dfhack/plugins/autolabor/autolabor.cpp

1245 lines
42 KiB
C++

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#include "Core.h"
#include <Console.h>
#include <Debug.h>
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#include <Export.h>
#include <PluginManager.h>
#include <vector>
#include <algorithm>
#include "modules/Units.h"
#include "modules/World.h"
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// DF data structure definition headers
#include "DataDefs.h"
#include <df/plotinfost.h>
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#include <df/world.h>
#include <df/unit.h>
#include <df/unit_soul.h>
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
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#include <df/unit_misc_trait.h>
#include <df/entity_position_responsibility.h>
#include <df/historical_figure.h>
#include <df/historical_entity.h>
#include <df/histfig_entity_link.h>
#include <df/histfig_entity_link_positionst.h>
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/plotinfost.h>
#include <df/activity_info.h>
#include <df/gamest.h>
#include <df/global_objects.h>
#include <MiscUtils.h>
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#include "modules/MapCache.h"
#include "modules/Items.h"
#include "modules/Units.h"
#include "laborstatemap.h"
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using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("autolabor");
REQUIRE_GLOBAL(plotinfo);
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(game);
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#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
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/*
* Autolabor module for dfhack
*
* The idea behind this module is to constantly adjust labors so that the right dwarves
* are assigned to new tasks. The key is that, for almost all labors, once a dwarf begins
* a job it will finish that job even if the associated labor is removed. Thus the
* strategy is to frequently decide, for each labor, which dwarves should possibly take
* a new job for that labor if it comes in and which shouldn't, and then set the labors
* appropriately. The updating should happen as often as can be reasonably done without
* causing lag.
*
* The obvious thing to do is to just set each labor on a single idle dwarf who is best
* suited to doing new jobs of that labor. This works in a way, but it leads to a lot
* of idle dwarves since only one dwarf will be dispatched for each labor in an update
* cycle, and dwarves that finish tasks will wait for the next update before being
* dispatched. An improvement is to also set some labors on dwarves that are currently
* doing a job, so that they will immediately take a new job when they finish. The
* details of which dwarves should have labors set is mostly a heuristic.
*
* A complication to the above simple scheme is labors that have associated equipment.
* Enabling/disabling these labors causes dwarves to change equipment, and disabling
* them in the middle of a job may cause the job to be abandoned. Those labors
* (mining, hunting, and woodcutting) need to be handled carefully to minimize churn.
*/
DFHACK_PLUGIN_IS_ENABLED(enable_autolabor);
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namespace DFHack {
DBG_DECLARE(autolabor, cycle, DebugCategory::LINFO);
}
static std::vector<int> state_count(NUM_STATE);
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static PersistentDataItem config;
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters);
static bool isOptionEnabled(unsigned flag)
{
return config.isValid() && (config.ival(0) & flag) != 0;
}
enum ConfigFlags {
CF_ENABLED = 1,
};
static void setOptionEnabled(ConfigFlags flag, bool on)
{
if (!config.isValid())
return;
if (on)
config.ival(0) |= flag;
else
config.ival(0) &= ~flag;
}
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static void generate_labor_to_skill_map();
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enum labor_mode {
DISABLE,
HAULERS,
AUTOMATIC,
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};
struct labor_info
{
PersistentDataItem config;
bool is_exclusive;
int active_dwarfs;
labor_mode mode() { return (labor_mode) config.ival(0); }
void set_mode(labor_mode mode) { config.ival(0) = mode; }
int minimum_dwarfs() { return config.ival(1); }
void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; }
int maximum_dwarfs() { return config.ival(2); }
void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
int talent_pool() { return config.ival(3); }
void set_talent_pool(int talent_pool) { config.ival(3) = talent_pool; }
};
struct labor_default
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{
labor_mode mode;
bool is_exclusive;
int minimum_dwarfs;
int maximum_dwarfs;
int active_dwarfs;
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};
// The percentage of the dwarves assigned as haulers at any one time.
static int hauler_pct = 33;
// The maximum percentage of dwarves who will be allowed to be idle.
