labormanager: Refactor source, separating the job labor mapper into a separate source file.
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#pragma once
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void debug(const char* fmt, ...);
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void debug_pause();
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/*a
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* This file contains the logic to attempt to intuit the labor required for
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* a given job. This is way more complicated than it should be, but I have
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* not figured out how to make it simpler.
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*
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* Usage:
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* Instantiate an instance of the JobLaborMapper class
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* Call the find_job_labor method of that class instance,
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* passing the job as the only argument, to determine the labor for that job
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* When done, destroy the instance
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*
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* The class should allow you to create multiple instances, although there is
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* little benefit to doing so. jlfuncs are not reused across instances.
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*
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*/
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#include "DataDefs.h"
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#include "MiscUtils.h"
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#include "modules/Materials.h"
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#include <df/building.h>
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#include <df/building_actual.h>
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#include <df/building_def.h>
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#include <df/building_design.h>
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#include <df/building_furnacest.h>
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#include <df/building_type.h>
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#include <df/building_workshopst.h>
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#include <df/furnace_type.h>
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#include <df/general_ref.h>
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#include <df/general_ref_building_holderst.h>
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#include <df/general_ref_contains_itemst.h>
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#include <df/item.h>
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#include <df/item_type.h>
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#include <df/job.h>
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#include <df/job_item.h>
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#include <df/job_item_ref.h>
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#include <df/material_flags.h>
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#include <df/reaction.h>
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#include <df/unit_labor.h>
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#include <df/world.h>
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#include <vector>
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#include <set>
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using namespace std;
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using std::string;
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using std::endl;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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#include "labormanager.h"
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#include "labormanager_joblabormapper.h"
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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 */
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df::unit_labor::HAUL_STONE, /* SMALLGEM */
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df::unit_labor::HAUL_ITEM, /* BLOCKS */
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df::unit_labor::HAUL_STONE, /* ROUGH */
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df::unit_labor::HAUL_STONE, /* BOULDER */
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df::unit_labor::HAUL_WOOD, /* WOOD */
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df::unit_labor::HAUL_FURNITURE, /* DOOR */
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df::unit_labor::HAUL_FURNITURE, /* FLOODGATE */
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df::unit_labor::HAUL_FURNITURE, /* BED */
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df::unit_labor::HAUL_FURNITURE, /* CHAIR */
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df::unit_labor::HAUL_ITEM, /* CHAIN */
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df::unit_labor::HAUL_ITEM, /* FLASK */
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df::unit_labor::HAUL_ITEM, /* GOBLET */
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df::unit_labor::HAUL_ITEM, /* INSTRUMENT */
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df::unit_labor::HAUL_ITEM, /* TOY */
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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 */
