From 3da939bb0208d72d30b3dd8eea2b2ec8a6217f6f Mon Sep 17 00:00:00 2001 From: Ross Morgan-Linial Date: Thu, 7 May 2015 20:41:11 -0700 Subject: [PATCH] Change tabs to spaces. --- plugins/autolabor.cpp | 66 +++++++++++++++++++++---------------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/plugins/autolabor.cpp b/plugins/autolabor.cpp index 46898dcc9..0ab28ca65 100644 --- a/plugins/autolabor.cpp +++ b/plugins/autolabor.cpp @@ -109,8 +109,8 @@ enum dwarf_state { // Busy with a useful task BUSY, - // Busy with a useful task that requires a tool - EXCLUSIVE, + // Busy with a useful task that requires a tool + EXCLUSIVE, // In the military, can't work MILITARY, @@ -127,7 +127,7 @@ const int NUM_STATE = 6; static const char *state_names[] = { "IDLE", "BUSY", - "EXCLUSIVE", + "EXCLUSIVE", "MILITARY", "CHILD", "OTHER", @@ -748,13 +748,13 @@ struct laborinfo_sorter { bool operator() (int i,int j) { - 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; + 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; }; }; @@ -785,7 +785,7 @@ static void assign_labor(unit_labor::unit_labor labor, int best_dwarf = 0; int best_value = -10000; - int best_skill = 0; + int best_skill = 0; std::vector values(n_dwarfs); std::vector candidates; @@ -830,8 +830,8 @@ static void assign_labor(unit_labor::unit_labor labor, dwarf_skill[dwarf] = skill_level; dwarf_skillxp[dwarf] = skill_experience; - if (best_skill < skill_level) - best_skill = skill_level; + if (best_skill < skill_level) + best_skill = skill_level; value += skill_level * 100; value += skill_experience / 20; @@ -852,8 +852,8 @@ static void assign_labor(unit_labor::unit_labor labor, value += 350; } - if (dwarf_info[dwarf].has_exclusive_labor) - value -= 500; + if (dwarf_info[dwarf].has_exclusive_labor) + value -= 500; // bias by happiness @@ -920,28 +920,28 @@ static void assign_labor(unit_labor::unit_labor labor, if (unit_labor::FISH == labor && !has_fishery) min_dwarfs = max_dwarfs = 0; - // 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. + // 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 - * - The dwarf is good at this skill + * - 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 @@ -1248,8 +1248,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) std::sort(labors.begin(), labors.end(), lasorter); // Handle DISABLED skills (just bookkeeping). - // 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. + // 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 lp = labors.begin(); lp != labors.end(); ++lp) { auto labor = *lp;