// Decreasing this will encourage autolabor to keep dwarves busy,
// at the expense of making it harder for dwarves to specialize in
// specific skills.
static int idler_pct = 10;
static std::vector<struct labor_info> labor_infos;
static const struct labor_default default_labor_infos[] = {
/* MINE */ {AUTOMATIC, true, 2, 200, 0},
/* HAUL_STONE */ {HAULERS, false, 1, 200, 0},
/* HAUL_WOOD */ {HAULERS, false, 1, 200, 0},
/* HAUL_BODY */ {HAULERS, false, 1, 200, 0},
/* HAUL_FOOD */ {HAULERS, false, 1, 200, 0},
/* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0},
/* HAUL_ITEM */ {HAULERS, false, 1, 200, 0},
/* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0},
/* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0},
/* CLEAN */ {HAULERS, false, 1, 200, 0},
/* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0},
/* CARPENTER */ {AUTOMATIC, false, 1, 200, 0},
/* STONECUTTER */ {AUTOMATIC, false, 1, 200, 0},
/* STONE_CARVER */ {AUTOMATIC, false, 1, 200, 0},
/* MASON */ {AUTOMATIC, false, 1, 200, 0},
/* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0},
/* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0},
/* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0},
/* SURGERY */ {AUTOMATIC, false, 1, 200, 0},
/* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0},
/* SUTURING */ {AUTOMATIC, false, 1, 200, 0},
/* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0},
/* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0},
/* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0},
/* BUTCHER */ {AUTOMATIC, false, 1, 200, 0},
/* TRAPPER */ {AUTOMATIC, false, 1, 200, 0},
/* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0},
/* LEATHER */ {AUTOMATIC, false, 1, 200, 0},
/* TANNER */ {AUTOMATIC, false, 1, 200, 0},
/* BREWER */ {AUTOMATIC, false, 1, 200, 0},
/* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0},
/* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0},
/* WEAVER */ {AUTOMATIC, false, 1, 200, 0},
/* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0},
/* MILLER */ {AUTOMATIC, false, 1, 200, 0},
/* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0},
/* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0},
/* MILK */ {AUTOMATIC, false, 1, 200, 0},
/* COOK */ {AUTOMATIC, false, 1, 200, 0},
/* PLANT */ {AUTOMATIC, false, 1, 200, 0},
/* HERBALIST */ {AUTOMATIC, false, 1, 200, 0},
/* FISH */ {AUTOMATIC, false, 1, 1, 0},
/* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0},
/* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0},
/* HUNT */ {AUTOMATIC, true, 1, 1, 0},
/* SMELT */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0},
/* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0},
/* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0},
/* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0},
/* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0},
/* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0},
/* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0},
/* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0},
/* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0},
/* BOWYER */ {AUTOMATIC, false, 1, 200, 0},
/* MECHANIC */ {AUTOMATIC, false, 1, 200, 0},
/* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0},
/* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0},
/* DYER */ {AUTOMATIC, false, 1, 200, 0},
/* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0},
/* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0},
/* SHEARER */ {AUTOMATIC, false, 1, 200, 0},
/* SPINNER */ {AUTOMATIC, false, 1, 200, 0},
/* POTTERY */ {AUTOMATIC, false, 1, 200, 0},
/* GLAZING */ {AUTOMATIC, false, 1, 200, 0},
/* PRESSING */ {AUTOMATIC, false, 1, 200, 0},
/* BEEKEEPING */ {AUTOMATIC, false, 1, 200, 0},
/* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0},
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/* HANDLE_VEHICLES */ {HAULERS, false, 1, 200, 0},
/* HAUL_TRADE */ {HAULERS, false, 1, 200, 0},
/* PULL_LEVER */ {HAULERS, false, 1, 200, 0},
/* REMOVE_CONSTRUCTION */ {HAULERS, false, 1, 200, 0},
/* HAUL_WATER */ {HAULERS, false, 1, 200, 0},
/* GELD */ {AUTOMATIC, false, 1, 200, 0},
/* BUILD_ROAD */ {AUTOMATIC, false, 1, 200, 0},
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/* BUILD_CONSTRUCTION */ {AUTOMATIC, false, 1, 200, 0},
/* PAPERMAKING */ {AUTOMATIC, false, 1, 200, 0},
/* BOOKBINDING */ {AUTOMATIC, false, 1, 200, 0},
