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@ -60,11 +60,11 @@ REQUIRE_GLOBAL(world);
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/*
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* Autohauler module for dfhack
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* Fork of autolabor
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* Fork of autolabor, DFHack version
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*
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* Rather than the all-of-the-above means of autolabor, autohauler will instead
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* only manage hauling labors and leave skilled labors entirely to the user, who
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* will probably use Dwarf Therapist to do so.
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* will probably use Dwarf Therapist to do so.
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* Idle dwarves will be assigned the hauling labors; everyone else (including
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* those currently hauling) will have the hauling labors removed. This is to
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* encourage every dwarf to do their assigned skilled labors whenever possible,
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@ -73,7 +73,7 @@ REQUIRE_GLOBAL(world);
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* labors only being assigned to just one dwarf, no dwarf having more than two
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* active skilled labors, and almost every non-military dwarf having at least
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* one skilled labor assigned.
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* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
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* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
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* once a dwarf begins a job it will finish that job even if the associated
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* labor is removed." This is why we can remove hauling labors by default to try
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* to force dwarves to do "real" jobs whenever they can.
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@ -86,7 +86,11 @@ DFHACK_PLUGIN_IS_ENABLED(enable_autohauler);
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// This is the configuration saved into the world save file
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static PersistentDataItem config;
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// There is a possibility I will add extensive, line-by-line debug capability
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// later
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static bool print_debug = false;
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// Don't know what this does
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command_result autohauler (color_ostream &out, std::vector <std::string> & parameters);
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@ -113,10 +117,6 @@ static void setOptionEnabled(ConfigFlags flag, bool on)
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config.ival(0) &= ~flag;
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}
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// There is a possibility I will add extensive, line-by-line debug capability
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// later
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static bool print_debug = false;
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// Not sure what it does but it's probably related to the following enumeration
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static std::vector<int> state_count(5);
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@ -392,8 +392,9 @@ static const dwarf_state dwarf_states[] = {
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// Mode assigned to labors. Either it's a hauling job, or it's not.
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// xxx Shouldn't this be static?
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enum labor_mode {
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DISABLE,
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ALLOW,
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HAULERS,
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FORBID
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};
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// This is the default treatment of a particular labor.
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@ -416,10 +417,9 @@ struct labor_info
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// Set the persistent data item associated with this labor treatment
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// We Java folk hate pointers, but that's what the parameter will be
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void set_config(PersistentDataItem a) { config = a; }
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// Return the labor_mode associated with this labor
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labor_mode mode() { return (labor_mode) config.ival(0); }
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// Set the labor_mode associated with this labor
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void set_mode(labor_mode mode) { config.ival(0) = mode; }
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};
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@ -430,7 +430,7 @@ static std::vector<struct labor_info> labor_infos;
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// This is just an array of all the labors, whether it should be untouched
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// (DISABLE) or treated as a last-resort job (HAULERS).
