Update autohauler.cpp

develop
Fukken-Saved 2015-02-25 07:22:25 -05:00
parent 68d088eeb5
commit 53c88bab56
1 changed files with 172 additions and 137 deletions

@ -60,11 +60,11 @@ REQUIRE_GLOBAL(world);
/*
* Autohauler module for dfhack
* Fork of autolabor
* Fork of autolabor, DFHack version
*
* Rather than the all-of-the-above means of autolabor, autohauler will instead
* only manage hauling labors and leave skilled labors entirely to the user, who
* will probably use Dwarf Therapist to do so.
* will probably use Dwarf Therapist to do so.
* Idle dwarves will be assigned the hauling labors; everyone else (including
* those currently hauling) will have the hauling labors removed. This is to
* encourage every dwarf to do their assigned skilled labors whenever possible,
@ -73,7 +73,7 @@ REQUIRE_GLOBAL(world);
* labors only being assigned to just one dwarf, no dwarf having more than two
* active skilled labors, and almost every non-military dwarf having at least
* one skilled labor assigned.
* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
* once a dwarf begins a job it will finish that job even if the associated
* labor is removed." This is why we can remove hauling labors by default to try
* to force dwarves to do "real" jobs whenever they can.
@ -86,7 +86,11 @@ DFHACK_PLUGIN_IS_ENABLED(enable_autohauler);
// This is the configuration saved into the world save file
static PersistentDataItem config;
// There is a possibility I will add extensive, line-by-line debug capability
// later
static bool print_debug = false;
// Don't know what this does
command_result autohauler (color_ostream &out, std::vector <std::string> & parameters);
@ -113,10 +117,6 @@ static void setOptionEnabled(ConfigFlags flag, bool on)
config.ival(0) &= ~flag;
}
// There is a possibility I will add extensive, line-by-line debug capability
// later
static bool print_debug = false;
// Not sure what it does but it's probably related to the following enumeration
static std::vector<int> state_count(5);
@ -392,8 +392,9 @@ static const dwarf_state dwarf_states[] = {
// Mode assigned to labors. Either it's a hauling job, or it's not.
// xxx Shouldn't this be static?
enum labor_mode {
DISABLE,
ALLOW,
HAULERS,
FORBID
};
// This is the default treatment of a particular labor.
@ -416,10 +417,9 @@ struct labor_info
// Set the persistent data item associated with this labor treatment
// We Java folk hate pointers, but that's what the parameter will be
void set_config(PersistentDataItem a) { config = a; }
// Return the labor_mode associated with this labor
labor_mode mode() { return (labor_mode) config.ival(0); }
// Set the labor_mode associated with this labor
void set_mode(labor_mode mode) { config.ival(0) = mode; }
};
@ -430,7 +430,7 @@ static std::vector<struct labor_info> labor_infos;
// This is just an array of all the labors, whether it should be untouched
// (DISABLE) or treated as a last-resort job (HAULERS).