/* ANON_LABOR_83 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_84 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_85 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_86 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_87 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_88 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_89 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_90 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_91 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_92 */ {DISABLE, false, 0, 0, 0},
/* ANON_LABOR_93 */ {DISABLE, false, 0, 0, 0},
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};
static const int responsibility_penalties[] = {
0, /* LAW_MAKING */
0, /* LAW_ENFORCEMENT */
3000, /* RECEIVE_DIPLOMATS */
0, /* MEET_WORKERS */
1000, /* MANAGE_PRODUCTION */
3000, /* TRADE */
1000, /* ACCOUNTING */
0, /* ESTABLISH_COLONY_TRADE_AGREEMENTS */
0, /* MAKE_INTRODUCTIONS */
0, /* MAKE_PEACE_AGREEMENTS */
0, /* MAKE_TOPIC_AGREEMENTS */
0, /* COLLECT_TAXES */
0, /* ESCORT_TAX_COLLECTOR */
0, /* EXECUTIONS */
0, /* TAME_EXOTICS */
0, /* RELIGION */
0, /* ATTACK_ENEMIES */
0, /* PATROL_TERRITORY */
0, /* MILITARY_GOALS */
0, /* MILITARY_STRATEGY */
0, /* UPGRADE_SQUAD_EQUIPMENT */
0, /* EQUIPMENT_MANIFESTS */
0, /* SORT_AMMUNITION */
0, /* BUILD_MORALE */
5000 /* HEALTH_MANAGEMENT */
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};
struct dwarf_info_t
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{
int highest_skill;
int total_skill;
int mastery_penalty;
int assigned_jobs;
dwarf_state state;
bool has_exclusive_labor;
int noble_penalty; // penalty for assignment due to noble status
bool medical; // this dwarf has medical responsibility
bool trader; // this dwarf has trade responsibility
bool diplomacy; // this dwarf meets with diplomats
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};
static void cleanup_state()
{
enable_autolabor = false;
labor_infos.clear();
}
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs);
labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
labor_infos[labor].set_talent_pool(200);
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
}
static void init_state()
{
config = World::GetPersistentData("autolabor/config");
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
enable_autolabor = isOptionEnabled(CF_ENABLED);
if (!enable_autolabor)
return;
auto cfg_haulpct = World::GetPersistentData("autolabor/haulpct");
if (cfg_haulpct.isValid())
{
hauler_pct = cfg_haulpct.ival(0);
}
else
{
hauler_pct = 33;
}
// Load labors from save
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
std::vector<PersistentDataItem> items;
World::GetPersistentData(&items, "autolabor/labors/", true);
for (auto& p : items)
{
std::string key = p.key();
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str());
if (labor >= 0 && size_t(labor) < labor_infos.size())
{
labor_infos[labor].config = p;
labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive;
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
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for (size_t i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
if (labor_infos[i].config.isValid())
continue;
std::stringstream name;
name << "autolabor/labors/" << i;
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labor_infos[i].config = World::AddPersistentData(name.str());
labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive;
labor_infos[i].active_dwarfs = 0;
reset_labor((df::unit_labor) i);
}
generate_labor_to_skill_map();
}
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
static void generate_labor_to_skill_map()
{
// Generate labor -> skill mapping
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
}
static void enable_plugin(color_ostream &out)
{
if (!config.isValid())
{
config = World::AddPersistentData("autolabor/config");
config.ival(0) = 0;
}
setOptionEnabled(CF_ENABLED, true);
enable_autolabor = true;
out << "Enabling autolabor." << std::endl;
cleanup_state();
init_state();
game->external_flag |= 1; // shut down DF's work detail system
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
// initialize labor infos table from default table
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
{
out.printerr("autolabor: labor size mismatch\n");
return CR_FAILURE;
}
commands.push_back(PluginCommand(
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"autolabor",
