#include "Core.h" #include #include #include #include #include #include "modules/Units.h" #include "modules/World.h" // DF data structure definition headers #include "DataDefs.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "modules/MapCache.h" #include "modules/Items.h" #include "modules/Units.h" using std::string; using std::endl; using std::vector; using namespace DFHack; using namespace df::enums; DFHACK_PLUGIN("autolabor"); REQUIRE_GLOBAL(ui); REQUIRE_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. */ DFHACK_PLUGIN_IS_ENABLED(enable_autolabor); static bool print_debug = 0; static std::vector state_count(5); static PersistentDataItem config; enum ConfigFlags { CF_ENABLED = 1, }; // 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); static void generate_labor_to_skill_map(); enum labor_mode { DISABLE, HAULERS, AUTOMATIC, }; enum dwarf_state { // Ready for a new task IDLE, // Busy with a useful task BUSY, // Busy with a useful task that requires a tool EXCLUSIVE, // 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 = 6; static const char *state_names[] = { "IDLE", "BUSY", "EXCLUSIVE", "MILITARY", "CHILD", "OTHER", }; static const dwarf_state dwarf_states[] = { BUSY /* CarveFortification */, BUSY /* DetailWall */, BUSY /* DetailFloor */, EXCLUSIVE /* Dig */, EXCLUSIVE /* CarveUpwardStaircase */, EXCLUSIVE /* CarveDownwardStaircase */, EXCLUSIVE /* CarveUpDownStaircase */, EXCLUSIVE /* CarveRamp */, EXCLUSIVE /* DigChannel */, EXCLUSIVE /* 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 */, EXCLUSIVE /* 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 */, EXCLUSIVE /* 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 */, BUSY /* TrainAnimal */, BUSY /* CarveTrack */, BUSY /* PushTrackVehicle */, BUSY /* PlaceTrackVehicle */, BUSY /* StoreItemInVehicle */, BUSY /* GeldAnimal */, BUSY /* MakeFigurine */, BUSY /* MakeAmulet */, BUSY /* MakeScepter */, BUSY /* MakeCrown */, BUSY /* MakeRing */, BUSY /* MakeEarring */, BUSY /* MakeBracelet */, BUSY /* MakeGem */, BUSY /* PutItemOnDisplay */, }; struct labor_info { PersistentDataItem config; bool is_exclusive; int active_dwarfs; labor_mode mode() { return (labor_mode) config.ival(0); } void set_mode(labor_mode mode) { config.ival(0) = mode; } int minimum_dwarfs() { return config.ival(1); } void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; } int maximum_dwarfs() { return config.ival(2); } void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; } int talent_pool() { return config.ival(3); } void set_talent_pool(int talent_pool) { config.ival(3) = talent_pool; } }; struct labor_default { labor_mode mode; bool is_exclusive; int minimum_dwarfs; int maximum_dwarfs; int active_dwarfs; }; // The percentage of the dwarves assigned as haulers at any one time. static int hauler_pct = 33; // The maximum percentage of dwarves who will be allowed to be idle. // Decreasing this will encourage autolabor to keep dwarves busy, // at the expense of making it harder for dwarves to specialize in // specific skills. static int idler_pct = 10; static std::vector labor_infos; static const struct labor_default 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}, /* HANDLE_VEHICLES */ {HAULERS, false, 1, 200, 0}, /* HAUL_TRADE */ {HAULERS, false, 1, 200, 0}, /* PULL_LEVER */ {HAULERS, false, 1, 200, 0}, /* REMOVE_CONSTRUCTION */ {HAULERS, false, 1, 200, 0}, /* HAUL_WATER */ {HAULERS, false, 1, 200, 0}, /* GELD */ {AUTOMATIC, false, 1, 200, 0}, /* BUILD_ROAD */ {AUTOMATIC, false, 1, 200, 0}, /* BUILD_CONSTRUCTION */ {AUTOMATIC, false, 1, 200, 0}, /* PAPERMAKING */ {AUTOMATIC, false, 1, 200, 0}, /* BOOKBINDING */ {AUTOMATIC, false, 1, 200, 0} }; static const int responsibility_penalties[] = { 0, /* LAW_MAKING */ 0, /* LAW_ENFORCEMENT */ 3000, /* RECEIVE_DIPLOMATS */ 0, /* MEET_WORKERS */ 1000, /* MANAGE_PRODUCTION */ 3000, /* TRADE */ 1000, /* ACCOUNTING */ 0, /* ESTABLISH_COLONY_TRADE_AGREEMENTS */ 0, /* MAKE_INTRODUCTIONS */ 0, /* MAKE_PEACE_AGREEMENTS */ 0, /* MAKE_TOPIC_AGREEMENTS */ 0, /* COLLECT_TAXES */ 0, /* ESCORT_TAX_COLLECTOR */ 0, /* EXECUTIONS */ 0, /* TAME_EXOTICS */ 0, /* RELIGION */ 0, /* ATTACK_ENEMIES */ 0, /* PATROL_TERRITORY */ 0, /* MILITARY_GOALS */ 0, /* MILITARY_STRATEGY */ 0, /* UPGRADE_SQUAD_EQUIPMENT */ 0, /* EQUIPMENT_MANIFESTS */ 0, /* SORT_AMMUNITION */ 0, /* BUILD_MORALE */ 5000 /* HEALTH_MANAGEMENT */ }; struct dwarf_info_t { int highest_skill; int total_skill; int mastery_penalty; int assigned_jobs; dwarf_state state; bool has_exclusive_labor; int noble_penalty; // penalty for assignment due to noble status bool medical; // this