Initial Autolabor code.
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commit
89edfd4e15
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PROJECT (autolabor)
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# A list of source files
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SET(PROJECT_SRCS
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autolabor.cpp
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)
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# A list of headers
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SET(PROJECT_HDRS
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autolabor.h
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)
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SET_SOURCE_FILES_PROPERTIES( ${PROJECT_HDRS} PROPERTIES HEADER_FILE_ONLY TRUE)
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# mash them together (headers are marked as headers and nothing will try to compile them)
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LIST(APPEND PROJECT_SRCS ${PROJECT_HDRS})
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#linux
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IF(UNIX)
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add_definitions(-DLINUX_BUILD)
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SET(PROJECT_LIBS
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# add any extra linux libs here
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${PROJECT_LIBS}
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)
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# windows
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ELSE(UNIX)
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SET(PROJECT_LIBS
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# add any extra linux libs here
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${PROJECT_LIBS}
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$(NOINHERIT)
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)
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ENDIF(UNIX)
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# this makes sure all the stuff is put in proper places and linked to dfhack
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DFHACK_PLUGIN(autolabor ${PROJECT_SRCS} LINK_LIBRARIES ${PROJECT_LIBS})
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@ -0,0 +1,812 @@
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// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <vector>
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#include <algorithm>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include <df/ui.h>
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#include <df/world.h>
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#include <df/unit.h>
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#include <df/unit_soul.h>
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#include <df/unit_labor.h>
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#include <df/unit_skill.h>
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#include <df/job.h>
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#include <df/unit_misc_trait.h>
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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// our own, empty header.
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#include "autolabor.h"
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static int enable_autolabor;
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result autolabor (color_ostream &out, std::vector <std::string> & parameters);
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case
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DFHACK_PLUGIN("autolabor");
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DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.clear();
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commands.push_back(PluginCommand(
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"autolabor", "Do nothing, look pretty.",
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autolabor, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" This command does nothing at all.\n"
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"Example:\n"
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" autolabor\n"
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" Does nothing.\n"
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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/*
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_GAME_LOADED:
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// initialize from the world just loaded
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break;
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case SC_GAME_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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*/
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enum labor_mode {
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EVERYONE,
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HAULERS,
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AUTOMATIC,
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FIXED,
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};
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enum dwarf_state {
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// Ready for a new task
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IDLE,
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// Busy with a useful task
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BUSY,
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// In the military, can't work
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MILITARY,
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// Child or noble, can't work
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CHILD,
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// Doing something that precludes working, may be busy for a while
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OTHER
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};
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static const dwarf_state dwarf_states[] = {
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BUSY /* CarveFortification */,
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BUSY /* DetailWall */,
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BUSY /* DetailFloor */,
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BUSY /* Dig */,
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BUSY /* CarveUpwardStaircase */,
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BUSY /* CarveDownwardStaircase */,
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BUSY /* CarveUpDownStaircase */,
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BUSY /* CarveRamp */,
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BUSY /* DigChannel */,