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static const struct labor_default default_labor_infos[] = {
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/* MINE */ {DISABLE, 0},
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/* MINE */ {ALLOW, 0},
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/* HAUL_STONE */ {HAULERS, 0},
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/* HAUL_WOOD */ {HAULERS, 0},
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/* HAUL_BODY */ {HAULERS, 0},
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@ -440,75 +440,75 @@ static const struct labor_default default_labor_infos[] = {
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/* HAUL_FURNITURE */ {HAULERS, 0},
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/* HAUL_ANIMAL */ {HAULERS, 0},
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/* CLEAN */ {HAULERS, 0},
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/* CUTWOOD */ {DISABLE, 0},
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/* CARPENTER */ {DISABLE, 0},
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/* DETAIL */ {DISABLE, 0},
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/* MASON */ {DISABLE, 0},
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/* ARCHITECT */ {DISABLE, 0},
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/* ANIMALTRAIN */ {DISABLE, 0},
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/* ANIMALCARE */ {DISABLE, 0},
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/* DIAGNOSE */ {DISABLE, 0},
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/* SURGERY */ {DISABLE, 0},
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/* BONE_SETTING */ {DISABLE, 0},
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/* SUTURING */ {DISABLE, 0},
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/* DRESSING_WOUNDS */ {DISABLE, 0},
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/* FEED_WATER_CIVILIANS */ {DISABLE, 0},
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/* CUTWOOD */ {ALLOW, 0},
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/* CARPENTER */ {ALLOW, 0},
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/* DETAIL */ {ALLOW, 0},
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/* MASON */ {ALLOW, 0},
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/* ARCHITECT */ {ALLOW, 0},
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/* ANIMALTRAIN */ {ALLOW, 0},
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/* ANIMALCARE */ {ALLOW, 0},
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/* DIAGNOSE */ {ALLOW, 0},
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/* SURGERY */ {ALLOW, 0},
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/* BONE_SETTING */ {ALLOW, 0},
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/* SUTURING */ {ALLOW, 0},
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/* DRESSING_WOUNDS */ {ALLOW, 0},
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/* FEED_WATER_CIVILIANS */ {ALLOW, 0},
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/* RECOVER_WOUNDED */ {HAULERS, 0},
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/* BUTCHER */ {DISABLE, 0},
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/* TRAPPER */ {DISABLE, 0},
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/* DISSECT_VERMIN */ {DISABLE, 0},
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/* LEATHER */ {DISABLE, 0},
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/* TANNER */ {DISABLE, 0},
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/* BREWER */ {DISABLE, 0},
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/* ALCHEMIST */ {DISABLE, 0},
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/* SOAP_MAKER */ {DISABLE, 0},
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/* WEAVER */ {DISABLE, 0},
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/* CLOTHESMAKER */ {DISABLE, 0},
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/* MILLER */ {DISABLE, 0},
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/* PROCESS_PLANT */ {DISABLE, 0},
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/* MAKE_CHEESE */ {DISABLE, 0},
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/* MILK */ {DISABLE, 0},
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/* COOK */ {DISABLE, 0},
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/* PLANT */ {DISABLE, 0},
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/* HERBALIST */ {DISABLE, 0},
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/* FISH */ {DISABLE, 0},
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/* CLEAN_FISH */ {DISABLE, 0},
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/* DISSECT_FISH */ {DISABLE, 0},
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/* HUNT */ {DISABLE, 0},
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/* SMELT */ {DISABLE, 0},
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/* FORGE_WEAPON */ {DISABLE, 0},
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/* FORGE_ARMOR */ {DISABLE, 0},
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/* FORGE_FURNITURE */ {DISABLE, 0},
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/* METAL_CRAFT */ {DISABLE, 0},
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/* CUT_GEM */ {DISABLE, 0},
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/* ENCRUST_GEM */ {DISABLE, 0},
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/* WOOD_CRAFT */ {DISABLE, 0},
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/* STONE_CRAFT */ {DISABLE, 0},
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/* BONE_CARVE */ {DISABLE, 0},
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/* GLASSMAKER */ {DISABLE, 0},
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/* EXTRACT_STRAND */ {DISABLE, 0},
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/* SIEGECRAFT */ {DISABLE, 0},
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/* SIEGEOPERATE */ {DISABLE, 0},
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/* BOWYER */ {DISABLE, 0},
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/* MECHANIC */ {DISABLE, 0},
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/* POTASH_MAKING */ {DISABLE, 0},
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/* LYE_MAKING */ {DISABLE, 0},
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/* DYER */ {DISABLE, 0},
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/* BURN_WOOD */ {DISABLE, 0},
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/* OPERATE_PUMP */ {DISABLE, 0},
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/* SHEARER */ {DISABLE, 0},
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/* SPINNER */ {DISABLE, 0},
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/* POTTERY */ {DISABLE, 0},
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/* GLAZING */ {DISABLE, 0},
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/* PRESSING */ {DISABLE, 0},
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/* BEEKEEPING */ {DISABLE, 0},
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/* WAX_WORKING */ {DISABLE, 0},
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/* BUTCHER */ {ALLOW, 0},
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/* TRAPPER */ {ALLOW, 0},
