@ -109,6 +109,9 @@ enum dwarf_state {
// Busy with a useful task
BUSY ,
// Busy with a useful task that requires a tool
EXCLUSIVE ,
// In the military, can't work
MILITARY ,
@ -119,11 +122,12 @@ enum dwarf_state {
OTHER
} ;
const int NUM_STATE = 5 ;
const int NUM_STATE = 6 ;
static const char * state_names [ ] = {
" IDLE " ,
" BUSY " ,
" EXCLUSIVE " ,
" MILITARY " ,
" CHILD " ,
" OTHER " ,
@ -133,13 +137,13 @@ static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */ ,
BUSY /* DetailWall */ ,
BUSY /* DetailFloor */ ,
BUSY /* Dig */ ,
BUSY /* CarveUpwardStaircase */ ,
BUSY /* CarveDownwardStaircase */ ,
BUSY /* CarveUpDownStaircase */ ,
BUSY /* CarveRamp */ ,
BUSY /* DigChannel */ ,
BUSY /* FellTree */ ,
EXCLUSIVE /* Dig */ ,
EXCLUSIVE /* CarveUpwardStaircase */ ,
EXCLUSIVE /* CarveDownwardStaircase */ ,
EXCLUSIVE /* CarveUpDownStaircase */ ,
EXCLUSIVE /* CarveRamp */ ,
EXCLUSIVE /* DigChannel */ ,
EXCLUSIVE /* FellTree */ ,
BUSY /* GatherPlants */ ,
BUSY /* RemoveConstruction */ ,
BUSY /* CollectWebs */ ,
@ -154,7 +158,7 @@ static const dwarf_state dwarf_states[] = {
OTHER /* Sleep */ ,
BUSY /* CollectSand */ ,
BUSY /* Fish */ ,
BUSY /* Hunt */ ,
EXCLUSIVE /* Hunt */ ,
OTHER /* HuntVermin */ ,
BUSY /* Kidnap */ ,
BUSY /* BeatCriminal */ ,
@ -183,7 +187,7 @@ static const dwarf_state dwarf_states[] = {
OTHER /* GoShopping2 */ ,
BUSY /* Clean */ ,
OTHER /* Rest */ ,
BUSY /* PickupEquipment */ ,
EXCLUSIVE /* PickupEquipment */ ,
BUSY /* DumpItem */ ,
OTHER /* StrangeMoodCrafter */ ,
OTHER /* StrangeMoodJeweller */ ,
@ -393,8 +397,15 @@ struct labor_default
int active_dwarfs ;
} ;
// The percentage of the dwarves assigned as haulers at any one time.
static int hauler_pct = 33 ;
// The maximum percentage of dwarves who will be allowed to be idle.
// Decreasing this will encourage autolabor to keep dwarves busy,
// at the expense of making it harder for dwarves to specialize in
// specific skills.
static int idler_pct = 10 ;
static std : : vector < struct labor_info > labor_infos ;
static const struct labor_default default_labor_infos [ ] = {
@ -521,7 +532,6 @@ struct dwarf_info_t
bool medical ; // this dwarf has medical responsibility
bool trader ; // this dwarf has trade responsibility
bool diplomacy ; // this dwarf meets with diplomats
int single_labor ; // this dwarf will be exclusively assigned to one labor (-1/NONE for none)
} ;
static bool isOptionEnabled ( unsigned flag )
@ -738,7 +748,13 @@ struct laborinfo_sorter
{
bool operator ( ) ( int i , int j )
{
return labor_infos [ i ] . mode ( ) < labor_infos [ j ] . mode ( ) ;
if ( labor_infos [ i ] . mode ( ) ! = labor_infos [ j ] . mode ( ) )
return labor_infos [ i ] . mode ( ) < labor_infos [ j ] . mode ( ) ;
if ( labor_infos [ i ] . is_exclusive ! = labor_infos [ j ] . is_exclusive )
return labor_infos [ i ] . is_exclusive ;
if ( labor_infos [ i ] . maximum_dwarfs ( ) ! = labor_infos [ j ] . maximum_dwarfs ( ) )
return labor_infos [ i ] . maximum_dwarfs ( ) < labor_infos [ j ] . maximum_dwarfs ( ) ;
return false ;
} ;
} ;
@ -769,6 +785,7 @@ static void assign_labor(unit_labor::unit_labor labor,
int best_dwarf = 0 ;
int best_value = - 10000 ;
int best_skill = 0 ;
std : : vector < int > values ( n_dwarfs ) ;
std : : vector < int > candidates ;
@ -813,6 +830,9 @@ static void assign_labor(unit_labor::unit_labor labor,
dwarf_skill [ dwarf ] = skill_level ;
dwarf_skillxp [ dwarf ] = skill_experience ;
if ( best_skill < skill_level )
best_skill = skill_level ;
value + = skill_level * 100 ;
value + = skill_experience / 20 ;
if ( skill_level > 0 | | skill_experience > 0 )
@ -832,6 +852,9 @@ static void assign_labor(unit_labor::unit_labor labor,
value + = 350 ;
}
if ( dwarf_info [ dwarf ] . has_exclusive_labor )
value - = 500 ;
// bias by happiness
//value += dwarfs[dwarf]->status.happiness;
@ -897,15 +920,28 @@ static void assign_labor(unit_labor::unit_labor labor,
if ( unit_labor : : FISH = = labor & & ! has_fishery )
min_dwarfs = max_dwarfs = 0 ;
bool want_idle_dwarf = true ;
if ( state_count [ IDLE ] < 2 )
want_idle_dwarf = false ;
// If there are enough idle dwarves to choose from, enter an aggressive assignment
// mode. "Enough" idle dwarves is defined as 2 or 10% of the total number of dwarves,
// whichever is higher.
