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@ -109,6 +109,9 @@ enum dwarf_state {
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// Busy with a useful task
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BUSY,
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// Busy with a useful task that requires a tool
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EXCLUSIVE,
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// In the military, can't work
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MILITARY,
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@ -119,11 +122,12 @@ enum dwarf_state {
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OTHER
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};
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const int NUM_STATE = 5;
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const int NUM_STATE = 6;
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static const char *state_names[] = {
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"IDLE",
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"BUSY",
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"EXCLUSIVE",
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"MILITARY",
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"CHILD",
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"OTHER",
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@ -133,13 +137,13 @@ 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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EXCLUSIVE /* Dig */,
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EXCLUSIVE /* CarveUpwardStaircase */,
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EXCLUSIVE /* CarveDownwardStaircase */,
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EXCLUSIVE /* CarveUpDownStaircase */,
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EXCLUSIVE /* CarveRamp */,
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EXCLUSIVE /* DigChannel */,
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EXCLUSIVE /* FellTree */,
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BUSY /* GatherPlants */,
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BUSY /* RemoveConstruction */,
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BUSY /* CollectWebs */,
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@ -154,7 +158,7 @@ static const dwarf_state dwarf_states[] = {
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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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EXCLUSIVE /* Hunt */,
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OTHER /* HuntVermin */,
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BUSY /* Kidnap */,
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BUSY /* BeatCriminal */,
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@ -183,7 +187,7 @@ static const dwarf_state dwarf_states[] = {
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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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EXCLUSIVE /* PickupEquipment */,
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BUSY /* DumpItem */,
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OTHER /* StrangeMoodCrafter */,
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OTHER /* StrangeMoodJeweller */,
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@ -393,8 +397,15 @@ struct labor_default
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int active_dwarfs;
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};
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// The percentage of the dwarves assigned as haulers at any one time.
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static int hauler_pct = 33;
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// The maximum percentage of dwarves who will be allowed to be idle.
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// Decreasing this will encourage autolabor to keep dwarves busy,
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// at the expense of making it harder for dwarves to specialize in
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// specific skills.
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static int idler_pct = 10;
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static std::vector<struct labor_info> labor_infos;
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static const struct labor_default default_labor_infos[] = {
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@ -521,7 +532,6 @@ struct dwarf_info_t
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bool medical; // this dwarf has medical responsibility
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bool trader; // this dwarf has trade responsibility
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bool diplomacy; // this dwarf meets with diplomats
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int single_labor; // this dwarf will be exclusively assigned to one labor (-1/NONE for none)
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};
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static bool isOptionEnabled(unsigned flag)
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@ -738,7 +748,13 @@ struct laborinfo_sorter
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{
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bool operator() (int i,int j)
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{
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return labor_infos[i].mode() < labor_infos[j].mode();
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if (labor_infos[i].mode() != labor_infos[j].mode())
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return labor_infos[i].mode() < labor_infos[j].mode();
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if (labor_infos[i].is_exclusive != labor_infos[j].is_exclusive)
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return labor_infos[i].is_exclusive;
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if (labor_infos[i].maximum_dwarfs() != labor_infos[j].maximum_dwarfs())
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return labor_infos[i].maximum_dwarfs() < labor_infos[j].maximum_dwarfs();
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return false;
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};
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};
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@ -769,6 +785,7 @@ static void assign_labor(unit_labor::unit_labor labor,
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int best_dwarf = 0;
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int best_value = -10000;
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int best_skill = 0;
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std::vector<int> values(n_dwarfs);
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std::vector<int> candidates;
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@ -813,6 +830,9 @@ static void assign_labor(unit_labor::unit_labor labor,
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dwarf_skill[dwarf] = skill_level;
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dwarf_skillxp[dwarf] = skill_experience;
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if (best_skill < skill_level)
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best_skill = skill_level;
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value += skill_level * 100;
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value += skill_experience / 20;
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if (skill_level > 0 || skill_experience > 0)
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@ -832,6 +852,9 @@ static void assign_labor(unit_labor::unit_labor labor,
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value += 350;
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}
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if (dwarf_info[dwarf].has_exclusive_labor)
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value -= 500;
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// bias by happiness
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//value += dwarfs[dwarf]->status.happiness;
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@ -897,15 +920,28 @@ static void assign_labor(unit_labor::unit_labor labor,
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if (unit_labor::FISH == labor && !has_fishery)
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min_dwarfs = max_dwarfs = 0;
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bool want_idle_dwarf = true;
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if (state_count[IDLE] < 2)
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want_idle_dwarf = false;
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// If there are enough idle dwarves to choose from, enter an aggressive assignment
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// mode. "Enough" idle dwarves is defined as 2 or 10% of the total number of dwarves,
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// whichever is higher.
