/*
* Labor manager (formerly Autolabor 2) module for dfhack
*
* */


#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>

#include <vector>
#include <algorithm>
#include <queue>
#include <map>
#include <iterator>

#include "modules/Units.h"
#include "modules/World.h"
#include "modules/Maps.h"
#include "modules/MapCache.h"
#include "modules/Items.h"

// DF data structure definition headers
#include "DataDefs.h"
#include <MiscUtils.h>

#include <df/ui.h>
#include <df/world.h>
#include <df/unit.h>
#include <df/unit_relationship_type.h>
#include <df/unit_soul.h>
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
#include <df/unit_misc_trait.h>
#include <df/entity_position_responsibility.h>
#include <df/historical_figure.h>
#include <df/historical_entity.h>
#include <df/histfig_entity_link.h>
#include <df/histfig_entity_link_positionst.h>
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <df/tile_dig_designation.h>
#include <df/item_weaponst.h>
#include <df/itemdef_weaponst.h>
#include <df/general_ref_unit_workerst.h>
#include <df/general_ref_building_holderst.h>
#include <df/building_workshopst.h>
#include <df/building_furnacest.h>
#include <df/building_def.h>
#include <df/reaction.h>
#include <df/job_item.h>
#include <df/job_item_ref.h>
#include <df/unit_health_info.h>
#include <df/unit_health_flags.h>
#include <df/building_design.h>
#include <df/vehicle.h>
#include <df/units_other_id.h>
#include <df/ui.h>
#include <df/training_assignment.h>
#include <df/general_ref_contains_itemst.h>
#include <df/personality_facet_type.h>
#include <df/cultural_identity.h>
#include <df/ethic_type.h>
#include <df/value_type.h>

#include "labormanager.h"
#include "joblabormapper.h"

using namespace std;
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]))

DFHACK_PLUGIN_IS_ENABLED(enable_labormanager);

static bool print_debug = 0;
static bool pause_on_error = 1;

static std::vector<int> state_count(5);

static PersistentDataItem config;

enum ConfigFlags {
    CF_ENABLED = 1,
    CF_ALLOW_FISHING = 2,
    CF_ALLOW_HUNTING = 4,
};

// Value of 0 for max dwarfs means uncapped.
const int MAX_DWARFS_NONE = 0;
// Value < 0 for max dwarfs means don't manager the labor.
const int MAX_DWARFS_UNMANAGED = -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 labormanager(color_ostream &out, std::vector <std::string> & parameters);

// A plugin must be able to return its name and version.
// The name string provided must correspond to the filename - labormanager.plug.so or labormanager.plug.dll in this case
DFHACK_PLUGIN("labormanager");

static void generate_labor_to_skill_map();

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 */,
    OTHER /* 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;

    int active_dwarfs;
    int idle_dwarfs;
    int busy_dwarfs;

    int priority() const { return config.ival(1); }
    void set_priority(int priority) { config.ival(1) = priority; }

    bool is_unmanaged() const { return maximum_dwarfs() == MAX_DWARFS_UNMANAGED; }
    int maximum_dwarfs() const { return config.ival(2); }
    void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }

    int time_since_last_assigned() const
    {
        return (*df::global::cur_year - config.ival(3)) * 403200 + *df::global::cur_year_tick - config.ival(4);
    }

    void mark_assigned() {
        config.ival(3) = (*df::global::cur_year);
        config.ival(4) = (*df::global::cur_year_tick);
    }

};

enum tools_enum {
    TOOL_NONE, TOOL_PICK, TOOL_AXE, TOOL_CROSSBOW,
    TOOLS_MAX
};

struct labor_default
{
    int priority;
    int maximum_dwarfs;
    tools_enum tool;
};

static std::vector<struct labor_info> labor_infos;

static const struct labor_default default_labor_infos[] = {
    /* MINE */                  {100, 0, TOOL_PICK},
    /* HAUL_STONE */            {100, 0, TOOL_NONE},
    /* HAUL_WOOD */             {100, 0, TOOL_NONE},
    /* HAUL_BODY */             {1000, 0, TOOL_NONE},
    /* HAUL_FOOD */             {500, 0, TOOL_NONE},
    /* HAUL_REFUSE */           {200, 0, TOOL_NONE},
    /* HAUL_ITEM */             {100, 0, TOOL_NONE},
    /* HAUL_FURNITURE */        {100, 0, TOOL_NONE},
    /* HAUL_ANIMAL */           {100, 0, TOOL_NONE},
    /* CLEAN */                 {100, 0, TOOL_NONE},
    /* CUTWOOD */               {100, 0, TOOL_AXE},
    /* CARPENTER */             {100, 0, TOOL_NONE},
    /* DETAIL */                {100, 0, TOOL_NONE},
    /* MASON */                 {100, 0, TOOL_NONE},
    /* ARCHITECT */             {100, 0, TOOL_NONE},
    /* ANIMALTRAIN */           {100, 0, TOOL_NONE},
    /* ANIMALCARE */            {100, 0, TOOL_NONE},
    /* DIAGNOSE */              {1000, 0, TOOL_NONE},
    /* SURGERY */               {1000, 0, TOOL_NONE},
    /* BONE_SETTING */          {1000, 0, TOOL_NONE},
    /* SUTURING */              {1000, 0, TOOL_NONE},
    /* DRESSING_WOUNDS */       {1000, 0, TOOL_NONE},
    /* FEED_WATER_CIVILIANS */  {1000, 0, TOOL_NONE},
    /* RECOVER_WOUNDED */       {200, 0, TOOL_NONE},
    /* BUTCHER */               {500, 0, TOOL_NONE},
    /* TRAPPER */               {100, 0, TOOL_NONE},
    /* DISSECT_VERMIN */        {100, 0, TOOL_NONE},
    /* LEATHER */               {100, 0, TOOL_NONE},
    /* TANNER */                {100, 0, TOOL_NONE},
    /* BREWER */                {100, 0, TOOL_NONE},
    /* ALCHEMIST */             {100, 0, TOOL_NONE},
    /* SOAP_MAKER */            {100, 0, TOOL_NONE},
    /* WEAVER */                {100, 0, TOOL_NONE},
    /* CLOTHESMAKER */          {100, 0, TOOL_NONE},
    /* MILLER */                {100, 0, TOOL_NONE},
    /* PROCESS_PLANT */         {100, 0, TOOL_NONE},
    /* MAKE_CHEESE */           {100, 0, TOOL_NONE},
    /* MILK */                  {100, 0, TOOL_NONE},
    /* COOK */                  {100, 0, TOOL_NONE},
    /* PLANT */                 {100, 0, TOOL_NONE},
    /* HERBALIST */             {100, 0, TOOL_NONE},
    /* FISH */                  {100, 0, TOOL_NONE},
    /* CLEAN_FISH */            {100, 0, TOOL_NONE},
    /* DISSECT_FISH */          {100, 0, TOOL_NONE},
    /* HUNT */                  {100, 0, TOOL_CROSSBOW},
    /* SMELT */                 {100, 0, TOOL_NONE},
    /* FORGE_WEAPON */          {100, 0, TOOL_NONE},
    /* FORGE_ARMOR */           {100, 0, TOOL_NONE},
    /* FORGE_FURNITURE */       {100, 0, TOOL_NONE},
    /* METAL_CRAFT */           {100, 0, TOOL_NONE},
    /* CUT_GEM */               {100, 0, TOOL_NONE},
    /* ENCRUST_GEM */           {100, 0, TOOL_NONE},
    /* WOOD_CRAFT */            {100, 0, TOOL_NONE},
    /* STONE_CRAFT */           {100, 0, TOOL_NONE},
    /* BONE_CARVE */            {100, 0, TOOL_NONE},
    /* GLASSMAKER */            {100, 0, TOOL_NONE},
    /* EXTRACT_STRAND */        {100, 0, TOOL_NONE},
    /* SIEGECRAFT */            {100, 0, TOOL_NONE},
    /* SIEGEOPERATE */          {100, 0, TOOL_NONE},
    /* BOWYER */                {100, 0, TOOL_NONE},
    /* MECHANIC */              {100, 0, TOOL_NONE},
    /* POTASH_MAKING */         {100, 0, TOOL_NONE},
    /* LYE_MAKING */            {100, 0, TOOL_NONE},
    /* DYER */                  {100, 0, TOOL_NONE},
    /* BURN_WOOD */             {100, 0, TOOL_NONE},
    /* OPERATE_PUMP */          {100, 0, TOOL_NONE},
    /* SHEARER */               {100, 0, TOOL_NONE},
    /* SPINNER */               {100, 0, TOOL_NONE},
    /* POTTERY */               {100, 0, TOOL_NONE},
    /* GLAZING */               {100, 0, TOOL_NONE},
    /* PRESSING */              {100, 0, TOOL_NONE},
    /* BEEKEEPING */            {100, 0, TOOL_NONE},
    /* WAX_WORKING */           {100, 0, TOOL_NONE},
    /* PUSH_HAUL_VEHICLES */    {100, 0, TOOL_NONE},
    /* HAUL_TRADE */            {1000, 0, TOOL_NONE},
    /* PULL_LEVER */            {1000, 0, TOOL_NONE},
    /* REMOVE_CONSTRUCTION */   {100, 0, TOOL_NONE},
    /* HAUL_WATER */            {100, 0, TOOL_NONE},
    /* GELD */                  {100, 0, TOOL_NONE},
    /* BUILD_ROAD */            {100, 0, TOOL_NONE},
    /* BUILD_CONSTRUCTION */    {100, 0, TOOL_NONE},
    /* PAPERMAKING */           {100, 0, TOOL_NONE},
    /* BOOKBINDING */           {100, 0, TOOL_NONE}
};