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BUSY /* FellTree */,
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BUSY /* GatherPlants */,
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BUSY /* RemoveConstruction */,
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BUSY /* CollectWebs */,
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BUSY /* BringItemToDepot */,
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BUSY /* BringItemToShop */,
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OTHER /* Eat */,
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OTHER /* GetProvisions */,
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OTHER /* Drink */,
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OTHER /* Drink2 */,
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OTHER /* FillWaterskin */,
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OTHER /* FillWaterskin2 */,
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OTHER /* Sleep */,
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BUSY /* CollectSand */,
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BUSY /* Fish */,
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BUSY /* Hunt */,
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OTHER /* HuntVermin */,
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BUSY /* Kidnap */,
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BUSY /* BeatCriminal */,
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BUSY /* StartingFistFight */,
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BUSY /* CollectTaxes */,
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BUSY /* GuardTaxCollector */,
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BUSY /* CatchLiveLandAnimal */,
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BUSY /* CatchLiveFish */,
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BUSY /* ReturnKill */,
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BUSY /* CheckChest */,
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BUSY /* StoreOwnedItem */,
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BUSY /* PlaceItemInTomb */,
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BUSY /* StoreItemInStockpile */,
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BUSY /* StoreItemInBag */,
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BUSY /* StoreItemInHospital */,
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BUSY /* StoreItemInChest */,
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BUSY /* StoreItemInCabinet */,
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BUSY /* StoreWeapon */,
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BUSY /* StoreArmor */,
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BUSY /* StoreItemInBarrel */,
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BUSY /* StoreItemInBin */,
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BUSY /* SeekArtifact */,
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BUSY /* SeekInfant */,
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OTHER /* AttendParty */,
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OTHER /* GoShopping */,
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OTHER /* GoShopping2 */,
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BUSY /* Clean */,
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OTHER /* Rest */,
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BUSY /* PickupEquipment */,
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BUSY /* DumpItem */,
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OTHER /* StrangeMoodCrafter */,
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OTHER /* StrangeMoodJeweller */,
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OTHER /* StrangeMoodForge */,
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OTHER /* StrangeMoodMagmaForge */,
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OTHER /* StrangeMoodBrooding */,
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OTHER /* StrangeMoodFell */,
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OTHER /* StrangeMoodCarpenter */,
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OTHER /* StrangeMoodMason */,
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OTHER /* StrangeMoodBowyer */,
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OTHER /* StrangeMoodTanner */,
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OTHER /* StrangeMoodWeaver */,
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OTHER /* StrangeMoodGlassmaker */,
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OTHER /* StrangeMoodMechanics */,
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BUSY /* ConstructBuilding */,
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BUSY /* ConstructDoor */,
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BUSY /* ConstructFloodgate */,
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BUSY /* ConstructBed */,
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BUSY /* ConstructThrone */,
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BUSY /* ConstructCoffin */,
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BUSY /* ConstructTable */,
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BUSY /* ConstructChest */,
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BUSY /* ConstructBin */,
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BUSY /* ConstructArmorStand */,
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BUSY /* ConstructWeaponRack */,
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BUSY /* ConstructCabinet */,
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BUSY /* ConstructStatue */,
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BUSY /* ConstructBlocks */,
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BUSY /* MakeRawGlass */,
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BUSY /* MakeCrafts */,
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BUSY /* MintCoins */,
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BUSY /* CutGems */,
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BUSY /* CutGlass */,
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BUSY /* EncrustWithGems */,
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BUSY /* EncrustWithGlass */,
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BUSY /* DestroyBuilding */,
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BUSY /* SmeltOre */,
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BUSY /* MeltMetalObject */,
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BUSY /* ExtractMetalStrands */,
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BUSY /* PlantSeeds */,
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BUSY /* HarvestPlants */,
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BUSY /* TrainHuntingAnimal */,
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BUSY /* TrainWarAnimal */,
