_labor ( d , labor ) ;
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if ( score > best_score )
{
bestdwarf = k ;
best_score = score ;
best_labor = labor ;
}
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}
}
if ( print_debug )
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out . print ( " assign \" %s \" labor %s score=%d \n " , ( * bestdwarf ) - > dwarf - > name . first_name . c_str ( ) , ENUM_KEY_STR ( unit_labor , best_labor ) . c_str ( ) , best_score ) ;
2012-12-04 19:23:19 -07:00
2012-12-01 22:12:41 -07:00
FOR_ENUM_ITEMS ( unit_labor , l )
{
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if ( l = = df : : unit_labor : : NONE )
continue ;
if ( l = = best_labor )
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{
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( * bestdwarf ) - > set_labor ( l ) ;
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tools_enum t = default_labor_infos [ l ] . tool ;
if ( t ! = TOOL_NONE )
{
tool_count [ t ] - - ;
if ( ! ( * bestdwarf ) - > has_tool [ t ] )
( * bestdwarf ) - > dwarf - > military . pickup_flags . bits . update = true ;
}
}
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else if ( ( * bestdwarf ) - > state = = IDLE )
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( * bestdwarf ) - > clear_labor ( l ) ;
}
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if ( best_labor = = df : : unit_labor : : HAUL_FOOD & & priority_food > 0 )
priority_food - - ;
if ( best_labor > = df : : unit_labor : : HAUL_STONE & & best_labor < = df : : unit_labor : : HAUL_ANIMALS )
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canary & = ~ ( 1 < < best_labor ) ;
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if ( best_labor ! = df : : unit_labor : : NONE )
{
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busy_dwarfs . push_back ( * bestdwarf ) ;
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labor_infos [ best_labor ] . active_dwarfs + + ;
to_assign [ best_labor ] - - ;
}
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busy_dwarfs . push_back ( * bestdwarf ) ;
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available_dwarfs . erase ( bestdwarf ) ;
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}
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for ( auto d = busy_dwarfs . begin ( ) ; d ! = busy_dwarfs . end ( ) ; d + + )
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{
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int current_score = score_labor ( * d , ( * d ) - > using_labor ) ;
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FOR_ENUM_ITEMS ( unit_labor , l )
{
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if ( l = = df : : unit_labor : : NONE )
continue ;
if ( l = = ( * d ) - > using_labor )
continue ;
if ( labor_needed [ l ] < = 0 )
continue ;
int score = score_labor ( * d , l ) ;
score + = labor_infos [ l ] . time_since_last_assigned ( ) / 12 ;
if ( l = = df : : unit_labor : : HAUL_FOOD & & priority_food > 0 )
score + = 1000000 ;
if ( score > current_score )
{
tools_enum t = default_labor_infos [ l ] . tool ;
if ( t = = TOOL_NONE | | ( * d ) - > has_tool [ t ] )
{
( * d ) - > set_labor ( l ) ;
if ( print_debug )
out . print ( " assign \" %s \" extra labor %s score=%d current %s score=%d \n " ,
( * d ) - > dwarf - > name . first_name . c_str ( ) ,
ENUM_KEY_STR ( unit_labor , l ) . c_str ( ) , score ,
ENUM_KEY_STR ( unit_labor , ( * d ) - > using_labor ) . c_str ( ) , current_score ) ;
}
}
}
}
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dwarf_info_t * canary_dwarf = 0 ;
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for ( auto di = busy_dwarfs . begin ( ) ; di ! = busy_dwarfs . end ( ) ; di + + )
if ( ! ( * di ) - > clear_all )
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{
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canary_dwarf = * di ;
break ;
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}
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if ( canary_dwarf )
{
FOR_ENUM_ITEMS ( unit_labor , l )
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{
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if ( l > = df : : unit_labor : : HAUL_STONE & & l < = df : : unit_labor : : HAUL_ANIMALS & &
canary & ( 1 < < l ) )
canary_dwarf - > set_labor ( l ) ;
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}
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/* Also set the canary to remove constructions, because we have no way yet to tell if there are constructions needing removal */
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canary_dwarf - > set_labor ( df : : unit_labor : : REMOVE_CONSTRUCTION ) ;
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if ( print_debug )
out . print ( " Setting %s as the hauling canary \n " , canary_dwarf - > dwarf - > name . first_name . c_str ( ) ) ;
}
else
{
if ( print_debug )
out . print ( " No dwarf available to set as the hauling canary! \n " ) ;
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}
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/* Assign any leftover dwarfs to "standard" labors */
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for ( auto d = available_dwarfs . begin ( ) ; d ! = available_dwarfs . end ( ) ; d + + )
{
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FOR_ENUM_ITEMS ( unit_labor , l )
{
