Merge remote-tracking branch 'Fukken-Saved/master' (autohauler) into develop

develop
lethosor 2015-06-16 19:56:16 -04:00
commit 81cba0b0fc
1 changed files with 254 additions and 235 deletions

@ -157,26 +157,30 @@ static const char *state_names[] = {
"BUSY", "BUSY",
"MILITARY", "MILITARY",
"CHILD", "CHILD",
"OTHER", "OTHER"
}; };
// List of possible activites of a dwarf that will be further narrowed to states // List of possible activites of a dwarf that will be further narrowed to states
// IDLE - Specifically waiting to be assigned a task (No Job)
// BUSY - Performing a toggleable labor, or a support action for that labor.
// OTHER - Doing something else
static const dwarf_state dwarf_states[] = { static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */, BUSY /* CarveFortification */,
BUSY /* DetailWall */, BUSY /* DetailWall */,
BUSY /* DetailFloor */, BUSY /* DetailFloor */,
BUSY /* Dig */, BUSY /* Dig */,
BUSY /* CarveUpwardStaircase */, BUSY /* CarveUpwardStaircase */,
BUSY /* CarveDownwardStaircase */, BUSY /* CarveDownwardStaircase */,
BUSY /* CarveUpDownStaircase */, BUSY /* CarveUpDownStaircase */,
BUSY /* CarveRamp */, BUSY /* CarveRamp */,
BUSY /* DigChannel */, BUSY /* DigChannel */,
BUSY /* FellTree */, BUSY /* FellTree */,
BUSY /* GatherPlants */, BUSY /* GatherPlants */,
BUSY /* RemoveConstruction */, BUSY /* RemoveConstruction */,
BUSY /* CollectWebs */, BUSY /* CollectWebs */,
BUSY /* BringItemToDepot */, BUSY /* BringItemToDepot */,
BUSY /* BringItemToShop */, BUSY /* BringItemToShop */,
OTHER /* Eat */, OTHER /* Eat */,
OTHER /* GetProvisions */, OTHER /* GetProvisions */,
OTHER /* Drink */, OTHER /* Drink */,
@ -184,39 +188,39 @@ static const dwarf_state dwarf_states[] = {
OTHER /* FillWaterskin */, OTHER /* FillWaterskin */,
OTHER /* FillWaterskin2 */, OTHER /* FillWaterskin2 */,
OTHER /* Sleep */, OTHER /* Sleep */,
BUSY /* CollectSand */, BUSY /* CollectSand */,
BUSY /* Fish */, BUSY /* Fish */,
BUSY /* Hunt */, BUSY /* Hunt */,
OTHER /* HuntVermin */, BUSY /* HuntVermin */,
BUSY /* Kidnap */, OTHER /* Kidnap */,
BUSY /* BeatCriminal */, OTHER /* BeatCriminal */,
BUSY /* StartingFistFight */, OTHER /* StartingFistFight */,
BUSY /* CollectTaxes */, OTHER /* CollectTaxes */,
BUSY /* GuardTaxCollector */, OTHER /* GuardTaxCollector */,
BUSY /* CatchLiveLandAnimal */, BUSY /* CatchLiveLandAnimal */,
BUSY /* CatchLiveFish */, BUSY /* CatchLiveFish */,
BUSY /* ReturnKill */, OTHER /* ReturnKill */,
BUSY /* CheckChest */, OTHER /* CheckChest */,
