Make logic closer to C# version. Address code comments from peterix.

develop
RossM 2012-03-22 00:33:18 -07:00
parent 14ae83ced5
commit c48c7cf874
1 changed files with 195 additions and 132 deletions

@ -18,6 +18,8 @@
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
#include <df/unit_misc_trait.h>
using namespace DFHack;
@ -28,6 +30,7 @@ using df::global::world;
// our own, empty header.
#include "autolabor.h"
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
static int enable_autolabor;
@ -40,56 +43,11 @@ 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
DFHACK_PLUGIN("autolabor");
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
// Fill the command list with your commands.
commands.clear();
commands.push_back(PluginCommand(
"autolabor", "Do nothing, look pretty.",
autolabor, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" This command does nothing at all.\n"
"Example:\n"
" autolabor\n"
" Does nothing.\n"
));
return CR_OK;
}
// This is called right before the plugin library is removed from memory.
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
// You *MUST* kill all threads you created before this returns.
// If everything fails, just return CR_FAILURE. Your plugin will be
// in a zombie state, but things won't crash.
return CR_OK;
}
// Called to notify the plugin about important state changes.
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.
/*
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_GAME_LOADED:
// initialize from the world just loaded
break;
case SC_GAME_UNLOADED:
// cleanup
break;
default:
break;
}
return CR_OK;
}
*/
enum labor_mode {
FIXED,
AUTOMATIC,
EVERYONE,
HAULERS,
AUTOMATIC,
FIXED,
};
enum dwarf_state {
@ -345,7 +303,7 @@ struct labor_info
int minimum_dwarfs;
};
static const struct labor_info labor_info[] = {
static const struct labor_info labor_infos[] = {
/* MINE */ {AUTOMATIC, true, 2},
/* HAUL_STONE */ {HAULERS, false, 1},
/* HAUL_WOOD */ {HAULERS, false, 1},
@ -438,6 +396,34 @@ struct dwarf_info
bool has_exclusive_labor;
};
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
assert(ARRAY_COUNT(labor_infos) > ENUM_LAST_ITEM(unit_labor));
// Fill the command list with your commands.
commands.clear();
commands.push_back(PluginCommand(
"autolabor", "Automatically manage dwarf labors.",
autolabor, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" autolabor enable\n"
" autolabor disable\n"
" Enables or disables the plugin.\n"
"Function:\n"
" When enabled, autolabor periodically checks your dwarves and enables or\n"
" disables labors. It tries to keep as many dwarves as possible busy but\n"
" also tries to have dwarves specialize in specific skills.\n"
" Warning: autolabor will override any manual changes you make to labors\n"
" while it is enabled.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
static int step_count = 0;
@ -454,10 +440,27 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
std::vector<df::unit *> dwarfs;
bool has_butchers = false;
bool has_fishery = false;
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::Workshop == type)
{
auto subType = build->getSubtype();
if (df::enums::workshop_type::Butchers == subType)
has_butchers = true;
if (df::enums::workshop_type::Fishery == subType)
has_fishery = true;
}
}
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) {
if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant && !cre->flags1.bits.dead) {
dwarfs.push_back(cre);
}
}
@ -479,7 +482,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
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++)
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;
@ -548,9 +551,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
continue;
assert(labor >= 0);
assert(labor < _countof(labor_info));
assert(labor < _countof(labor_infos));
if (labor_info[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor])
if (labor_infos[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor])
dwarf_info[dwarf].mastery_penalty -= 100;
}
}
@ -602,68 +605,6 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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];
@ -682,7 +623,7 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
}
}
// Handle all skills except those marked HAULERS
std::vector<df::unit_labor> labors;
FOR_ENUM_ITEMS(unit_labor, labor)
{
@ -690,11 +631,25 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
continue;
assert(labor >= 0);
assert(labor < _countof(labor_info));
assert(labor < _countof(labor_infos));
labors.push_back(labor);
}
std::sort(labors.begin(), labors.end(), [] (int i, int j) { return labor_infos[i].mode < labor_infos[j].mode; });
// Handle all skills except those marked HAULERS
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{
auto labor = *lp;
assert(labor >= 0);
assert(labor < _countof(labor_infos));
df::job_skill skill = labor_to_skill[labor];
if (labor_info[labor].mode == HAULERS)
if (labor_infos[labor].mode == HAULERS)
continue;
int best_dwarf = 0;
@ -702,20 +657,21 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
std::vector<int> values(n_dwarfs);
std::vector<int> candidates;
std::vector<int> backup_candidates;
std::map<int, int> dwarf_skill;
auto mode = labor_infos[labor].mode;
if (AUTOMATIC == mode && state_count[IDLE] == 0)
mode = FIXED;
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)
if (dwarf_info[dwarf].state != IDLE && dwarf_info[dwarf].state != BUSY && mode != EVERYONE)
continue;
if (labor_info[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
if (labor_infos[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)
@ -733,6 +689,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
}
}
dwarf_skill[dwarf] = skill_level;
value += skill_level * 100;
value += skill_experience / 20;
if (skill_level > 0 || skill_experience > 0)
@ -740,25 +698,62 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
if (skill_level >= 15)
value += 1000 * (skill_level - 14);
}
else
{
dwarf_skill[dwarf] = 0;
}
if (dwarfs[dwarf]->status.labors[labor])
{
value += 5;
if (labor_info[labor].is_exclusive)
if (labor_infos[labor].is_exclusive)
value += 350;
}
values[dwarf] = value;
if (mode == AUTOMATIC && dwarf_info[dwarf].state != IDLE)
backup_candidates.push_back(dwarf);
else
candidates.push_back(dwarf);
}
if (candidates.size() == 0)
{
candidates = backup_candidates;
mode = FIXED;
}
if (labor_info[labor].mode != EVERYONE)
if (labor_infos[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)
bool allow_labor = false;
if (dwarf_info[dwarf].state == BUSY &&
mode == AUTOMATIC &&
(labor_infos[labor].is_exclusive || dwarf_skill[dwarf] > 0))
{
if (dwarfs[dwarf]->status.labors[labor])
allow_labor = true;
}
if (dwarf_info[dwarf].state == OTHER &&
mode == AUTOMATIC &&
dwarf_skill[dwarf] > 0 &&
!dwarf_info[dwarf].is_best_noble)
{
allow_labor = true;
}
if (dwarfs[dwarf]->status.labors[labor] &&
allow_labor &&
!(labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor))
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
else
@ -767,11 +762,17 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
}
}
int minimum_dwarfs = labor_info[labor].minimum_dwarfs;
int minimum_dwarfs = labor_infos[labor].minimum_dwarfs;
if (labor_info[labor].mode == EVERYONE)
if (labor_infos[labor].mode == EVERYONE)
minimum_dwarfs = n_dwarfs;
// Special - don't assign hunt without a butchers, or fish without a fishery
if (df::enums::unit_labor::HUNT == labor && !has_butchers)
minimum_dwarfs = 0;
if (df::enums::unit_labor::FISH == labor && !has_fishery)
minimum_dwarfs = 0;
for (int i = 0; i < candidates.size() && i < minimum_dwarfs; i++)
{
int dwarf = candidates[i];
@ -784,11 +785,73 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarfs[dwarf]->status.labors[labor] = true;
if (labor_info[labor].is_exclusive)
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
}
}
// 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_infos));
if (labor_infos[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;
}
}
return CR_OK;
}