struct dwarf_info_t
{
    df::unit* dwarf;
    dwarf_state state;

    bool clear_all;

    bool has_tool[TOOLS_MAX];

    int high_skill;

    bool has_children;
    bool armed;

    int unmanaged_labors_assigned;

    df::unit_labor using_labor;

    dwarf_info_t(df::unit* dw) : dwarf(dw), state(OTHER),
        clear_all(false), high_skill(0), has_children(false), armed(false),
        unmanaged_labors_assigned(0), using_labor(df::unit_labor::NONE)
    {
        for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
            has_tool[e] = false;
    }

    ~dwarf_info_t()
    {
    }

};

color_ostream* debug_stream;

void debug(const char* fmt, ...)
{
    if (debug_stream)
    {
        va_list args;
        va_start(args, fmt);
        debug_stream->vprint(fmt, args);
        va_end(args);
    }
}

void debug_pause()
{
    if (pause_on_error)
    {
        debug("LABORMANAGER: Game paused so you can investigate the above message.\nUse 'labormanager pause-on-error no' to disable autopausing.\n");
        *df::global::pause_state = true;
    }
}

static JobLaborMapper* labor_mapper = 0;

static bool initialized = false;

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_labormanager = false;
    labor_infos.clear();
    initialized = false;
}

static void reset_labor(df::unit_labor labor)
{
    labor_infos[labor].set_priority(default_labor_infos[labor].priority);
    labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
}

static void init_state()
{
    config = World::GetPersistentData("labormanager/2.0/config");
    if (config.isValid() && config.ival(0) == -1)
        config.ival(0) = 0;

    enable_labormanager = isOptionEnabled(CF_ENABLED);

    if (!enable_labormanager)
        return;

    // Load labors from save
    labor_infos.resize(ARRAY_COUNT(default_labor_infos));

    std::vector<PersistentDataItem> items;
    World::GetPersistentData(&items, "labormanager/2.0/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("labormanager/2.0/labors/")).c_str());
        if (labor >= 0 && size_t(labor) < labor_infos.size())
        {
            labor_infos[labor].config = *p;
            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 << "labormanager/2.0/labors/" << i;

        labor_infos[i].config = World::AddPersistentData(name.str());
        labor_infos[i].mark_assigned();
        labor_infos[i].active_dwarfs = 0;
        reset_labor((df::unit_labor) i);
    }

    initialized = true;

}

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;
        }
    }
}

struct skill_attr_weight {
    int phys_attr_weights[6];
    int mental_attr_weights[13];
};