"Automatically manage dwarf labors.",
autolabor));
init_state();
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
cleanup_state();
return CR_OK;
}
// sorting objects
struct dwarfinfo_sorter
{
dwarfinfo_sorter(std::vector <dwarf_info_t> & info):dwarf_info(info){};
bool operator() (int i,int j)
{
if (dwarf_info[i].state == IDLE && dwarf_info[j].state != IDLE)
return true;
if (dwarf_info[i].state != IDLE && dwarf_info[j].state == IDLE)
return false;
return dwarf_info[i].mastery_penalty > dwarf_info[j].mastery_penalty;
};
std::vector <dwarf_info_t> & dwarf_info;
};
struct laborinfo_sorter
{
bool operator() (int i,int j)
{
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if (labor_infos[i].mode() != labor_infos[j].mode())
return labor_infos[i].mode() < labor_infos[j].mode();
if (labor_infos[i].is_exclusive != labor_infos[j].is_exclusive)
return labor_infos[i].is_exclusive;
if (labor_infos[i].maximum_dwarfs() != labor_infos[j].maximum_dwarfs())
return labor_infos[i].maximum_dwarfs() < labor_infos[j].maximum_dwarfs();
return false;
};
};
struct values_sorter
{
values_sorter(std::vector <int> & values):values(values){};
bool operator() (int i,int j)
{
return values[i] > values[j];
};
std::vector<int> & values;
};
static void assign_labor(unit_labor::unit_labor labor,
int n_dwarfs,
std::vector<dwarf_info_t>& dwarf_info,
bool trader_requested,
std::vector<df::unit *>& dwarfs,
bool has_butchers,
bool has_fishery,
color_ostream& out)
{
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode() != AUTOMATIC)
return;
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int best_skill = 0;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::map<int, int> dwarf_skillxp;
std::vector<bool> previously_enabled(n_dwarfs);
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s : dwarfs[dwarf]->status.souls[0]->skills)
{
if (s->id == skill)
{
skill_level = s->rating;
skill_experience = s->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
dwarf_skillxp[dwarf] = skill_experience;
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if (best_skill < skill_level)
best_skill = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
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if (dwarf_info[dwarf].has_exclusive_labor)
value -= 500;
// bias by happiness
//value += dwarfs[dwarf]->status.happiness;
values[dwarf] = value;
candidates.push_back(dwarf);
}
int pool = labor_infos[labor].talent_pool();
if (pool < 200 && candidates.size() > 1 && size_t(abs(pool)) < candidates.size())
{
// Sort in descending order
std::sort(candidates.begin(), candidates.end(), [&](const int lhs, const int rhs) -> bool {
if (dwarf_skill[lhs] == dwarf_skill[rhs])
if (pool > 0)
return dwarf_skillxp[lhs] > dwarf_skillxp[rhs];
else
return dwarf_skillxp[lhs] < dwarf_skillxp[rhs];
else
if (pool > 0)
return dwarf_skill[lhs] > dwarf_skill[rhs];
else
return dwarf_skill[lhs] < dwarf_skill[rhs];
});
// Check if all dwarves have equivalent skills, usually zero
int first_dwarf = candidates[0];
int last_dwarf = candidates[candidates.size() - 1];
if (dwarf_skill[first_dwarf] == dwarf_skill[last_dwarf] &&
dwarf_skillxp[first_dwarf] == dwarf_skillxp[last_dwarf])
{
// There's no difference in skill, so change nothing
}
else
{
// Trim down to our top (or not) talents
candidates.resize(abs(pool));
}
}
// Sort candidates by preference value
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
// Disable the labor on everyone
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
int min_dwarfs = labor_infos[labor].minimum_dwarfs();
int max_dwarfs = labor_infos[labor].maximum_dwarfs();
// Special - don't assign hunt without a butchers, or fish without a fishery
if (unit_labor::HUNT == labor && !has_butchers)
min_dwarfs = max_dwarfs = 0;
if (unit_labor::FISH == labor && !has_fishery)
min_dwarfs = max_dwarfs = 0;
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// If there are enough idle dwarves to choose from, enter an aggressive assignment
// mode. "Enough" idle dwarves is defined as 2 or 10% of the total number of dwarves,
// whichever is higher.
//
// In aggressive mode, we will always pick at least one idle dwarf for each skill,
// in order to try to get the idle dwarves to start doing something. We also pick
// any dwarf more preferable to the idle dwarf, since we'd rather have a more
// preferable dwarf do a new job if one becomes available (probably because that
// dwarf just finished a job).