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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 */
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df::unit_labor::HAUL_FURNITURE, /* COFFIN */
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df::unit_labor::HAUL_FURNITURE, /* STATUE */
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df::unit_labor::HAUL_REFUSE, /* CORPSE */
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df::unit_labor::HAUL_ITEM, /* WEAPON */
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df::unit_labor::HAUL_ITEM, /* ARMOR */
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df::unit_labor::HAUL_ITEM, /* SHOES */
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df::unit_labor::HAUL_ITEM, /* SHIELD */
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df::unit_labor::HAUL_ITEM, /* HELM */
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df::unit_labor::HAUL_ITEM, /* GLOVES */
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df::unit_labor::HAUL_FURNITURE, /* BOX */
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df::unit_labor::HAUL_ITEM, /* BIN */
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df::unit_labor::HAUL_FURNITURE, /* ARMORSTAND */
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df::unit_labor::HAUL_FURNITURE, /* WEAPONRACK */
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df::unit_labor::HAUL_FURNITURE, /* CABINET */
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df::unit_labor::HAUL_ITEM, /* FIGURINE */
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df::unit_labor::HAUL_ITEM, /* AMULET */
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df::unit_labor::HAUL_ITEM, /* SCEPTER */
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df::unit_labor::HAUL_ITEM, /* AMMO */
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df::unit_labor::HAUL_ITEM, /* CROWN */
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df::unit_labor::HAUL_ITEM, /* RING */
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df::unit_labor::HAUL_ITEM, /* EARRING */
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df::unit_labor::HAUL_ITEM, /* BRACELET */
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df::unit_labor::HAUL_ITEM, /* GEM */
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df::unit_labor::HAUL_FURNITURE, /* ANVIL */
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df::unit_labor::HAUL_REFUSE, /* CORPSEPIECE */
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df::unit_labor::HAUL_REFUSE, /* REMAINS */
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df::unit_labor::HAUL_FOOD, /* MEAT */
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df::unit_labor::HAUL_FOOD, /* FISH */
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df::unit_labor::HAUL_FOOD, /* FISH_RAW */
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df::unit_labor::HAUL_REFUSE, /* VERMIN */
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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 */
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df::unit_labor::HAUL_ITEM, /* SKIN_TANNED */
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df::unit_labor::HAUL_FOOD, /* LEAVES */
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df::unit_labor::HAUL_ITEM, /* THREAD */
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df::unit_labor::HAUL_ITEM, /* CLOTH */
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df::unit_labor::HAUL_ITEM, /* TOTEM */
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df::unit_labor::HAUL_ITEM, /* PANTS */
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df::unit_labor::HAUL_ITEM, /* BACKPACK */
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df::unit_labor::HAUL_ITEM, /* QUIVER */
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df::unit_labor::HAUL_FURNITURE, /* CATAPULTPARTS */
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df::unit_labor::HAUL_FURNITURE, /* BALLISTAPARTS */
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df::unit_labor::HAUL_FURNITURE, /* SIEGEAMMO */
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df::unit_labor::HAUL_FURNITURE, /* BALLISTAARROWHEAD */
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df::unit_labor::HAUL_FURNITURE, /* TRAPPARTS */
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df::unit_labor::HAUL_FURNITURE, /* TRAPCOMP */
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df::unit_labor::HAUL_FOOD, /* DRINK */
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df::unit_labor::HAUL_FOOD, /* POWDER_MISC */
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df::unit_labor::HAUL_FOOD, /* CHEESE */
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df::unit_labor::HAUL_FOOD, /* FOOD */
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df::unit_labor::HAUL_FOOD, /* LIQUID_MISC */
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df::unit_labor::HAUL_ITEM, /* COIN */
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df::unit_labor::HAUL_FOOD, /* GLOB */
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df::unit_labor::HAUL_STONE, /* ROCK */
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df::unit_labor::HAUL_FURNITURE, /* PIPE_SECTION */
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df::unit_labor::HAUL_FURNITURE, /* HATCH_COVER */
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df::unit_labor::HAUL_FURNITURE, /* GRATE */
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df::unit_labor::HAUL_FURNITURE, /* QUERN */
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df::unit_labor::HAUL_FURNITURE, /* MILLSTONE */
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df::unit_labor::HAUL_ITEM, /* SPLINT */
