// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D // some headers required for a plugin. Nothing special, just the basics. #include "Core.h" #include #include #include #include #include // DF data structure definition headers #include "DataDefs.h" #include #include #include #include #include #include #include #include #include #include using std::string; using std::endl; using namespace DFHack; using namespace df::enums; using df::global::ui; using df::global::world; #define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0])) /* * Autolabor module for dfhack * * The idea behind this module is to constantly adjust labors so that the right dwarves * are assigned to new tasks. The key is that, for almost all labors, once a dwarf begins * a job it will finish that job even if the associated labor is removed. Thus the * strategy is to frequently decide, for each labor, which dwarves should possibly take * a new job for that labor if it comes in and which shouldn't, and then set the labors * appropriately. The updating should happen as often as can be reasonably done without * causing lag. * * The obvious thing to do is to just set each labor on a single idle dwarf who is best * suited to doing new jobs of that labor. This works in a way, but it leads to a lot * of idle dwarves since only one dwarf will be dispatched for each labor in an update * cycle, and dwarves that finish tasks will wait for the next update before being * dispatched. An improvement is to also set some labors on dwarves that are currently * doing a job, so that they will immediately take a new job when they finish. The * details of which dwarves should have labors set is mostly a heuristic. * * A complication to the above simple scheme is labors that have associated equipment. * Enabling/disabling these labors causes dwarves to change equipment, and disabling * them in the middle of a job may cause the job to be abandoned. Those labors * (mining, hunting, and woodcutting) need to be handled carefully to minimize churn. */ static int enable_autolabor = 0; static bool print_debug = 0; static std::vector state_count(5); // Here go all the command declarations... // mostly to allow having the mandatory stuff on top of the file and commands on the bottom command_result autolabor (color_ostream &out, std::vector & parameters); // A plugin must be able to return its name and version. // The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case DFHACK_PLUGIN("autolabor"); enum labor_mode { DISABLE, HAULERS, AUTOMATIC, }; enum dwarf_state { // Ready for a new task IDLE, // Busy with a useful task BUSY, // In the military, can't work MILITARY, // Child or noble, can't work CHILD, // Doing something that precludes working, may be busy for a while OTHER }; const int NUM_STATE = 5; static const char *state_names[] = { "IDLE", "BUSY", "MILITARY", "CHILD", "OTHER", }; static const dwarf_state dwarf_states[] = { BUSY /* CarveFortification */, BUSY /* DetailWall */, BUSY /* DetailFloor */, BUSY /* Dig */, BUSY /* CarveUpwardStaircase */, BUSY /* CarveDownwardStaircase */, BUSY /* CarveUpDownStaircase */, BUSY /* CarveRamp */, BUSY /* DigChannel */, BUSY /* FellTree */, BUSY /* GatherPlants */, BUSY /* RemoveConstruction */, BUSY /* CollectWebs */, BUSY /* BringItemToDepot */, BUSY /* BringItemToShop */, OTHER /* Eat */, OTHER /* GetProvisions */, OTHER /* Drink */, OTHER /* Drink2 */, OTHER /* FillWaterskin */, OTHER /* FillWaterskin2 */, OTHER /* Sleep */, BUSY /* CollectSand */, BUSY /* Fish */, BUSY /* Hunt */, OTHER /* HuntVermin */, BUSY /* Kidnap */, BUSY /* BeatCriminal */, BUSY /* StartingFistFight */, BUSY /* CollectTaxes */, BUSY /* GuardTaxCollector */, BUSY /* CatchLiveLandAnimal */, BUSY /* CatchLiveFish */, BUSY /* ReturnKill */, BUSY /* CheckChest */, BUSY /* StoreOwnedItem */, BUSY /* PlaceItemInTomb */, BUSY /* StoreItemInStockpile */, BUSY /* StoreItemInBag */, BUSY /* StoreItemInHospital */, BUSY /* StoreItemInChest */, BUSY /* StoreItemInCabinet */, BUSY /* StoreWeapon */, BUSY /* StoreArmor */, BUSY /* StoreItemInBarrel */, BUSY /* StoreItemInBin */, BUSY /* SeekArtifact */, BUSY /* SeekInfant */, OTHER /* AttendParty */, OTHER /* GoShopping */, OTHER /* GoShopping2 */, BUSY /* Clean */, OTHER /* Rest */, BUSY /* PickupEquipment */, BUSY /* DumpItem */, OTHER /* StrangeMoodCrafter */, OTHER /* StrangeMoodJeweller */, OTHER /* StrangeMoodForge */, OTHER /* StrangeMoodMagmaForge */, OTHER /* StrangeMoodBrooding */, OTHER /* StrangeMoodFell */, OTHER /* StrangeMoodCarpenter */, OTHER /* StrangeMoodMason */, OTHER /* StrangeMoodBowyer */, OTHER /* StrangeMoodTanner */, OTHER /* StrangeMoodWeaver */, OTHER /* StrangeMoodGlassmaker */, OTHER /* StrangeMoodMechanics */, BUSY /* ConstructBuilding */, BUSY /* ConstructDoor */, BUSY /* ConstructFloodgate */, BUSY /* ConstructBed */, BUSY /* ConstructThrone */, BUSY /* ConstructCoffin */, BUSY /* ConstructTable */, BUSY /* ConstructChest */, BUSY /* ConstructBin */, BUSY /* ConstructArmorStand */, BUSY /* ConstructWeaponRack */, BUSY /* ConstructCabinet */, BUSY /* ConstructStatue */, BUSY /* ConstructBlocks */, BUSY /* MakeRawGlass */, BUSY /* MakeCrafts */, BUSY /* MintCoins */, BUSY /* CutGems */, BUSY /* CutGlass */, BUSY /* EncrustWithGems */, BUSY /* EncrustWithGlass */, BUSY /* DestroyBuilding */, BUSY /* SmeltOre */, BUSY /* MeltMetalObject */, BUSY /* ExtractMetalStrands */, BUSY /* PlantSeeds */, BUSY /* HarvestPlants */, BUSY /* TrainHuntingAnimal */, BUSY /* TrainWarAnimal */, BUSY /* MakeWeapon */, BUSY /* ForgeAnvil */, BUSY /* ConstructCatapultParts */, BUSY /* ConstructBallistaParts */, BUSY /* MakeArmor */, BUSY /* MakeHelm */, BUSY /* MakePants */, BUSY /* StudWith */, BUSY /* ButcherAnimal */, BUSY /* PrepareRawFish */, BUSY /* MillPlants */, BUSY /* BaitTrap */, BUSY /* MilkCreature */, BUSY /* MakeCheese */, BUSY /* ProcessPlants */, BUSY /* ProcessPlantsBag */, BUSY /* ProcessPlantsVial */, BUSY /* ProcessPlantsBarrel */, BUSY /* PrepareMeal */, BUSY /* WeaveCloth */, BUSY /* MakeGloves */, BUSY /* MakeShoes */, BUSY /* MakeShield */, BUSY /* MakeCage */, BUSY /* MakeChain */, BUSY /* MakeFlask */, BUSY /* MakeGoblet */, BUSY /* MakeInstrument */, BUSY /* MakeToy */, BUSY /* MakeAnimalTrap */, BUSY /* MakeBarrel */, BUSY /* MakeBucket */, BUSY /* MakeWindow */, BUSY /* MakeTotem */, BUSY /* MakeAmmo */, BUSY /* DecorateWith */, BUSY /* MakeBackpack */, BUSY /* MakeQuiver */, BUSY /* MakeBallistaArrowHead */, BUSY /* AssembleSiegeAmmo */, BUSY /* LoadCatapult */, BUSY /* LoadBallista */, BUSY /* FireCatapult */, BUSY /* FireBallista */, BUSY /* ConstructMechanisms */, BUSY /* MakeTrapComponent */, BUSY /* LoadCageTrap */, BUSY /* LoadStoneTrap */, BUSY /* LoadWeaponTrap */, BUSY /* CleanTrap */, BUSY /* 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 */, OTHER /* CauseTrouble */, OTHER /* DrinkBlood */, OTHER /* ReportCrime */, OTHER /* ExecuteCriminal */ }; struct labor_info { labor_mode mode; bool is_exclusive; int minimum_dwarfs; int maximum_dwarfs; int active_dwarfs; }; static struct labor_info* labor_infos; static const struct labor_info default_labor_infos[] = { /* MINE */ {AUTOMATIC, true, 2, 200, 0}, /* HAUL_STONE */ {HAULERS, false, 1, 200, 0}, /* HAUL_WOOD */ {HAULERS, false, 1, 200, 0}, /* HAUL_BODY */ {HAULERS, false, 1, 200, 0}, /* HAUL_FOOD */ {HAULERS, false, 1, 200, 0}, /* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0}, /* HAUL_ITEM */ {HAULERS, false, 1, 200, 0}, /* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0}, /* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0}, /* CLEAN */ {HAULERS, false, 1, 200, 0}, /* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0}, /* CARPENTER */ {AUTOMATIC, false, 1, 200, 0}, /* DETAIL */ {AUTOMATIC, false, 1, 200, 0}, /* MASON */ {AUTOMATIC, false, 1, 200, 0}, /* ARCHITECT */ {AUTOMATIC, false, 1, 200, 0}, /* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0}, /* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0}, /* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0}, /* SURGERY */ {AUTOMATIC, false, 1, 200, 0}, /* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0}, /* SUTURING */ {AUTOMATIC, false, 1, 200, 0}, /* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0}, /* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0}, /* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0}, /* BUTCHER */ {AUTOMATIC, false, 