Large change to how autolabor assigns labors. Military dwarves and

children/nobles will never be assigned labors. Labor assignments are
more understandable.
develop
RossM 2012-04-02 20:55:02 -07:00
parent b21d813c73
commit ecb1ca0972
1 changed files with 159 additions and 118 deletions

@ -31,6 +31,8 @@ using df::global::world;
static int enable_autolabor = 0;
static bool print_debug = 0;
// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
@ -41,10 +43,12 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
DFHACK_PLUGIN("autolabor");
enum labor_mode {
FIXED,
AUTOMATIC,
EVERYONE,
DISABLE,
HAULERS,
EVERYONE,
MINIMUM,
EXACTLY,
MAXIMUM
};
enum dwarf_state {
@ -64,6 +68,14 @@ enum dwarf_state {
OTHER
};
static const char *state_names[] = {
"IDLE",
"BUSY",
"MILITARY",
"CHILD",
"OTHER",
};
static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */,
BUSY /* DetailWall */,
@ -303,7 +315,7 @@ struct labor_info
static struct labor_info* labor_infos;
static const struct labor_info default_labor_infos[] = {
/* MINE */ {AUTOMATIC, true, 2},
/* MINE */ {MINIMUM, true, 2},
/* HAUL_STONE */ {HAULERS, false, 1},
/* HAUL_WOOD */ {HAULERS, false, 1},
/* HAUL_BODY */ {HAULERS, false, 1},
@ -313,69 +325,69 @@ static const struct labor_info default_labor_infos[] = {
/* HAUL_FURNITURE */ {HAULERS, false, 1},
/* HAUL_ANIMAL */ {HAULERS, false, 1},
/* CLEAN */ {HAULERS, false, 1},
/* CUTWOOD */ {AUTOMATIC, true, 1},
/* CARPENTER */ {AUTOMATIC, false, 1},
/* DETAIL */ {AUTOMATIC, false, 1},
/* MASON */ {AUTOMATIC, false, 1},
/* ARCHITECT */ {AUTOMATIC, false, 1},
/* ANIMALTRAIN */ {AUTOMATIC, false, 1},
/* ANIMALCARE */ {AUTOMATIC, false, 1},
/* DIAGNOSE */ {AUTOMATIC, false, 1},
/* SURGERY */ {AUTOMATIC, false, 1},
/* BONE_SETTING */ {AUTOMATIC, false, 1},
/* SUTURING */ {AUTOMATIC, false, 1},
/* DRESSING_WOUNDS */ {AUTOMATIC, false, 1},
/* CUTWOOD */ {MINIMUM, true, 1},
/* CARPENTER */ {MINIMUM, false, 1},
/* DETAIL */ {MINIMUM, false, 1},
/* MASON */ {MINIMUM, false, 1},
/* ARCHITECT */ {MINIMUM, false, 1},
/* ANIMALTRAIN */ {MINIMUM, false, 1},
/* ANIMALCARE */ {MINIMUM, false, 1},
/* DIAGNOSE */ {MINIMUM, false, 1},
/* SURGERY */ {MINIMUM, false, 1},
/* BONE_SETTING */ {MINIMUM, false, 1},
/* SUTURING */ {MINIMUM, false, 1},
/* DRESSING_WOUNDS */ {MINIMUM, 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},
/* BUTCHER */ {MINIMUM, false, 1},
/* TRAPPER */ {MINIMUM, false, 1},
/* DISSECT_VERMIN */ {MINIMUM, false, 1},
/* LEATHER */ {MINIMUM, false, 1},
/* TANNER */ {MINIMUM, false, 1},
/* BREWER */ {MINIMUM, false, 1},
/* ALCHEMIST */ {MINIMUM, false, 1},
/* SOAP_MAKER */ {MINIMUM, false, 1},
/* WEAVER */ {MINIMUM, false, 1},
/* CLOTHESMAKER */ {MINIMUM, false, 1},
/* MILLER */ {MINIMUM, false, 1},
/* PROCESS_PLANT */ {MINIMUM, false, 1},
/* MAKE_CHEESE */ {MINIMUM, false, 1},
/* MILK */ {MINIMUM, false, 1},
/* COOK */ {MINIMUM, false, 1},
/* PLANT */ {MINIMUM, false, 1},
/* HERBALIST */ {MINIMUM, false, 1},
/* FISH */ {EXACTLY, false, 1},
/* CLEAN_FISH */ {MINIMUM, false, 1},
/* DISSECT_FISH */ {MINIMUM, false, 1},
/* HUNT */ {EXACTLY, true, 1},
/* SMELT */ {MINIMUM, false, 1},
/* FORGE_WEAPON */ {MINIMUM, false, 1},
/* FORGE_ARMOR */ {MINIMUM, false, 1},
/* FORGE_FURNITURE */ {MINIMUM, false, 1},
/* METAL_CRAFT */ {MINIMUM, false, 1},
/* CUT_GEM */ {MINIMUM, false, 1},
/* ENCRUST_GEM */ {MINIMUM, false, 1},
/* WOOD_CRAFT */ {MINIMUM, false, 1},
/* STONE_CRAFT */ {MINIMUM, false, 1},
/* BONE_CARVE */ {MINIMUM, false, 1},
/* GLASSMAKER */ {MINIMUM, false, 1},
/* EXTRACT_STRAND */ {MINIMUM, false, 1},
/* SIEGECRAFT */ {MINIMUM, false, 1},
/* SIEGEOPERATE */ {MINIMUM, false, 1},
/* BOWYER */ {MINIMUM, false, 1},
/* MECHANIC */ {MINIMUM, false, 1},
/* POTASH_MAKING */ {MINIMUM, false, 1},
/* LYE_MAKING */ {MINIMUM, false, 1},
/* DYER */ {MINIMUM, false, 1},
/* BURN_WOOD */ {MINIMUM, false, 1},
/* OPERATE_PUMP */ {MINIMUM, false, 1},
/* SHEARER */ {MINIMUM, false, 1},
/* SPINNER */ {MINIMUM, false, 1},
/* POTTERY */ {MINIMUM, false, 1},
/* GLAZING */ {MINIMUM, false, 1},
/* PRESSING */ {MINIMUM, false, 1},
/* BEEKEEPING */ {MINIMUM, false, 1},
/* WAX_WORKING */ {MINIMUM, false, 1},
};
static const df::job_skill noble_skills[] = {
@ -651,6 +663,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
}
state_count[dwarf_info[dwarf].state]++;
if (print_debug)
out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]);
}
// Generate labor -> skill mapping
@ -690,6 +705,26 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
laborinfo_sorter lasorter;