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df::unit_labor::HAUL_ITEM, /* CRUTCH */
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df::unit_labor::HAUL_FURNITURE, /* TRACTION_BENCH */
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df::unit_labor::HAUL_ITEM, /* ORTHOPEDIC_CAST */
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df::unit_labor::HAUL_ITEM, /* TOOL */
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df::unit_labor::HAUL_FURNITURE, /* SLAB */
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df::unit_labor::HAUL_FOOD, /* EGG */
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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,
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/* Farmers */ df::unit_labor::PROCESS_PLANT,
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/* Masons */ df::unit_labor::MASON,
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/* Craftsdwarfs */ df::unit_labor::STONE_CRAFT,
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/* Jewelers */ df::unit_labor::CUT_GEM,
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/* MetalsmithsForge */ df::unit_labor::METAL_CRAFT,
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/* MagmaForge */ df::unit_labor::METAL_CRAFT,
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/* Bowyers */ df::unit_labor::BOWYER,
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/* Mechanics */ df::unit_labor::MECHANIC,
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/* Siege */ df::unit_labor::SIEGECRAFT,
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/* Butchers */ df::unit_labor::BUTCHER,
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/* Leatherworks */ df::unit_labor::LEATHER,
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/* Tanners */ df::unit_labor::TANNER,
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/* Clothiers */ df::unit_labor::CLOTHESMAKER,
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/* Fishery */ df::unit_labor::CLEAN_FISH,
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/* Still */ df::unit_labor::BREWER,
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/* Loom */ df::unit_labor::WEAVER,
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/* Quern */ df::unit_labor::MILLER,
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/* Kennels */ df::unit_labor::ANIMALTRAIN,
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/* Kitchen */ df::unit_labor::COOK,
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/* Ashery */ df::unit_labor::LYE_MAKING,
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/* Dyers */ df::unit_labor::DYER,
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/* Millstone */ df::unit_labor::MILLER,
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/* Custom */ df::unit_labor::NONE,
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/* Tool */ df::unit_labor::NONE
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};
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static df::building* get_building_from_job(df::job* j)
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{
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for (auto r = j->general_refs.begin(); r != j->general_refs.end(); r++)
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{
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if ((*r)->getType() == df::general_ref_type::BUILDING_HOLDER)
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{
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int32_t id = ((df::general_ref_building_holderst*)(*r))->building_id;
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df::building* bld = binsearch_in_vector(world->buildings.all, id);
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return bld;
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}
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}
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return 0;
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}
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static df::unit_labor construction_build_labor(df::building_actual* b)
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{
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if (b->getType() == df::building_type::RoadPaved)
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return df::unit_labor::BUILD_ROAD;
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// Find last item in building with use mode appropriate to the building's constructions state
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// For screw pumps contained_items[0] = pipe, 1 corkscrew, 2 block
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// For wells 0 mechanism, 1 rope, 2 bucket, 3 block
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// Trade depots and bridges use the last one too
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// Must check use mode b/c buildings may have items in them that are not part of the building
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df::item* i = 0;
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for (auto p = b->contained_items.begin(); p != b->contained_items.end(); p++)
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if (b->construction_stage > 0 && (*p)->use_mode == 2 ||
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b->construction_stage == 0 && (*p)->use_mode == 0)
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i = (*p)->item;
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MaterialInfo matinfo;
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if (i && matinfo.decode(i))
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{
