Autolabor: dwarves who are scheduled for a meeting are automatically cleared of all labors.

Labor to skill map is now generated at plugin start rather than with every iteration.
Also partially refactored the code; no behavioral changes from that.
develop
Kelly Martin 2012-07-22 12:16:50 -05:00
parent 671f8cc1ff
commit 78fc850ce2
1 changed files with 457 additions and 184 deletions

@ -31,9 +31,16 @@
#include <df/entity_position_assignment.h> #include <df/entity_position_assignment.h>
#include <df/entity_position.h> #include <df/entity_position.h>
#include <df/building_tradedepotst.h> #include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <MiscUtils.h> #include <MiscUtils.h>
#include "modules/MapCache.h"
#include "modules/Items.h"
using std::string; using std::string;
using std::endl; using std::endl;
using namespace DFHack; using namespace DFHack;
@ -89,6 +96,8 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
// The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case // The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case
DFHACK_PLUGIN("autolabor"); DFHACK_PLUGIN("autolabor");
void generate_labor_to_skill_map();
enum labor_mode { enum labor_mode {
DISABLE, DISABLE,
HAULERS, HAULERS,
@ -503,6 +512,8 @@ struct dwarf_info_t
int noble_penalty; // penalty for assignment due to noble status int noble_penalty; // penalty for assignment due to noble status
bool medical; // this dwarf has medical responsibility bool medical; // this dwarf has medical responsibility
bool trader; // this dwarf has trade 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) static bool isOptionEnabled(unsigned flag)
@ -588,8 +599,37 @@ static void init_state()
labor_infos[i].active_dwarfs = 0; labor_infos[i].active_dwarfs = 0;
reset_labor((df::enums::unit_labor::unit_labor) i); reset_labor((df::enums::unit_labor::unit_labor) i);
} }
generate_labor_to_skill_map();
} }
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
static void generate_labor_to_skill_map()
{
// Generate labor -> skill mapping
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = df::enums::job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != df::enums::unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
}
static void enable_plugin(color_ostream &out) static void enable_plugin(color_ostream &out)
{ {
auto pworld = Core::getInstance().getWorld(); auto pworld = Core::getInstance().getWorld();
@ -697,6 +737,182 @@ struct values_sorter
std::vector<int> & values; std::vector<int> & values;
}; };
static void assign_labor(unit_labor::unit_labor labor,
int n_dwarfs,
std::vector<dwarf_info_t>& dwarf_info,
bool trader_requested,
std::vector<df::unit *>& dwarfs,
bool has_butchers,
bool has_fishery,
color_ostream& out)
{
df::job_skill skill = labor_to_skill[labor];
if (labor_infos[labor].mode() != AUTOMATIC)
return;
int best_dwarf = 0;
int best_value = -10000;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode();
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (dwarf_info[dwarf].diplomacy)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != df::enums::job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
if ((*s)->id == skill)
{
skill_level = (*s)->rating;
skill_experience = (*s)->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
// bias by happiness
value += dwarfs[dwarf]->status.happiness;
values[dwarf] = value;
candidates.push_back(dwarf);
}
// 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++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
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)
min_dwarfs = max_dwarfs = 0;
if (df::enums::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;
/*
* 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.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
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 (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)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// 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 %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)
labor_infos[labor].active_dwarfs++;
if (dwarf_info[dwarf].state == IDLE)
want_idle_dwarf = false;
}
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{ {
switch (event) { switch (event) {
@ -767,7 +983,10 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{ {
df::unit* cre = world->units.all[i]; df::unit* cre = world->units.all[i];
if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant && if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant &&
!cre->flags1.bits.dead && !cre->flags1.bits.forest) { !cre->flags1.bits.dead && !cre->flags1.bits.forest)
{
if (cre->burrows.size() > 0)
continue; // dwarfs assigned to burrows are skipped entirely
