to new assignment algorithm. Add priority boost for labors based on how long it's been since they were last used, to avoid labor starvation. Move persistent configuration to "autolabor/2.0" to avoid conflicting with older versions.

develop
Kelly Martin 2012-12-02 14:27:13 -06:00
parent b743f4f42d
commit 4cd217b782
1 changed files with 177 additions and 249 deletions

@ -1,6 +1,9 @@
// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
/*
* Autolabor 2.0 module for dfhack
*
* */
// some headers required for a plugin. Nothing special, just the basics.
#include "Core.h"
#include <Console.h>
#include <Export.h>
@ -68,31 +71,6 @@ using df::global::world;
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
/*
* 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.
*/
static int enable_autolabor = 0;
static bool print_debug = 0;
@ -116,12 +94,6 @@ DFHACK_PLUGIN("autolabor");
static void generate_labor_to_skill_map();
enum labor_mode {
DISABLE,
HAULERS,
AUTOMATIC,
};
enum dwarf_state {
// Ready for a new task
IDLE,
@ -387,136 +359,108 @@ 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 priority() { return config.ival(1); }
void set_priority(int priority) { config.ival(1) = priority; }
int maximum_dwarfs() { return config.ival(2); }
void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
int time_since_last_assigned()
{
return (*df::global::cur_year - config.ival(3)) * 403200 + *df::global::cur_year_tick - config.ival(4);
}
void mark_assigned() {
config.ival(3) = (* df::global::cur_year);
config.ival(4) = (* df::global::cur_year_tick);
}
};
struct labor_default
{
labor_mode mode;
bool is_exclusive;
int minimum_dwarfs;
int priority;
int maximum_dwarfs;
int active_dwarfs;
};
static int hauler_pct = 33;
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},
/* DETAIL */ {AUTOMATIC, false, 1, 200, 0},
/* MASON */ {AUTOMATIC, false, 1, 200, 0},
/* ARCHITECT */ {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, 1, 0}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981)
/* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0},
/* PUSH_HAUL_VEHICLES */ {HAULERS, false, 1, 200, 0}
};
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 */
/* MINE */ {200, 0},
/* HAUL_STONE */ {100, 0},
/* HAUL_WOOD */ {100, 0},
/* HAUL_BODY */ {200, 0},
/* HAUL_FOOD */ {300, 0},
/* HAUL_REFUSE */ {100, 0},
/* HAUL_ITEM */ {100, 0},
/* HAUL_FURNITURE */ {100, 0},
/* HAUL_ANIMAL */ {100, 0},
/* CLEAN */ {200, 0},
/* CUTWOOD */ {200, 0},
/* CARPENTER */ {200, 0},
/* DETAIL */ {200, 0},
/* MASON */ {200, 0},
/* ARCHITECT */ {400, 0},
/* ANIMALTRAIN */ {200, 0},
/* ANIMALCARE */ {200, 0},
/* DIAGNOSE */ {1000, 0},
/* SURGERY */ {1000, 0},
/* BONE_SETTING */ {1000, 0},
/* SUTURING */ {1000, 0},
/* DRESSING_WOUNDS */ {1000, 0},
/* FEED_WATER_CIVILIANS */ {1000, 0},
/* RECOVER_WOUNDED */ {200, 0},
/* BUTCHER */ {200, 0},
/* TRAPPER */ {200, 0},
/* DISSECT_VERMIN */ {200, 0},
/* LEATHER */ {200, 0},
/* TANNER */ {200, 0},
/* BREWER */ {200, 0},
/* ALCHEMIST */ {200, 0},
/* SOAP_MAKER */ {200, 0},
/* WEAVER */ {200, 0},
/* CLOTHESMAKER */ {200, 0},
/* MILLER */ {200, 0},
/* PROCESS_PLANT */ {200, 0},
/* MAKE_CHEESE */ {200, 0},
/* MILK */ {200, 0},
/* COOK */ {200, 0},
/* PLANT */ {200, 0},
/* HERBALIST */ {200, 0},
/* FISH */ {100, 0},
/* CLEAN_FISH */ {200, 0},
/* DISSECT_FISH */ {200, 0},
/* HUNT */ {100, 0},
/* SMELT */ {200, 0},
/* FORGE_WEAPON */ {200, 0},
/* FORGE_ARMOR */ {200, 0},
/* FORGE_FURNITURE */ {200, 0},
/* METAL_CRAFT */ {200, 0},
/* CUT_GEM */ {200, 0},
/* ENCRUST_GEM */ {200, 0},
/* WOOD_CRAFT */ {200, 0},
/* STONE_CRAFT */ {200, 0},
/* BONE_CARVE */ {200, 0},
/* GLASSMAKER */ {200, 0},
/* EXTRACT_STRAND */ {200, 0},
/* SIEGECRAFT */ {200, 0},
/* SIEGEOPERATE */ {200, 0},
/* BOWYER */ {200, 0},
/* MECHANIC */ {200, 0},
/* POTASH_MAKING */ {200, 0},
/* LYE_MAKING */ {200, 0},
/* DYER */ {200, 0},
/* BURN_WOOD */ {200, 0},
/* OPERATE_PUMP */ {200, 0},
/* SHEARER */ {200, 0},
/* SPINNER */ {200, 0},
/* POTTERY */ {200, 0},
/* GLAZING */ {200, 0},
/* PRESSING */ {200, 0},
/* BEEKEEPING */ {200, 1}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981)
/* WAX_WORKING */ {200, 0},
/* PUSH_HAUL_VEHICLES */ {200, 0}
};
struct dwarf_info_t
@ -556,6 +500,12 @@ struct dwarf_info_t
};
/*
* Here starts all the complicated stuff to try to deduce labors from jobs.