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/* DISSECT_VERMIN */ {ALLOW, 0},
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/* LEATHER */ {ALLOW, 0},
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/* TANNER */ {ALLOW, 0},
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/* BREWER */ {ALLOW, 0},
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/* ALCHEMIST */ {FORBID, 0},
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/* SOAP_MAKER */ {ALLOW, 0},
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/* WEAVER */ {ALLOW, 0},
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/* CLOTHESMAKER */ {ALLOW, 0},
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/* MILLER */ {ALLOW, 0},
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/* PROCESS_PLANT */ {ALLOW, 0},
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/* MAKE_CHEESE */ {ALLOW, 0},
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/* MILK */ {ALLOW, 0},
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/* COOK */ {ALLOW, 0},
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/* PLANT */ {ALLOW, 0},
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/* HERBALIST */ {ALLOW, 0},
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/* FISH */ {ALLOW, 0},
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/* CLEAN_FISH */ {ALLOW, 0},
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/* DISSECT_FISH */ {ALLOW, 0},
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/* HUNT */ {ALLOW, 0},
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/* SMELT */ {ALLOW, 0},
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/* FORGE_WEAPON */ {ALLOW, 0},
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/* FORGE_ARMOR */ {ALLOW, 0},
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/* FORGE_FURNITURE */ {ALLOW, 0},
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/* METAL_CRAFT */ {ALLOW, 0},
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/* CUT_GEM */ {ALLOW, 0},
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/* ENCRUST_GEM */ {ALLOW, 0},
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/* WOOD_CRAFT */ {ALLOW, 0},
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/* STONE_CRAFT */ {ALLOW, 0},
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/* BONE_CARVE */ {ALLOW, 0},
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/* GLASSMAKER */ {ALLOW, 0},
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/* EXTRACT_STRAND */ {ALLOW, 0},
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/* SIEGECRAFT */ {ALLOW, 0},
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/* SIEGEOPERATE */ {ALLOW, 0},
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/* BOWYER */ {ALLOW, 0},
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/* MECHANIC */ {ALLOW, 0},
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/* POTASH_MAKING */ {ALLOW, 0},
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/* LYE_MAKING */ {ALLOW, 0},
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/* DYER */ {ALLOW, 0},
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/* BURN_WOOD */ {ALLOW, 0},
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/* OPERATE_PUMP */ {ALLOW, 0},
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/* SHEARER */ {ALLOW, 0},
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/* SPINNER */ {ALLOW, 0},
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/* POTTERY */ {ALLOW, 0},
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/* GLAZING */ {ALLOW, 0},
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/* PRESSING */ {ALLOW, 0},
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/* BEEKEEPING */ {ALLOW, 0},
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/* WAX_WORKING */ {ALLOW, 0},
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/* HANDLE_VEHICLES */ {HAULERS, 0},
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/* HAUL_TRADE */ {HAULERS, 0},
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/* PULL_LEVER */ {HAULERS, 0},
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/* REMOVE_CONSTRUCTION */ {HAULERS, 0},
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/* HAUL_WATER */ {HAULERS, 0},
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/* GELD */ {DISABLE, 0},
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/* GELD */ {ALLOW, 0},
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/* BUILD_ROAD */ {HAULERS, 0},
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/* BUILD_CONSTRUCTION */ {HAULERS, 0}
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};
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@ -522,12 +522,19 @@ static void reset_labor(df::unit_labor labor)
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}
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/**
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* A
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* This is individualized dwarf info populated in plugin_onupdate
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*/
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struct dwarf_info_t
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{
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// Total number of assigned jobs
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int assigned_jobs;
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// Current simplified employment status of dwarf
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dwarf_state state;
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// Set to true if the dwarf is on break or a migrant
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bool is_on_break;
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// Set to true if for whatever reason we are exempting this dwarf
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// from hauling
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bool haul_exempt;
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};
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/**
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@ -546,7 +553,7 @@ static void init_state()
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{
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// This obtains the persistent data from the world save file
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config = World::GetPersistentData("autohauler/config");
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// xxx I don't know what this does
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if (config.isValid() && config.ival(0) == -1)
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config.ival(0) = 0;
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@ -561,13 +568,13 @@ static void init_state()
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/* Here we are going to populate the labor list by loading persistent data
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* from the world save */
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// This is a vector of all the persistent data items from config
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std::vector<PersistentDataItem> items;
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// This populates the aforementioned vector