BUSY /* StoreOwnedItem */, OTHER /* StoreOwnedItem */,
BUSY /* PlaceItemInTomb */, BUSY /* PlaceItemInTomb */,
BUSY /* StoreItemInStockpile */, BUSY /* StoreItemInStockpile */,
BUSY /* StoreItemInBag */, BUSY /* StoreItemInBag */,
BUSY /* StoreItemInHospital */, BUSY /* StoreItemInHospital */,
BUSY /* StoreItemInChest */, BUSY /* StoreItemInChest */,
BUSY /* StoreItemInCabinet */, BUSY /* StoreItemInCabinet */,
BUSY /* StoreWeapon */, BUSY /* StoreWeapon */,
BUSY /* StoreArmor */, BUSY /* StoreArmor */,
BUSY /* StoreItemInBarrel */, BUSY /* StoreItemInBarrel */,
BUSY /* StoreItemInBin */, BUSY /* StoreItemInBin */,
BUSY /* SeekArtifact */, OTHER /* SeekArtifact */,
BUSY /* SeekInfant */, OTHER /* SeekInfant */,
OTHER /* AttendParty */, OTHER /* AttendParty */,
OTHER /* GoShopping */, OTHER /* GoShopping */,
OTHER /* GoShopping2 */, OTHER /* GoShopping2 */,
BUSY /* Clean */, OTHER /* Clean */,
OTHER /* Rest */, OTHER /* Rest */,
BUSY /* PickupEquipment */, BUSY /* PickupEquipment */,
BUSY /* DumpItem */, BUSY /* DumpItem */,
OTHER /* StrangeMoodCrafter */, OTHER /* StrangeMoodCrafter */,
OTHER /* StrangeMoodJeweller */, OTHER /* StrangeMoodJeweller */,
OTHER /* StrangeMoodForge */, OTHER /* StrangeMoodForge */,
@ -230,170 +234,170 @@ static const dwarf_state dwarf_states[] = {
OTHER /* StrangeMoodWeaver */, OTHER /* StrangeMoodWeaver */,
OTHER /* StrangeMoodGlassmaker */, OTHER /* StrangeMoodGlassmaker */,
OTHER /* StrangeMoodMechanics */, OTHER /* StrangeMoodMechanics */,
BUSY /* ConstructBuilding */, BUSY /* ConstructBuilding */,
BUSY /* ConstructDoor */, BUSY /* ConstructDoor */,
BUSY /* ConstructFloodgate */, BUSY /* ConstructFloodgate */,
BUSY /* ConstructBed */, BUSY /* ConstructBed */,
BUSY /* ConstructThrone */, BUSY /* ConstructThrone */,
BUSY /* ConstructCoffin */, BUSY /* ConstructCoffin */,
BUSY /* ConstructTable */, BUSY /* ConstructTable */,
BUSY /* ConstructChest */, BUSY /* ConstructChest */,
BUSY /* ConstructBin */, BUSY /* ConstructBin */,
BUSY /* ConstructArmorStand */, BUSY /* ConstructArmorStand */,
BUSY /* ConstructWeaponRack */, BUSY /* ConstructWeaponRack */,
BUSY /* ConstructCabinet */, BUSY /* ConstructCabinet */,
BUSY /* ConstructStatue */, BUSY /* ConstructStatue */,
BUSY /* ConstructBlocks */, BUSY /* ConstructBlocks */,
BUSY /* MakeRawGlass */, BUSY /* MakeRawGlass */,
BUSY /* MakeCrafts */, BUSY /* MakeCrafts */,
BUSY /* MintCoins */, BUSY /* MintCoins */,
BUSY /* CutGems */, BUSY /* CutGems */,
BUSY /* CutGlass */, BUSY /* CutGlass */,
BUSY /* EncrustWithGems */, BUSY /* EncrustWithGems */,