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if (matinfo.material->flags.is_set(df::material_flags::IS_METAL))
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return df::unit_labor::METAL_CRAFT;
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if (matinfo.material->flags.is_set(df::material_flags::WOOD))
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return df::unit_labor::CARPENTER;
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}
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return df::unit_labor::MASON;
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}
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class jlfunc
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{
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public:
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virtual df::unit_labor get_labor(df::job* j) = 0;
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};
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class jlfunc_const : public jlfunc
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{
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private:
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df::unit_labor labor;
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public:
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df::unit_labor get_labor(df::job* j)
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{
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return labor;
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}
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jlfunc_const(df::unit_labor l) : labor(l) {};
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};
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class jlfunc_hauling : public jlfunc
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{
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public:
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df::unit_labor get_labor(df::job* j)
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{
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df::item* item = 0;
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if (j->job_type == df::job_type::StoreItemInStockpile && j->item_subtype != -1)
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return (df::unit_labor) j->item_subtype;
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for (auto i = j->items.begin(); i != j->items.end(); i++)
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{
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if ((*i)->role == 7)
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{
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item = (*i)->item;
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break;
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}
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}
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if (item && item->flags.bits.container)
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{
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for (auto a = item->general_refs.begin(); a != item->general_refs.end(); a++)
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{
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if ((*a)->getType() == df::general_ref_type::CONTAINS_ITEM)
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{
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int item_id = ((df::general_ref_contains_itemst *) (*a))->item_id;
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item = binsearch_in_vector(world->items.all, item_id);
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break;
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}
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}
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}
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df::unit_labor l = item ? hauling_labor_map[item->getType()] : df::unit_labor::HAUL_ITEM;
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if (item && l == df::unit_labor::HAUL_REFUSE && item->flags.bits.dead_dwarf)
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l = df::unit_labor::HAUL_BODY;
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return l;
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}
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jlfunc_hauling() {};
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};
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class jlfunc_construct_bld : public jlfunc
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{
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public:
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df::unit_labor get_labor(df::job* j)
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{
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if (j->flags.bits.item_lost)
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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:
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return df::unit_labor::BEEKEEPING;
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case df::building_type::Workshop:
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{
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df::building_workshopst* ws = (df::building_workshopst*) bld;
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if (ws->design && !ws->design->flags.bits.designed)
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return df::unit_labor::ARCHITECT;
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if (ws->type == df::workshop_type::Custom)
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{