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World::GetPersistentData(&items, "autohauler/labors/", true);
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// Resize the list of current labor treatments to size of list of default
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// labor treatments
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labor_infos.resize(ARRAY_COUNT(default_labor_infos));
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@ -577,26 +584,26 @@ static void init_state()
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{
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// Load as a string the key associated with the persistent data item
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string key = p->key();
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// Translate the string into a labor defined by global dfhack constants
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df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autohauler/labors/")).c_str());
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// This is a vector of all the current labor treatments
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// Ensure that the labor is defined in the existing list
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if (labor >= 0 && labor <= labor_infos.size())
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{
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// Link the labor treatment with the associated persistent data item
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labor_infos[labor].set_config(*p);
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// Set the number of dwarves associated with labor to zero
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labor_infos[labor].active_dwarfs = 0;
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}
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}
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// Add default labors for those not in save
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for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
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// Determine if the labor is already present. If so, exit the for loop
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if (labor_infos[i].config.isValid())
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continue;
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@ -611,11 +618,11 @@ static void init_state()
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// Set the active counter to zero
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labor_infos[i].active_dwarfs = 0;
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// Reset labor to default treatment
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reset_labor((df::unit_labor) i);
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}
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// xxx I don't see the use of the following line
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// generate_labor_to_skill_map();
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@ -637,13 +644,13 @@ static void enable_plugin(color_ostream &out)
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// xxx Also, aren't these two redundant?
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setOptionEnabled(CF_ENABLED, true);
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enable_autohauler = true;
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// Output to console that the plugin is enabled
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out << "Enabling the plugin." << endl;
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// Disable autohauler and clear the labor list
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cleanup_state();
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// Initialize the plugin
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init_state();
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}
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@ -671,8 +678,10 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
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" Enables or disables the plugin.\n"
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" autohauler <labor> haulers\n"
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" Set a labor to be handled by hauler dwarves.\n"
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" autohauler <labor> disable\n"
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" Turn off autohauler for a specific labor.\n"
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" autohauler <labor> allowed\n"
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" Allow hauling if a specific labor is enabled.\n"
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" autohauler <labor> forbid\n"
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" Forbid hauling if a specific labor is enabled.\n"
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" autohauler <labor> reset\n"
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" Return a labor to the default handling.\n"
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" autohauler reset-all\n"
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@ -739,17 +748,17 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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// This makes it so that the plugin is only run every 60 steps, in order to
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// save FPS. Since it is static, this is declared before this method is called
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static int step_count = 0;
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// Cancel run if the world doesn't exist or plugin isn't enabled
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if(!world || !world->map.block_index || !enable_autohauler) { return CR_OK; }
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// Increment step count
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step_count++;
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// Run aforementioned step count and return unless threshold is reached.
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// xxx We may want this to be a constant
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if (step_count < 60) return CR_OK;
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// Reset step count since at this point it has reached 60
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step_count = 0;
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@ -775,7 +784,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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// This just keeps track of the number of civilians from the previous for loop.
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int n_dwarfs = dwarfs.size();
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// This will return if there are no civilians. Otherwise could call
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// This will return if there are no civilians. Otherwise could call
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// nonexistent elements of array.