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BUSY /* MakeWeapon */,
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BUSY /* ForgeAnvil */,
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BUSY /* ConstructCatapultParts */,
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BUSY /* ConstructBallistaParts */,
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BUSY /* MakeArmor */,
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BUSY /* MakeHelm */,
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BUSY /* MakePants */,
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BUSY /* StudWith */,
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BUSY /* ButcherAnimal */,
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BUSY /* PrepareRawFish */,
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BUSY /* MillPlants */,
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BUSY /* BaitTrap */,
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BUSY /* MilkCreature */,
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BUSY /* MakeCheese */,
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BUSY /* ProcessPlants */,
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BUSY /* ProcessPlantsBag */,
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BUSY /* ProcessPlantsVial */,
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BUSY /* ProcessPlantsBarrel */,
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BUSY /* PrepareMeal */,
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BUSY /* WeaveCloth */,
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BUSY /* MakeGloves */,
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BUSY /* MakeShoes */,
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BUSY /* MakeShield */,
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BUSY /* MakeCage */,
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BUSY /* MakeChain */,
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BUSY /* MakeFlask */,
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BUSY /* MakeGoblet */,
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BUSY /* MakeInstrument */,
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BUSY /* MakeToy */,
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BUSY /* MakeAnimalTrap */,
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BUSY /* MakeBarrel */,
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BUSY /* MakeBucket */,
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BUSY /* MakeWindow */,
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BUSY /* MakeTotem */,
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BUSY /* MakeAmmo */,
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BUSY /* DecorateWith */,
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BUSY /* MakeBackpack */,
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BUSY /* MakeQuiver */,
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BUSY /* MakeBallistaArrowHead */,
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BUSY /* AssembleSiegeAmmo */,
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BUSY /* LoadCatapult */,
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BUSY /* LoadBallista */,
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BUSY /* FireCatapult */,
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BUSY /* FireBallista */,
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BUSY /* ConstructMechanisms */,
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BUSY /* MakeTrapComponent */,
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BUSY /* LoadCageTrap */,
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BUSY /* LoadStoneTrap */,
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BUSY /* LoadWeaponTrap */,
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BUSY /* CleanTrap */,
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BUSY /* CastSpell */,
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BUSY /* LinkBuildingToTrigger */,
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BUSY /* PullLever */,
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BUSY /* BrewDrink */,
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BUSY /* ExtractFromPlants */,
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BUSY /* ExtractFromRawFish */,
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BUSY /* ExtractFromLandAnimal */,
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BUSY /* TameVermin */,
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BUSY /* TameAnimal */,
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BUSY /* ChainAnimal */,
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BUSY /* UnchainAnimal */,
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BUSY /* UnchainPet */,
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BUSY /* ReleaseLargeCreature */,
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BUSY /* ReleasePet */,
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BUSY /* ReleaseSmallCreature */,
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BUSY /* HandleSmallCreature */,
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BUSY /* HandleLargeCreature */,
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BUSY /* CageLargeCreature */,
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BUSY /* CageSmallCreature */,
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BUSY /* RecoverWounded */,
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BUSY /* DiagnosePatient */,
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BUSY /* ImmobilizeBreak */,
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BUSY /* DressWound */,
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BUSY /* CleanPatient */,
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BUSY /* Surgery */,
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BUSY /* Suture */,
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BUSY /* SetBone */,
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BUSY /* PlaceInTraction */,
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BUSY /* DrainAquarium */,
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BUSY /* FillAquarium */,
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BUSY /* FillPond */,
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BUSY /* GiveWater */,
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BUSY /* GiveFood */,
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BUSY /* GiveWater2 */,
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BUSY /* GiveFood2 */,
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BUSY /* RecoverPet */,
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BUSY /* PitLargeAnimal */,
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BUSY /* PitSmallAnimal */,
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BUSY /* SlaughterAnimal */,
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BUSY /* MakeCharcoal */,