* This is all way more complicated than it really ought to be, but I have
* not found a way to make it simpler.
*/
static df::unit_labor hauling_labor_map[] =
{
df::unit_labor::HAUL_ITEM, /* BAR */
@ -1232,6 +1182,8 @@ public:
}
};
/* End of labor deducer */
static JobLaborMapper* labor_mapper;
static bool isOptionEnabled(unsigned flag)
@ -1262,14 +1214,13 @@ static void cleanup_state()
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs);
labor_infos[labor].set_priority(default_labor_infos[labor].priority);
labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
}
static void init_state()
{
config = World::GetPersistentData("autolabor/config");
config = World::GetPersistentData("autolabor/2.0/config");
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
@ -1278,30 +1229,19 @@ static void init_state()
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);
World::GetPersistentData(&items, "autolabor/2.0/labors/", true);
for (auto p = items.begin(); p != items.end(); p++)
{
string key = p->key();
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str());
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/2.0/labors/")).c_str());
if (labor >= 0 && 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;
}
}
@ -1312,11 +1252,10 @@ static void init_state()
continue;
std::stringstream name;
name << "autolabor/labors/" << i;
name << "autolabor/2.0/labors/" << i;
labor_infos[i].config = World::AddPersistentData(name.str());
labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive;
labor_infos[i].mark_assigned();
labor_infos[i].active_dwarfs = 0;
reset_labor((df::unit_labor) i);
}
@ -1358,7 +1297,7 @@ static void enable_plugin(color_ostream &out)
{
if (!config.isValid())
{
config = World::AddPersistentData("autolabor/config");
config = World::AddPersistentData("autolabor/2.0/config");
config.ival(0) = 0;
}
@ -1384,13 +1323,13 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
" autolabor enable\n"
" autolabor disable\n"
" Enables or disables the plugin.\n"
" autolabor <labor> <minimum> [<maximum>]\n"
" Set number of dwarves assigned to a labor.\n"
" autolabor <labor> haulers\n"
" Set a labor to be handled by hauler dwarves.\n"
" autolabor <labor> disable\n"
" Turn off autolabor for a specific labor.\n"
" autolabor <labor> reset\n"
" autolabor max <labor> <maximum>\n"
" Set max number of dwarves assigned to a labor.\n"
" autolabor max <labor> none\n"
" Unrestrict the number of dwarves assigned to a labor.\n"
" autolabor priority <labor> <priority>\n"
" Change the assignment priority of a labor (default is 100)\n"
" autolabor reset <labor>\n"
" Return a labor to the default handling.\n"
" autolabor reset-all\n"
" Return all labors to the default handling.\n"
@ -1400,19 +1339,9 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
" Show basic status information.\n"
"Function:\n"
" When enabled, autolabor periodically checks your dwarves and enables or\n"
" disables labors. It tries to keep as many dwarves as possible busy but\n"
" also tries to have dwarves specialize in specific skills.\n"
" disables labors. Generally, each dwarf will be assigned exactly one labor.\n"
" Warning: autolabor will override any manual changes you make to labors\n"
" while it is enabled.\n"
"Examples:\n"
" autolabor MINE 2\n"
" Keep at least 2 dwarves with mining enabled.\n"
" autolabor CUT_GEM 1 1\n"
" Keep exactly 1 dwarf with gemcutting enabled.\n"
" autolabor FEED_WATER_CIVILIANS haulers\n"
" Have haulers feed and water wounded dwarves.\n"
" autolabor CUTWOOD disable\n"
" Turn off autolabor for wood cutting.\n"
));
init_state();
@ -1563,9 +1492,10 @@ private:
F(in_building); F(construction); F(artifact);
#undef F
for (int i = 0; i < world->items.all.size(); ++i)
auto& v = world->items.other[df::items_other_id::WEAPON];
for (auto i = v.begin(); i != v.end(); i++)
{
df::item* item = world->items.all[i];
df::item* item = *i;
if (item->flags.whole & bad_flags.whole)
continue;
@ -1629,8 +1559,13 @@ private:
df::unit_labor labor = labor_mapper->find_job_labor (j);
if (labor != df::unit_labor::NONE)
if (labor != df::unit_labor::NONE)
{
labor_needed[labor]++;
if (worker != -1)
labor_infos[labor].mark_assigned();
}
}
}
@ -1897,8 +1832,16 @@ public:
for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
{
df::unit_labor l = i->first;
if (labor_infos[l].maximum_dwarfs() > 0 &&
i->second > labor_infos[l].maximum_dwarfs())
i->second = labor_infos[l].maximum_dwarfs();
if (i->second > 0)
pq.push(make_pair(100, i->first));
{
int priority = labor_infos[l].priority();
priority += labor_infos[l].time_since_last_assigned()/12;
pq.push(make_pair(priority, l));
}
}
if (print_debug)
@ -2038,16 +1981,22 @@ void print_labor (df::unit_labor labor, color_ostream &out)
out << labor_name << ": ";
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
out << ' ';
if (labor_infos[labor].mode() == DISABLE)
out << "disabled" << endl;
else
out << "priority " << labor_infos[labor].priority()
<< ", maximum " << labor_infos[labor].maximum_dwarfs()
<< ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
}
df::unit_labor lookup_labor_by_name (std::string& name)
{
df::unit_labor labor = df::unit_labor::NONE;
FOR_ENUM_ITEMS(unit_labor, test_labor)
{
if (labor_infos[labor].mode() == HAULERS)
out << "haulers";
else
out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs();
out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
if (name == ENUM_KEY_STR(unit_labor, test_labor))
labor = test_labor;
}
return labor;
}
@ -2061,10 +2010,9 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
}
if (parameters.size() == 1 &&
(parameters[0] == "0" || parameters[0] == "enable" ||
parameters[0] == "1" || parameters[0] == "disable"))
(parameters[0] == "enable" || parameters[0] == "disable"))
{
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
bool enable = (parameters[0] == "enable");
if (enable && !enable_autolabor)
{
enable_plugin(out);
@ -2079,7 +2027,8 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_OK;
}
else if (parameters.size() == 2 && parameters[0] == "haulpct")
else if (parameters.size() == 3 &&
(parameters[0] == "max" || parameters[0] == "priority"))
{
if (!enable_autolabor)
{
@ -2087,11 +2036,30 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_FAILURE;
}
int pct = atoi (parameters[1].c_str());
hauler_pct = pct;
df::unit_labor labor = lookup_labor_by_name(parameters[1]);
if (labor == df::unit_labor::NONE)
{
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
return CR_WRONG_USAGE;
}
int v;
if (parameters[2] == "none")
v = 0;
else
v = atoi (parameters[2].c_str());
if (parameters[0] == "max")
labor_infos[labor].set_maximum_dwarfs(v);
else if (parameters[0] == "priority")
labor_infos[labor].set_priority(v);
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 2 || parameters.size() == 3)
else if (parameters.size() == 2 && parameters[0] == "reset")
{
if (!enable_autolabor)
{
@ -2099,55 +2067,15 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_FAILURE;
}
df::unit_labor labor = unit_labor::NONE;
df::unit_labor labor = lookup_labor_by_name(parameters[1]);
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)
if (labor == df::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;
if (parameters.size() == 3)
maximum = atoi (parameters[2].c_str());
if (maximum < minimum || maximum < 0 || minimum < 0)
{
out.printerr("Syntax: autolabor <labor> <minimum> [<maximum>]\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_mode(AUTOMATIC);
reset_labor(labor);
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "reset-all")
@ -2213,8 +2141,8 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
else
{
out.print("Automatically assigns labors to dwarves.\n"
"Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n"
"Current state: %d.\n", enable_autolabor);
"Activate with 'autolabor enable', deactivate with 'autolabor disable'.\n"
"Current state: %s.\n", enable_autolabor ? "enabled" : "disabled");
return CR_OK;
}