if ( l > = df : : unit_labor : : HAUL_STONE & & l < = df : : unit_labor : : HAUL_ANIMALS & &
canary & ( 1 < < l ) )
( * d ) - > set_labor ( l ) ;
}
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( * d ) - > set_labor ( df : : unit_labor : : CLEAN ) ;
( * d ) - > set_labor ( df : : unit_labor : : REMOVE_CONSTRUCTION ) ;
}
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/* set reequip on any dwarfs who are carrying tools needed by others */
for ( auto d = dwarf_info . begin ( ) ; d ! = dwarf_info . end ( ) ; d + + )
{
FOR_ENUM_ITEMS ( unit_labor , l )
{
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if ( l = = df : : unit_labor : : NONE )
continue ;
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tools_enum t = default_labor_infos [ l ] . tool ;
if ( t ! = TOOL_NONE & & tool_count [ t ] < 0 & & ( * d ) - > has_tool [ t ] & & ! ( * d ) - > dwarf - > status . labors [ l ] )
{
tool_count [ t ] + + ;
( * d ) - > dwarf - > military . pickup_flags . bits . update = 1 ;
}
}
}
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release_dwarf_list ( ) ;
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* df : : global : : process_jobs = true ;
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print_debug = 0 ;
}
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} ;
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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 )
{
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static int step_count = 0 ;
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// check run conditions
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if ( ! initialized | | ! world | | ! world - > map . block_index | | ! enable_labormanager )
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{
// 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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debug_stream = & out ;
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AutoLaborManager alm ( out ) ;
alm . process ( ) ;
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return CR_OK ;
}
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void print_labor ( df : : unit_labor labor , color_ostream & out )
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{
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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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out < < " priority " < < labor_infos [ labor ] . priority ( )
< < " , maximum " < < labor_infos [ labor ] . maximum_dwarfs ( )
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< < " , currently " < < labor_infos [ labor ] . active_dwarfs < < " dwarfs ( "
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< < labor_infos [ labor ] . busy_dwarfs < < " busy, "
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< < labor_infos [ labor ] . idle_dwarfs < < " idle) "
< < endl ;
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}
df : : unit_labor lookup_labor_by_name ( std : : string & name )
{
df : : unit_labor labor = df : : unit_labor : : NONE ;
FOR_ENUM_ITEMS ( unit_labor , test_labor )
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{
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if ( name = = ENUM_KEY_STR ( unit_labor , test_labor ) )
labor = test_labor ;
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}
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return labor ;
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}
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DFhackCExport command_result plugin_enable ( color_ostream & out , bool enable )
{
if ( ! Core : : getInstance ( ) . isWorldLoaded ( ) ) {
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out . printerr ( " World is not loaded: please load a fort first. \n " ) ;
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return CR_FAILURE ;
}
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if ( enable & & ! enable_labormanager )
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{
enable_plugin ( out ) ;
}
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else if ( ! enable & & enable_labormanager )
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{
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enable_labormanager = false ;
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setOptionEnabled ( CF_ENABLED , false ) ;
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out < < " LaborManager is disabled. " < < endl ;
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}
return CR_OK ;
}
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command_result labormanager ( color_ostream & out , std : : vector < std : : string > & parameters )
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{
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CoreSuspender suspend ;
if ( ! Core : : getInstance ( ) . isWorldLoaded ( ) ) {
out . printerr ( " World is not loaded: please load a game first. \n " ) ;
return CR_FAILURE ;
}
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if ( parameters . size ( ) = = 1 & &
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( parameters [ 0 ] = = " enable " | | parameters [ 0 ] = = " disable " ) )
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{
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bool enable = ( parameters [ 0 ] = = " enable " ) ;
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return plugin_enable ( out , enable ) ;