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df::building_def* def = df::building_def::find(ws->custom_type);
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return def->build_labors[0];
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}
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else
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return workshop_build_labor[ws->type];
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}
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break;
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case df::building_type::Construction:
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return df::unit_labor::BUILD_CONSTRUCTION;
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case df::building_type::Furnace:
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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:
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case df::building_type::Shop:
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case df::building_type::Support:
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case df::building_type::Windmill:
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{
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df::building_actual* b = (df::building_actual*) bld;
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if (b->design && !b->design->flags.bits.designed)
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return df::unit_labor::ARCHITECT;
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return construction_build_labor(b);
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}
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break;
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case df::building_type::FarmPlot:
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return df::unit_labor::PLANT;
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case df::building_type::Chair:
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case df::building_type::Bed:
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case df::building_type::Table:
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case df::building_type::Coffin:
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case df::building_type::Door:
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case df::building_type::Floodgate:
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case df::building_type::Box:
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case df::building_type::Weaponrack:
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case df::building_type::Armorstand:
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case df::building_type::Cabinet:
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case df::building_type::Statue:
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case df::building_type::WindowGlass:
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case df::building_type::WindowGem:
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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:
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case df::building_type::BarsFloor:
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case df::building_type::BarsVertical:
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case df::building_type::GrateWall:
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case df::building_type::Bookcase:
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case df::building_type::Instrument:
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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:
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case df::building_type::AxleHorizontal:
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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:
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return df::unit_labor::TRAPPER;
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case df::building_type::Civzone:
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case df::building_type::Nest:
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case df::building_type::Stockpile:
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case df::building_type::Weapon:
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return df::unit_labor::NONE;
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case df::building_type::SiegeEngine:
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return df::unit_labor::SIEGECRAFT;
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case df::building_type::RoadDirt:
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return df::unit_labor::BUILD_ROAD;
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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;
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}
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jlfunc_construct_bld() {}
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};
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class jlfunc_destroy_bld : public jlfunc
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{
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public:
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df::unit_labor get_labor(df::job* j)
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{
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df::building* bld = get_building_from_job(j);
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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:
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return df::unit_labor::BEEKEEPING;
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case df::building_type::Workshop:
|
||||
{
|
||||