static const struct labor_default default_labor_infos[] = {
/* MINE */ {DISABLE, 0},
/* MINE */ {ALLOW, 0},
/* HAUL_STONE */ {HAULERS, 0},
/* HAUL_WOOD */ {HAULERS, 0},
/* HAUL_BODY */ {HAULERS, 0},
@ -440,75 +440,75 @@ static const struct labor_default default_labor_infos[] = {
/* HAUL_FURNITURE */ {HAULERS, 0},
/* HAUL_ANIMAL */ {HAULERS, 0},
/* CLEAN */ {HAULERS, 0},
/* CUTWOOD */ {DISABLE, 0},
/* CARPENTER */ {DISABLE, 0},
/* DETAIL */ {DISABLE, 0},
/* MASON */ {DISABLE, 0},
/* ARCHITECT */ {DISABLE, 0},
/* ANIMALTRAIN */ {DISABLE, 0},
/* ANIMALCARE */ {DISABLE, 0},
/* DIAGNOSE */ {DISABLE, 0},
/* SURGERY */ {DISABLE, 0},
/* BONE_SETTING */ {DISABLE, 0},
/* SUTURING */ {DISABLE, 0},
/* DRESSING_WOUNDS */ {DISABLE, 0},
/* FEED_WATER_CIVILIANS */ {DISABLE, 0},
/* CUTWOOD */ {ALLOW, 0},
/* CARPENTER */ {ALLOW, 0},
/* DETAIL */ {ALLOW, 0},
/* MASON */ {ALLOW, 0},
/* ARCHITECT */ {ALLOW, 0},
/* ANIMALTRAIN */ {ALLOW, 0},
/* ANIMALCARE */ {ALLOW, 0},
/* DIAGNOSE */ {ALLOW, 0},
/* SURGERY */ {ALLOW, 0},
/* BONE_SETTING */ {ALLOW, 0},
/* SUTURING */ {ALLOW, 0},
/* DRESSING_WOUNDS */ {ALLOW, 0},
/* FEED_WATER_CIVILIANS */ {ALLOW, 0},
/* RECOVER_WOUNDED */ {HAULERS, 0},
/* BUTCHER */ {DISABLE, 0},
/* TRAPPER */ {DISABLE, 0},
/* DISSECT_VERMIN */ {DISABLE, 0},
/* LEATHER */ {DISABLE, 0},
/* TANNER */ {DISABLE, 0},
/* BREWER */ {DISABLE, 0},
/* ALCHEMIST */ {DISABLE, 0},
/* SOAP_MAKER */ {DISABLE, 0},
/* WEAVER */ {DISABLE, 0},
/* CLOTHESMAKER */ {DISABLE, 0},
/* MILLER */ {DISABLE, 0},
/* PROCESS_PLANT */ {DISABLE, 0},
/* MAKE_CHEESE */ {DISABLE, 0},
/* MILK */ {DISABLE, 0},
/* COOK */ {DISABLE, 0},
/* PLANT */ {DISABLE, 0},
/* HERBALIST */ {DISABLE, 0},
/* FISH */ {DISABLE, 0},
/* CLEAN_FISH */ {DISABLE, 0},
/* DISSECT_FISH */ {DISABLE, 0},
/* HUNT */ {DISABLE, 0},
/* SMELT */ {DISABLE, 0},
/* FORGE_WEAPON */ {DISABLE, 0},
/* FORGE_ARMOR */ {DISABLE, 0},
/* FORGE_FURNITURE */ {DISABLE, 0},
/* METAL_CRAFT */ {DISABLE, 0},
/* CUT_GEM */ {DISABLE, 0},
/* ENCRUST_GEM */ {DISABLE, 0},
/* WOOD_CRAFT */ {DISABLE, 0},
/* STONE_CRAFT */ {DISABLE, 0},
/* BONE_CARVE */ {DISABLE, 0},
/* GLASSMAKER */ {DISABLE, 0},
/* EXTRACT_STRAND */ {DISABLE, 0},
/* SIEGECRAFT */ {DISABLE, 0},
/* SIEGEOPERATE */ {DISABLE, 0},
/* BOWYER */ {DISABLE, 0},
/* MECHANIC */ {DISABLE, 0},
/* POTASH_MAKING */ {DISABLE, 0},
/* LYE_MAKING */ {DISABLE, 0},
/* DYER */ {DISABLE, 0},
/* BURN_WOOD */ {DISABLE, 0},
/* OPERATE_PUMP */ {DISABLE, 0},
/* SHEARER */ {DISABLE, 0},
/* SPINNER */ {DISABLE, 0},
/* POTTERY */ {DISABLE, 0},
/* GLAZING */ {DISABLE, 0},
/* PRESSING */ {DISABLE, 0},
/* BEEKEEPING */ {DISABLE, 0},
/* WAX_WORKING */ {DISABLE, 0},
/* BUTCHER */ {ALLOW, 0},
/* TRAPPER */ {ALLOW, 0},
/* DISSECT_VERMIN */ {ALLOW, 0},
/* LEATHER */ {ALLOW, 0},
/* TANNER */ {ALLOW, 0},
/* BREWER */ {ALLOW, 0},
/* ALCHEMIST */ {FORBID, 0},
/* SOAP_MAKER */ {ALLOW, 0},
/* WEAVER */ {ALLOW, 0},
/* CLOTHESMAKER */ {ALLOW, 0},
/* MILLER */ {ALLOW, 0},
/* PROCESS_PLANT */ {ALLOW, 0},
/* MAKE_CHEESE */ {ALLOW, 0},
/* MILK */ {ALLOW, 0},
/* COOK */ {ALLOW, 0},
/* PLANT */ {ALLOW, 0},
/* HERBALIST */ {ALLOW, 0},
/* FISH */ {ALLOW, 0},
/* CLEAN_FISH */ {ALLOW, 0},
/* DISSECT_FISH */ {ALLOW, 0},
/* HUNT */ {ALLOW, 0},
/* SMELT */ {ALLOW, 0},