1, 200, 0}, /* TRAPPER */ {AUTOMATIC, false, 1, 200, 0}, /* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0}, /* LEATHER */ {AUTOMATIC, false, 1, 200, 0}, /* TANNER */ {AUTOMATIC, false, 1, 200, 0}, /* BREWER */ {AUTOMATIC, false, 1, 200, 0}, /* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0}, /* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0}, /* WEAVER */ {AUTOMATIC, false, 1, 200, 0}, /* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0}, /* MILLER */ {AUTOMATIC, false, 1, 200, 0}, /* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0}, /* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0}, /* MILK */ {AUTOMATIC, false, 1, 200, 0}, /* COOK */ {AUTOMATIC, false, 1, 200, 0}, /* PLANT */ {AUTOMATIC, false, 1, 200, 0}, /* HERBALIST */ {AUTOMATIC, false, 1, 200, 0}, /* FISH */ {AUTOMATIC, false, 1, 1, 0}, /* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0}, /* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0}, /* HUNT */ {AUTOMATIC, true, 1, 1, 0}, /* SMELT */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0}, /* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0}, /* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0}, /* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0}, /* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0}, /* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0}, /* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0}, /* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0}, /* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0}, /* BOWYER */ {AUTOMATIC, false, 1, 200, 0}, /* MECHANIC */ {AUTOMATIC, false, 1, 200, 0}, /* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0}, /* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0}, /* DYER */ {AUTOMATIC, false, 1, 200, 0}, /* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0}, /* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0}, /* SHEARER */ {AUTOMATIC, false, 1, 200, 0}, /* SPINNER */ {AUTOMATIC, false, 1, 200, 0}, /* POTTERY */ {AUTOMATIC, false, 1, 200, 0}, /* GLAZING */ {AUTOMATIC, false, 1, 200, 0}, /* PRESSING */ {AUTOMATIC, false, 1, 200, 0}, /* BEEKEEPING */ {AUTOMATIC, false, 1, 200, 0}, /* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0}, }; 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_t { 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_init ( color_ostream &out, std::vector &commands) { // initialize labor infos table from default table if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1) return CR_FAILURE; labor_infos = new struct labor_info[ARRAY_COUNT(default_labor_infos)]; for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) { labor_infos[i] = default_labor_infos[i]; } // Fill the command list with your commands. 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" " autolabor []\n" " Set number of dwarves assigned to a labor.\n" " autolabor haulers\n" " Set a labor to be handled by hauler dwarves.\n" " autolabor disable\n" " Turn off autolabor for a specific labor.\n" " autolabor list\n" " List current status of all labors.\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" "Examples:\n" " autolabor MINE 2\n" " Keep at least 2 dwarves with mining enabled.\n" " autolabor CUT_GEM 1 1\n" " Keep exactly 1 dwarf with gemcutting enabled.\n" " autolabor FEED_WATER_CIVILIANS haulers\n" " Have haulers feed and water wounded dwarves.\n" " autolabor CUTWOOD disable\n" " Turn off autolabor for wood cutting.\n" )); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { // release the labor info table; delete [] labor_infos; return CR_OK; } // sorting objects struct dwarfinfo_sorter { dwarfinfo_sorter(std::vector & info):dwarf_info(info){}; bool operator() (int i,int j) { 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; }; std::vector & dwarf_info; }; struct laborinfo_sorter { bool operator() (int i,int j) { return labor_infos[i].mode < labor_infos[j].mode; }; }; struct values_sorter { values_sorter(std::vector & values):values(values){}; bool operator() (int i,int j) { return values[i] > values[j]; }; std::vector & values; }; DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { static int step_count = 0; // check run conditions