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BUSY /* MakeAsh */,
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BUSY /* MakeLye */,
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BUSY /* MakePotashFromLye */,
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BUSY /* FertilizeField */,
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BUSY /* MakePotashFromAsh */,
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BUSY /* DyeThread */,
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BUSY /* DyeCloth */,
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BUSY /* SewImage */,
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BUSY /* MakePipeSection */,
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BUSY /* OperatePump */,
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OTHER /* ManageWorkOrders */,
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OTHER /* UpdateStockpileRecords */,
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OTHER /* TradeAtDepot */,
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BUSY /* ConstructHatchCover */,
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BUSY /* ConstructGrate */,
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BUSY /* RemoveStairs */,
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BUSY /* ConstructQuern */,
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BUSY /* ConstructMillstone */,
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BUSY /* ConstructSplint */,
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BUSY /* ConstructCrutch */,
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BUSY /* ConstructTractionBench */,
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BUSY /* CleanSelf */,
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BUSY /* BringCrutch */,
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BUSY /* ApplyCast */,
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BUSY /* CustomReaction */,
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BUSY /* ConstructSlab */,
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BUSY /* EngraveSlab */,
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BUSY /* ShearCreature */,
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BUSY /* SpinThread */,
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BUSY /* PenLargeAnimal */,
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BUSY /* PenSmallAnimal */,
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BUSY /* MakeTool */,
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BUSY /* CollectClay */,
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BUSY /* InstallColonyInHive */,
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BUSY /* CollectHiveProducts */,
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OTHER /* CauseTrouble */,
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OTHER /* DrinkBlood */,
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OTHER /* ReportCrime */,
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OTHER /* ExecuteCriminal */
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};
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struct labor_info
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{
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labor_mode mode;
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bool is_exclusive;
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int minimum_dwarfs;
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};
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static const struct labor_info labor_info[] = {
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/* MINE */ {AUTOMATIC, true, 2},
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/* HAUL_STONE */ {HAULERS, false, 1},
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/* HAUL_WOOD */ {HAULERS, false, 1},
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/* HAUL_BODY */ {HAULERS, false, 1},
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/* HAUL_FOOD */ {HAULERS, false, 1},
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/* HAUL_REFUSE */ {HAULERS, false, 1},
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/* HAUL_ITEM */ {HAULERS, false, 1},
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/* HAUL_FURNITURE */ {HAULERS, false, 1},
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/* HAUL_ANIMAL */ {HAULERS, false, 1},
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/* CLEAN */ {HAULERS, false, 1},
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/* CUTWOOD */ {AUTOMATIC, true, 1},
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/* CARPENTER */ {AUTOMATIC, false, 1},
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/* DETAIL */ {AUTOMATIC, false, 1},
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/* MASON */ {AUTOMATIC, false, 1},
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/* ARCHITECT */ {AUTOMATIC, false, 1},
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/* ANIMALTRAIN */ {AUTOMATIC, false, 1},
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/* ANIMALCARE */ {AUTOMATIC, false, 1},
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||||||
|
/* 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},
|
||||||
|
};
|
||||||
|
|
||||||
|
static const df::job_skill noble_skills[] = {
|
||||||
|
df::enums::job_skill::APPRAISAL,
|
||||||
|
df::enums::job_skill::ORGANIZATION,
|
||||||
|
df::enums::job_skill::RECORD_KEEPING,
|
||||||
|
};
|
||||||
|
|
||||||
|
struct dwarf_info
|
||||||
|
{
|
||||||
|
int highest_skill;
|
||||||
|
int total_skill;
|
||||||
|
bool is_best_noble;
|
||||||
|
int mastery_penalty;
|
||||||
|
int assigned_jobs;
|
||||||
|
dwarf_state state;
|
||||||
|
bool has_exclusive_labor;
|
||||||
|
};
|
||||||
|
|
||||||
|
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
||||||
|
{
|
||||||
|
static int step_count = 0;
|
||||||
|
|
||||||
|
if (!enable_autolabor)
|
||||||
|
return CR_OK;
|
||||||
|
|
||||||
|
if (++step_count < 60)
|
||||||
|
return CR_OK;
|
||||||
|
step_count = 0;
|
||||||
|
|
||||||
|
uint32_t race = ui->race_id;
|
||||||
|
uint32_t civ = ui->civ_id;
|
||||||
|
|
||||||
|
std::vector<df::unit *> dwarfs;
|
||||||
|
|
||||||
|
for (int i = 0; i < world->units.all.size(); ++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) {
|
||||||
|
dwarfs.push_back(cre);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int n_dwarfs = dwarfs.size();
|
||||||
|
|
||||||
|
if (n_dwarfs == 0)
|
||||||
|
return CR_OK;
|
||||||
|
|
||||||
|
std::vector<dwarf_info> dwarf_info(n_dwarfs);
|
||||||
|
|
||||||
|
std::vector<int> best_noble(_countof(noble_skills));
|
||||||
|
std::vector<int> highest_noble_skill(_countof(noble_skills));
|
||||||
|
std::vector<int> highest_noble_experience(_countof(noble_skills));
|
||||||
|
|
||||||
|
// Find total skill and highest skill for each dwarf. More skilled dwarves shouldn't be used for minor tasks.