df::building_workshopst* ws = (df::building_workshopst*) bld;
|
||||
if (ws->type == df::workshop_type::Custom)
|
||||
{
|
||||
df::building_def* def = df::building_def::find(ws->custom_type);
|
||||
return def->build_labors[0];
|
||||
}
|
||||
else
|
||||
return workshop_build_labor[ws->type];
|
||||
}
|
||||
break;
|
||||
case df::building_type::Construction:
|
||||
return df::unit_labor::REMOVE_CONSTRUCTION;
|
||||
case df::building_type::Furnace:
|
||||
case df::building_type::TradeDepot:
|
||||
case df::building_type::Wagon:
|
||||
case df::building_type::Bridge:
|
||||
case df::building_type::ScrewPump:
|
||||
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:
|
||||
{
|
||||
auto b = (df::building_actual*) bld;
|
||||
return construction_build_labor(b);
|
||||
}
|
||||
break;
|
||||
case df::building_type::FarmPlot:
|
||||
return df::unit_labor::PLANT;
|
||||
case df::building_type::Trap:
|
||||
case df::building_type::AxleHorizontal:
|
||||
case df::building_type::AxleVertical:
|
||||
case df::building_type::GearAssembly:
|
||||
case df::building_type::Rollers:
|
||||
return df::unit_labor::MECHANIC;
|
||||
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:
|
||||
case df::building_type::NestBox:
|
||||
case df::building_type::TractionBench:
|
||||
case df::building_type::Slab:
|
||||
case df::building_type::Chain:
|
||||
case df::building_type::Hatch:
|
||||
case df::building_type::BarsFloor:
|
||||
case df::building_type::BarsVertical:
|
||||
case df::building_type::GrateFloor:
|
||||
case df::building_type::GrateWall:
|
||||
case df::building_type::Bookcase:
|
||||
case df::building_type::Instrument:
|
||||
return df::unit_labor::HAUL_FURNITURE;
|
||||
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;
|
||||
}
|
||||
|
||||
debug("LABORMANAGER: Cannot deduce labor for destroy building job of type %s\n",
|
||||
ENUM_KEY_STR(building_type, bld->getType()).c_str());
|
||||
debug_pause();
|
||||
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
jlfunc_destroy_bld() {}
|
||||
};
|
||||
|
||||
class jlfunc_make : public jlfunc
|
||||
{
|
||||
private:
|
||||
df::unit_labor metaltype;
|
||||
public:
|
||||
df::unit_labor get_labor(df::job* j)
|
||||
{
|
||||
df::building* bld = get_building_from_job(j);
|
||||
if (bld->getType() == df::building_type::Workshop)
|
||||
{
|
||||
df::workshop_type type = ((df::building_workshopst*)(bld))->type;
|
||||
switch (type)
|
||||
{
|
||||
case df::workshop_type::Craftsdwarfs:
|
||||
{
|
||||
df::item_type jobitem = j->job_items[0]->item_type;
|
||||
switch (jobitem)
|
||||
{
|
||||
case df::item_type::BOULDER:
|
||||
return df::unit_labor::STONE_CRAFT;
|
||||
case df::item_type::NONE:
|
||||
if (j->material_category.bits.bone ||
|
||||
j->material_category.bits.horn ||
|
||||
j->material_category.bits.tooth ||
|
||||
j->material_category.bits.shell)
|
||||
return df::unit_labor::BONE_CARVE;
|
||||
else
|
||||
{
|
||||
debug("LABORMANAGER: Cannot deduce labor for make crafts job (not bone)\n");
|
||||
debug_pause();
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
case df::item_type::WOOD:
|
||||
return df::unit_labor::WOOD_CRAFT;
|
||||
case df::item_type::CLOTH:
|
||||
return df::unit_labor::CLOTHESMAKER;
|
||||
case df::item_type::SKIN_TANNED:
|
||||
return df::unit_labor::LEATHER;
|
||||
default:
|
||||
debug("LABORMANAGER: Cannot deduce labor for make crafts job, item type %s\n",
|
||||
ENUM_KEY_STR(item_type, jobitem).c_str());
|
||||
debug_pause();
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
}
|
||||
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::Bowyers:
|
||||
return df::unit_labor::BOWYER;
|
||||
case df::workshop_type::MagmaForge:
|
||||
case df::workshop_type::MetalsmithsForge:
|
||||
return metaltype;
|
||||
default:
|
||||
debug("LABORMANAGER: Cannot deduce labor for make job, workshop type %s\n",
|
||||
ENUM_KEY_STR(workshop_type, type).c_str());
|
||||
debug_pause();
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
}
|
||||
else if (bld->getType() == df::building_type::Furnace)
|
||||
{
|
||||
df::furnace_type type = ((df::building_furnacest*)(bld))->type;
|
||||
switch (type)
|
||||
{
|
||||
case df::furnace_type::MagmaGlassFurnace:
|
||||
case df::furnace_type::GlassFurnace:
|
||||
return df::unit_labor::GLASSMAKER;
|
||||
default:
|
||||
debug("LABORMANAGER: Cannot deduce labor for make job, furnace type %s\n",
|
||||
ENUM_KEY_STR(furnace_type, type).c_str());
|
||||
debug_pause();
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
}
|
||||
|
||||
debug("LABORMANAGER: Cannot deduce labor for make job, building type %s\n",
|
||||
ENUM_KEY_STR(building_type, bld->getType()).c_str());
|
||||
debug_pause();
|
||||
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
|
||||
jlfunc_make(df::unit_labor mt) : metaltype(mt) {}
|
||||
};
|
||||
|
||||
class jlfunc_custom : public jlfunc
|
||||
{
|
||||
public:
|
||||
df::unit_labor get_labor(df::job* j)
|
||||
{
|
||||
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
|
||||
{
|
||||
if ((*r)->code == j->reaction_name)
|
||||
{
|
||||
df::job_skill skill = (*r)->skill;
|
||||
df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill);
|
||||
return labor;
|
||||
}
|
||||
}
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
jlfunc_custom() {}
|
||||
};
|
||||
|
||||
jlfunc* JobLaborMapper::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;
|
||||
}
|
||||
|
||||
JobLaborMapper::~JobLaborMapper()
|
||||
{
|
||||
std::set<jlfunc*> log;
|
||||
|
||||
for (auto i = jlf_cache.begin(); i != jlf_cache.end(); i++)
|
||||
{
|
||||
if (!log.count(i->second))
|
||||
{
|
||||
log.insert(i->second);
|
||||
delete i->second;
|
||||
}
|
||||
i->second = 0;
|
||||
}
|
||||
|
||||