dwarf has medical responsibility bool trader; // this dwarf has trade responsibility bool diplomacy; // this dwarf meets with diplomats }; static bool isOptionEnabled(unsigned flag) { return config.isValid() && (config.ival(0) & flag) != 0; } static void setOptionEnabled(ConfigFlags flag, bool on) { if (!config.isValid()) return; if (on) config.ival(0) |= flag; else config.ival(0) &= ~flag; } static void cleanup_state() { enable_autolabor = false; labor_infos.clear(); } static void reset_labor(df::unit_labor labor) { labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs); labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs); labor_infos[labor].set_talent_pool(200); labor_infos[labor].set_mode(default_labor_infos[labor].mode); } static void init_state() { config = World::GetPersistentData("autolabor/config"); if (config.isValid() && config.ival(0) == -1) config.ival(0) = 0; enable_autolabor = isOptionEnabled(CF_ENABLED); if (!enable_autolabor) return; auto cfg_haulpct = World::GetPersistentData("autolabor/haulpct"); if (cfg_haulpct.isValid()) { hauler_pct = cfg_haulpct.ival(0); } else { hauler_pct = 33; } // Load labors from save labor_infos.resize(ARRAY_COUNT(default_labor_infos)); std::vector items; World::GetPersistentData(&items, "autolabor/labors/", true); for (auto p = items.begin(); p != items.end(); p++) { string key = p->key(); df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str()); if (labor >= 0 && size_t(labor) < labor_infos.size()) { labor_infos[labor].config = *p; labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive; labor_infos[labor].active_dwarfs = 0; } } // Add default labors for those not in save for (size_t i = 0; i < ARRAY_COUNT(default_labor_infos); i++) { if (labor_infos[i].config.isValid()) continue; std::stringstream name; name << "autolabor/labors/" << i; labor_infos[i].config = World::AddPersistentData(name.str()); labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive; labor_infos[i].active_dwarfs = 0; reset_labor((df::unit_labor) i); } generate_labor_to_skill_map(); } static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1]; static void generate_labor_to_skill_map() { // Generate labor -> skill mapping for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++) labor_to_skill[i] = job_skill::NONE; FOR_ENUM_ITEMS(job_skill, skill) { int labor = ENUM_ATTR(job_skill, labor, skill); if (labor != unit_labor::NONE) { /* assert(labor >= 0); assert(labor < ARRAY_COUNT(labor_to_skill)); */ labor_to_skill[labor] = skill; } } } static void enable_plugin(color_ostream &out) { if (!config.isValid()) { config = World::AddPersistentData("autolabor/config"); config.ival(0) = 0; } setOptionEnabled(CF_ENABLED, true); enable_autolabor = true; out << "Enabling autolabor." << endl; cleanup_state(); init_state(); } 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) { out.printerr("autolabor: labor size mismatch\n"); return CR_FAILURE; } // 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 reset\n" " Return a labor to the default handling.\n" " autolabor reset-all\n" " Return all labors to the default handling.\n" " autolabor list\n" " List current status of all labors.\n" " autolabor status\n" " Show basic status information.\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" " To prevent particular dwarves from being managed by autolabor, put them\n" " in any burrow.\n" " To restrict the assignment of a labor to only the top most skilled\n" " dwarves, add a talent pool number .\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 COOK 1 1 3\n" " Keep 1 dwarf with cooking enabled, selected only from the top 3.\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" )); init_state(); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { cleanup_state(); 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) { if (labor_infos[i].mode() != labor_infos[j].mode()) return labor_infos[i].mode() < labor_infos[j].mode(); if (labor_infos[i].is_exclusive != labor_infos[j].is_exclusive) return labor_infos[i].is_exclusive; if (labor_infos[i].maximum_dwarfs() != labor_infos[j].maximum_dwarfs()) return labor_infos[i].maximum_dwarfs() < labor_infos[j].maximum_dwarfs(); return false; }; }; struct values_sorter { values_sorter(std::vector & values):values(values){}; bool operator() (int i,int j) { return values[i] > values[j]; }; std::vector & values; }; static void assign_labor(unit_labor::unit_labor labor, int n_dwarfs, std::vector& dwarf_info, bool trader_requested, std::vector& dwarfs, bool has_butchers, bool has_fishery, color_ostream& out) { df::job_skill skill = labor_to_skill[labor]; if (labor_infos[labor].mode() != AUTOMATIC) return; int best_dwarf = 0; int best_value = -10000; int best_skill = 0; std::vector values(n_dwarfs); std::vector candidates; std::map dwarf_skill; std::map dwarf_skillxp; 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 (dwarf_info[dwarf].trader && trader_requested) continue; if (dwarf_info[dwarf].diplomacy) continue; if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor) continue; int value = dwarf_info[dwarf].mastery_penalty; if (skill != 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; dwarf_skillxp[dwarf] = skill_experience; if (best_skill < skill_level) best_skill = 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; } if (dwarf_info[dwarf].has_exclusive_labor) value -= 500; // bias by happiness //value += dwarfs[dwarf]->status.happiness; values[dwarf] = value; candidates.push_back(dwarf); } int pool = labor_infos[labor].talent_pool(); if (pool < 200 && candidates.size() > 1 && abs(pool) < candidates.size()) { // Sort in descending order std::sort(candidates.begin(), candidates.end(), [&](const int lhs, const int rhs) -> bool { if (dwarf_skill[lhs] == dwarf_skill[rhs]) if (pool > 0) return dwarf_skillxp[lhs] > dwarf_skillxp[rhs]; else return dwarf_skillxp[lhs] < dwarf_skillxp[rhs]; else if (pool > 0) return dwarf_skill[lhs] > dwarf_skill[rhs]; else return dwarf_skill[lhs] < dwarf_skill[rhs]; }); // Check if all dwarves have equivalent skills, usually zero int first_dwarf = candidates[0]; int last_dwarf = candidates[candidates.size() - 1]; if (dwarf_skill[first_dwarf] == dwarf_skill[last_dwarf] && dwarf_skillxp[first_dwarf] == dwarf_skillxp[last_dwarf]) { // There's no difference in skill, so change nothing } else { // Trim down to our top (or not) talents candidates.resize(abs(pool)); } } // 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 (unit_labor::HUNT == labor && !has_butchers) min_dwarfs = max_dwarfs = 0; if (unit_labor::FISH == labor && !has_fishery) min_dwarfs = max_dwarfs = 0; // If there are enough idle dwarves to choose from, enter an aggressive assignment // mode. "Enough" idle dwarves is defined as 2 or 10% of the total number of dwarves, // whichever is higher. // // In aggressive mode, we will always pick at least one idle dwarf for each skill, // in order to try to get the idle dwarves to start doing something. We also pick // any dwarf more preferable to the idle dwarf, since we'd rather have a more // preferable dwarf do a new job if one becomes available (probably because that // dwarf just finished a job). // // In non-aggressive mode, only dwarves that are good at a labor will be assigned // to it. Dwarves good at nothing, or nothing that needs doing, will tend to get // assigned to hauling by the hauler code. If there are no hauling jobs to do, // they will sit around idle and when enough build up they will trigger aggressive // mode again. bool aggressive_mode = state_count[IDLE] >= 2 && state_count[IDLE] >= n_dwarfs * idler_pct / 100; /* * 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: * - We are in aggressive mode and have not yet assigned an idle dwarf * - The dwarf is good at this skill * - 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. * Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS. */ for (size_t i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++) { int dwarf = candidates[i]; if (dwarf_info[dwarf].trader && trader_requested) continue; if (dwarf_info[dwarf].diplomacy) continue; assert(dwarf >= 0); assert(dwarf < n_dwarfs); bool preferred_dwarf = false; if (dwarf_skillxp[dwarf] > 0 && dwarf_skill[dwarf] >= best_skill / 2) preferred_dwarf = true; if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive && dwarf_info[dwarf].state == EXCLUSIVE) preferred_dwarf = true; if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE) preferred_dwarf = true; if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf && !aggressive_mode) continue; if (!dwarfs[dwarf]->status.labors[labor]) dwarf_info[dwarf].assigned_jobs++; if (Units::isValidLabor(dwarfs[dwarf], labor)) 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 %s %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf], dwarf_info[dwarf].trader ? "(trader)" : "", dwarf_info[dwarf].diplomacy ? "(diplomacy)" : ""); if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE) labor_infos[labor].active_dwarfs++; if (dwarf_info[dwarf].state == IDLE) aggressive_mode = false; } } DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event) { switch (event) { case SC_MAP_LOADED: cleanup_state(); init_state(); break; case SC_MAP_UNLOADED: cleanup_state(); break; default: break; } return CR_OK; } DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { static int step_count = 0; // check run conditions if(!world || !