static struct skill_attr_weight skill_attr_weights[ENUM_LAST_ITEM(job_skill) + 1] =
{
    //  S  A  T  E  R  D     AA  F  W  C  I  P  M LA SS  M KS  E SA
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MINING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WOODCUTTING */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CARPENTRY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DETAILSTONE */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MASONRY */,
    { { 0, 1, 1, 1, 0, 0 }, { 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0 } } /* ANIMALTRAIN */,
    { { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 } } /* ANIMALCARE */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISSECT_FISH */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISSECT_VERMIN */,
    { { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROCESSFISH */,
    { { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BUTCHER */,
    { { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* TRAPPING */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* TANNER */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WEAVING */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BREWING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ALCHEMY */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CLOTHESMAKING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILLING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROCESSPLANTS */,
    { { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CHEESEMAKING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILK */,
    { { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* COOK */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLANT */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* HERBALISM */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } } /* FISH */,
    { { 1, 0, 1, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SMELT */,
    { { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* EXTRACT_STRAND */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_WEAPON */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_ARMOR */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_FURNITURE */,
    { { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CUTGEM */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ENCRUSTGEM */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WOODCRAFT */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* STONECRAFT */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* METALCRAFT */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GLASSMAKER */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* LEATHERWORK */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BONECARVE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* AXE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SWORD */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DAGGER */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MACE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* HAMMER */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SPEAR */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CROSSBOW */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SHIELD */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* ARMOR */,
    { { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SIEGECRAFT */,
    { { 1, 0, 1, 1, 0, 0 }, { 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SIEGEOPERATE */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BOWYER */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* PIKE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WHIP */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BOW */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BLOWGUN */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* THROW */,
    { { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MECHANICS */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MAGIC_NATURE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SNEAK */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DESIGNBUILDING */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0 } } /* DRESS_WOUNDS */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0 } } /* DIAGNOSE */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SURGERY */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SET_BONE */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SUTURE */,
    { { 0, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CRUTCH_WALK */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* WOOD_BURNING */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* LYE_MAKING */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SOAP_MAKING */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* POTASH_MAKING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DYER */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* OPERATE_PUMP */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SWIMMING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* PERSUASION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* NEGOTIATION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1 } } /* JUDGING_INTENT */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0 } } /* APPRAISAL */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 } } /* ORGANIZATION */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* RECORD_KEEPING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1 } } /* LYING */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0 } } /* INTIMIDATION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* CONVERSATION */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 } } /* COMEDY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* FLATTERY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0 } } /* CONSOLE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* PACIFY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* TRACKING */,
    { { 0, 1, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* KNOWLEDGE_ACQUISITION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } } /* CONCENTRATION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISCIPLINE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SITUATIONAL_AWARENESS */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* WRITING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROSE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* POETRY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* READING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SPEAKING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* COORDINATION */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BALANCE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* LEADERSHIP */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* TEACHING */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MELEE_COMBAT */,
    { { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* RANGED_COMBAT */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WRESTLING */,
    { { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BITE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GRASP_STRIKE */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* STANCE_STRIKE */,
    { { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DODGING */,
    { { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MISC_WEAPON */,
    { { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* KNAPPING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILITARY_TACTICS */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SHEARING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SPINNING */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* POTTERY */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GLAZING */,
    { { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PRESSING */,
    { { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BEEKEEPING */,
    { { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WAX_WORKING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CLIMBING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* GELD */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DANCE */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MAKE_MUSIC */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SING_MUSIC */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_KEYBOARD_INSTRUMENT */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_STRINGED_INSTRUMENT */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_WIND_INSTRUMENT */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_PERCUSSION_INSTRUMENT */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CRITICAL_THINKING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* LOGIC */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MATHEMATICS */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ASTRONOMY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CHEMISTRY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* GEOGRAPHY */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* OPTICS_ENGINEER */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FLUID_ENGINEER */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PAPERMAKING */,
    { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BOOKBINDING */
};

static void enable_plugin(color_ostream &out)
{
    if (!config.isValid())
    {
        config = World::AddPersistentData("labormanager/2.0/config");
        config.ival(0) = 0;
    }

    setOptionEnabled(CF_ENABLED, true);
    enable_labormanager = true;
    out << "Enabling the plugin." << endl;

    cleanup_state();
    init_state();
}

DFhackCExport command_result plugin_init(color_ostream &out, std::vector <PluginCommand> &commands)
{
    // initialize labor infos table from default table
    if (ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
        return CR_FAILURE;

    // Fill the command list with your commands.
    commands.push_back(PluginCommand(
        "labormanager", "Automatically manage dwarf labors.",
        labormanager, 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:
        "  labormanager enable\n"
        "  labormanager disable\n"
        "    Enables or disables the plugin.\n"
        "  labormanager max <labor> <maximum>\n"
        "    Set max number of dwarves assigned to a labor.\n"
        "  labormanager max <labor> unmanaged\n"
        "  labormanager max <labor> disable\n"
        "    Don't attempt to manage this labor.\n"
        "    Any dwarves with unmanaged labors assigned will be less\n"
        "    likely to have managed labors assigned to them.\n"
        "  labormanager max <labor> none\n"
        "    Unrestrict the number of dwarves assigned to a labor.\n"
        "  labormanager priority <labor> <priority>\n"
        "    Change the assignment priority of a labor (default is 100)\n"
        "  labormanager reset <labor>\n"
        "    Return a labor to the default handling.\n"
        "  labormanager reset-all\n"
        "    Return all labors to the default handling.\n"
        "  labormanager list\n"
        "    List current status of all labors.\n"
        "  labormanager status\n"
        "    Show basic status information.\n"
        "Function:\n"
        "  When enabled, labormanager periodically checks your dwarves and enables or\n"
        "  disables labors.  Generally, each dwarf will be assigned exactly one labor.\n"
        "  Warning: labormanager will override any manual changes you make to labors\n"
        "  while it is enabled, except where the labor is marked as unmanaged.\n"
        "  Do not try to run both autolabor and labormanager at the same time.\n"
    ));

    generate_labor_to_skill_map();

    labor_mapper = new JobLaborMapper();

    init_state();

    return CR_OK;
}

DFhackCExport command_result plugin_shutdown(color_ostream &out)
{
    cleanup_state();

    delete labor_mapper;

    return CR_OK;
}

class AutoLaborManager {
    color_ostream& out;

public:
    AutoLaborManager(color_ostream& o) : out(o)
    {
        dwarf_info.clear();
    }

    ~AutoLaborManager()
    {
        for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
        {
            delete (*d);
        }
    }

    dwarf_info_t* add_dwarf(df::unit* u)
    {
        dwarf_info_t* dwarf = new dwarf_info_t(u);
        dwarf_info.push_back(dwarf);
        return dwarf;
    }


private:
    bool has_butchers;
    bool has_fishery;
    bool trader_requested;

    int dig_count;
    int tree_count;
    int plant_count;
    int detail_count;

    bool labors_changed;

    int tool_count[TOOLS_MAX];
    int tool_in_use[TOOLS_MAX];

    int cnt_recover_wounded;
    int cnt_diagnosis;
    int cnt_immobilize;
    int cnt_dressing;
    int cnt_cleaning;
    int cnt_surgery;
    int cnt_suture;
    int cnt_setting;
    int cnt_traction;
    int cnt_crutch;

    int need_food_water;

    int priority_food;

    std::map<df::unit_labor, int> labor_needed;
    std::map<df::unit_labor, int> labor_in_use;
    std::map<df::unit_labor, bool> labor_outside;
    std::vector<dwarf_info_t*> dwarf_info;
    std::list<dwarf_info_t*> available_dwarfs;
    std::list<dwarf_info_t*> busy_dwarfs;

private:
    void set_labor(dwarf_info_t* dwarf, df::unit_labor labor, bool value)
    {
        if (labor >= 0 && labor <= ENUM_LAST_ITEM(unit_labor) && !labor_infos[labor].is_unmanaged())
        {
            if (!Units::isValidLabor(dwarf->dwarf, labor))
            {
                debug("WARN(labormanager): Attempted to %s dwarf %s with ineligible labor %s\n",
                    value ? "set" : "unset",
                    dwarf->dwarf->name.first_name.c_str(),
                    ENUM_KEY_STR(unit_labor, labor).c_str());
                return;
            }
            bool old = dwarf->dwarf->status.labors[labor];
            dwarf->dwarf->status.labors[labor] = value;
            if (old != value)
            {
                labors_changed = true;

                tools_enum tool = default_labor_infos[labor].tool;
                if (tool != TOOL_NONE)
                    tool_in_use[tool] += value ? 1 : -1;
            }
        }
    }

    void process_job(df::job* j)
    {
        if (j->flags.bits.suspend || j->flags.bits.item_lost)
            return;

        int worker = -1;
        int bld = -1;

        for (auto ref : j->general_refs)
        {
            if (ref->getType() == df::general_ref_type::UNIT_WORKER)
                worker = ((df::general_ref_unit_workerst *)ref)->unit_id;
            if (ref->getType() == df::general_ref_type::BUILDING_HOLDER)
                bld = ((df::general_ref_building_holderst *)ref)->building_id;
        }

        if (bld != -1)
        {
            df::building* b = binsearch_in_vector(world->buildings.all, bld);