//
// In non-aggressive mode, only dwarves that are good at a labor will be assigned
// to it. Dwarves good at nothing, or nothing that needs doing, will tend to get
// assigned to hauling by the hauler code. If there are no hauling jobs to do,
// they will sit around idle and when enough build up they will trigger aggressive
// mode again.
bool aggressive_mode = state_count[IDLE] >= 2 && state_count[IDLE] >= n_dwarfs * idler_pct / 100;
/*
* Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in
* order of preference, and then assign additional dwarfs that meet any of these conditions:
* - We are in aggressive mode and have not yet assigned an idle dwarf
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* - The dwarf is good at this skill
* - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
* We stop assigning dwarfs when we reach the maximum allowed.
* Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs
* (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted.
* Military and children/nobles will not have labors assigned.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
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for (size_t i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
bool preferred_dwarf = false;
if (dwarf_skillxp[dwarf] > 0 && dwarf_skill[dwarf] >= best_skill / 2)
preferred_dwarf = true;
if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive && dwarf_info[dwarf].state == EXCLUSIVE)
preferred_dwarf = true;
if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
preferred_dwarf = true;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf && !aggressive_mode)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
if (Units::isValidLabor(dwarfs[dwarf], labor))
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
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TRACE(cycle, out).print("Dwarf % i \"%s\" assigned %s: value %i %s %s\n",
dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf],
dwarf_info[dwarf].trader ? "(trader)" : "",
dwarf_info[dwarf].diplomacy ? "(diplomacy)" : "");
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
aggressive_mode = false;
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
cleanup_state();
init_state();
break;
case SC_MAP_UNLOADED:
cleanup_state();
break;
default:
break;
}
return CR_OK;
}
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
static int last_run = 0;
static const int run_frequency = 60;
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if(!world || !world->map.block_index || !enable_autolabor)
{
return CR_OK;
}
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if (world->frame_counter - last_run <= run_frequency)
return CR_OK;
last_run = world->frame_counter;
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std::vector<df::unit *> dwarfs;
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bool has_butchers = false;
bool has_fishery = false;
bool trader_requested = false;
for (auto& build : world->buildings.all)
{
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 = trader_requested || depot->trade_flags.bits.trader_requested;
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TRACE(cycle,out).print(trader_requested
? "Trade depot found and trader requested, trader will be excluded from all labors.\n"
: "Trade depot found but trader is not requested.\n"
);
}
}
for (auto& cre : world->units.active)
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{
if (Units::isCitizen(cre))
{
if (cre->burrows.size() > 0)
continue; // dwarfs assigned to burrows are skipped entirely
dwarfs.push_back(cre);
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}
}
int n_dwarfs = dwarfs.size();
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if (n_dwarfs == 0)
return CR_OK;
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std::vector<dwarf_info_t> dwarf_info(n_dwarfs);
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// Find total skill and highest skill for each dwarf. More skilled dwarves shouldn't be used for minor tasks.
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarfs[dwarf]->status.souls.size() <= 0)
continue;
// compute noble penalty
int noble_penalty = 0;
df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id);
if(hf!=NULL) //can be NULL. E.g. script created citizens
for (auto& hfelink : hf->entity_links)
{
if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
{
df::histfig_entity_link_positionst *epos =
(df::histfig_entity_link_positionst*) hfelink;
df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
if (!entity)
continue;
df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id);
if (!assignment)
continue;
df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id);
if (!position)
continue;
for (int n = 0; n < 25; n++)
if (position->responsibilities[n])
noble_penalty += responsibility_penalties[n];
if (position->responsibilities[df::entity_position_responsibility::HEALTH_MANAGEMENT])
dwarf_info[dwarf].medical = true;
if (position->responsibilities[df::entity_position_responsibility::TRADE])
dwarf_info[dwarf].trader = true;
}
}
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dwarf_info[dwarf].noble_penalty = noble_penalty;
// identify dwarfs who are needed for meetings and mark them for exclusion
for (auto& act : plotinfo->activities)
{
if (!act) continue;
bool p1 = act->unit_actor == dwarfs[dwarf]->id;
bool p2 = act->unit_noble == dwarfs[dwarf]->id;
if (p1 || p2)
{
dwarf_info[dwarf].diplomacy = true;
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DEBUG(cycle, out).print("Dwarf %i \"%s\" has a meeting, will be cleared of all labors\n",
dwarf, dwarfs[dwarf]->name.first_name.c_str());
break;
}
}
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for (auto& skill : dwarfs[dwarf]->status.souls[0]->skills)
{
df::job_skill_class skill_class = ENUM_ATTR(job_skill, type, skill->id);
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int skill_level = skill->rating;
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// Track total & highest skill among normal/medical skills. (We don't care about personal or social skills.)
