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@ -143,8 +143,8 @@ enum dwarf_state {
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// Baby or Child, 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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// Doing something that precludes working, may be busy for a while
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OTHER
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};
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// I presume this is the number of states in the following enumeration.
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@ -157,26 +157,30 @@ static const char *state_names[] = {
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"BUSY",
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"MILITARY",
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"CHILD",
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"OTHER",
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"OTHER"
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};
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// List of possible activites of a dwarf that will be further narrowed to states
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// IDLE - Specifically waiting to be assigned a task (No Job)
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// BUSY - Performing a toggleable labor, or a support action for that labor.
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// OTHER - Doing something else
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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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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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@ -184,39 +188,39 @@ static const dwarf_state dwarf_states[] = {
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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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BUSY /* CollectSand */,
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BUSY /* Fish */,
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BUSY /* Hunt */,
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BUSY /* HuntVermin */,
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OTHER /* Kidnap */,
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OTHER /* BeatCriminal */,
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OTHER /* StartingFistFight */,
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OTHER /* CollectTaxes */,
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OTHER /* GuardTaxCollector */,
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BUSY /* CatchLiveLandAnimal */,
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BUSY /* CatchLiveFish */,
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OTHER /* ReturnKill */,
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OTHER /* CheckChest */,
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OTHER /* 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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OTHER /* SeekArtifact */,
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OTHER /* 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 /* Clean */,
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OTHER /* Rest */,
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BUSY /* PickupEquipment */,
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BUSY /* DumpItem */,
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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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@ -230,170 +234,170 @@ static const dwarf_state dwarf_states[] = {
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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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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 */,
|
|
|
|
|
BUSY /* LoadCageTrap */,
|
|
|
|
|
BUSY /* LoadStoneTrap */,
|
|
|
|
|
BUSY /* LoadWeaponTrap */,
|
|
|
|
|
BUSY /* CleanTrap */,
|
|
|
|
|
OTHER /* CastSpell */,
|
|
|
|
|
BUSY /* LinkBuildingToTrigger */,
|
|
|
|
|
BUSY /* PullLever */,
|
|
|
|
|
BUSY /* BrewDrink */,