/* FORGE_WEAPON */ {ALLOW, 0},
/* FORGE_ARMOR */ {ALLOW, 0},
/* FORGE_FURNITURE */ {ALLOW, 0},
/* METAL_CRAFT */ {ALLOW, 0},
/* CUT_GEM */ {ALLOW, 0},
/* ENCRUST_GEM */ {ALLOW, 0},
/* WOOD_CRAFT */ {ALLOW, 0},
/* STONE_CRAFT */ {ALLOW, 0},
/* BONE_CARVE */ {ALLOW, 0},
/* GLASSMAKER */ {ALLOW, 0},
/* EXTRACT_STRAND */ {ALLOW, 0},
/* SIEGECRAFT */ {ALLOW, 0},
/* SIEGEOPERATE */ {ALLOW, 0},
/* BOWYER */ {ALLOW, 0},
/* MECHANIC */ {ALLOW, 0},
/* POTASH_MAKING */ {ALLOW, 0},
/* LYE_MAKING */ {ALLOW, 0},
/* DYER */ {ALLOW, 0},
/* BURN_WOOD */ {ALLOW, 0},
/* OPERATE_PUMP */ {ALLOW, 0},
/* SHEARER */ {ALLOW, 0},
/* SPINNER */ {ALLOW, 0},
/* POTTERY */ {ALLOW, 0},
/* GLAZING */ {ALLOW, 0},
/* PRESSING */ {ALLOW, 0},
/* BEEKEEPING */ {ALLOW, 0},
/* WAX_WORKING */ {ALLOW, 0},
/* HANDLE_VEHICLES */ {HAULERS, 0},
/* HAUL_TRADE */ {HAULERS, 0},
/* PULL_LEVER */ {HAULERS, 0},
/* REMOVE_CONSTRUCTION */ {HAULERS, 0},
/* HAUL_WATER */ {HAULERS, 0},
/* GELD */ {DISABLE, 0},
/* GELD */ {ALLOW, 0},
/* BUILD_ROAD */ {HAULERS, 0},
/* BUILD_CONSTRUCTION */ {HAULERS, 0}
};
@ -522,12 +522,19 @@ static void reset_labor(df::unit_labor labor)
}
/**
* A
* This is individualized dwarf info populated in plugin_onupdate
*/
struct dwarf_info_t
{
// Total number of assigned jobs
int assigned_jobs;
// Current simplified employment status of dwarf
dwarf_state state;
// Set to true if the dwarf is on break or a migrant
bool is_on_break;
// Set to true if for whatever reason we are exempting this dwarf
// from hauling
bool haul_exempt;
};
/**
@ -546,7 +553,7 @@ static void init_state()
{
// This obtains the persistent data from the world save file
config = World::GetPersistentData("autohauler/config");
// xxx I don't know what this does
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
@ -561,13 +568,13 @@ static void init_state()
/* Here we are going to populate the labor list by loading persistent data
* from the world save */
// This is a vector of all the persistent data items from config
std::vector<PersistentDataItem> items;
// This populates the aforementioned vector
World::GetPersistentData(&items, "autohauler/labors/", true);
// Resize the list of current labor treatments to size of list of default
// labor treatments
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
@ -577,26 +584,26 @@ static void init_state()
{
// Load as a string the key associated with the persistent data item
string key = p->key();
// Translate the string into a labor defined by global dfhack constants
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autohauler/labors/")).c_str());
// This is a vector of all the current labor treatments
// Ensure that the labor is defined in the existing list
if (labor >= 0 && labor <= labor_infos.size())
{
// Link the labor treatment with the associated persistent data item
labor_infos[labor].set_config(*p);
// Set the number of dwarves associated with labor to zero
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
// Determine if the labor is already present. If so, exit the for loop
if (labor_infos[i].config.isValid())
continue;
@ -611,11 +618,11 @@ static void init_state()
// Set the active counter to zero
labor_infos[i].active_dwarfs = 0;
// Reset labor to default treatment
reset_labor((df::unit_labor) i);