BUSY /* EncrustWithGlass */, BUSY /* EncrustWithGlass */,
BUSY /* DestroyBuilding */, BUSY /* DestroyBuilding */,
BUSY /* SmeltOre */, BUSY /* SmeltOre */,
BUSY /* MeltMetalObject */, BUSY /* MeltMetalObject */,
BUSY /* ExtractMetalStrands */, BUSY /* ExtractMetalStrands */,
BUSY /* PlantSeeds */, BUSY /* PlantSeeds */,
BUSY /* HarvestPlants */, BUSY /* HarvestPlants */,
BUSY /* TrainHuntingAnimal */, BUSY /* TrainHuntingAnimal */,
BUSY /* TrainWarAnimal */, BUSY /* TrainWarAnimal */,
BUSY /* MakeWeapon */, BUSY /* MakeWeapon */,
BUSY /* ForgeAnvil */, BUSY /* ForgeAnvil */,
BUSY /* ConstructCatapultParts */, BUSY /* ConstructCatapultParts */,
BUSY /* ConstructBallistaParts */, BUSY /* ConstructBallistaParts */,
BUSY /* MakeArmor */, BUSY /* MakeArmor */,
BUSY /* MakeHelm */, BUSY /* MakeHelm */,
BUSY /* MakePants */, BUSY /* MakePants */,
BUSY /* StudWith */, BUSY /* StudWith */,
BUSY /* ButcherAnimal */, BUSY /* ButcherAnimal */,
BUSY /* PrepareRawFish */, BUSY /* PrepareRawFish */,
BUSY /* MillPlants */, BUSY /* MillPlants */,
BUSY /* BaitTrap */, BUSY /* BaitTrap */,
BUSY /* MilkCreature */, BUSY /* MilkCreature */,
BUSY /* MakeCheese */, BUSY /* MakeCheese */,
BUSY /* ProcessPlants */, BUSY /* ProcessPlants */,
BUSY /* ProcessPlantsBag */, BUSY /* ProcessPlantsBag */,
BUSY /* ProcessPlantsVial */, BUSY /* ProcessPlantsVial */,
BUSY /* ProcessPlantsBarrel */, BUSY /* ProcessPlantsBarrel */,
BUSY /* PrepareMeal */, BUSY /* PrepareMeal */,
BUSY /* WeaveCloth */, BUSY /* WeaveCloth */,
BUSY /* MakeGloves */, BUSY /* MakeGloves */,
BUSY /* MakeShoes */, BUSY /* MakeShoes */,
BUSY /* MakeShield */, BUSY /* MakeShield */,
BUSY /* MakeCage */, BUSY /* MakeCage */,
BUSY /* MakeChain */, BUSY /* MakeChain */,
BUSY /* MakeFlask */, BUSY /* MakeFlask */,
BUSY /* MakeGoblet */, BUSY /* MakeGoblet */,
BUSY /* MakeInstrument */, BUSY /* MakeInstrument */,
BUSY /* MakeToy */, BUSY /* MakeToy */,
BUSY /* MakeAnimalTrap */, BUSY /* MakeAnimalTrap */,
BUSY /* MakeBarrel */, BUSY /* MakeBarrel */,
BUSY /* MakeBucket */, BUSY /* MakeBucket */,
BUSY /* MakeWindow */, BUSY /* MakeWindow */,
BUSY /* MakeTotem */, BUSY /* MakeTotem */,
BUSY /* MakeAmmo */, BUSY /* MakeAmmo */,
BUSY /* DecorateWith */, BUSY /* DecorateWith */,
BUSY /* MakeBackpack */, BUSY /* MakeBackpack */,
BUSY /* MakeQuiver */, BUSY /* MakeQuiver */,
BUSY /* MakeBallistaArrowHead */, BUSY /* MakeBallistaArrowHead */,
BUSY /* AssembleSiegeAmmo */, BUSY /* AssembleSiegeAmmo */,
BUSY /* LoadCatapult */, BUSY /* LoadCatapult */,