if(!world->map.block_index || !enable_autolabor) { // give up if we shouldn't be running' 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 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 && !cre->flags1.bits.dead && !cre->flags1.bits.forest) { dwarfs.push_back(cre); } } int n_dwarfs = dwarfs.size(); if (n_dwarfs == 0) return CR_OK; std::vector dwarf_info(n_dwarfs); std::vector best_noble(ARRAY_COUNT(noble_skills)); std::vector highest_noble_skill(ARRAY_COUNT(noble_skills)); std::vector highest_noble_experience(ARRAY_COUNT(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 < ARRAY_COUNT(noble_skills); i++) { if (skill == noble_skills[i]) noble_skill_id = i; } if (noble_skill_id >= 0) { assert(noble_skill_id < ARRAY_COUNT(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 < ARRAY_COUNT(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 < ARRAY_COUNT(labor_infos)); */ if (labor_infos[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. state_count.clear(); state_count.resize(NUM_STATE); 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 (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession)) dwarf_info[dwarf].state = MILITARY; 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 < ARRAY_COUNT(dwarf_states)); */ dwarf_info[dwarf].state = dwarf_states[job]; } 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 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 < ARRAY_COUNT(labor_to_skill)); */ labor_to_skill[labor] = skill; } } std::vector labors; FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == df::enums::unit_labor::NONE) continue; /* assert(labor >= 0); assert(labor < ARRAY_COUNT(labor_infos)); */ labor_infos[labor].active_dwarfs = 0; labors.push_back(labor); } 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) { auto labor = *lp; /* assert(labor >= 0); assert(labor < ARRAY_COUNT(labor_infos)); */ df::job_skill skill = labor_to_skill[labor]; if (labor_infos[labor].mode != AUTOMATIC) continue; int best_dwarf = 0; int best_value = -10000; std::vector values(n_dwarfs); std::vector candidates; std::map dwarf_skill; std::vector previously_enabled(n_dwarfs); auto mode = labor_infos[labor].mode; // Find candidate dwarfs, and calculate a preference value for each dwarf for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) { 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; 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; } } dwarf_skill[dwarf] = skill_level; 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); } else { dwarf_skill[dwarf] = 0; } if (dwarfs[dwarf]->status.labors[labor]) { value += 5; if (labor_infos[labor].is_exclusive) value += 350; } values[dwarf] = value; candidates.push_back(dwarf); } // Sort candidates by preference value values_sorter ivs(values); std::sort(candidates.begin(), candidates.end(), ivs); // Disable the labor on everyone for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) { if (dwarf_info[dwarf].state == CHILD) continue; previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor]; dwarfs[dwarf]->status.labors[labor] = false; } int min_dwarfs = labor_infos[labor].minimum_dwarfs; int max_dwarfs = labor_infos[labor].maximum_dwarfs; // Special - don't assign hunt without a butchers, or fish without a fishery if (df::enums::unit_labor::HUNT == labor && !has_butchers) min_dwarfs = max_dwarfs = 0; if (df::enums::unit_labor::FISH == labor && !has_fishery) min_dwarfs = max_dwarfs = 0; bool want_idle_dwarf = true; if (state_count[IDLE] < 2) want_idle_dwarf = false; /* * Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in * order of preference, and then assign additional dwarfs that meet any of these conditions: * - The dwarf is idle and there are no idle dwarves assigned to this labor * - The dwarf has nonzero skill associated with the labor * - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled. * We stop assigning dwarfs when we reach the maximum allowed. * Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs * (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted. * Military and children/nobles will not have labors assigned. */ for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++) { int dwarf = candidates[i]; assert(dwarf >= 0); assert(dwarf < n_dwarfs); bool preferred_dwarf = false; if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE) preferred_dwarf = true; if (dwarf_skill[dwarf] > 0) preferred_dwarf = true; if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive) preferred_dwarf = true; if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf) continue; if (!dwarfs[dwarf]->status.labors[labor]) dwarf_info[dwarf].assigned_jobs++; dwarfs[dwarf]->status.labors[labor] = true; if (labor_infos[labor].is_exclusive) { dwarf_info[dwarf].has_exclusive_labor = true; // 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) labor_infos[labor].active_dwarfs++; if (dwarf_info[dwarf].state == IDLE) want_idle_dwarf = false; } } // 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 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); } dwarfinfo_sorter sorter(dwarf_info); // Idle dwarves come first, then we sort from least-skilled to most-skilled. std::sort(hauler_ids.begin(), hauler_ids.end(), sorter); // don't set any haulers if everyone is off drinking or something if (hauler_ids.size() == 0) { num_haulers = 0; } FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == df::enums::unit_labor::NONE) continue; /* assert(labor >= 0); assert(labor < ARRAY_COUNT(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++; if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) labor_infos[labor].active_dwarfs++; 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++) { assert(i < hauler_ids.size()); int dwarf = hauler_ids[i]; assert(dwarf >= 0); assert(dwarf < n_dwarfs); dwarfs[dwarf]->status.labors[labor] = false; } } print_debug = 0; return CR_OK; } void print_labor (df::enums::unit_labor::unit_labor labor, color_ostream &out) { string labor_name = ENUM_KEY_STR(unit_labor, labor); out << labor_name << ": "; for (int i = 0; i < 20 - (int)labor_name.length(); i++) out << ' '; if (labor_infos[labor].mode == DISABLE) out << "disabled" << endl; else { if (labor_infos[labor].mode == HAULERS) out << "haulers"; else out << "minimum " << labor_infos[labor].minimum_dwarfs << ", maximum " << labor_infos[labor].maximum_dwarfs; out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl; } } command_result autolabor (color_ostream &out, std::vector & parameters) { if (parameters.size() == 1 && (parameters[0] == "0" || parameters[0] == "enable" || parameters[0] == "1" || parameters[0] == "disable")) { if (parameters[0] == "0" || parameters[0] == "disable") enable_autolabor = 0; else enable_autolabor = 1; out.print("autolabor %sactivated.\n", (enable_autolabor ? "" : "de")); } else if (parameters.size() == 2 || parameters.size() == 3) { df::enums::unit_labor::unit_labor labor = df::enums::unit_labor::NONE; FOR_ENUM_ITEMS(unit_labor, test_labor) { if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor)) labor = test_labor; } if (labor == df::enums::unit_labor::NONE) { out.printerr("Could not find labor %s.", parameters[0].c_str()); return CR_WRONG_USAGE; } if (parameters[1] == "haulers") { labor_infos[labor].mode = HAULERS; print_labor(labor, out); return CR_OK; } if (parameters[1] == "disable") { labor_infos[labor].mode = DISABLE; print_labor(labor, out); return CR_OK; } int minimum = atoi (parameters[1].c_str()); int maximum = 200; if (parameters.size() == 3) maximum = atoi (parameters[2].c_str()); if (maximum < minimum || maximum < 0 || minimum < 0) { out.printerr("Syntax: autolabor []\n", maximum, minimum); return CR_WRONG_USAGE; } labor_infos[labor].minimum_dwarfs = minimum; labor_infos[labor].maximum_dwarfs = maximum; labor_infos[labor].mode = AUTOMATIC; print_labor(labor, out); } else if (parameters.size() == 1 && parameters[0] == "list") { if (!enable_autolabor) { out << "autolabor not activated." << endl; return CR_OK; } bool need_comma = 0; for (int i = 0; i < NUM_STATE; i++) { if (state_count[i] == 0) continue; if (need_comma) out << ", "; out << state_count[i] << ' ' << state_names[i]; need_comma = 1; } out << endl; FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == df::enums::unit_labor::NONE) continue; print_labor(labor, out); } } 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" "Current state: %d.\n", enable_autolabor); } return CR_OK; }