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if (n_dwarfs == 0)
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return CR_OK;
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@ -791,34 +800,51 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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// Find the activity state for each dwarf
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
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{
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/* Before determining how to handle employment status, handle
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* hauling exemptions first */
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// Scan every labor. If a labor that disallows hauling is present
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// for the dwarf, the dwarf is hauling exempt
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FOR_ENUM_ITEMS(unit_labor, labor)
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{
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if (!(labor == unit_labor::NONE))
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{
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bool test1 = labor_infos[labor].mode() == FORBID;
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bool test2 = dwarfs[dwarf]->status.labors[labor];
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if(test1 && test2) dwarf_info[dwarf].haul_exempt = true;
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}
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}
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if(print_debug) out.print("Yeah, it gets past here\n");
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// Default deny condition of on break for later else-if series
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|
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bool is_on_break = false;
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// Scan a dwarf's miscellaneous traits for on break or migrant status.
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// If either of these are present, disable hauling because we want them
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|
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// to try to find real jobs first
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|
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for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
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{
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if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
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|
is_on_break = true;
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}
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// I don't think you can set the labors for babies and children, but let's
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|
|
// Scan a dwarf's miscellaneous traits for on break or migrant status.
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// If either of these are present, disable hauling because we want them
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|
|
// to try to find real jobs first
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|
|
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
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|
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{
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|
|
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
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|
|
dwarf_info[dwarf].haul_exempt = true;
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|
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}
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|
|
/* Now determine a dwarf's employment status and decide whether
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* to assign hauling */
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// I don't think you can set the labors for babies and children, but let's
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// ignore them anyway
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|
|
if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]))
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|
|
{
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|
|
dwarf_info[dwarf].state = CHILD;
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|
|
}
|
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|
|
// Don't give hauling jobs to dwarves on break or migrants
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|
|
else if (is_on_break)
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|
|
{
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|
|
dwarf_info[dwarf].state = OTHER;
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|
}
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|
|
// Account for any hauling exemptions here
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|
|
else if (dwarf_info[dwarf].haul_exempt)
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|
|
{
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|
|
dwarf_info[dwarf].state = OTHER;
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|
|
}
|
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|
|
// Don't give hauling jobs to the military either
|
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|
|
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
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|
|
dwarf_info[dwarf].state = MILITARY;
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|
|
// Dwarf is unemployed with null job
|
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|
|
// Dwarf is unemployed with null job
|
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|
|
else if (dwarfs[dwarf]->job.current_job == NULL)
|
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|
|
{
|
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|
|
|
// xxx Figure out what specific_refs is
|
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|
|
@ -867,25 +893,25 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
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|
|
// This is a different algorithm than Autolabor. Instead, the intent is to
|
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|
|
// have "real" jobs filled first, then if nothing is available the dwarf
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|
// instead resorts to hauling.
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|
// IDLE - Enable hauling
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|
// BUSY - Disable hauling
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|
// OTHER - Disable hauling
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|
|
// This is a vector of potential hauler IDs
|
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|
|
std::vector<int> hauler_ids;
|
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|
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|
|
|
|
|
// Pretty much we are only considering non-military, non-child dwarves
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|
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
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|
|
|
{
|
|
|
|
|
if (dwarf_info[dwarf].state == IDLE ||
|
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|
|
if (dwarf_info[dwarf].state == IDLE ||
|
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|
|
dwarf_info[dwarf].state == BUSY ||
|
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|
|
dwarf_info[dwarf].state == OTHER) hauler_ids.push_back(dwarf);
|
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|
|
}
|
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|
|
// Equivalent of Java for(unit_labor : labor)
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|
|
|
// For every labor...
|
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|
|
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];
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
// 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)
|
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|
|
out << labor_name << ": ";
|
|
|
|
|
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
|
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|
|
|
out << ' ';
|
|
|
|
|
if (labor_infos[labor].mode() == DISABLE)
|
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|
|
|
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
|
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|
|
|
return CR_FAILURE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
print_debug = 1;
|
|
|
|
|
print_debug = true;
|
|
|
|
|
|
|
|
|
|
return CR_OK;
|
|
|
|
|
}
|
|
|
|
|