|
||||||
|
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
assert(dwarfs[dwarf]->status.souls.size() > 0);
|
||||||
|
|
||||||
|
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_class skill_class = ENUM_ATTR(job_skill, type, skill);
|
||||||
|
|
||||||
|
int skill_level = (*s)->rating;
|
||||||
|
int skill_experience = (*s)->experience;
|
||||||
|
|
||||||
|
// Track the dwarfs with the best Appraisal, Organization, and Record Keeping skills.
|
||||||
|
// They are likely to have appointed noble positions, so should be kept free where possible.
|
||||||
|
|
||||||
|
int noble_skill_id = -1;
|
||||||
|
for (int i = 0; i < _countof(noble_skills); i++)
|
||||||
|
{
|
||||||
|
if (skill == noble_skills[i])
|
||||||
|
noble_skill_id = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (noble_skill_id >= 0)
|
||||||
|
{
|
||||||
|
assert(noble_skill_id < _countof(noble_skills));
|
||||||
|
|
||||||
|
if (highest_noble_skill[noble_skill_id] < skill_level ||
|
||||||
|
(highest_noble_skill[noble_skill_id] == skill_level &&
|
||||||
|
highest_noble_experience[noble_skill_id] < skill_experience))
|
||||||
|
{
|
||||||
|
highest_noble_skill[noble_skill_id] = skill_level;
|
||||||
|
highest_noble_experience[noble_skill_id] = skill_experience;
|
||||||
|
best_noble[noble_skill_id] = dwarf;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Track total & highest skill among normal/medical skills. (We don't care about personal or social skills.)
|
||||||
|
|
||||||
|
if (skill_class != df::enums::job_skill_class::Normal && skill_class != df::enums::job_skill_class::Medical)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (dwarf_info[dwarf].highest_skill < skill_level)
|
||||||
|
dwarf_info[dwarf].highest_skill = skill_level;
|
||||||
|
dwarf_info[dwarf].total_skill += skill_level;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mark the best nobles, so we try to keep them non-busy. (It would be better to find the actual assigned nobles.)
|
||||||
|
|
||||||
|
for (int i = 0; i < _countof(noble_skills); i++)
|
||||||
|
{
|
||||||
|
assert(best_noble[i] >= 0);
|
||||||
|
assert(best_noble[i] < n_dwarfs);
|
||||||
|
|
||||||
|
dwarf_info[best_noble[i]].is_best_noble = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate a base penalty for using each dwarf for a task he isn't good at.