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; bool trader_requested = false; for (size_t i = 0; i < world->buildings.all.size(); ++i) { df::building *build = world->buildings.all[i]; auto type = build->getType(); if (building_type::Workshop == type) { df::workshop_type subType = (df::workshop_type)build->getSubtype(); if (workshop_type::Butchers == subType) has_butchers = true; if (workshop_type::Fishery == subType) has_fishery = true; } else if (building_type::TradeDepot == type) { df::building_tradedepotst* depot = (df::building_tradedepotst*) build; trader_requested = trader_requested || depot->trade_flags.bits.trader_requested; if (print_debug) { if (trader_requested) out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n"); else out.print("Trade depot found but trader is not requested.\n"); } } } for (size_t i = 0; i < world->units.active.size(); ++i) { df::unit* cre = world->units.active[i]; if (Units::isCitizen(cre)) { if (cre->burrows.size() > 0) continue; // dwarfs assigned to burrows are skipped entirely dwarfs.push_back(cre); } } int n_dwarfs = dwarfs.size(); if (n_dwarfs == 0) return CR_OK; std::vector dwarf_info(n_dwarfs); // 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++) { if (dwarfs[dwarf]->status.souls.size() <= 0) continue; // compute noble penalty int noble_penalty = 0; df::historical_figure* hf = df::historical_figure::find(dwarfs[dwarf]->hist_figure_id); if(hf!=NULL) //can be NULL. E.g. script created citizens for (size_t i = 0; i < hf->entity_links.size(); i++) { df::histfig_entity_link* hfelink = hf->entity_links.at(i); if (hfelink->getType() == df::histfig_entity_link_type::POSITION) { df::histfig_entity_link_positionst *epos = (df::histfig_entity_link_positionst*) hfelink; df::historical_entity* entity = df::historical_entity::find(epos->entity_id); if (!entity) continue; df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id); if (!assignment) continue; df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id); if (!position) continue; for (int n = 0; n < 25; n++) if (position->responsibilities[n]) noble_penalty += responsibility_penalties[n]; if (position->responsibilities[df::entity_position_responsibility::HEALTH_MANAGEMENT]) dwarf_info[dwarf].medical = true; if (position->responsibilities[df::entity_position_responsibility::TRADE]) dwarf_info[dwarf].trader = true; } } dwarf_info[dwarf].noble_penalty = noble_penalty; // identify dwarfs who are needed for meetings and mark them for exclusion for (size_t i = 0; i < ui->activities.size(); ++i) { df::activity_info *act = ui->activities[i]; if (!act) continue; bool p1 = act->unit_actor == dwarfs[dwarf]; bool p2 = act->unit_noble == dwarfs[dwarf]; if (p1 || p2) { dwarf_info[dwarf].diplomacy = true; if (print_debug) out.print("Dwarf %i \"%s\" has a meeting, will be cleared of all labors\n", dwarf, dwarfs[dwarf]->name.first_name.c_str()); break; } } 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 total & highest skill among normal/medical skills. (We don't care about personal or social skills.) if (skill_class != job_skill_class::Normal && skill_class != 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; } } // 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; dwarf_info[dwarf].mastery_penalty -= dwarf_info[dwarf].noble_penalty; FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; 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++) { if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak) is_on_break = true; } if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]) || dwarfs[dwarf]->profession == 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]->specific_refs.size() > 0) dwarf_info[dwarf].state = OTHER; else dwarf_info[dwarf].state = IDLE; } else { int job = dwarfs[dwarf]->job.current_job->job_type; if (job >= 0 && size_t(job) < ARRAY_COUNT(dwarf_states)) dwarf_info[dwarf].state = dwarf_states[job]; else { out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job); dwarf_info[dwarf].state = OTHER; } } 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]); } std::vector labors; FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; 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). // Note that autolabor should *NEVER* enable or disable a skill that has been marked as DISABLED, for any reason. // The user has told us that they want manage this skill manually, and we must respect that. 