//
// In aggressive mode, we will always pick at least one idle dwarf for each skill,
// in order to try to get the idle dwarves to start doing something. We also pick
// any dwarf more preferable to the idle dwarf, since we'd rather have a more
// preferable dwarf do a new job if one becomes available (probably because that
// dwarf just finished a job).
//
// In non-aggressive mode, only dwarves that are good at a labor will be assigned
// to it. Dwarves good at nothing, or nothing that needs doing, will tend to get
// assigned to hauling by the hauler code. If there are no hauling jobs to do,
// they will sit around idle and when enough build up they will trigger aggressive
// mode again.
bool aggressive_mode = state_count [ IDLE ] > = 2 & & state_count [ IDLE ] > = n_dwarfs * idler_pct / 100 ;
/*
* Assign dwarfs to this labor . We assign at least the minimum number of dwarfs , in
* 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
* - We are in aggressive mode and have not yet assigned an idle dwarf
* - The dwarf is good at this skill
* - 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
@ -917,24 +953,23 @@ static void assign_labor(unit_labor::unit_labor labor,
{
int dwarf = candidates [ i ] ;
if ( dwarf_info [ dwarf ] . trader & & trader_requested )
continue ;
if ( dwarf_info [ dwarf ] . diplomacy )
continue ;
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 )
if ( dwarf_skillxp [ dwarf ] > 0 & & dwarf_skill [ dwarf ] > = best_skill / 2 )
preferred_dwarf = true ;
if ( previously_enabled [ dwarf ] & & labor_infos [ labor ] . is_exclusive )
if ( previously_enabled [ dwarf ] & & labor_infos [ labor ] . is_exclusive & & dwarf_info [ dwarf ] . state = = EXCLUSIVE )
preferred_dwarf = true ;
if ( dwarf_info [ dwarf ] . medical & & labor = = df : : unit_labor : : DIAGNOSE )
preferred_dwarf = true ;
if ( dwarf_info [ dwarf ] . trader & & trader_requested )
continue ;
if ( dwarf_info [ dwarf ] . diplomacy )
continue ;
if ( labor_infos [ labor ] . active_dwarfs > = min_dwarfs & & ! preferred_dwarf )
if ( labor_infos [ labor ] . active_dwarfs > = min_dwarfs & & ! preferred_dwarf & & ! aggressive_mode )
continue ;
if ( ! dwarfs [ dwarf ] - > status . labors [ labor ] )
@ -952,11 +987,11 @@ static void assign_labor(unit_labor::unit_labor labor,
if ( print_debug )
out . print ( " Dwarf %i \" %s \" assigned %s: value %i %s %s \n " , dwarf , dwarfs [ dwarf ] - > name . first_name . c_str ( ) , ENUM_KEY_STR ( unit_labor , labor ) . c_str ( ) , values [ dwarf ] , dwarf_info [ dwarf ] . trader ? " (trader) " : " " , dwarf_info [ dwarf ] . diplomacy ? " (diplomacy) " : " " ) ;
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY )
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY | | dwarf_info [ dwarf ] . state = = EXCLUSIVE )
labor_infos [ labor ] . active_dwarfs + + ;
if ( dwarf_info [ dwarf ] . state = = IDLE )
want_idle_dwarf = false ;
aggressive_mode = false ;
}
}
@ -1049,8 +1084,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for ( int dwarf = 0 ; dwarf < n_dwarfs ; dwarf + + )
{
dwarf_info [ dwarf ] . single_labor = - 1 ;
if ( dwarfs [ dwarf ] - > status . souls . size ( ) < = 0 )
continue ;
@ -1248,7 +1281,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
// make sure that hauling jobs are handled quickly rather than building up.
int num_haulers = state_count [ IDLE ] + state_count [ BUSY ] * hauler_pct / 100 ;
int num_haulers = state_count [ IDLE ] + ( state_count [ BUSY ] + state_count [ EXCLUSIVE ] ) * hauler_pct / 100 ;
if ( num_haulers < 1 )
num_haulers = 1 ;
@ -1270,7 +1303,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
continue ;
}
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY )
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY | | dwarf_info [ dwarf ] . state = = EXCLUSIVE )
hauler_ids . push_back ( dwarf ) ;
}
dwarfinfo_sorter sorter ( dwarf_info ) ;
@ -1301,7 +1334,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarfs [ dwarf ] - > status . labors [ labor ] = true ;
dwarf_info [ dwarf ] . assigned_jobs + + ;
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY )
if ( dwarf_info [ dwarf ] . state = = IDLE | | dwarf_info [ dwarf ] . state = = BUSY | | dwarf_info [ dwarf ] . state = = EXCLUSIVE )
labor_infos [ labor ] . active_dwarfs + + ;
if ( print_debug )