|
||||||
|
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
dwarf_info[dwarf].mastery_penalty -= 40 * dwarf_info[dwarf].highest_skill;
|
||||||
|
dwarf_info[dwarf].mastery_penalty -= 10 * dwarf_info[dwarf].total_skill;
|
||||||
|
if (dwarf_info[dwarf].is_best_noble)
|
||||||
|
dwarf_info[dwarf].mastery_penalty -= 250;
|
||||||
|
|
||||||
|
for (int labor = ENUM_FIRST_ITEM(unit_labor); labor <= ENUM_LAST_ITEM(unit_labor); labor++)
|
||||||
|
{
|
||||||
|
if (labor == df::enums::unit_labor::NONE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
assert(labor >= 0);
|
||||||
|
assert(labor < _countof(labor_info));
|
||||||
|
|
||||||
|
if (labor_info[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor])
|
||||||
|
dwarf_info[dwarf].mastery_penalty -= 100;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
bool is_on_break = false;
|
||||||
|
|
||||||
|
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
|
||||||
|
{
|
||||||
|
// 7 / 0x7 = Newly arrived migrant, will not work yet
|
||||||
|
// 17 / 0x11 = On break
|
||||||
|
if ((*p)->id == 0x07 || (*p)->id == 0x11)
|
||||||
|
is_on_break = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dwarfs[dwarf]->profession == df::enums::profession::BABY ||
|
||||||
|
dwarfs[dwarf]->profession == df::enums::profession::CHILD ||
|
||||||
|
dwarfs[dwarf]->profession == df::enums::profession::DRUNK)
|
||||||
|
{
|
||||||
|
dwarf_info[dwarf].state = CHILD;
|
||||||
|
}
|
||||||
|
else if (dwarfs[dwarf]->job.current_job == NULL)
|
||||||
|
{
|
||||||
|
if (is_on_break)
|
||||||
|
dwarf_info[dwarf].state = OTHER;
|
||||||
|
else if (dwarfs[dwarf]->meetings.size() > 0)
|
||||||
|
dwarf_info[dwarf].state = OTHER;
|
||||||
|
else
|
||||||
|
dwarf_info[dwarf].state = IDLE;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int job = dwarfs[dwarf]->job.current_job->job_type;
|
||||||
|
|
||||||
|
assert(job >= 0);
|
||||||
|
assert(job < _countof(dwarf_states));
|
||||||
|
|
||||||
|
dwarf_info[dwarf].state = dwarf_states[job];
|
||||||
|
}
|
||||||
|
|
||||||
|
state_count[dwarf_info[dwarf].state]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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] / 3;
|
||||||
|
if (num_haulers < 1)
|
||||||
|
num_haulers = 1;
|
||||||
|
|
||||||
|
std::vector<int> hauler_ids;
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
|
||||||
|
hauler_ids.push_back(dwarf);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Idle dwarves come first, then we sort from least-skilled to most-skilled.
|
||||||
|
|
||||||
|
std::sort(hauler_ids.begin(), hauler_ids.end(), [&dwarf_info] (int i, int j) -> bool
|
||||||
|
{
|
||||||
|
if (dwarf_info[i].state == IDLE && dwarf_info[j].state != IDLE)
|
||||||
|
return true;
|
||||||
|
if (dwarf_info[i].state != IDLE && dwarf_info[j].state == IDLE)
|
||||||
|
return false;
|
||||||
|
return dwarf_info[i].mastery_penalty > dwarf_info[j].mastery_penalty;
|
||||||
|
});
|
||||||
|
|
||||||
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
||||||
|
{
|
||||||
|
if (labor == df::enums::unit_labor::NONE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
assert(labor >= 0);
|
||||||
|
assert(labor < _countof(labor_info));
|
||||||
|
|
||||||
|
if (labor_info[labor].mode != HAULERS)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
for (int i = 0; i < num_haulers; i++)
|
||||||
|
{
|
||||||
|
assert(i < hauler_ids.size());
|
||||||
|
|
||||||
|
int dwarf = hauler_ids[i];
|
||||||
|
|
||||||
|
assert(dwarf >= 0);
|
||||||
|
assert(dwarf < n_dwarfs);
|
||||||
|
|
||||||
|
dwarfs[dwarf]->status.labors[labor] = true;
|
||||||
|
dwarf_info[dwarf].assigned_jobs++;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = num_haulers; i < hauler_ids.size(); i++)
|
||||||
|
{
|
||||||
|
assert(i < hauler_ids.size());
|
||||||
|
|
||||||
|
int dwarf = hauler_ids[i];
|
||||||
|
|
||||||
|
assert(dwarf >= 0);
|
||||||
|
assert(dwarf < n_dwarfs);