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if (skill_class != job_skill_class::Normal && skill_class != job_skill_class::Medical)
continue;
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if (dwarf_info[dwarf].highest_skill < skill_level)
dwarf_info[dwarf].highest_skill = skill_level;
dwarf_info[dwarf].total_skill += skill_level;
}
}
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// Calculate a base penalty for using each dwarf for a task he isn't good at.
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
dwarf_info[dwarf].mastery_penalty -= 40 * dwarf_info[dwarf].highest_skill;
dwarf_info[dwarf].mastery_penalty -= 10 * dwarf_info[dwarf].total_skill;
dwarf_info[dwarf].mastery_penalty -= dwarf_info[dwarf].noble_penalty;
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FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
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if (labor_infos[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].mastery_penalty -= 100;
}
}
// Find the activity state for each dwarf. It's important to get this right - a dwarf who we think is IDLE but
// can't work will gum everything up. In the future I might add code to auto-detect slacker dwarves.
state_count.clear();
state_count.resize(NUM_STATE);
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (Units::isBaby(dwarfs[dwarf]) ||
Units::isChild(dwarfs[dwarf]) ||
dwarfs[dwarf]->profession == profession::DRUNK)
{
dwarf_info[dwarf].state = CHILD;
}
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
else if (dwarfs[dwarf]->job.current_job == NULL)
{
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if (Units::getMiscTrait(dwarfs[dwarf], misc_trait_type::Migrant))
dwarf_info[dwarf].state = OTHER;
else if (dwarfs[dwarf]->specific_refs.size() > 0)
dwarf_info[dwarf].state = OTHER;
else
dwarf_info[dwarf].state = IDLE;
}
else
{
int job = dwarfs[dwarf]->job.current_job->job_type;
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if (job >= 0 && size_t(job) < ARRAY_COUNT(dwarf_states))
dwarf_info[dwarf].state = dwarf_states[job];
else
{
WARN(cycle, out).print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
dwarf_info[dwarf].state = OTHER;
}
}
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state_count[dwarf_info[dwarf].state]++;
TRACE(cycle, out).print("Dwarf %i \"%s\": penalty %i, state %s\n",
dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]);
}
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std::vector<df::unit_labor> labors;
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FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
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labor_infos[labor].active_dwarfs = 0;
labors.push_back(labor);
}
laborinfo_sorter lasorter;
std::sort(labors.begin(), labors.end(), lasorter);
// Handle DISABLED skills (just bookkeeping).
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// Note that autolabor should *NEVER* enable or disable a skill that has been marked as DISABLED, for any reason.
// The user has told us that they want manage this skill manually, and we must respect that.
for (auto& labor: labors)
{
if (labor_infos[labor].mode() != DISABLE)
continue;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarfs[dwarf]->status.labors[labor])
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
}
}
// Handle all skills except those marked HAULERS
for (auto& labor : labors)
{
assign_labor(labor, n_dwarfs, dwarf_info, trader_requested, dwarfs, has_butchers, has_fishery, out);
}
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// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
// make sure that hauling jobs are handled quickly rather than building up.
int num_haulers = state_count[IDLE] + (state_count[BUSY] + state_count[EXCLUSIVE]) * hauler_pct / 100;
if (num_haulers < 1)
num_haulers = 1;
std::vector<int> hauler_ids;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
dwarfs[dwarf]->status.labors[labor] = false;
}
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
{
num_haulers--;
}
continue;
}
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
hauler_ids.push_back(dwarf);
}
dwarfinfo_sorter sorter(dwarf_info);
// Idle dwarves come first, then we sort from least-skilled to most-skilled.