BUSY /* LoadBallista */, BUSY /* LoadBallista */,
BUSY /* FireCatapult */, BUSY /* FireCatapult */,
BUSY /* FireBallista */, BUSY /* FireBallista */,
BUSY /* ConstructMechanisms */, BUSY /* ConstructMechanisms */,
BUSY /* MakeTrapComponent */, BUSY /* MakeTrapComponent */,
BUSY /* LoadCageTrap */, BUSY /* LoadCageTrap */,
BUSY /* LoadStoneTrap */, BUSY /* LoadStoneTrap */,
BUSY /* LoadWeaponTrap */, BUSY /* LoadWeaponTrap */,
BUSY /* CleanTrap */, BUSY /* CleanTrap */,
BUSY /* CastSpell */, OTHER /* CastSpell */,
BUSY /* LinkBuildingToTrigger */, BUSY /* LinkBuildingToTrigger */,
BUSY /* PullLever */, BUSY /* PullLever */,
BUSY /* BrewDrink */, BUSY /* BrewDrink */,
BUSY /* ExtractFromPlants */, BUSY /* ExtractFromPlants */,
BUSY /* ExtractFromRawFish */, BUSY /* ExtractFromRawFish */,
BUSY /* ExtractFromLandAnimal */, BUSY /* ExtractFromLandAnimal */,
BUSY /* TameVermin */, BUSY /* TameVermin */,
BUSY /* TameAnimal */, BUSY /* TameAnimal */,
BUSY /* ChainAnimal */, BUSY /* ChainAnimal */,
BUSY /* UnchainAnimal */, BUSY /* UnchainAnimal */,
BUSY /* UnchainPet */, BUSY /* UnchainPet */,
BUSY /* ReleaseLargeCreature */, BUSY /* ReleaseLargeCreature */,
BUSY /* ReleasePet */, BUSY /* ReleasePet */,
BUSY /* ReleaseSmallCreature */, BUSY /* ReleaseSmallCreature */,
BUSY /* HandleSmallCreature */, BUSY /* HandleSmallCreature */,
BUSY /* HandleLargeCreature */, BUSY /* HandleLargeCreature */,
BUSY /* CageLargeCreature */, BUSY /* CageLargeCreature */,
BUSY /* CageSmallCreature */, BUSY /* CageSmallCreature */,
BUSY /* RecoverWounded */, BUSY /* RecoverWounded */,
BUSY /* DiagnosePatient */, BUSY /* DiagnosePatient */,
BUSY /* ImmobilizeBreak */, BUSY /* ImmobilizeBreak */,
BUSY /* DressWound */, BUSY /* DressWound */,
BUSY /* CleanPatient */, BUSY /* CleanPatient */,
BUSY /* Surgery */, BUSY /* Surgery */,
BUSY /* Suture */, BUSY /* Suture */,
BUSY /* SetBone */, BUSY /* SetBone */,
BUSY /* PlaceInTraction */, BUSY /* PlaceInTraction */,
BUSY /* DrainAquarium */, BUSY /* DrainAquarium */,
BUSY /* FillAquarium */, BUSY /* FillAquarium */,
BUSY /* FillPond */, BUSY /* FillPond */,
BUSY /* GiveWater */, BUSY /* GiveWater */,
BUSY /* GiveFood */, BUSY /* GiveFood */,
BUSY /* GiveWater2 */, BUSY /* GiveWater2 */,
BUSY /* GiveFood2 */, BUSY /* GiveFood2 */,
BUSY /* RecoverPet */, BUSY /* RecoverPet */,
BUSY /* PitLargeAnimal */, BUSY /* PitLargeAnimal */,
BUSY /* PitSmallAnimal */, BUSY /* PitSmallAnimal */,
BUSY /* SlaughterAnimal */, BUSY /* SlaughterAnimal */,
BUSY /* MakeCharcoal */, BUSY /* MakeCharcoal */,