            // check if this job is the first nonsuspended job on this building; if not, ignore it
            // (except for farms and trade depots)

            if (b->getType() != df::building_type::FarmPlot &&
                b->getType() != df::building_type::TradeDepot)
            {
                int fjid = -1;
                for (size_t jn = 0; jn < b->jobs.size(); jn++)
                {
                    if (b->jobs[jn]->flags.bits.suspend)
                        continue;
                    fjid = b->jobs[jn]->id;
                    break;
                }
                if (fjid != j->id)
                    return;
            }
        }

        df::unit_labor labor = labor_mapper->find_job_labor(j);

        if (labor != df::unit_labor::NONE && !labor_infos[labor].is_unmanaged())
        {
            labor_needed[labor]++;
            if (worker == -1)
            {
                if (j->pos.isValid())
                {
                    df::tile_designation* d = Maps::getTileDesignation(j->pos);
                    if (d->bits.outside)
                        labor_outside[labor] = true;
                }
            }
            else {
                labor_infos[labor].mark_assigned();
                labor_in_use[labor]++;
            }

        }
    }

    void scan_buildings()
    {
        has_butchers = false;
        has_fishery = false;
        trader_requested = false;
        labors_changed = false;

        for (auto b = world->buildings.all.begin(); b != world->buildings.all.end(); b++)
        {
            df::building *build = *b;
            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 = 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");
                }

            }
        }
    }

    void count_map_designations()
    {
        dig_count = 0;
        tree_count = 0;
        plant_count = 0;
        detail_count = 0;

        for (size_t i = 0; i < world->map.map_blocks.size(); ++i)
        {
            df::map_block* bl = world->map.map_blocks[i];

            if (!bl->flags.bits.designated)
                continue;

            for (int x = 0; x < 16; x++)
                for (int y = 0; y < 16; y++)
                {
                    if (bl->designation[x][y].bits.hidden)
                    {
                        df::coord p = bl->map_pos;
                        if (! Maps::isTileVisible(p.x, p.y, p.z-1))
                            continue;
                    }

                    df::tile_dig_designation dig = bl->designation[x][y].bits.dig;
                    if (dig != df::enums::tile_dig_designation::No)
                    {
                        df::tiletype tt = bl->tiletype[x][y];
                        df::tiletype_material ttm = ENUM_ATTR(tiletype, material, tt);
                        df::tiletype_shape tts = ENUM_ATTR(tiletype, shape, tt);
                        if (ttm == df::enums::tiletype_material::TREE)
                            tree_count++;
                        else if (tts == df::enums::tiletype_shape::SHRUB)
                            plant_count++;
                        else
                            dig_count++;
                    }
                    if (bl->designation[x][y].bits.smooth != 0)
                        detail_count++;
                }
        }

        if (print_debug)
            out.print("Dig count = %d, Cut tree count = %d, gather plant count = %d, detail count = %d\n", dig_count, tree_count, plant_count, detail_count);

    }

    void count_tools()
    {
        for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
        {
            tool_count[e] = 0;
            tool_in_use[e] = 0;
        }

        priority_food = 0;

        df::item_flags bad_flags;
        bad_flags.whole = 0;

#define F(x) bad_flags.bits.x = true;
        F(dump); F(forbid); F(garbage_collect);
        F(hostile); F(on_fire); F(rotten); F(trader);
        F(in_building); F(construction);
#undef F

        auto& v = world->items.all;
        for (auto i = v.begin(); i != v.end(); i++)
        {
            df::item* item = *i;

            if (item->flags.bits.dump && !labor_infos[df::unit_labor::HAUL_REFUSE].is_unmanaged())
                labor_needed[df::unit_labor::HAUL_REFUSE]++;

            if (item->flags.whole & bad_flags.whole)
                continue;

            df::item_type t = item->getType();

            if (item->materialRots() && t != df::item_type::CORPSEPIECE && t != df::item_type::CORPSE && item->getRotTimer() > 1)
                priority_food++;

            if (!item->isWeapon())
                continue;

            df::itemdef_weaponst* weapondef = ((df::item_weaponst*)item)->subtype;
            df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
            df::job_skill weaponsk2 = (df::job_skill) weapondef->skill_ranged;
            if (weaponsk == df::job_skill::AXE)
                tool_count[TOOL_AXE]++;
            else if (weaponsk == df::job_skill::MINING)
                tool_count[TOOL_PICK]++;
            else if (weaponsk2 == df::job_skill::CROSSBOW)
                tool_count[TOOL_CROSSBOW]++;
        }

    }

    void collect_job_list()
    {
        for (df::job_list_link* jll = world->jobs.list.next; jll; jll = jll->next)
        {
            df::job* j = jll->item;
            if (!j)
                continue;
            process_job(j);
        }

        for (auto jp = world->jobs.postings.begin(); jp != world->jobs.postings.end(); jp++)
        {
            if ((*jp)->flags.bits.dead)
                continue;

            process_job((*jp)->job);
        }

    }

    void collect_dwarf_list()
    {
        state_count.clear();
        state_count.resize(NUM_STATE);

        for (auto u = world->units.active.begin(); u != world->units.active.end(); ++u)
        {
            df::unit* cre = *u;

            // following tests shamelessly stolen from Dwarf Manipulator plugin

            bool isAssignable =
                (Units::isOwnCiv(cre)) &&
                (Units::isOwnGroup(cre)) &&
                (Units::isActive(cre)) &&
                (!cre->flags2.bits.visitor) &&
                (!cre->flags3.bits.ghostly) &&
                (ENUM_ATTR(profession, can_assign_labor, cre->profession));

            if (isAssignable)
            {
                dwarf_info_t* dwarf = add_dwarf(cre);

                df::historical_figure* hf = df::historical_figure::find(dwarf->dwarf->hist_figure_id);
                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;

                        if (position->responsibilities[df::entity_position_responsibility::TRADE])
                            if (trader_requested)
                                dwarf->clear_all = true;
                    }

                }

                // 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 == dwarf->dwarf;
                    bool p2 = act->unit_noble == dwarf->dwarf;

                    if (p1 || p2)
                    {
                        df::unit* other = p1 ? act->unit_noble : act->unit_actor;
                        if (other && !(!Units::isActive(other) ||
                                       (other->job.current_job &&
                                            (other->job.current_job->job_type == df::job_type::Sleep ||
                                             other->job.current_job->job_type == df::job_type::Rest)) ||
                                       ENUM_ATTR(profession, military, other->profession)))                        {
                            dwarf->clear_all = true;
                            if (print_debug)
                                out.print("Dwarf \"%s\" has a meeting, will be cleared of all labors\n", dwarf->dwarf->name.first_name.c_str());
                            break;
                        }
                        else
                        {
                            if (print_debug)
                                out.print("Dwarf \"%s\" has a meeting, but with someone who can't make the meeting.\n", dwarf->dwarf->name.first_name.c_str());
                        }
                    }
                }