dwarfs.push_back(cre); dwarfs.push_back(cre);
} }
} }
@ -783,6 +1002,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{ {
dwarf_info[dwarf].single_labor = -1;
// assert(dwarfs[dwarf]->status.souls.size() > 0); // assert(dwarfs[dwarf]->status.souls.size() > 0);
// assert fails can cause DF to crash, so don't do that // assert fails can cause DF to crash, so don't do that
@ -794,9 +1015,11 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
int noble_penalty = 0; int noble_penalty = 0;
df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id); df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id);
for (int i = 0; i < hf->entity_links.size(); i++) { for (int i = 0; i < hf->entity_links.size(); i++)
{
df::histfig_entity_link* hfelink = hf->entity_links.at(i); df::histfig_entity_link* hfelink = hf->entity_links.at(i);
if (hfelink->getType() == df::histfig_entity_link_type::POSITION) { if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
{
df::histfig_entity_link_positionst *epos = df::histfig_entity_link_positionst *epos =
(df::histfig_entity_link_positionst*) hfelink; (df::histfig_entity_link_positionst*) hfelink;
df::historical_entity* entity = df::historical_entity::find(epos->entity_id); df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
@ -820,9 +1043,29 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarf_info[dwarf].trader = true; dwarf_info[dwarf].trader = true;
} }
dwarf_info[dwarf].noble_penalty = noble_penalty;
} }
dwarf_info[dwarf].noble_penalty = noble_penalty;
// identify dwarfs who are needed for meetings and mark them for exclusion
for (int i = 0; i < ui->activities.size(); ++i)
{
df::activity_info *act = ui->activities[i];
if (!act) continue;
bool p1 = act->person1 == dwarfs[dwarf];
bool p2 = act->person2 == dwarfs[dwarf];
if (p1 || p2)
{
dwarf_info[dwarf].diplomacy = true;
if (print_debug)
out.print("Dwarf %i \"%s\" has a meeting, will be cleared of all labors\n", dwarf, dwarfs[dwarf]->name.first_name.c_str());
break;
}
}
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++) for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{ {
df::job_skill skill = (*s)->id; df::job_skill skill = (*s)->id;
@ -924,26 +1167,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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]); 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
df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = df::enums::job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != df::enums::unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
std::vector<df::unit_labor> labors; std::vector<df::unit_labor> labors;
FOR_ENUM_ITEMS(unit_labor, labor) FOR_ENUM_ITEMS(unit_labor, labor)
@ -973,7 +1196,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{ {
if (dwarf_info[dwarf].trader && trader_requested) if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{ {
dwarfs[dwarf]->status.labors[labor] = false; dwarfs[dwarf]->status.labors[labor] = false;
} }
@ -999,164 +1223,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
assert(labor < ARRAY_COUNT(labor_infos)); assert(labor < ARRAY_COUNT(labor_infos));
*/ */
df::job_skill skill = labor_to_skill[labor]; assign_labor(labor, n_dwarfs, dwarf_info, trader_requested, dwarfs, has_butchers, has_fishery, out);
if (labor_infos[labor].mode() != AUTOMATIC)
continue;
int best_dwarf = 0;
int best_value = -10000;
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::map<int, int> dwarf_skill;
std::vector<bool> previously_enabled(n_dwarfs);
auto mode = labor_infos[labor].mode();
// Find candidate dwarfs, and calculate a preference value for each dwarf
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty;
if (skill != df::enums::job_skill::NONE)
{
int skill_level = 0;
int skill_experience = 0;
for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++)
{
if ((*s)->id == skill)
{
skill_level = (*s)->rating;
skill_experience = (*s)->experience;
break;
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
value += 200;
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_infos[labor].is_exclusive)
value += 350;
}
// bias by happiness
value += dwarfs[dwarf]->status.happiness;
values[dwarf] = value;
candidates.push_back(dwarf);
}
// 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++)
{
if (dwarf_info[dwarf].state == CHILD)
continue;
previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor];
dwarfs[dwarf]->status.labors[labor] = false;
}
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)
min_dwarfs = max_dwarfs = 0;
if (df::enums::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;
/*
* 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.
* Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS.
