Petr Mrázek 2012-04-05 02:47:19 +02:00
commit 659dca0640
1 changed files with 322 additions and 150 deletions

@ -22,6 +22,8 @@
#include <df/workshop_type.h>
#include <df/unit_misc_trait.h>
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
@ -29,8 +31,36 @@ 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;
static std::vector<int> state_count(5);
// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
@ -41,10 +71,9 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
DFHACK_PLUGIN("autolabor");
enum labor_mode {
FIXED,
AUTOMATIC,
EVERYONE,
DISABLE,
HAULERS,
AUTOMATIC,
};
enum dwarf_state {
@ -64,6 +93,16 @@ enum dwarf_state {
OTHER
};
const int NUM_STATE = 5;
static const char *state_names[] = {
"IDLE",
"BUSY",
"MILITARY",
"CHILD",
"OTHER",
};
static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */,
BUSY /* DetailWall */,
@ -298,84 +337,86 @@ struct labor_info
labor_mode mode;
bool is_exclusive;
int minimum_dwarfs;
int maximum_dwarfs;
int active_dwarfs;
};
static struct labor_info* labor_infos;
static const struct labor_info default_labor_infos[] = {
/* MINE */ {AUTOMATIC, true, 2},
/* HAUL_STONE */ {HAULERS, false, 1},
/* HAUL_WOOD */ {HAULERS, false, 1},
/* HAUL_BODY */ {HAULERS, false, 1},
/* HAUL_FOOD */ {HAULERS, false, 1},
/* HAUL_REFUSE */ {HAULERS, false, 1},
/* HAUL_ITEM */ {HAULERS, false, 1},
/* HAUL_FURNITURE */ {HAULERS, false, 1},
/* HAUL_ANIMAL */ {HAULERS, false, 1},
/* CLEAN */ {HAULERS, false, 1},
/* CUTWOOD */ {AUTOMATIC, true, 1},
/* CARPENTER */ {AUTOMATIC, false, 1},
/* DETAIL */ {AUTOMATIC, false, 1},
/* MASON */ {AUTOMATIC, false, 1},
/* ARCHITECT */ {AUTOMATIC, false, 1},
/* ANIMALTRAIN */ {AUTOMATIC, false, 1},
/* ANIMALCARE */ {AUTOMATIC, false, 1},
/* DIAGNOSE */ {AUTOMATIC, false, 1},
/* SURGERY */ {AUTOMATIC, false, 1},
/* BONE_SETTING */ {AUTOMATIC, false, 1},
/* SUTURING */ {AUTOMATIC, false, 1},
/* DRESSING_WOUNDS */ {AUTOMATIC, false, 1},
/* FEED_WATER_CIVILIANS */ {EVERYONE, false, 1},
/* RECOVER_WOUNDED */ {HAULERS, false, 1},
/* BUTCHER */ {AUTOMATIC, false, 1},
/* TRAPPER */ {AUTOMATIC, false, 1},
/* DISSECT_VERMIN */ {AUTOMATIC, false, 1},
/* LEATHER */ {AUTOMATIC, false, 1},
/* TANNER */ {AUTOMATIC, false, 1},
/* BREWER */ {AUTOMATIC, false, 1},
/* ALCHEMIST */ {AUTOMATIC, false, 1},
/* SOAP_MAKER */ {AUTOMATIC, false, 1},
/* WEAVER */ {AUTOMATIC, false, 1},
/* CLOTHESMAKER */ {AUTOMATIC, false, 1},
/* MILLER */ {AUTOMATIC, false, 1},
/* PROCESS_PLANT */ {AUTOMATIC, false, 1},
/* MAKE_CHEESE */ {AUTOMATIC, false, 1},
/* MILK */ {AUTOMATIC, false, 1},
/* COOK */ {AUTOMATIC, false, 1},
/* PLANT */ {AUTOMATIC, false, 1},
/* HERBALIST */ {AUTOMATIC, false, 1},
/* FISH */ {FIXED, false, 1},
/* CLEAN_FISH */ {AUTOMATIC, false, 1},
/* DISSECT_FISH */ {AUTOMATIC, false, 1},
/* HUNT */ {FIXED, true, 1},
/* SMELT */ {AUTOMATIC, false, 1},
/* FORGE_WEAPON */ {AUTOMATIC, false, 1},
/* FORGE_ARMOR */ {AUTOMATIC, false, 1},
/* FORGE_FURNITURE */ {AUTOMATIC, false, 1},
/* METAL_CRAFT */ {AUTOMATIC, false, 1},
/* CUT_GEM */ {AUTOMATIC, false, 1},
/* ENCRUST_GEM */ {AUTOMATIC, false, 1},
/* WOOD_CRAFT */ {AUTOMATIC, false, 1},
/* STONE_CRAFT */ {AUTOMATIC, false, 1},
/* BONE_CARVE */ {AUTOMATIC, false, 1},
/* GLASSMAKER */ {AUTOMATIC, false, 1},
/* EXTRACT_STRAND */ {AUTOMATIC, false, 1},
/* SIEGECRAFT */ {AUTOMATIC, false, 1},
/* SIEGEOPERATE */ {AUTOMATIC, false, 1},
/* BOWYER */ {AUTOMATIC, false, 1},
/* MECHANIC */ {AUTOMATIC, false, 1},
/* POTASH_MAKING */ {AUTOMATIC, false, 1},
/* LYE_MAKING */ {AUTOMATIC, false, 1},
/* DYER */ {AUTOMATIC, false, 1},
/* BURN_WOOD */ {AUTOMATIC, false, 1},
/* OPERATE_PUMP */ {AUTOMATIC, false, 1},
/* SHEARER */ {AUTOMATIC, false, 1},
/* SPINNER */ {AUTOMATIC, false, 1},
/* POTTERY */ {AUTOMATIC, false, 1},
/* GLAZING */ {AUTOMATIC, false, 1},
/* PRESSING */ {AUTOMATIC, false, 1},
/* BEEKEEPING */ {AUTOMATIC, false, 1},
/* WAX_WORKING */ {AUTOMATIC, false, 1},
/* 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, 200, 0},
/* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0},
};
static const df::job_skill noble_skills[] = {
@ -412,14 +453,29 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
" autolabor enable\n"
" autolabor disable\n"
" Enables or disables the plugin.\n"
" autolabor miners <n>\n"