                // check to see if dwarf has minor children

                for (auto u2 = world->units.active.begin(); u2 != world->units.active.end(); ++u2)
                {
                    if ((*u2)->relationship_ids[df::unit_relationship_type::Mother] == dwarf->dwarf->id &&
                        Units::isActive(*u2) &&
                        ((*u2)->profession == df::profession::CHILD || (*u2)->profession == df::profession::BABY))
                    {
                        dwarf->has_children = true;
                        if (print_debug)
                            out.print("Dwarf %s has minor children\n", dwarf->dwarf->name.first_name.c_str());
                        break;
                    }
                }

                // check if dwarf has an axe, pick, or crossbow

                for (size_t j = 0; j < dwarf->dwarf->inventory.size(); j++)
                {
                    df::unit_inventory_item* ui = dwarf->dwarf->inventory[j];
                    if (ui->mode == df::unit_inventory_item::Weapon && ui->item->isWeapon())
                    {
                        dwarf->armed = true;
                        df::itemdef_weaponst* weapondef = ((df::item_weaponst*)(ui->item))->subtype;
                        df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
                        df::job_skill rangesk = (df::job_skill) weapondef->skill_ranged;
                        if (weaponsk == df::job_skill::AXE)
                        {
                            dwarf->has_tool[TOOL_AXE] = true;
                        }
                        else if (weaponsk == df::job_skill::MINING)
                        {
                            dwarf->has_tool[TOOL_PICK] = true;
                        }
                        else if (rangesk == df::job_skill::CROSSBOW)
                        {
                            dwarf->has_tool[TOOL_CROSSBOW] = true;
                        }
                    }
                }

                // Find the activity state for each dwarf

                bool is_migrant = false;
                dwarf_state state = OTHER;

                for (auto p = dwarf->dwarf->status.misc_traits.begin(); p < dwarf->dwarf->status.misc_traits.end(); p++)
                {
                    if ((*p)->id == misc_trait_type::Migrant)
                        is_migrant = true;
                }

                if (dwarf->dwarf->social_activities.size() > 0)
                {
                    if (print_debug)
                        out.print("Dwarf %s is engaged in a social activity. Info only.\n", dwarf->dwarf->name.first_name.c_str());
                }

                if (dwarf->dwarf->profession == profession::BABY ||
                    dwarf->dwarf->profession == profession::CHILD ||
                    dwarf->dwarf->profession == profession::DRUNK)
                {
                    state = CHILD;
                }

                else if (ENUM_ATTR(profession, military, dwarf->dwarf->profession))
                    state = MILITARY;

                else if (dwarf->dwarf->burrows.size() > 0)
                    state = OTHER;        // dwarfs assigned to burrows are treated as if permanently busy

                else if (dwarf->dwarf->job.current_job == NULL)
                {
                    if (is_migrant || dwarf->dwarf->flags1.bits.chained || dwarf->dwarf->flags1.bits.caged)
                    {
                        state = OTHER;
                        dwarf->clear_all = true;
                    }
                    else if (dwarf->dwarf->status2.limbs_grasp_count == 0)
                    {
                        state = OTHER;      // dwarfs unable to grasp are incapable of nearly all labors
                        dwarf->clear_all = true;
                        if (print_debug)
                            out.print("Dwarf %s is disabled, will not be assigned labors\n", dwarf->dwarf->name.first_name.c_str());
                    }
                    else
                    {
                        state = IDLE;
                    }
                }
                else
                {
                    df::job_type job = dwarf->dwarf->job.current_job->job_type;
                    if (job >= 0 && size_t(job) < ARRAY_COUNT(dwarf_states))
                        state = dwarf_states[job];
                    else
                    {
                        out.print("Dwarf \"%s\" has unknown job %i\n", dwarf->dwarf->name.first_name.c_str(), job);
                        debug_pause();
                        state = OTHER;
                    }
                    if (state == BUSY)
                    {
                        df::unit_labor labor = labor_mapper->find_job_labor(dwarf->dwarf->job.current_job);

                        dwarf->using_labor = labor;

                        if (labor != df::unit_labor::NONE)
                        {
                            labor_infos[labor].busy_dwarfs++;
                            if (default_labor_infos[labor].tool != TOOL_NONE)
                            {
                                tool_in_use[default_labor_infos[labor].tool]++;
                            }
                        }
                    }
                }

                dwarf->state = state;

                dwarf->unmanaged_labors_assigned = 0;

                FOR_ENUM_ITEMS(unit_labor, l)
                {
                    if (l == df::unit_labor::NONE)
                        continue;
                    if (dwarf->dwarf->status.labors[l])
                        if (state == IDLE)
                            labor_infos[l].idle_dwarfs++;
                    if (labor_infos[l].is_unmanaged())
                        dwarf->unmanaged_labors_assigned++;
                }


                if (print_debug)
                    out.print("Dwarf \"%s\": state %s %d\n", dwarf->dwarf->name.first_name.c_str(), state_names[dwarf->state], dwarf->clear_all);

                state_count[dwarf->state]++;

                // determine if dwarf has medical needs
                if (dwarf->dwarf->health && !(
                    // on-duty military will not necessarily break to get minor injuries attended
                    ENUM_ATTR(profession, military, dwarf->dwarf->profession) ||
                    // babies cannot currently receive health care even if they need it
                    dwarf->dwarf->profession == profession::BABY)
                    )
                {
                    if (dwarf->dwarf->health->flags.bits.needs_recovery)
                        cnt_recover_wounded++;
                    if (dwarf->dwarf->health->flags.bits.rq_diagnosis)
                        cnt_diagnosis++;
                    if (dwarf->dwarf->health->flags.bits.rq_immobilize)
                        cnt_immobilize++;
                    if (dwarf->dwarf->health->flags.bits.rq_dressing)
                        cnt_dressing++;
                    if (dwarf->dwarf->health->flags.bits.rq_cleaning)
                        cnt_cleaning++;
                    if (dwarf->dwarf->health->flags.bits.rq_surgery)
                        cnt_surgery++;
                    if (dwarf->dwarf->health->flags.bits.rq_suture)
                        cnt_suture++;
                    if (dwarf->dwarf->health->flags.bits.rq_setting)
                        cnt_setting++;
                    if (dwarf->dwarf->health->flags.bits.rq_traction)
                        cnt_traction++;
                    if (dwarf->dwarf->health->flags.bits.rq_crutch)
                        cnt_crutch++;
                }

                if (dwarf->dwarf->counters2.hunger_timer > 60000 || dwarf->dwarf->counters2.thirst_timer > 40000)
                    need_food_water++;

                // find dwarf's highest effective skill

                int high_skill = 0;

                FOR_ENUM_ITEMS(unit_labor, labor)
                {
                    if (labor == df::unit_labor::NONE || labor_infos[labor].is_unmanaged())
                        continue;

                    df::job_skill skill = labor_to_skill[labor];
                    if (skill != df::job_skill::NONE)
                    {
                        int    skill_level = Units::getNominalSkill(dwarf->dwarf, skill, false);
                        high_skill = std::max(high_skill, skill_level);
                    }
                }

                dwarf->high_skill = high_skill;