|
|
|
|
|
BUSY /* ExtractFromPlants */,
|
|
|
|
|
BUSY /* ExtractFromRawFish */,
|
|
|
|
|
BUSY /* ExtractFromLandAnimal */,
|
|
|
|
|
BUSY /* TameVermin */,
|
|
|
|
|
BUSY /* TameAnimal */,
|
|
|
|
|
BUSY /* ChainAnimal */,
|
|
|
|
|
BUSY /* UnchainAnimal */,
|
|
|
|
|
BUSY /* UnchainPet */,
|
|
|
|
|
BUSY /* ReleaseLargeCreature */,
|
|
|
|
|
BUSY /* ReleasePet */,
|
|
|
|
|
BUSY /* ReleaseSmallCreature */,
|
|
|
|
|
BUSY /* HandleSmallCreature */,
|
|
|
|
|
BUSY /* HandleLargeCreature */,
|
|
|
|
|
BUSY /* CageLargeCreature */,
|
|
|
|
|
BUSY /* CageSmallCreature */,
|
|
|
|
|
BUSY /* RecoverWounded */,
|
|
|
|
|
BUSY /* DiagnosePatient */,
|
|
|
|
|
BUSY /* ImmobilizeBreak */,
|
|
|
|
|
BUSY /* DressWound */,
|
|
|
|
|
BUSY /* CleanPatient */,
|
|
|
|
|
BUSY /* Surgery */,
|
|
|
|
|
BUSY /* Suture */,
|
|
|
|
|
BUSY /* SetBone */,
|
|
|
|
|
BUSY /* PlaceInTraction */,
|
|
|
|
|
BUSY /* DrainAquarium */,
|
|
|
|
|
BUSY /* FillAquarium */,
|
|
|
|
|
BUSY /* FillPond */,
|
|
|
|
|
BUSY /* GiveWater */,
|
|
|
|
|
BUSY /* GiveFood */,
|
|
|
|
|
BUSY /* GiveWater2 */,
|
|
|
|
|
BUSY /* GiveFood2 */,
|
|
|
|
|
BUSY /* RecoverPet */,
|
|
|
|
|
BUSY /* PitLargeAnimal */,
|
|
|
|
|
BUSY /* PitSmallAnimal */,
|
|
|
|
|
BUSY /* SlaughterAnimal */,
|
|
|
|
|
BUSY /* MakeCharcoal */,
|
|
|
|
|
BUSY /* MakeAsh */,
|
|
|
|
|
BUSY /* MakeLye */,
|
|
|
|
|
BUSY /* MakePotashFromLye */,
|
|
|
|
|
BUSY /* FertilizeField */,
|
|
|
|
|
BUSY /* MakePotashFromAsh */,
|
|
|
|
|
BUSY /* DyeThread */,
|
|
|
|
|
BUSY /* DyeCloth */,
|
|
|
|
|
BUSY /* SewImage */,
|
|
|
|
|
BUSY /* MakePipeSection */,
|
|
|
|
|
BUSY /* OperatePump */,
|
|
|
|
|
OTHER /* ManageWorkOrders */,
|
|
|
|
|
OTHER /* UpdateStockpileRecords */,
|
|
|
|
|
OTHER /* TradeAtDepot */,
|
|
|
|
|
BUSY /* ConstructHatchCover */,
|
|
|
|
|
BUSY /* ConstructGrate */,
|
|
|
|
|
BUSY /* RemoveStairs */,
|
|
|
|
|
BUSY /* ConstructQuern */,
|
|
|
|
|
BUSY /* ConstructMillstone */,
|
|
|
|
|
BUSY /* ConstructSplint */,
|
|
|
|
|
BUSY /* ConstructCrutch */,
|
|
|
|
|
BUSY /* ConstructTractionBench */,
|
|
|
|
|
BUSY /* CleanSelf */,
|
|
|
|
|
BUSY /* BringCrutch */,
|
|
|
|
|
BUSY /* ApplyCast */,
|
|
|
|
|
BUSY /* CustomReaction */,
|
|
|
|
|
BUSY /* ConstructSlab */,
|
|
|
|
|
BUSY /* EngraveSlab */,
|
|
|
|
|
BUSY /* ShearCreature */,
|
|
|
|
|
BUSY /* SpinThread */,
|
|
|
|
|
BUSY /* PenLargeAnimal */,
|
|
|
|
|
BUSY /* PenSmallAnimal */,
|
|
|
|
|
BUSY /* MakeTool */,
|
|
|
|
|
BUSY /* CollectClay */,
|
|
|
|
|
BUSY /* InstallColonyInHive */,
|
|
|
|
|
BUSY /* CollectHiveProducts */,
|
|
|
|
|
BUSY /* ConstructHatchCover */,
|
|
|
|
|
BUSY /* ConstructGrate */,
|
|
|
|
|
BUSY /* RemoveStairs */,
|
|
|
|
|
BUSY /* ConstructQuern */,
|
|
|
|
|
BUSY /* ConstructMillstone */,
|
|
|
|
|
BUSY /* ConstructSplint */,
|
|
|
|
|
BUSY /* ConstructCrutch */,
|
|
|
|
|
BUSY /* ConstructTractionBench */,
|
|
|
|
|
OTHER /* CleanSelf */,
|
|
|
|
|
BUSY /* BringCrutch */,
|
|
|
|
|
BUSY /* ApplyCast */,
|
|
|
|
|
BUSY /* CustomReaction */,
|
|
|
|
|
BUSY /* ConstructSlab */,
|
|
|
|
|
BUSY /* EngraveSlab */,
|
|
|
|
|
BUSY /* ShearCreature */,
|
|
|
|
|
BUSY /* SpinThread */,
|
|
|
|
|
BUSY /* PenLargeAnimal */,
|
|
|
|
|
BUSY /* PenSmallAnimal */,
|
|
|
|
|
BUSY /* MakeTool */,
|
|
|
|
|
BUSY /* CollectClay */,
|
|
|
|
|
BUSY /* InstallColonyInHive */,
|
|
|
|
|
BUSY /* CollectHiveProducts */,
|
|
|
|
|
OTHER /* CauseTrouble */,
|
|
|
|
|
OTHER /* DrinkBlood */,
|
|
|
|
|
OTHER /* ReportCrime */,
|
|
|
|
|
OTHER /* ExecuteCriminal */,
|
|
|
|
|
BUSY /* TrainAnimal */,
|
|
|
|
|
BUSY /* CarveTrack */,
|
|
|
|
|
BUSY /* PushTrackVehicle */,
|
|
|
|
|
BUSY /* PlaceTrackVehicle */,
|
|
|
|
|
BUSY /* StoreItemInVehicle */,
|
|
|
|
|
BUSY /* GeldAnimal */
|
|
|
|
|
BUSY /* TrainAnimal */,
|
|
|
|
|
BUSY /* CarveTrack */,
|
|
|
|
|
BUSY /* PushTrackVehicle */,
|
|
|
|
|
BUSY /* PlaceTrackVehicle */,
|
|
|
|
|
BUSY /* StoreItemInVehicle */,
|
|
|
|
|
BUSY /* GeldAnimal */
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
labor_mode mode() { return (labor_mode) config.ival(0); }
|
|
|
|
|
|
|
|
|
|
// Set the labor_mode associated with this labor
|
|
|
|
|
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},
|
|
|
|
|