}
// xxx I don't see the use of the following line
// generate_labor_to_skill_map();
@ -637,13 +644,13 @@ static void enable_plugin(color_ostream &out)
// xxx Also, aren't these two redundant?
setOptionEnabled(CF_ENABLED, true);
enable_autohauler = true;
// Output to console that the plugin is enabled
out << "Enabling the plugin." << endl;
// Disable autohauler and clear the labor list
cleanup_state();
// Initialize the plugin
init_state();
}
@ -671,8 +678,10 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
" Enables or disables the plugin.\n"
" autohauler <labor> haulers\n"
" Set a labor to be handled by hauler dwarves.\n"
" autohauler <labor> disable\n"
" Turn off autohauler for a specific labor.\n"
" autohauler <labor> allowed\n"
" Allow hauling if a specific labor is enabled.\n"
" autohauler <labor> forbid\n"
" Forbid hauling if a specific labor is enabled.\n"
" autohauler <labor> reset\n"
" Return a labor to the default handling.\n"
" autohauler reset-all\n"
@ -739,17 +748,17 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// This makes it so that the plugin is only run every 60 steps, in order to
// save FPS. Since it is static, this is declared before this method is called
static int step_count = 0;
// Cancel run if the world doesn't exist or plugin isn't enabled
if(!world || !world->map.block_index || !enable_autohauler) { return CR_OK; }
// Increment step count
step_count++;
// Run aforementioned step count and return unless threshold is reached.
// xxx We may want this to be a constant
if (step_count < 60) return CR_OK;
// Reset step count since at this point it has reached 60
step_count = 0;
@ -775,7 +784,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// This just keeps track of the number of civilians from the previous for loop.
int n_dwarfs = dwarfs.size();
// This will return if there are no civilians. Otherwise could call
// This will return if there are no civilians. Otherwise could call
// nonexistent elements of array.
if (n_dwarfs == 0)
return CR_OK;
@ -791,34 +800,51 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// Find the activity state for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
/* Before determining how to handle employment status, handle
* hauling exemptions first */
// Scan every labor. If a labor that disallows hauling is present
// for the dwarf, the dwarf is hauling exempt
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (!(labor == unit_labor::NONE))
{
bool test1 = labor_infos[labor].mode() == FORBID;
bool test2 = dwarfs[dwarf]->status.labors[labor];
if(test1 && test2) dwarf_info[dwarf].haul_exempt = true;
}
}
if(print_debug) out.print("Yeah, it gets past here\n");
// Default deny condition of on break for later else-if series
bool is_on_break = false;
// Scan a dwarf's miscellaneous traits for on break or migrant status.
// If either of these are present, disable hauling because we want them
// to try to find real jobs first
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
{
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
is_on_break = true;
}
// I don't think you can set the labors for babies and children, but let's
// Scan a dwarf's miscellaneous traits for on break or migrant status.