                // clear labors of dwarfs with clear_all set

                if (dwarf->clear_all)
                {
                    FOR_ENUM_ITEMS(unit_labor, labor)
                    {
                        if (labor == unit_labor::NONE || labor_infos[labor].is_unmanaged())
                            continue;
                        if (Units::isValidLabor(dwarf->dwarf, labor))
                            set_labor(dwarf, labor, false);
                    }
                }
                else {
                    if (state == IDLE)
                        available_dwarfs.push_back(dwarf);

                    if (state == BUSY)
                        busy_dwarfs.push_back(dwarf);
                }
            }

        }
    }

    void release_dwarf_list()
    {
        while (!dwarf_info.empty()) {
            auto d = dwarf_info.begin();
            delete *d;
            dwarf_info.erase(d);
        }
        available_dwarfs.clear();
        busy_dwarfs.clear();
    }

    int score_labor(dwarf_info_t* d, df::unit_labor labor)
    {
        int skill_level = 0;
        int xp = 0;
        int attr_weight = 0;

        if (labor != df::unit_labor::NONE)
        {
            df::job_skill skill = labor_to_skill[labor];
            if (skill != df::job_skill::NONE)
            {
                skill_level = Units::getEffectiveSkill(d->dwarf, skill);
                xp = Units::getExperience(d->dwarf, skill, false);

                for (int pa = 0; pa < 6; pa++)
                    attr_weight += (skill_attr_weights[skill].phys_attr_weights[pa]) * (d->dwarf->body.physical_attrs[pa].value - 1000);

                for (int ma = 0; ma < 13; ma++)
                    attr_weight += (skill_attr_weights[skill].mental_attr_weights[ma]) * (d->dwarf->status.current_soul->mental_attrs[ma].value - 1000);
            }

        }

        int score = skill_level * 1000 - (d->high_skill - skill_level) * 2000 + (xp / (skill_level + 5) * 10) + attr_weight;

        if (labor != df::unit_labor::NONE)
        {
            if (d->dwarf->status.labors[labor])
            {
                if (labor == df::unit_labor::OPERATE_PUMP)
                    score += 50000;
                else
                    score += 25000;
            }
            if (default_labor_infos[labor].tool != TOOL_NONE &&
                d->has_tool[default_labor_infos[labor].tool])
                score += 10000000;
            if (d->has_children && labor_outside[labor])
                score -= 15000;
            if (d->armed && labor_outside[labor])
                score += 5000;
        }

        // Favor/disfavor RECOVER_WOUNDED based on ALTRUISM personality facet

        if (labor == df::unit_labor::RECOVER_WOUNDED)
        {
            int altruism = d->dwarf->status.current_soul->personality.traits[df::personality_facet_type::ALTRUISM];
            if (altruism >= 61)
                score += 5000;
            else if (altruism <= 24)
                score -= 50000;
        }

        // Favor/disfavor BUTCHER (covers slaughtering), HAUL_ANIMALS (covers caging), and CUTWOOD based on NATURE value

        if (labor == df::unit_labor::BUTCHER || labor == df::unit_labor::HAUL_ANIMALS || labor == df::unit_labor::CUTWOOD)
        {
            int nature = 0;
            for (auto i = d->dwarf->status.current_soul->personality.values.begin();
                i != d->dwarf->status.current_soul->personality.values.end();
                i++)
            {
                if ((*i)->type == df::value_type::NATURE)
                    nature = (*i)->strength;
            }

            if (nature <= -11)
                score += 5000;
            else if (nature >= 26)
                score -= 50000;
        }

        // This should reweight assigning CUTWOOD jobs based on a citizen's ethic toward killing plants

        if (labor == df::unit_labor::CUTWOOD)
        {
            if (auto culture = df::cultural_identity::find(d->dwarf->cultural_identity))
            {
                auto ethics = culture->ethic[df::ethic_type::KILL_PLANT];
                if (ethics != df::ethic_response::NOT_APPLICABLE && ethics != df::ethic_response::REQUIRED)
                    score += 10000 * (df::ethic_response::ACCEPTABLE - ethics);
            }
        }

        score -= Units::computeMovementSpeed(d->dwarf);

        // significantly disfavor dwarves who have unmanaged labors assigned
        score -= 1000 * d->unmanaged_labors_assigned;

        return score;
    }

public:
    void process()
    {
        if (*df::global::process_dig || *df::global::process_jobs)
            return;

        release_dwarf_list();

        dig_count = tree_count = plant_count = detail_count = 0;
        cnt_recover_wounded = cnt_diagnosis = cnt_immobilize = cnt_dressing = cnt_cleaning = cnt_surgery = cnt_suture =
            cnt_setting = cnt_traction = cnt_crutch = 0;
        need_food_water = 0;

        labor_needed.clear();

        for (int e = 0; e < TOOLS_MAX; e++)
            tool_count[e] = 0;

        trader_requested = false;

        FOR_ENUM_ITEMS(unit_labor, l)
        {
            if (l == df::unit_labor::NONE)
                continue;

            labor_infos[l].active_dwarfs = labor_infos[l].busy_dwarfs = labor_infos[l].idle_dwarfs = 0;
        }

        // scan for specific buildings of interest

        scan_buildings();

        // count number of squares designated for dig, wood cutting, detailing, and plant harvesting

        count_map_designations();

        // collect current job list

        collect_job_list();

        // count number of picks and axes available for use

        count_tools();

        // collect list of dwarfs

        collect_dwarf_list();

        // add job entries for designation-related jobs

        labor_needed[df::unit_labor::MINE] += dig_count;
        labor_needed[df::unit_labor::CUTWOOD] += tree_count;
        labor_needed[df::unit_labor::DETAIL] += detail_count;
        labor_needed[df::unit_labor::HERBALIST] += plant_count;

        // add job entries for health care

        labor_needed[df::unit_labor::RECOVER_WOUNDED] += cnt_recover_wounded;
        labor_needed[df::unit_labor::DIAGNOSE] += cnt_diagnosis;
        labor_needed[df::unit_labor::BONE_SETTING] += cnt_immobilize;
        labor_needed[df::unit_labor::DRESSING_WOUNDS] += cnt_dressing;
        labor_needed[df::unit_labor::DRESSING_WOUNDS] += cnt_cleaning;
        labor_needed[df::unit_labor::SURGERY] += cnt_surgery;
        labor_needed[df::unit_labor::SUTURING] += cnt_suture;
        labor_needed[df::unit_labor::BONE_SETTING] += cnt_setting;
        labor_needed[df::unit_labor::BONE_SETTING] += cnt_traction;
        labor_needed[df::unit_labor::BONE_SETTING] += cnt_crutch;

        labor_needed[df::unit_labor::FEED_WATER_CIVILIANS] += need_food_water;