FOR_ENUM_ITEMS(job_type, j)
|
||||
{
|
||||
if (j < 0)
|
||||
continue;
|
||||
|
||||
jlfunc* p = job_to_labor_table[j];
|
||||
if (!log.count(p))
|
||||
{
|
||||
log.insert(p);
|
||||
delete p;
|
||||
}
|
||||
job_to_labor_table[j] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
JobLaborMapper::JobLaborMapper()
|
||||
{
|
||||
jlfunc* jlf_hauling = new jlfunc_hauling();
|
||||
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);
|
||||
|
||||
jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE);
|
||||
|
||||
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);
|
||||
job_to_labor_table[df::job_type::CarveDownwardStaircase] = jlf_const(df::unit_labor::MINE);
|
||||
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_const(df::unit_labor::REMOVE_CONSTRUCTION);
|
||||
job_to_labor_table[df::job_type::CollectWebs] = jlf_const(df::unit_labor::WEAVER);
|
||||
job_to_labor_table[df::job_type::BringItemToDepot] = jlf_const(df::unit_labor::HAUL_TRADE);
|
||||
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);
|
||||
job_to_labor_table[df::job_type::StoreItemInStockpile] = jlf_hauling;
|
||||
job_to_labor_table[df::job_type::StoreItemInBag] = jlf_hauling;
|
||||
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;
|
||||
job_to_labor_table[df::job_type::StoreItemInBarrel] = jlf_hauling;
|
||||
job_to_labor_table[df::job_type::StoreItemInBin] = jlf_hauling;
|
||||
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;
|
||||
job_to_labor_table[df::job_type::StrangeMoodMagmaForge] = jlf_no_labor;
|
||||
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;
|
||||
job_to_labor_table[df::job_type::StrangeMoodGlassmaker] = jlf_no_labor;
|
||||
job_to_labor_table[df::job_type::StrangeMoodMechanics] = jlf_no_labor;
|
||||
job_to_labor_table[df::job_type::ConstructBuilding] = new jlfunc_construct_bld();
|
||||
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;
|
||||
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);
|
||||
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;
|
||||
job_to_labor_table[df::job_type::MakeBallistaArrowHead] = jlf_make_weapon;
|
||||
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_make_weapon;
|
||||
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;
|
||||
job_to_labor_table[df::job_type::LinkBuildingToTrigger] = jlf_const(df::unit_labor::MECHANIC);
|
||||
job_to_labor_table[df::job_type::PullLever] = jlf_const(df::unit_labor::PULL_LEVER);
|
||||
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);
|
||||
job_to_labor_table[df::job_type::ExtractFromLandAnimal] = jlf_const(df::unit_labor::DISSECT_VERMIN);
|
||||
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_const(df::unit_labor::HAUL_ANIMALS);
|
||||
job_to_labor_table[df::job_type::UnchainAnimal] = jlf_const(df::unit_labor::HAUL_ANIMALS);
|
||||
job_to_labor_table[df::job_type::UnchainPet] = jlf_no_labor;
|
||||
job_to_labor_table[df::job_type::ReleaseLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
|
||||
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;
|
||||
job_to_labor_table[df::job_type::HandleLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
|
||||
job_to_labor_table[df::job_type::CageLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
|
||||
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_const(df::unit_labor::HAUL_ANIMALS);
|
||||
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;
|
||||
job_to_labor_table[df::job_type::UpdateStockpileRecords] = jlf_no_labor;
|
||||
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;
|
||||
job_to_labor_table[df::job_type::ConstructTractionBench] = jlf_const(df::unit_labor::MECHANIC);
|
||||
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);
|
||||
job_to_labor_table[df::job_type::CustomReaction] = new jlfunc_custom();
|
||||
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_const(df::unit_labor::HAUL_ANIMALS);
|
||||
job_to_labor_table[df::job_type::PenSmallAnimal] = jlf_no_labor;
|
||||
job_to_labor_table[df::job_type::MakeTool] = jlf_make_object;
|
||||
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);
|
||||
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_hauling;
|
||||
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;
|
||||
|
||||
job_to_labor_table[df::job_type::StoreItemInLocation] = jlf_no_labor; // StoreItemInLocation
|
||||
};
|
||||
|
||||
df::unit_labor JobLaborMapper::find_job_labor(df::job* j)
|
||||
{
|
||||
if (j->job_type == df::job_type::CustomReaction)
|
||||
{
|
||||
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
|
||||
{
|
||||
if ((*r)->code == j->reaction_name)
|
||||
{
|
||||
df::job_skill skill = (*r)->skill;
|
||||
return ENUM_ATTR(job_skill, labor, skill);
|
||||
}
|
||||
}
|
||||
return df::unit_labor::NONE;
|
||||
}
|
||||
|
||||
|
||||
df::unit_labor labor;
|
||||
if (job_to_labor_table.count(j->job_type) == 0)
|
||||
{
|
||||
debug("LABORMANAGER: job has no job to labor table entry: %s (%d)\n", ENUM_KEY_STR(job_type, j->job_type).c_str(), j->job_type);
|
||||
debug_pause();
|
||||
labor = df::unit_labor::NONE;
|
||||
}
|
||||
else {
|
||||
|
||||
labor = job_to_labor_table[j->job_type]->get_labor(j);
|
||||
}
|
||||
|
||||
return labor;
|
||||
}
|
||||
|
||||
/* End of labor deducer */
|
@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
class jlfunc;
|
||||
|
||||
class JobLaborMapper {
|
||||
|
||||
private:
|
||||
std::map<df::job_type, jlfunc*> job_to_labor_table;
|
||||
std::map<df::unit_labor, jlfunc*> jlf_cache;
|
||||
|
||||
jlfunc* JobLaborMapper::jlf_const(df::unit_labor l);
|
||||
|
||||
public:
|
||||
~JobLaborMapper();
|
||||
JobLaborMapper();
|
||||
|
||||
df::unit_labor find_job_labor(df::job* j);
|
||||
|
||||
|
||||
};
|
Loading…
Reference in New Issue