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; assign_labor(labor, n_dwarfs, dwarf_info, trader_requested, dwarfs, has_butchers, has_fishery, out); } // 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] + state_count[EXCLUSIVE]) * hauler_pct / 100; if (num_haulers < 1) num_haulers = 1; std::vector hauler_ids; for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) { if ((dwarf_info[dwarf].trader && trader_requested) || dwarf_info[dwarf].diplomacy) { FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; if (labor_infos[labor].mode() != HAULERS) continue; dwarfs[dwarf]->status.labors[labor] = false; } if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE) { num_haulers--; } continue; } if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == EXCLUSIVE) 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 == unit_labor::NONE) continue; if (labor_infos[labor].mode() != HAULERS) continue; for (int i = 0; i < num_haulers; i++) { assert(size_t(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 || dwarf_info[dwarf].state == EXCLUSIVE) 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 (size_t 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::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() << ", pool " << labor_infos[labor].talent_pool(); out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl; } } DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable ) { if (!Core::getInstance().isWorldLoaded()) { out.printerr("World is not loaded: please load a game first.\n"); return CR_FAILURE; } if (enable && !enable_autolabor) { enable_plugin(out); } else if(!enable && enable_autolabor) { enable_autolabor = false; setOptionEnabled(CF_ENABLED, false); out << "Autolabor is disabled." << endl; } return CR_OK; } command_result autolabor (color_ostream &out, std::vector & parameters) { CoreSuspender suspend; if (!Core::getInstance().isWorldLoaded()) { out.printerr("World is not loaded: please load a game first.\n"); return CR_FAILURE; } if (parameters.size() == 1 && (parameters[0] == "0" || parameters[0] == "enable" || parameters[0] == "1" || parameters[0] == "disable")) { bool enable = (parameters[0] == "1" || parameters[0] == "enable"); return plugin_enable(out, enable); } else if (parameters.size() == 2 && parameters[0] == "haulpct") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } int pct = atoi (parameters[1].c_str()); hauler_pct = pct; return CR_OK; } else if (parameters.size() >= 2 && parameters.size() <= 4) { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } df::unit_labor labor = 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 == unit_labor::NONE) { out.printerr("Could not find labor %s.\n", parameters[0].c_str()); return CR_WRONG_USAGE; } if (parameters[1] == "haulers") { labor_infos[labor].set_mode(HAULERS); print_labor(labor, out); return CR_OK; } if (parameters[1] == "disable") { labor_infos[labor].set_mode(DISABLE); print_labor(labor, out); return CR_OK; } if (parameters[1] == "reset") { reset_labor(labor); print_labor(labor, out); return CR_OK; } int minimum = atoi (parameters[1].c_str()); int maximum = 200; int pool = 200; if (parameters.size() >= 3) maximum = atoi (parameters[2].c_str()); if (parameters.size() == 4) pool = std::stoi(parameters[3]); if (maximum < minimum || maximum < 0 || minimum < 0) { out.printerr("Syntax: autolabor [] [], %d > %d\n", maximum, minimum); return CR_WRONG_USAGE; } labor_infos[labor].set_minimum_dwarfs(minimum); labor_infos[labor].set_maximum_dwarfs(maximum); labor_infos[labor].set_talent_pool(pool); labor_infos[labor].set_mode(AUTOMATIC); print_labor(labor, out); return CR_OK; } else if (parameters.size() == 1 && parameters[0] == "reset-all") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } for (size_t i = 0; i < labor_infos.size(); i++) { reset_labor((df::unit_labor) i); } out << "All labors reset." << endl; return CR_OK; } else if (parameters.size() == 1 && (parameters[0] == "list" || parameters[0] == "status")) { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } 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; if (parameters[0] == "list") { FOR_ENUM_ITEMS(unit_labor, labor) { if (labor == unit_labor::NONE) continue; print_labor(labor, out); } } return CR_OK; } else if (parameters.size() == 1 && parameters[0] == "debug") { if (!enable_autolabor) { out << "Error: The plugin is not enabled." << endl; return CR_FAILURE; } print_debug = 1; return CR_OK; } else { out.print("Automatically assigns labors to dwarves.\n" "Activate with 'enable autolabor', deactivate with 'disable autolabor'.\n" "Current state: %d.\n", enable_autolabor); return CR_OK; } }