        // add entries for hauling jobs

        labor_needed[df::unit_labor::HAUL_STONE] += world->stockpile.num_jobs[1];
        labor_needed[df::unit_labor::HAUL_WOOD] += world->stockpile.num_jobs[2];
        labor_needed[df::unit_labor::HAUL_ITEM] += world->stockpile.num_jobs[3];
        labor_needed[df::unit_labor::HAUL_ITEM] += world->stockpile.num_jobs[4];
        labor_needed[df::unit_labor::HAUL_BODY] += world->stockpile.num_jobs[5];
        labor_needed[df::unit_labor::HAUL_FOOD] += world->stockpile.num_jobs[6];
        labor_needed[df::unit_labor::HAUL_REFUSE] += world->stockpile.num_jobs[7];
        labor_needed[df::unit_labor::HAUL_FURNITURE] += world->stockpile.num_jobs[8];
        labor_needed[df::unit_labor::HAUL_ANIMALS] += world->stockpile.num_jobs[9];

        labor_needed[df::unit_labor::HAUL_STONE] += (world->stockpile.num_jobs[1] >= world->stockpile.num_haulers[1]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_WOOD] += (world->stockpile.num_jobs[2] >= world->stockpile.num_haulers[2]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_ITEM] += (world->stockpile.num_jobs[3] >= world->stockpile.num_haulers[3]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_BODY] += (world->stockpile.num_jobs[5] >= world->stockpile.num_haulers[5]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_FOOD] += (world->stockpile.num_jobs[6] >= world->stockpile.num_haulers[6]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_REFUSE] += (world->stockpile.num_jobs[7] >= world->stockpile.num_haulers[7]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_FURNITURE] += (world->stockpile.num_jobs[8] >= world->stockpile.num_haulers[8]) ? 1 : 0;
        labor_needed[df::unit_labor::HAUL_ANIMALS] += (world->stockpile.num_jobs[9] >= world->stockpile.num_haulers[9]) ? 1 : 0;

        int binjobs = world->stockpile.num_jobs[4] + ((world->stockpile.num_jobs[4] >= world->stockpile.num_haulers[4]) ? 1 : 0);

        labor_needed[df::unit_labor::HAUL_ITEM] += binjobs;
        labor_needed[df::unit_labor::HAUL_FOOD] += priority_food;

        // add entries for vehicle hauling

        for (auto v = world->vehicles.all.begin(); v != world->vehicles.all.end(); v++)
            if ((*v)->route_id != -1)
                labor_needed[df::unit_labor::HANDLE_VEHICLES]++;

        // add fishing & hunting

        labor_needed[df::unit_labor::FISH] =
            (isOptionEnabled(CF_ALLOW_FISHING) && has_fishery) ? 1 : 0;

        labor_needed[df::unit_labor::HUNT] =
            (isOptionEnabled(CF_ALLOW_HUNTING) && has_butchers) ? 1 : 0;

        /* add animal trainers */
        for (auto a = df::global::ui->equipment.training_assignments.begin();
            a != df::global::ui->equipment.training_assignments.end();
            a++)
        {
            labor_needed[df::unit_labor::ANIMALTRAIN]++;
            // note: this doesn't test to see if the trainer is actually needed, and thus will overallocate trainers.  bleah.
        }

        /* set requirements to zero for labors with currently idle dwarfs, and remove from requirement dwarfs actually working */

        FOR_ENUM_ITEMS(unit_labor, l) {
            if (l == df::unit_labor::NONE)
                continue;

            if (!labor_infos[l].is_unmanaged())
            {
                int before = labor_needed[l];

                labor_needed[l] = max(0, labor_needed[l] - labor_in_use[l]);

                if (default_labor_infos[l].tool != TOOL_NONE)
                    labor_needed[l] = std::min(labor_needed[l], tool_count[default_labor_infos[l].tool] - tool_in_use[default_labor_infos[l].tool]);

                if (print_debug && before != labor_needed[l])
                    out.print("labor %s reduced from %d to %d\n", ENUM_KEY_STR(unit_labor, l).c_str(), before, labor_needed[l]);
            }
            else
            {
                labor_needed[l] = 0;
            }
        }

        /* assign food haulers for rotting food items */
        if (!labor_infos[df::unit_labor::HAUL_FOOD].is_unmanaged())
        {
            if (priority_food > 0 && labor_infos[df::unit_labor::HAUL_FOOD].idle_dwarfs > 0)
                priority_food = 1;

            if (print_debug)
                out.print("priority food count = %d\n", priority_food);

            while (!available_dwarfs.empty() && priority_food > 0)
            {
                std::list<dwarf_info_t*>::iterator bestdwarf = available_dwarfs.begin();

                int best_score = INT_MIN;

                for (std::list<dwarf_info_t*>::iterator k = available_dwarfs.begin(); k != available_dwarfs.end(); k++)
                {
                    dwarf_info_t* d = (*k);

                    if (Units::isValidLabor(d->dwarf, df::unit_labor::HAUL_FOOD))
                    {
                        int score = score_labor(d, df::unit_labor::HAUL_FOOD);

                        if (score > best_score)
                        {
                            bestdwarf = k;
                            best_score = score;
                        }
                    }
                }

                if (best_score > INT_MIN)
                {
                    if (print_debug)
                        out.print("LABORMANAGER: assign \"%s\" labor %s score=%d (priority food)\n", (*bestdwarf)->dwarf->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, df::unit_labor::HAUL_FOOD).c_str(), best_score);

                    FOR_ENUM_ITEMS(unit_labor, l)
                    {
                        if (l == df::unit_labor::NONE)
                            continue;
                        if (Units::isValidLabor((*bestdwarf)->dwarf, l))
                            set_labor(*bestdwarf, l, l == df::unit_labor::HAUL_FOOD);
                    }

                    available_dwarfs.erase(bestdwarf);
                    priority_food--;
                }
                else
                    break;

            }
        }
        else
        {
            priority_food = 0;
        }

        if (print_debug)
        {
            for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
            {
                out.print("labor_needed [%s] = %d, busy = %d, outside = %d, idle = %d\n", ENUM_KEY_STR(unit_labor, i->first).c_str(), i->second,
                    labor_infos[i->first].busy_dwarfs, labor_outside[i->first], labor_infos[i->first].idle_dwarfs);
            }
        }

        std::map<df::unit_labor, int> base_priority;
        priority_queue<pair<int, df::unit_labor>> pq;
        priority_queue<pair<int, df::unit_labor>> pq2;

        for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
        {
            df::unit_labor l = i->first;
            if (l == df::unit_labor::NONE || labor_infos[l].is_unmanaged())
                continue;

            const int user_specified_max_dwarfs = labor_infos[l].maximum_dwarfs();

            if (user_specified_max_dwarfs != MAX_DWARFS_NONE && i->second > user_specified_max_dwarfs)
            {
                i->second = user_specified_max_dwarfs;
            }

            int priority = labor_infos[l].priority();

            priority += labor_infos[l].time_since_last_assigned() / 12;
            priority -= labor_infos[l].busy_dwarfs;

            base_priority[l] = priority;

            if (i->second > 0)
            {
                pq.push(make_pair(priority, l));
            }
        }

        if (print_debug)
            out.print("available count = %zu, distinct labors needed = %zu\n", available_dwarfs.size(), pq.size());