BUSY /* MakeAsh */, BUSY /* MakeAsh */,
BUSY /* MakeLye */, BUSY /* MakeLye */,
BUSY /* MakePotashFromLye */, BUSY /* MakePotashFromLye */,
BUSY /* FertilizeField */, BUSY /* FertilizeField */,
BUSY /* MakePotashFromAsh */, BUSY /* MakePotashFromAsh */,
BUSY /* DyeThread */, BUSY /* DyeThread */,
BUSY /* DyeCloth */, BUSY /* DyeCloth */,
BUSY /* SewImage */, BUSY /* SewImage */,
BUSY /* MakePipeSection */, BUSY /* MakePipeSection */,
BUSY /* OperatePump */, BUSY /* OperatePump */,
OTHER /* ManageWorkOrders */, OTHER /* ManageWorkOrders */,
OTHER /* UpdateStockpileRecords */, OTHER /* UpdateStockpileRecords */,
OTHER /* TradeAtDepot */, OTHER /* TradeAtDepot */,
BUSY /* ConstructHatchCover */, BUSY /* ConstructHatchCover */,
BUSY /* ConstructGrate */, BUSY /* ConstructGrate */,
BUSY /* RemoveStairs */, BUSY /* RemoveStairs */,
BUSY /* ConstructQuern */, BUSY /* ConstructQuern */,
BUSY /* ConstructMillstone */, BUSY /* ConstructMillstone */,
BUSY /* ConstructSplint */, BUSY /* ConstructSplint */,
BUSY /* ConstructCrutch */, BUSY /* ConstructCrutch */,
BUSY /* ConstructTractionBench */, BUSY /* ConstructTractionBench */,
BUSY /* CleanSelf */, OTHER /* CleanSelf */,
BUSY /* BringCrutch */, BUSY /* BringCrutch */,
BUSY /* ApplyCast */, BUSY /* ApplyCast */,
BUSY /* CustomReaction */, BUSY /* CustomReaction */,
BUSY /* ConstructSlab */, BUSY /* ConstructSlab */,
BUSY /* EngraveSlab */, BUSY /* EngraveSlab */,
BUSY /* ShearCreature */, BUSY /* ShearCreature */,
BUSY /* SpinThread */, BUSY /* SpinThread */,
BUSY /* PenLargeAnimal */, BUSY /* PenLargeAnimal */,
BUSY /* PenSmallAnimal */, BUSY /* PenSmallAnimal */,
BUSY /* MakeTool */, BUSY /* MakeTool */,
BUSY /* CollectClay */, BUSY /* CollectClay */,
BUSY /* InstallColonyInHive */, BUSY /* InstallColonyInHive */,
BUSY /* CollectHiveProducts */, BUSY /* CollectHiveProducts */,
OTHER /* CauseTrouble */, OTHER /* CauseTrouble */,
OTHER /* DrinkBlood */, OTHER /* DrinkBlood */,
OTHER /* ReportCrime */, OTHER /* ReportCrime */,
OTHER /* ExecuteCriminal */, OTHER /* ExecuteCriminal */,
BUSY /* TrainAnimal */, BUSY /* TrainAnimal */,
BUSY /* CarveTrack */, BUSY /* CarveTrack */,
BUSY /* PushTrackVehicle */, BUSY /* PushTrackVehicle */,
BUSY /* PlaceTrackVehicle */, BUSY /* PlaceTrackVehicle */,
BUSY /* StoreItemInVehicle */, BUSY /* StoreItemInVehicle */,
BUSY /* GeldAnimal */ BUSY /* GeldAnimal */
}; };
// Mode assigned to labors. Either it's a hauling job, or it's not. // Mode assigned to labors. Either it's a hauling job, or it's not.