/* SUTURING */ {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},
|
|
|
|
|
/* BUTCHER */ {ALLOW, 0},
|
|
|
|
|
/* TRAPPER */ {ALLOW, 0},
|
|
|
|
@ -534,6 +539,7 @@ struct dwarf_info_t
|
|
|
|
|
{
|
|
|
|
|
// Current simplified employment status of dwarf
|
|
|
|
|
dwarf_state state;
|
|
|
|
|
|
|
|
|
|
// Set to true if for whatever reason we are exempting this dwarf
|
|
|
|
|
// from hauling
|
|
|
|
|
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"
|
|
|
|
|
" autohauler status\n"
|
|
|
|
|
" Show basic status information.\n"
|
|
|
|
|
" autohauler debug\n"
|
|
|
|
|
" In the next cycle, will output the state of every dwarf.\n"
|
|
|
|
|
"Function:\n"
|
|
|
|
|
" When enabled, autohauler periodically checks your dwarves and assigns\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
|
|
|
|
|
* 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
|
|
|
|
|
// for the dwarf, the dwarf is hauling exempt
|
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
|
|
|
@ -833,11 +844,11 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
|
|
|
|
|
|
|
|
|
// Scan a dwarf's miscellaneous traits for on break or migrant status.
|
|
|
|
|
// If either of these are present, disable hauling because we want them
|
|
|
|
|
// 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++)
|
|
|
|
|
{
|
|
|
|
|
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
|
|
|
|
|
dwarf_info[dwarf].haul_exempt = true;
|
|
|
|
|
{
|
|
|
|
|
if ((*p)->id == misc_trait_type::Migrant)
|
|
|
|
|
is_migrant = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* 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
|
|
|
|
|
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))
|
|
|
|
|
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_info[dwarf].state = OTHER;
|
|
|
|
|
}
|
|
|
|
|
else if (dwarfs[dwarf]->job.current_job == NULL)
|
|
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
{
|
|
|
|
|
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];
|
|
|
|
|
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);
|
|
|
|
|
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
|
|
|
|
|
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
|
|
|
|
|
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
|
|
|
|
|
// instead resorts to hauling.
|
|
|
|
|
|
|
|
|
|
// IDLE - Enable hauling
|
|
|
|
|
// BUSY - Disable hauling
|
|
|
|
|
// OTHER - Disable hauling
|
|
|
|
|
// IDLE - Enable hauling
|
|
|
|
|
// BUSY - 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
|
|
|
|
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
|
|
|
|
{
|
|
|
|
|
if (dwarf_info[dwarf].state == IDLE ||
|
|
|
|
|
dwarf_info[dwarf].state == BUSY ||
|
|
|
|
|
dwarf_info[dwarf].state == OTHER)
|
|
|
|
|
{
|
|
|
|
|
hauler_ids.push_back(dwarf);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// There was no reason to put potential haulers in an array. All of them are
|
|
|
|
|
// covered in the following for loop.
|
|
|
|
|
|
|
|
|
|
// Equivalent of Java for(unit_labor : labor)
|
|
|
|
|
// For every 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)
|
|
|
|
|
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)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
@ -936,15 +952,17 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
|
|
|
|
for(int dwarf = 0; dwarf < dwarfs.size(); dwarf++)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// If the dwarf is idle, enable the hauling labor
|
|
|
|
|
if(dwarf_info[dwarf].state == IDLE)
|
|
|
|
|
{
|
|
|
|
|
// And enable the job for the dwarf
|
|
|
|
|
// Set hauling labors based on employment states
|
|
|
|
|
if(dwarf_info[dwarf].state == IDLE) {
|
|
|
|
|
dwarfs[dwarf]->status.labors[labor] = true;
|
|
|
|
|
}
|
|
|
|
|
// If the dwarf is busy, disable the hauling labor
|
|
|
|
|
if(dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == OTHER)
|
|
|
|
|
{
|
|
|
|
|
else if(dwarf_info[dwarf].state == MILITARY) {
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
// 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++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// CHILD ignored
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Let's play a game of "find the missing bracket!" I hope this is correct.
|
|
|
|
|