" Set number of desired miners (defaults to 2)\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 list\n"
" List current status of all labors.\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"
" 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"
));
return CR_OK;
}
@ -607,7 +663,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// Find the activity state for each dwarf. It's important to get this right - a dwarf who we think is IDLE but
// can't work will gum everything up. In the future I might add code to auto-detect slacker dwarves.
std::vector<int> state_count(5);
state_count.clear();
state_count.resize(NUM_STATE);
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
@ -627,11 +684,11 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
dwarf_info[dwarf].state = CHILD;
}
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
else if (dwarfs[dwarf]->job.current_job == NULL)
{
if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
else if (is_on_break)
if (is_on_break)
dwarf_info[dwarf].state = OTHER;
else if (dwarfs[dwarf]->meetings.size() > 0)
dwarf_info[dwarf].state = OTHER;
@ -651,6 +708,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
}
state_count[dwarf_info[dwarf].state]++;
if (print_debug)
out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]);
}
// Generate labor -> skill mapping
@ -685,11 +745,33 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
assert(labor < ARRAY_COUNT(labor_infos));
*/
labor_infos[labor].active_dwarfs = 0;
labors.push_back(labor);
}
laborinfo_sorter lasorter;
std::sort(labors.begin(), labors.end(), lasorter);
// Handle DISABLED skills (just bookkeeping)
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{
auto labor = *lp;
if (labor_infos[labor].mode != DISABLE)
continue;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarfs[dwarf]->status.labors[labor])
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
}
}
// Handle all skills except those marked HAULERS
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
@ -703,7 +785,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode == HAULERS)
if (labor_infos[labor].mode != AUTOMATIC)
continue;
int best_dwarf = 0;
@ -711,22 +793,23 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::vector<int> backup_candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode;
if (AUTOMATIC == mode && state_count[IDLE] == 0)
mode = FIXED;
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state != IDLE && dwarf_info[dwarf].state != BUSY && mode != EVERYONE)
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty - dwarf_info[dwarf].assigned_jobs * 50;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != df::enums::job_skill::NONE)
{
@ -766,77 +849,66 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
values[dwarf] = value;
if (mode == AUTOMATIC && dwarf_info[dwarf].state != IDLE)
backup_candidates.push_back(dwarf);
else
candidates.push_back(dwarf);
candidates.push_back(dwarf);
}
if (candidates.size() == 0)
{
candidates = backup_candidates;
mode = FIXED;
}
if (labor_infos[labor].mode != EVERYONE)
{
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
}
// Sort candidates by preference value
values_sorter ivs(values);
std::sort(candidates.begin(), candidates.end(), ivs);
// Disable the labor on everyone
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
bool allow_labor = false;
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == BUSY &&
mode == AUTOMATIC &&
(labor_infos[labor].is_exclusive || dwarf_skill[dwarf] > 0))
{
allow_labor = true;
}
if (dwarf_info[dwarf].state == OTHER &&
mode == AUTOMATIC &&
dwarf_skill[dwarf] > 0 &&
!dwarf_info[dwarf].is_best_noble)
{
allow_labor = true;
}
if (dwarfs[dwarf]->status.labors[labor] &&
allow_labor &&
!(labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor))
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
else
{
dwarfs[dwarf]->status.labors[labor] = false;
}
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
int minimum_dwarfs = labor_infos[labor].minimum_dwarfs;
if (labor_infos[labor].mode == EVERYONE)
minimum_dwarfs = n_dwarfs;
int min_dwarfs = labor_infos[labor].minimum_dwarfs;
int max_dwarfs = labor_infos[labor].maximum_dwarfs;
// Special - don't assign hunt without a butchers, or fish without a fishery