@ -426,6 +430,7 @@ struct labor_info
// Return the labor_mode associated with this labor // Return the labor_mode associated with this labor
labor_mode mode() { return (labor_mode) config.ival(0); } labor_mode mode() { return (labor_mode) config.ival(0); }
// Set the labor_mode associated with this labor // Set the labor_mode associated with this labor
void set_mode(labor_mode mode) { config.ival(0) = mode; } void set_mode(labor_mode mode) { config.ival(0) = mode; }
}; };
@ -458,7 +463,7 @@ static const struct labor_default default_labor_infos[] = {
/* BONE_SETTING */ {ALLOW, 0}, /* BONE_SETTING */ {ALLOW, 0},
/* SUTURING */ {ALLOW, 0}, /* SUTURING */ {ALLOW, 0},
/* DRESSING_WOUNDS */ {ALLOW, 0}, /* DRESSING_WOUNDS */ {ALLOW, 0},
/* FEED_WATER_CIVILIANS */ {ALLOW, 0}, /* FEED_WATER_CIVILIANS */ {HAULERS, 0}, // This could also be ALLOW
/* RECOVER_WOUNDED */ {HAULERS, 0}, /* RECOVER_WOUNDED */ {HAULERS, 0},
/* BUTCHER */ {ALLOW, 0}, /* BUTCHER */ {ALLOW, 0},
/* TRAPPER */ {ALLOW, 0}, /* TRAPPER */ {ALLOW, 0},
@ -534,6 +539,7 @@ struct dwarf_info_t
{ {
// Current simplified employment status of dwarf // Current simplified employment status of dwarf
dwarf_state state; dwarf_state state;
// Set to true if for whatever reason we are exempting this dwarf // Set to true if for whatever reason we are exempting this dwarf
// from hauling // from hauling
bool haul_exempt; bool haul_exempt;
@ -704,6 +710,8 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
" List current status of all labors.\n" " List current status of all labors.\n"
" autohauler status\n" " autohauler status\n"
" Show basic status information.\n" " Show basic status information.\n"
" autohauler debug\n"
" In the next cycle, will output the state of every dwarf.\n"
"Function:\n" "Function:\n"
" When enabled, autohauler periodically checks your dwarves and assigns\n" " When enabled, autohauler periodically checks your dwarves and assigns\n"
" hauling jobs to idle dwarves while removing them from busy dwarves.\n" " hauling jobs to idle dwarves while removing them from busy dwarves.\n"
@ -818,6 +826,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
/* Before determining how to handle employment status, handle /* Before determining how to handle employment status, handle
* hauling exemptions first */ * hauling exemptions first */
// Default deny condition of on break for later else-if series
bool is_migrant = false;
// Scan every labor. If a labor that disallows hauling is present // Scan every labor. If a labor that disallows hauling is present
// for the dwarf, the dwarf is hauling exempt // for the dwarf, the dwarf is hauling exempt
FOR_ENUM_ITEMS(unit_labor, labor) FOR_ENUM_ITEMS(unit_labor, labor)
@ -836,8 +847,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// to try to find real jobs first // to try to find real jobs first
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++) for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
{ {
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak) if ((*p)->id == misc_trait_type::Migrant)
dwarf_info[dwarf].haul_exempt = true; is_migrant = true;
} }
/* Now determine a dwarf's employment status and decide whether /* Now determine a dwarf's employment status and decide whether
@ -852,17 +863,24 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// Account for any hauling exemptions here // Account for any hauling exemptions here
else if (dwarf_info[dwarf].haul_exempt) else if (dwarf_info[dwarf].haul_exempt)
{ {
dwarf_info[dwarf].state = OTHER; dwarf_info[dwarf].state = BUSY;
} }
// Don't give hauling jobs to the military either // Account for the military
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession)) else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY; dwarf_info[dwarf].state = MILITARY;
// Account for dwarves on break or migrants
// DF leaves the OnBreak trait type on some dwarves while they're not actually on break
// Since they have no current job, they will default to IDLE
else if (is_migrant)
// Dwarf is unemployed with null job // Dwarf is unemployed with null job
{
dwarf_info[dwarf].state = OTHER;
}
else if (dwarfs[dwarf]->job.current_job == NULL) else if (dwarfs[dwarf]->job.current_job == NULL)
{ {