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//
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// In aggressive mode, we will always pick at least one idle dwarf for each skill,
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// in order to try to get the idle dwarves to start doing something. We also pick
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// any dwarf more preferable to the idle dwarf, since we'd rather have a more
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// preferable dwarf do a new job if one becomes available (probably because that
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// dwarf just finished a job).
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//
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// In non-aggressive mode, only dwarves that are good at a labor will be assigned
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// to it. Dwarves good at nothing, or nothing that needs doing, will tend to get
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// assigned to hauling by the hauler code. If there are no hauling jobs to do,
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// they will sit around idle and when enough build up they will trigger aggressive
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// mode again.
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bool aggressive_mode = state_count[IDLE] >= 2 && state_count[IDLE] >= n_dwarfs * idler_pct / 100;
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/*
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* Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in
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* order of preference, and then assign additional dwarfs that meet any of these conditions:
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* - The dwarf is idle and there are no idle dwarves assigned to this labor
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* - The dwarf has nonzero skill associated with the labor
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* - We are in aggressive mode and have not yet assigned an idle dwarf
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* - The dwarf is good at this skill
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* - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
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* We stop assigning dwarfs when we reach the maximum allowed.
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* Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs
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@ -917,24 +953,23 @@ static void assign_labor(unit_labor::unit_labor labor,
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{
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int dwarf = candidates[i];
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if (dwarf_info[dwarf].trader && trader_requested)
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continue;
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if (dwarf_info[dwarf].diplomacy)
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continue;
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assert(dwarf >= 0);
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assert(dwarf < n_dwarfs);
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bool preferred_dwarf = false;
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if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE)
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preferred_dwarf = true;
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if (dwarf_skill[dwarf] > 0)
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if (dwarf_skillxp[dwarf] > 0 && dwarf_skill[dwarf] >= best_skill / 2)
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preferred_dwarf = true;
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if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive)
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if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive && dwarf_info[dwarf].state == EXCLUSIVE)
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preferred_dwarf = true;
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if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE)
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preferred_dwarf = true;
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if (dwarf_info[dwarf].trader && trader_requested)
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continue;
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if (dwarf_info[dwarf].diplomacy)
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continue;
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if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf)
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if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf && !aggressive_mode)
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continue;
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if (!dwarfs[dwarf]->status.labors[labor])
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@ -952,11 +987,11 @@ static void assign_labor(unit_labor::unit_labor labor,
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if (print_debug)
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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)" : "");
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
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labor_infos[labor].active_dwarfs++;
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if (dwarf_info[dwarf].state == IDLE)
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want_idle_dwarf = false;
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aggressive_mode = false;
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}
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}
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@ -1049,8 +1084,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
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{
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dwarf_info[dwarf].single_labor = -1;
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if (dwarfs[dwarf]->status.souls.size() <= 0)
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continue;
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@ -1214,7 +1247,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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laborinfo_sorter lasorter;
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std::sort(labors.begin(), labors.end(), lasorter);
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// Handle DISABLED skills (just bookkeeping)
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// Handle DISABLED skills (just bookkeeping).
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// Note that autolabor should *NEVER* enable or disable a skill that has been marked as DISABLED, for any reason.
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// The user has told us that they want manage this skill manually, and we must respect that.
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for (auto lp = labors.begin(); lp != labors.end(); ++lp)
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{
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auto labor = *lp;
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@ -1224,12 +1259,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
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{
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if ((dwarf_info[dwarf].trader && trader_requested) ||
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dwarf_info[dwarf].diplomacy)
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{
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dwarfs[dwarf]->status.labors[labor] = false;
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}
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if (dwarfs[dwarf]->status.labors[labor])
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{
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if (labor_infos[labor].is_exclusive)
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@ -1252,7 +1281,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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// Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps
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// make sure that hauling jobs are handled quickly rather than building up.
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int num_haulers = state_count[IDLE] + state_count[BUSY] * hauler_pct / 100;
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int num_haulers = state_count[IDLE] + (state_count[BUSY] + state_count[EXCLUSIVE]) * hauler_pct / 100;
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if (num_haulers < 1)
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num_haulers = 1;
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@ -1274,7 +1303,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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continue;
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}
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
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hauler_ids.push_back(dwarf);
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}
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dwarfinfo_sorter sorter(dwarf_info);
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@ -1305,7 +1334,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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dwarfs[dwarf]->status.labors[labor] = true;
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dwarf_info[dwarf].assigned_jobs++;
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
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if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE)
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labor_infos[labor].active_dwarfs++;
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if (print_debug)
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