if (df::enums::unit_labor::HUNT == labor && !has_butchers)
minimum_dwarfs = 0;
min_dwarfs = max_dwarfs = 0;
if (df::enums::unit_labor::FISH == labor && !has_fishery)
minimum_dwarfs = 0;
for (int i = 0; i < candidates.size() && i < minimum_dwarfs; i++)
min_dwarfs = max_dwarfs = 0;
bool want_idle_dwarf = true;
if (state_count[IDLE] < 2)
want_idle_dwarf = false;
/*
* 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:
* - The dwarf is idle and there are no idle dwarves assigned to this labor
* - The dwarf has nonzero skill associated with the labor
* - 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
* (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted.
* Military and children/nobles will not have labors assigned.
*/
for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
assert(dwarf >= 0);
assert(dwarf < n_dwarfs);
bool preferred_dwarf = false;
if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE)
preferred_dwarf = true;
if (dwarf_skill[dwarf] > 0)
preferred_dwarf = true;
if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive)
preferred_dwarf = true;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
@ -848,6 +920,15 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: value %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf]);
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
want_idle_dwarf = false;
}
}
@ -896,6 +977,12 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = true;
dwarf_info[dwarf].assigned_jobs++;
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
labor_infos[labor].active_dwarfs++;
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: hauler\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str());
}
for (int i = num_haulers; i < hauler_ids.size(); i++)
@ -910,10 +997,30 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarfs[dwarf]->status.labors[labor] = false;
}
}
print_debug = 0;
return CR_OK;
}
// A command! It sits around and looks pretty. And it's nice and friendly.
void print_labor (df::enums::unit_labor::unit_labor labor, color_ostream &out)
{
string labor_name = ENUM_KEY_STR(unit_labor, labor);
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
{
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;
}
}
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
{
if (parameters.size() == 1 &&
@ -926,16 +1033,81 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
enable_autolabor = 1;
out.print("autolabor %sactivated.\n", (enable_autolabor ? "" : "de"));
}
else if (parameters.size() == 2 && parameters[0] == "miners") {
int nminers = atoi (parameters[1].c_str());
if (nminers >= 0) {
labor_infos[0].minimum_dwarfs = nminers;
out.print("miner count set to %d.\n", nminers);
} else {
out.print("Syntax: autolabor miners <n>, where n is 0 or more.\n"
"Current miner count: %d\n", labor_infos[0].minimum_dwarfs);
else if (parameters.size() == 2 || parameters.size() == 3) {
df::enums::unit_labor::unit_labor labor = df::enums::unit_labor::NONE;
FOR_ENUM_ITEMS(unit_labor, test_labor)
{
if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor))
labor = test_labor;
}
if (labor == df::enums::unit_labor::NONE)
{
out.printerr("Could not find labor %s.", parameters[0].c_str());
return CR_WRONG_USAGE;
}
if (parameters[1] == "haulers")
{
labor_infos[labor].mode = HAULERS;
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "disable")
{
labor_infos[labor].mode = DISABLE;
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].minimum_dwarfs = minimum;
labor_infos[labor].maximum_dwarfs = maximum;
labor_infos[labor].mode = AUTOMATIC;
print_labor(labor, out);
}
else if (parameters.size() == 1 && parameters[0] == "list") {
if (!enable_autolabor)
{
out << "autolabor not activated." << endl;
return CR_OK;
}
} else
bool need_comma = 0;
for (int i = 0; i < NUM_STATE; i++)
{
if (state_count[i] == 0)
continue;
if (need_comma)
out << ", ";
out << state_count[i] << ' ' << state_names[i];
need_comma = 1;
}
out << endl;
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == df::enums::unit_labor::NONE)
continue;
print_labor(labor, out);
}
}
else if (parameters.size() == 1 && parameters[0] == "debug") {
print_debug = 1;
}
else
{
out.print("Automatically assigns labors to dwarves.\n"
"Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n"