dwarf_info[dwarf].state = IDLE; dwarf_info[dwarf].state = IDLE;
} }
// If it gets to this point the dwarf is employed // If it gets to this point we look at the task and assign either BUSY or OTHER
else else
{ {
int job = dwarfs[dwarf]->job.current_job->job_type; int job = dwarfs[dwarf]->job.current_job->job_type;
@ -870,17 +888,25 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarf_info[dwarf].state = dwarf_states[job]; dwarf_info[dwarf].state = dwarf_states[job];
else else
{ {
// Warn the console that the dwarf has an unregistered labor, default to OTHER // Warn the console that the dwarf has an unregistered labor, default to BUSY
out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job); out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
dwarf_info[dwarf].state = OTHER; dwarf_info[dwarf].state = BUSY;
} }
} }
// Debug: Output dwarf job and state data
if(print_debug)
out.print("Dwarf %i %s State: %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(),
dwarf_info[dwarf].state);
// Increment corresponding labor in default_labor_infos struct // Increment corresponding labor in default_labor_infos struct
state_count[dwarf_info[dwarf].state]++; state_count[dwarf_info[dwarf].state]++;
} }
// At this point the debug if present has been completed
print_debug = false;
// This is a vector of all the labors // This is a vector of all the labors
std::vector<df::unit_labor> labors; std::vector<df::unit_labor> labors;
@ -902,33 +928,23 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// have "real" jobs filled first, then if nothing is available the dwarf // have "real" jobs filled first, then if nothing is available the dwarf
// instead resorts to hauling. // instead resorts to hauling.
// IDLE - Enable hauling // IDLE - Enable hauling
// BUSY - Disable hauling // BUSY - Disable hauling
// OTHER - Disable hauling // OTHER - Enable hauling
// MILITARY - Enable hauling
// This is a vector of potential hauler IDs
std::vector<int> hauler_ids;
// Pretty much we are only considering non-military, non-child dwarves // There was no reason to put potential haulers in an array. All of them are
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) // covered in the following for loop.
{
if (dwarf_info[dwarf].state == IDLE ||
dwarf_info[dwarf].state == BUSY ||
dwarf_info[dwarf].state == OTHER)
{
hauler_ids.push_back(dwarf);
}
}
// Equivalent of Java for(unit_labor : labor) // Equivalent of Java for(unit_labor : labor)
// For every labor... // For every labor...
FOR_ENUM_ITEMS(unit_labor, labor) FOR_ENUM_ITEMS(unit_labor, labor)
{ {
// If this is a non-labor skip this for loop // If this is a non-labor continue to next item
if (labor == unit_labor::NONE) if (labor == unit_labor::NONE)
continue; continue;
// If this is not a hauling labor then skip this for loop // If this is not a hauling labor continue to next item
if (labor_infos[labor].mode() != HAULERS) if (labor_infos[labor].mode() != HAULERS)
continue; continue;
@ -936,15 +952,17 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
for(int dwarf = 0; dwarf < dwarfs.size(); dwarf++) for(int dwarf = 0; dwarf < dwarfs.size(); dwarf++)
{ {
// If the dwarf is idle, enable the hauling labor // Set hauling labors based on employment states
if(dwarf_info[dwarf].state == IDLE) if(dwarf_info[dwarf].state == IDLE) {
{
// And enable the job for the dwarf
dwarfs[dwarf]->status.labors[labor] = true; dwarfs[dwarf]->status.labors[labor] = true;
} }
// If the dwarf is busy, disable the hauling labor else if(dwarf_info[dwarf].state == MILITARY) {
if(dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == OTHER) dwarfs[dwarf]->status.labors[labor] = true;
{ }
else if(dwarf_info[dwarf].state == OTHER) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == BUSY) {
dwarfs[dwarf]->status.labors[labor] = false; dwarfs[dwarf]->status.labors[labor] = false;
} }
// If at the end of this the dwarf has the hauling labor, increment the // If at the end of this the dwarf has the hauling labor, increment the
@ -954,6 +972,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
labor_infos[labor].active_dwarfs++; labor_infos[labor].active_dwarfs++;
} }
// CHILD ignored
} }
// 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.