// If either of these are present, disable hauling because we want them
// to try to find real jobs first
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
{
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
dwarf_info[dwarf].haul_exempt = true;
}
/* Now determine a dwarf's employment status and decide whether
* to assign hauling */
// I don't think you can set the labors for babies and children, but let's
// ignore them anyway
if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]))
{
dwarf_info[dwarf].state = CHILD;
}
// Don't give hauling jobs to dwarves on break or migrants
else if (is_on_break)
{
dwarf_info[dwarf].state = OTHER;
}
// Account for any hauling exemptions here
else if (dwarf_info[dwarf].haul_exempt)
{
dwarf_info[dwarf].state = OTHER;
}
// Don't give hauling jobs to the military either
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
// Dwarf is unemployed with null job
// Dwarf is unemployed with null job
else if (dwarfs[dwarf]->job.current_job == NULL)
{
// xxx Figure out what specific_refs is
@ -867,25 +893,25 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// This is a different algorithm than Autolabor. Instead, the intent is to
// have "real" jobs filled first, then if nothing is available the dwarf
// instead resorts to hauling.
// IDLE - Enable hauling
// BUSY - Disable hauling
// OTHER - Disable hauling
// This is a vector of potential hauler IDs
std::vector<int> hauler_ids;
// Pretty much we are only considering non-military, non-child dwarves
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == IDLE ||
if (dwarf_info[dwarf].state == IDLE ||
dwarf_info[dwarf].state == BUSY ||
dwarf_info[dwarf].state == OTHER) hauler_ids.push_back(dwarf);
}
// Equivalent of Java for(unit_labor : labor)
// For every labor...
FOR_ENUM_ITEMS(unit_labor, labor)
FOR_ENUM_ITEMS(unit_labor, labor)
{
// If this is a non-labor skip this for loop
if (labor == unit_labor::NONE)
@ -898,30 +924,30 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// For every dwarf...
for(int dwarf = 0; dwarf < dwarfs.size(); dwarf++)
{
// xxx I don't think this was necessary?
// int dwarf = dwarfs[i];
// If the dwarf is idle, enable the hauling labor
if(dwarf_info[dwarf].state == IDLE)
{
// Only increment assignment counter if job wasn't present before
if(!dwarfs[dwarf]->status.labors[labor])
{
dwarf_info[dwarf].assigned_jobs++;
}
labor_infos[labor].active_dwarfs++;
{
dwarf_info[dwarf].assigned_jobs++;
}
// Increment number of times this labor was assigned
labor_infos[labor].active_dwarfs++;
// And enable the job for the dwarf
dwarfs[dwarf]->status.labors[labor] = true;
}
// If the dwarf is busy, disable the hauling labor
if(dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == OTHER)
{
{
dwarfs[dwarf]->status.labors[labor] = false;
}
}
// Let's play a game of "find the missing bracket!" I hope this is correct.
}
// Let's play a game of "find the missing bracket!" I hope this is correct.
}
// This would be the last statement of the method
return CR_OK;
@ -962,12 +988,15 @@ 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;
if (labor_infos[labor].mode() == ALLOW) out << "allow" << endl;
else if(labor_infos[labor].mode() == FORBID) out << "forbid" << endl;
else if(labor_infos[labor].mode() == HAULERS)
{
out << "haulers, currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
}
else
{
if (labor_infos[labor].mode() == HAULERS)
out << "haulers, currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
out << "Warning: Invalid labor mode!" << endl;
}
}
@ -1020,9 +1049,15 @@ command_result autohauler (color_ostream &out, std::vector <std::string> & param
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "disable")
if (parameters[1] == "allow")
{
labor_infos[labor].set_mode(ALLOW);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "forbid")
{
labor_infos[labor].set_mode(DISABLE);
labor_infos[labor].set_mode(FORBID);
print_labor(labor, out);
return CR_OK;
}
@ -1093,7 +1128,7 @@ command_result autohauler (color_ostream &out, std::vector <std::string> & param
return CR_FAILURE;
}
print_debug = 1;
print_debug = true;
return CR_OK;
}