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}
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else if ( parameters . size ( ) = = 3 & &
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( parameters [ 0 ] = = " max " | | parameters [ 0 ] = = " priority " ) )
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{
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if ( ! enable_labormanager )
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{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
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df : : unit_labor labor = lookup_labor_by_name ( parameters [ 1 ] ) ;
if ( labor = = df : : unit_labor : : NONE )
{
out . printerr ( " Could not find labor %s. \n " , parameters [ 0 ] . c_str ( ) ) ;
return CR_WRONG_USAGE ;
}
int v ;
if ( parameters [ 2 ] = = " none " )
v = 0 ;
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else
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v = atoi ( parameters [ 2 ] . c_str ( ) ) ;
if ( parameters [ 0 ] = = " max " )
labor_infos [ labor ] . set_maximum_dwarfs ( v ) ;
else if ( parameters [ 0 ] = = " priority " )
labor_infos [ labor ] . set_priority ( v ) ;
print_labor ( labor , out ) ;
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return CR_OK ;
}
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else if ( parameters . size ( ) = = 2 & & parameters [ 0 ] = = " reset " )
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{
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if ( ! enable_labormanager )
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{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
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df : : unit_labor labor = lookup_labor_by_name ( parameters [ 1 ] ) ;
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if ( labor = = df : : unit_labor : : NONE )
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{
out . printerr ( " Could not find labor %s. \n " , parameters [ 0 ] . c_str ( ) ) ;
return CR_WRONG_USAGE ;
}
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reset_labor ( labor ) ;
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print_labor ( labor , out ) ;
return CR_OK ;
}
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else if ( parameters . size ( ) = = 1 & & ( parameters [ 0 ] = = " allow-fishing " | | parameters [ 0 ] = = " forbid-fishing " ) )
{
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if ( ! enable_labormanager )
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{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
setOptionEnabled ( CF_ALLOW_FISHING , ( parameters [ 0 ] = = " allow-fishing " ) ) ;
return CR_OK ;
}
else if ( parameters . size ( ) = = 1 & & ( parameters [ 0 ] = = " allow-hunting " | | parameters [ 0 ] = = " forbid-hunting " ) )
{
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if ( ! enable_labormanager )
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{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
setOptionEnabled ( CF_ALLOW_HUNTING , ( parameters [ 0 ] = = " allow-hunting " ) ) ;
return CR_OK ;
}
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else if ( parameters . size ( ) = = 1 & & parameters [ 0 ] = = " reset-all " )
{
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if ( ! enable_labormanager )
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{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
for ( int i = 0 ; i < labor_infos . size ( ) ; i + + )
{
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reset_labor ( ( df : : unit_labor ) i ) ;
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}
out < < " All labors reset. " < < endl ;
return CR_OK ;
}
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else if ( parameters . size ( ) = = 1 & & parameters [ 0 ] = = " list " | | parameters [ 0 ] = = " status " )
{
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if ( ! enable_labormanager )
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{
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 )
{
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if ( labor = = unit_labor : : NONE )
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continue ;
print_labor ( labor , out ) ;
}
}
return CR_OK ;
}
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else if ( parameters . size ( ) = = 2 & & parameters [ 0 ] = = " pause-on-error " )
{
if ( ! enable_labormanager )
{
out < < " Error: The plugin is not enabled. " < < endl ;
return CR_FAILURE ;
}
pause_on_error = parameters [ 1 ] = = " yes " | | parameters [ 1 ] = = " true " ;
return CR_OK ;
}
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else if ( parameters . size ( ) = = 1 & & parameters [ 0 ] = = " debug " )
{
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if ( ! enable_labormanager )
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{
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 "
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" Activate with 'labormanager enable', deactivate with 'labormanager disable'. \n "
" Current state: %s. \n " , enable_labormanager ? " enabled " : " disabled " ) ;
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2012-07-17 09:27:30 -06:00
return CR_OK ;
}
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}
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