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Ross Morgan-Linial 2015-05-07 20:41:11 -07:00
parent 684ff433d4
commit 3da939bb02
1 changed files with 33 additions and 33 deletions

@ -109,8 +109,8 @@ enum dwarf_state {
// Busy with a useful task // Busy with a useful task
BUSY, BUSY,
// Busy with a useful task that requires a tool // Busy with a useful task that requires a tool
EXCLUSIVE, EXCLUSIVE,
// In the military, can't work // In the military, can't work
MILITARY, MILITARY,
@ -127,7 +127,7 @@ const int NUM_STATE = 6;
static const char *state_names[] = { static const char *state_names[] = {
"IDLE", "IDLE",
"BUSY", "BUSY",
"EXCLUSIVE", "EXCLUSIVE",
"MILITARY", "MILITARY",
"CHILD", "CHILD",
"OTHER", "OTHER",
@ -748,13 +748,13 @@ struct laborinfo_sorter
{ {
bool operator() (int i,int j) bool operator() (int i,int j)
{ {
if (labor_infos[i].mode() != labor_infos[j].mode()) if (labor_infos[i].mode() != labor_infos[j].mode())
return 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) if (labor_infos[i].is_exclusive != labor_infos[j].is_exclusive)
return labor_infos[i].is_exclusive; return labor_infos[i].is_exclusive;
if (labor_infos[i].maximum_dwarfs() != labor_infos[j].maximum_dwarfs()) if (labor_infos[i].maximum_dwarfs() != labor_infos[j].maximum_dwarfs())
return labor_infos[i].maximum_dwarfs() < labor_infos[j].maximum_dwarfs(); return labor_infos[i].maximum_dwarfs() < labor_infos[j].maximum_dwarfs();
return false; return false;
}; };
}; };
@ -785,7 +785,7 @@ static void assign_labor(unit_labor::unit_labor labor,
int best_dwarf = 0; int best_dwarf = 0;
int best_value = -10000; int best_value = -10000;
int best_skill = 0; int best_skill = 0;
std::vector<int> values(n_dwarfs); std::vector<int> values(n_dwarfs);
std::vector<int> candidates; std::vector<int> candidates;
@ -830,8 +830,8 @@ static void assign_labor(unit_labor::unit_labor labor,
dwarf_skill[dwarf] = skill_level; dwarf_skill[dwarf] = skill_level;
dwarf_skillxp[dwarf] = skill_experience; dwarf_skillxp[dwarf] = skill_experience;
if (best_skill < skill_level) if (best_skill < skill_level)
best_skill = skill_level; best_skill = skill_level;
value += skill_level * 100; value += skill_level * 100;
value += skill_experience / 20; value += skill_experience / 20;
@ -852,8 +852,8 @@ static void assign_labor(unit_labor::unit_labor labor,
value += 350; value += 350;
} }
if (dwarf_info[dwarf].has_exclusive_labor) if (dwarf_info[dwarf].has_exclusive_labor)
value -= 500; value -= 500;
// bias by happiness // bias by happiness
@ -920,28 +920,28 @@ static void assign_labor(unit_labor::unit_labor labor,
if (unit_labor::FISH == labor && !has_fishery) if (unit_labor::FISH == labor && !has_fishery)
min_dwarfs = max_dwarfs = 0; min_dwarfs = max_dwarfs = 0;
// If there are enough idle dwarves to choose from, enter an aggressive assignment // 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, // mode. "Enough" idle dwarves is defined as 2 or 10% of the total number of dwarves,
// whichever is higher. // whichever is higher.
// //
// In aggressive mode, we will always pick at least one idle dwarf for each skill, // 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 // 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 // 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 // preferable dwarf do a new job if one becomes available (probably because that
// dwarf just finished a job). // dwarf just finished a job).
// //
// In non-aggressive mode, only dwarves that are good at a labor will be assigned // 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 // 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, // 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 // they will sit around idle and when enough build up they will trigger aggressive
// mode again. // mode again.
bool aggressive_mode = state_count[IDLE] >= 2 && state_count[IDLE] >= n_dwarfs * idler_pct / 100; 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 * 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: * 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 * - 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. * - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
* We stop assigning dwarfs when we reach the maximum allowed. * 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 * 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); std::sort(labors.begin(), labors.end(), lasorter);
// Handle DISABLED skills (just bookkeeping). // Handle DISABLED skills (just bookkeeping).
// Note that autolabor should *NEVER* enable or disable a skill that has been marked as DISABLED, for any reason. // 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. // 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) for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{ {
auto labor = *lp; auto labor = *lp;