|
||||||
|
|
||||||
|
dwarfs[dwarf]->status.labors[labor] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 < _countof(labor_to_skill));
|
||||||
|
|
||||||
|
labor_to_skill[labor] = skill;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle all skills except those marked HAULERS
|
||||||
|
|
||||||
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
||||||
|
{
|
||||||
|
if (labor == df::enums::unit_labor::NONE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
assert(labor >= 0);
|
||||||
|
assert(labor < _countof(labor_info));
|
||||||
|
|
||||||
|
df::job_skill skill = labor_to_skill[labor];
|
||||||
|
|
||||||
|
if (labor_info[labor].mode == HAULERS)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
int best_dwarf = 0;
|
||||||
|
int best_value = -10000;
|
||||||
|
|
||||||
|
std::vector<int> values(n_dwarfs);
|
||||||
|
std::vector<int> candidates;
|
||||||
|
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
if (labor_info[labor].mode == AUTOMATIC && state_count[IDLE] > 0 && dwarf_info[dwarf].state != IDLE)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (dwarf_info[dwarf].state != IDLE && dwarf_info[dwarf].state != BUSY)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (labor_info[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
candidates.push_back(dwarf);
|
||||||
|
|
||||||
|
int value = dwarf_info[dwarf].mastery_penalty - dwarf_info[dwarf].assigned_jobs;
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dwarfs[dwarf]->status.labors[labor])
|
||||||
|
{
|
||||||
|
value += 5;
|
||||||
|
if (labor_info[labor].is_exclusive)
|
||||||
|
value += 350;
|
||||||
|
}
|
||||||
|
|
||||||
|
values[dwarf] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (labor_info[labor].mode != EVERYONE)
|
||||||
|
std::sort(candidates.begin(), candidates.end(), [&values] (int i, int j) { return values[i] > values[j]; });
|
||||||
|
|
||||||
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
||||||
|
{
|
||||||
|
if (state_count[IDLE] > 0 && dwarf_info[dwarf].state == BUSY && labor_info[labor].mode == AUTOMATIC)
|
||||||
|
{
|
||||||
|
if (dwarfs[dwarf]->status.labors[labor])
|
||||||
|
dwarf_info[dwarf].assigned_jobs++;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
dwarfs[dwarf]->status.labors[labor] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int minimum_dwarfs = labor_info[labor].minimum_dwarfs;
|
||||||
|
|
||||||
|
if (labor_info[labor].mode == EVERYONE)
|
||||||
|
minimum_dwarfs = n_dwarfs;
|
||||||
|
|
||||||
|
for (int i = 0; i < candidates.size() && i < minimum_dwarfs; i++)
|
||||||
|
{
|
||||||
|
int dwarf = candidates[i];
|
||||||
|
|
||||||
|
assert(dwarf >= 0);
|
||||||
|
assert(dwarf < n_dwarfs);
|
||||||
|
|
||||||
|
if (!dwarfs[dwarf]->status.labors[labor])
|
||||||
|
dwarf_info[dwarf].assigned_jobs++;
|
||||||
|
|
||||||
|
dwarfs[dwarf]->status.labors[labor] = true;
|
||||||
|
|
||||||
|
if (labor_info[labor].is_exclusive)
|
||||||
|
dwarf_info[dwarf].has_exclusive_labor = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return CR_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
// A command! It sits around and looks pretty. And it's nice and friendly.
|
||||||
|
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
|
||||||
|
{
|
||||||
|
if (parameters.size() == 1 && (parameters[0] == "0" || parameters[0] == "1"))
|
||||||
|
{
|
||||||
|
if (parameters[0] == "0")
|
||||||
|
enable_autolabor = 0;
|
||||||
|
else
|
||||||
|
enable_autolabor = 1;
|
||||||
|
out.print("autolabor %sactivated.\n", (enable_autolabor ? "" : "de"));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
out.print("Automatically assigns labors to dwarves.\n"
|
||||||
|
"Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n"
|
||||||
|
"Current state: %d.\n", enable_autolabor);
|
||||||
|
}
|
||||||
|
|
||||||
|
return CR_OK;
|
||||||
|
}
|
@ -0,0 +1 @@
|
|||||||
|
#pragma once
|
Loading…
Reference in New Issue