std::sort(hauler_ids.begin(), hauler_ids.end(), sorter);
// don't set any haulers if everyone is off drinking or something
if (hauler_ids.size() == 0) {
num_haulers = 0;
}
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
for (int i = 0; i < num_haulers; i++)
{
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assert(size_t(i) < hauler_ids.size());
int dwarf = hauler_ids[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = true;
dwarf_info[dwarf].assigned_jobs++;
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
labor_infos[labor].active_dwarfs++;
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TRACE(cycle, out).print("Dwarf %i \"%s\" assigned %s: hauler\n",
dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str());
}
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for (size_t i = num_haulers; i < hauler_ids.size(); i++)
{
assert(i < hauler_ids.size());
int dwarf = hauler_ids[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = false;
}
}
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return CR_OK;
}
void print_labor (df::unit_labor labor, color_ostream &out)
{
std::string labor_name = ENUM_KEY_STR(unit_labor, labor);
out << labor_name << ": ";
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
out << ' ';
if (labor_infos[labor].mode() == DISABLE)
out << "disabled" << std::endl;
else
{
if (labor_infos[labor].mode() == HAULERS)
out << "haulers";
else
out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs()
<< ", pool " << labor_infos[labor].talent_pool();
out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << std::endl;
}
}
DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
{
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (enable && !enable_autolabor)
{
enable_plugin(out);
}
else if(!enable && enable_autolabor)
{
enable_autolabor = false;
setOptionEnabled(CF_ENABLED, false);
game->external_flag &= ~1; // reenable DF's work detail system
out << "Autolabor is disabled." << std::endl;
}
return CR_OK;
}
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command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (parameters.size() == 1 &&
(parameters[0] == "0" || parameters[0] == "enable" ||
parameters[0] == "1" || parameters[0] == "disable"))
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{
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
return plugin_enable(out, enable);
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}
else if (parameters.size() == 2 && parameters[0] == "haulpct")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
int pct = atoi (parameters[1].c_str());
hauler_pct = pct;
return CR_OK;
}
else if (parameters.size() >= 2 && parameters.size() <= 4)
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
df::unit_labor labor = unit_labor::NONE;
FOR_ENUM_ITEMS(unit_labor, test_labor)
{
if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor))
labor = test_labor;
}
if (labor == unit_labor::NONE)
{
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
return CR_WRONG_USAGE;
}
if (parameters[1] == "haulers")
{
labor_infos[labor].set_mode(HAULERS);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "disable")
{
labor_infos[labor].set_mode(DISABLE);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "reset")
{
reset_labor(labor);
print_labor(labor, out);
return CR_OK;
}
int minimum = atoi (parameters[1].c_str());
int maximum = 200;
int pool = 200;
if (parameters.size() >= 3)
maximum = atoi (parameters[2].c_str());
if (parameters.size() == 4)
pool = std::stoi(parameters[3]);
if (maximum < minimum || maximum < 0 || minimum < 0)
{
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out.printerr("Syntax: autolabor <labor> <minimum> [<maximum>] [<talent pool>], %d > %d\n", maximum, minimum);
return CR_WRONG_USAGE;
}
labor_infos[labor].set_minimum_dwarfs(minimum);
labor_infos[labor].set_maximum_dwarfs(maximum);
labor_infos[labor].set_talent_pool(pool);
labor_infos[labor].set_mode(AUTOMATIC);
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "reset-all")
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
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for (size_t i = 0; i < labor_infos.size(); i++)
{
reset_labor((df::unit_labor) i);
}
out << "All labors reset." << std::endl;
return CR_OK;
}
else if (parameters.size() == 1 && (parameters[0] == "list" || parameters[0] == "status"))
{
if (!enable_autolabor)
{
out << "Error: The plugin is not enabled." << std::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 << std::endl;
if (parameters[0] == "list")
{
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
print_labor(labor, out);
}
}
return CR_OK;
}
else
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{
out.print("Automatically assigns labors to dwarves.\n"
"Activate with 'enable autolabor', deactivate with 'disable autolabor'.\n"
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"Current state: %d.\n", enable_autolabor);
return CR_OK;
}
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}