*/
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 (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
preferred_dwarf = true;
if (dwarf_info[dwarf].trader && trader_requested)
continue;
if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
continue;
if (!dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].assigned_jobs++;
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_infos[labor].is_exclusive)
{
dwarf_info[dwarf].has_exclusive_labor = true;
// 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 %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)" : "");
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;
}
} }
// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps // Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
@ -1170,7 +1237,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
std::vector<int> hauler_ids; std::vector<int> hauler_ids;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{ {
if (dwarf_info[dwarf].trader && trader_requested) if ((dwarf_info[dwarf].trader && trader_requested) ||
dwarf_info[dwarf].diplomacy)
{ {
FOR_ENUM_ITEMS(unit_labor, labor) FOR_ENUM_ITEMS(unit_labor, labor)
{ {
@ -1262,6 +1330,7 @@ void print_labor (df::enums::unit_labor::unit_labor labor, color_ostream &out)
} }
} }
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters) command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
{ {
CoreSuspender suspend; CoreSuspender suspend;
@ -1414,3 +1483,207 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
return CR_OK; return CR_OK;
} }
} }
struct StockpileInfo {
df::building_stockpilest* sp;
int size;
int free;
int x1, x2, y1, y2, z;
public:
StockpileInfo(df::building_stockpilest *sp_) : sp(sp_)
{
MapExtras::MapCache mc;
z = sp_->z;
x1 = sp_->room.x;
x2 = sp_->room.x + sp_->room.width;
y1 = sp_->room.y;
y2 = sp_->room.y + sp_->room.height;
int e = 0;
size = 0;
free = 0;
for (int y = y1; y < y2; y++)
for (int x = x1; x < x2; x++)
if (sp_->room.extents[e++] == 1)
{
size++;
DFCoord cursor (x,y,z);
uint32_t blockX = x / 16;
uint32_t tileX = x % 16;
uint32_t blockY = y / 16;
uint32_t tileY = y % 16;
MapExtras::Block * b = mc.BlockAt(cursor/16);
if(b && b->is_valid())
{
auto &block = *b->getRaw();
df::tile_occupancy &occ = block.occupancy[tileX][tileY];
if (!occ.bits.item)
free++;
}
}
}
bool isFull() { return free == 0; }
bool canHold(df::item *i)
{
return false;
}
bool inStockpile(df::item *i)
{
df::item *container = Items::getContainer(i);
if (container)
return inStockpile(container);
if (i->pos.z != z) return false;
if (i->pos.x < x1 || i->pos.x >= x2 ||
i->pos.y < y1 || i->pos.y >= y2) return false;
int e = (i->pos.x - x1) + (i->pos.y - y1) * sp->room.width;
return sp->room.extents[e] == 1;
}
int getId() { return sp->id; }
};
static int stockcheck(color_ostream &out, vector <string> & parameters)
{
int count = 0;
std::vector<StockpileInfo*> stockpiles;
for (int i = 0; i < world->buildings.all.size(); ++i)
{
df::building *build = world->buildings.all[i];
auto type = build->getType();
if (df::enums::building_type::Stockpile == type)
{
df::building_stockpilest *sp = virtual_cast<df::building_stockpilest>(build);
StockpileInfo *spi = new StockpileInfo(sp);
stockpiles.push_back(spi);
}
}
std::vector<df::item*> &items = world->items.other[df::enums::items_other_id::ANY_FREE];
// Precompute a bitmask with the bad flags
df::item_flags bad_flags;
bad_flags.whole = 0;
#define F(x) bad_flags.bits.x = true;
F(dump); F(forbid); F(garbage_collect);
F(hostile); F(on_fire); F(rotten); F(trader);
F(in_building); F(construction); F(artifact1);
F(spider_web); F(owned); F(in_job);
#undef F
for (size_t i = 0; i < items.size(); i++)
{
df::item *item = items[i];
if (item->flags.whole & bad_flags.whole)
continue;
// we really only care about MEAT, FISH, FISH_RAW, PLANT, CHEESE, FOOD, and EGG
df::item_type typ = item->getType();
if (typ != df::enums::item_type::MEAT &&
typ != df::enums::item_type::FISH &&
typ != df::enums::item_type::FISH_RAW &&
typ != df::enums::item_type::PLANT &&
typ != df::enums::item_type::CHEESE &&
typ != df::enums::item_type::FOOD &&
typ != df::enums::item_type::EGG)
continue;
df::item *container = 0;
df::unit *holder = 0;
df::building *building = 0;
for (size_t i = 0; i < item->itemrefs.size(); i++)
{
df::general_ref *ref = item->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
container = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
df::item *nextcontainer = container;
df::item *lastcontainer = 0;
while(nextcontainer) {
df::item *thiscontainer = nextcontainer;
nextcontainer = 0;
for (size_t i = 0; i < thiscontainer->itemrefs.size(); i++)
{
df::general_ref *ref = thiscontainer->itemrefs[i];
switch (ref->getType())
{
case general_ref_type::CONTAINED_IN_ITEM:
lastcontainer = nextcontainer = ref->getItem();
break;
case general_ref_type::UNIT_HOLDER:
holder = ref->getUnit();
break;
case general_ref_type::BUILDING_HOLDER:
building = ref->getBuilding();
break;
default:
break;
}
}
}
if (holder)
continue; // carried items do not rot as far as i know
if (building) {
df::building_type btype = building->getType();
if (btype == df::enums::building_type::TradeDepot ||
btype == df::enums::building_type::Wagon)
continue; // items in trade depot or the embark wagon do not rot
if (typ == df::enums::item_type::EGG && btype ==df::enums::building_type::NestBox)
continue; // eggs in nest box do not rot
}
int canHoldCount = 0;
StockpileInfo *current = 0;
for (int idx = 0; idx < stockpiles.size(); idx++)
{
StockpileInfo *spi = stockpiles[idx];
if (spi->canHold(item)) canHoldCount++;
if (spi->inStockpile(item)) current=spi;
}
if (current)
continue;
count++;
}
return count;
}