std::sort(labors.begin(), labors.end(), lasorter);
// Handle DISABLED skills (just bookkeeping)
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
{
auto labor = *lp;
if (labor_infos[labor].mode != DISABLE)
continue;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarfs[dwarf]->status.labors[labor])
{
if (labor_infos[labor].is_exclusive)
dwarf_info[dwarf].has_exclusive_labor = true;
dwarf_info[dwarf].assigned_jobs++;
}
}
}
// Handle all skills except those marked HAULERS
for (auto lp = labors.begin(); lp != labors.end(); ++lp)
@ -705,28 +740,53 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
if (labor_infos[labor].mode == HAULERS)
continue;
if (labor_infos[labor].mode == DISABLE)
continue;
int best_dwarf = 0;
int best_value = -10000;
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;
int min_dwarfs = 0;
int max_dwarfs = 0;
switch (mode)
{
case EVERYONE:
min_dwarfs = max_dwarfs = n_dwarfs;
break;
case MINIMUM:
min_dwarfs = labor_infos[labor].minimum_dwarfs;
max_dwarfs = n_dwarfs;
break;
case EXACTLY:
min_dwarfs = max_dwarfs = labor_infos[labor].minimum_dwarfs;
break;
case MAXIMUM:
min_dwarfs = 0;
max_dwarfs = labor_infos[labor].minimum_dwarfs;
break;
}
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
if (dwarf_info[dwarf].state != IDLE && dwarf_info[dwarf].state != BUSY && mode != EVERYONE)
if (dwarf_info[dwarf].state == CHILD)
continue;
if (dwarf_info[dwarf].state == MILITARY)
continue;
if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor)
continue;
int value = dwarf_info[dwarf].mastery_penalty - dwarf_info[dwarf].assigned_jobs * 50;
int value = dwarf_info[dwarf].mastery_penalty; // - dwarf_info[dwarf].assigned_jobs * 50;
if (skill != df::enums::job_skill::NONE)
{
@ -766,17 +826,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
values[dwarf] = value;
if (mode == AUTOMATIC && dwarf_info[dwarf].state != IDLE)
backup_candidates.push_back(dwarf);
else
candidates.push_back(dwarf);
}
candidates.push_back(dwarf);
if (candidates.size() == 0)
{
candidates = backup_candidates;
mode = FIXED;
}
if (labor_infos[labor].mode != EVERYONE)
@ -785,52 +836,23 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
std::sort(candidates.begin(), candidates.end(), ivs);
}
int active_dwarfs = 0;
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
bool allow_labor = false;
if (dwarf_info[dwarf].state == BUSY &&
mode == AUTOMATIC &&
(labor_infos[labor].is_exclusive || dwarf_skill[dwarf] > 0))
{
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;
if (dwarf_info[dwarf].state == CHILD)
continue;
dwarf_info[dwarf].assigned_jobs++;
}
else
{
dwarfs[dwarf]->status.labors[labor] = false;
}
dwarfs[dwarf]->status.labors[labor] = false;
}
int minimum_dwarfs = labor_infos[labor].minimum_dwarfs;
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;
min_dwarfs = max_dwarfs = 0;
if (df::enums::unit_labor::FISH == labor && !has_fishery)
minimum_dwarfs = 0;
min_dwarfs = max_dwarfs = 0;
for (int i = 0; i < candidates.size() && i < minimum_dwarfs; i++)
for (int i = 0; i < candidates.size() && active_dwarfs < max_dwarfs; i++)
{
int dwarf = candidates[i];
@ -848,6 +870,15 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
// all the exclusive labors require equipment so this should force the dorf to reequip if needed
dwarfs[dwarf]->military.pickup_flags.bits.update = 1;
}
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: value %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf]);
if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY)
active_dwarfs++;
if (active_dwarfs >= min_dwarfs && (dwarf_info[dwarf].state == IDLE || state_count[IDLE] < 2))
break;
}
}
@ -896,6 +927,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
assert(dwarf < n_dwarfs);
dwarfs[dwarf]->status.labors[labor] = true;
dwarf_info[dwarf].assigned_jobs++;
if (print_debug)
out.print("Dwarf %i \"%s\" assigned %s: hauler\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str());
}
for (int i = num_haulers; i < hauler_ids.size(); i++)
@ -910,6 +944,9 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
dwarfs[dwarf]->status.labors[labor] = false;
}
}
print_debug = 0;
return CR_OK;
}
@ -935,7 +972,11 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame
out.print("Syntax: autolabor miners <n>, where n is 0 or more.\n"
"Current miner count: %d\n", labor_infos[0].minimum_dwarfs);
}
} else
}
else if (parameters.size() == 1 && parameters[0] == "debug") {
print_debug = 1;
}
else
{
out.print("Automatically assigns labors to dwarves.\n"
"Activate with 'autolabor 1', deactivate with 'autolabor 0'.\n"