        std::map<df::unit_labor, int> to_assign;

        to_assign.clear();

        size_t av = available_dwarfs.size();

        while (!pq.empty() && av > 0)
        {
            df::unit_labor labor = pq.top().second;
            int priority = pq.top().first;
            to_assign[labor]++;
            pq.pop();
            av--;

            if (print_debug)
                out.print("Will assign: %s priority %d (%d)\n", ENUM_KEY_STR(unit_labor, labor).c_str(), priority, to_assign[labor]);

            if (--labor_needed[labor] > 0)
            {
                priority -= 10;
                pq2.push(make_pair(priority, labor));
            }

            if (pq.empty())
                while (!pq2.empty())
                {
                    pq.push(pq2.top());
                    pq2.pop();
                }
        }

        while (!pq2.empty())
        {
            pq.push(pq2.top());
            pq2.pop();
        }

        int canary = (1 << df::unit_labor::HAUL_STONE) |
            (1 << df::unit_labor::HAUL_WOOD) |
            (1 << df::unit_labor::HAUL_BODY) |
            (1 << df::unit_labor::HAUL_FOOD) |
            (1 << df::unit_labor::HAUL_REFUSE) |
            (1 << df::unit_labor::HAUL_ITEM) |
            (1 << df::unit_labor::HAUL_FURNITURE) |
            (1 << df::unit_labor::HAUL_ANIMALS);

        while (!available_dwarfs.empty())
        {
            std::list<dwarf_info_t*>::iterator bestdwarf = available_dwarfs.begin();

            int best_score = INT_MIN;
            df::unit_labor best_labor = df::unit_labor::NONE;

            for (auto j = to_assign.begin(); j != to_assign.end(); j++)
            {
                if (j->second <= 0)
                    continue;

                df::unit_labor labor = j->first;

                for (std::list<dwarf_info_t*>::iterator k = available_dwarfs.begin(); k != available_dwarfs.end(); k++)
                {
                    dwarf_info_t* d = (*k);
                    if (Units::isValidLabor(d->dwarf, labor))
                    {
                        int score = score_labor(d, labor);
                        if (score > best_score)
                        {
                            bestdwarf = k;
                            best_score = score;
                            best_labor = labor;
                        }
                    }
                }
            }

            if (best_labor == df::unit_labor::NONE)
                break;

            if (print_debug)
                out.print("assign \"%s\" labor %s score=%d\n", (*bestdwarf)->dwarf->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, best_labor).c_str(), best_score);

            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE)
                    continue;

                tools_enum t = default_labor_infos[l].tool;

                if (l == best_labor &&
                    Units::isValidLabor((*bestdwarf)->dwarf, l) &&
                    (t == TOOL_NONE || tool_in_use[t] < tool_count[t]))
                {
                    set_labor(*bestdwarf, l, true);
                    if (t != TOOL_NONE && !((*bestdwarf)->has_tool[t]))
                    {
                        df::job_type j;
                        j = df::job_type::NONE;

                        if ((*bestdwarf)->dwarf->job.current_job)
                            j = (*bestdwarf)->dwarf->job.current_job->job_type;

                        if (print_debug)
                            out.print("LABORMANAGER: asking %s to pick up tools, current job %s\n", (*bestdwarf)->dwarf->name.first_name.c_str(), ENUM_KEY_STR(job_type, j).c_str());

                        (*bestdwarf)->dwarf->military.pickup_flags.bits.update = true;
                        labors_changed = true;
                    }
                }
                else if (l == df::unit_labor::CLEAN && best_score < 0)
                {
                    if (Units::isValidLabor((*bestdwarf)->dwarf, l))
                        set_labor(*bestdwarf, l, true);
                }
                else if ((*bestdwarf)->state == IDLE)
                {
                    if (Units::isValidLabor((*bestdwarf)->dwarf, l))
                        set_labor(*bestdwarf, l, false);
                }
            }

            if (best_labor == df::unit_labor::HAUL_FOOD && priority_food > 0)
                priority_food--;

            if (best_labor >= df::unit_labor::HAUL_STONE && best_labor <= df::unit_labor::HAUL_ANIMALS)
                canary &= ~(1 << best_labor);

            if (best_labor != df::unit_labor::NONE)
            {
                labor_infos[best_labor].active_dwarfs++;
                to_assign[best_labor]--;
            }

            busy_dwarfs.push_back(*bestdwarf);
            available_dwarfs.erase(bestdwarf);
        }

        for (auto d = busy_dwarfs.begin(); d != busy_dwarfs.end(); d++)
        {
            int current_score = score_labor(*d, (*d)->using_labor);

            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE || labor_infos[l].is_unmanaged())
                    continue;
                if (l == (*d)->using_labor)
                    continue;
                if (labor_needed[l] <= 0)
                    continue;
                if (!Units::isValidLabor((*d)->dwarf, l))
                    continue;

                int score = score_labor(*d, l);

                if (l == df::unit_labor::HAUL_FOOD && priority_food > 0)
                    score += 1000000;

                if (score > current_score)
                {
                    tools_enum t = default_labor_infos[l].tool;
                    if (t == TOOL_NONE || (*d)->has_tool[t])
                    {
                        set_labor(*d, l, true);
                    }

                    if (score < 0)
                        set_labor(*d, df::unit_labor::CLEAN, true);

                    if ((*d)->using_labor != df::unit_labor::NONE &&
                        (score > current_score + 5000 || base_priority[(*d)->using_labor] < base_priority[l]) &&
                        default_labor_infos[(*d)->using_labor].tool == TOOL_NONE)
                        set_labor(*d, (*d)->using_labor, false);
                }
            }
        }


        dwarf_info_t* canary_dwarf = 0;

        for (auto di = busy_dwarfs.begin(); di != busy_dwarfs.end(); di++)
            if (!(*di)->clear_all)
            {
                canary_dwarf = *di;
                break;
            }

        if (canary_dwarf)
        {

            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l >= df::unit_labor::HAUL_STONE && l <= df::unit_labor::HAUL_ANIMALS &&
                    canary & (1 << l) &&
                    Units::isValidLabor(canary_dwarf->dwarf, l))
                    set_labor(canary_dwarf, l, true);
            }

            set_labor(canary_dwarf, df::unit_labor::CLEAN, true);

            /* Also set the canary to remove constructions, because we have no way yet to tell if there are constructions needing removal */
            if (!labor_infos[df::unit_labor::REMOVE_CONSTRUCTION].is_unmanaged())
            {
                set_labor(canary_dwarf, df::unit_labor::REMOVE_CONSTRUCTION, true);
            }

            /* Set HAUL_WATER so we can detect ponds that need to be filled ponds. */

            if (!labor_infos[df::unit_labor::HAUL_WATER].is_unmanaged())
            {
                set_labor(canary_dwarf, df::unit_labor::HAUL_WATER, true);
            }

            if (print_debug)
                out.print("Setting %s as the hauling canary\n", canary_dwarf->dwarf->name.first_name.c_str());
        }
        else
        {
            if (print_debug)
                out.print("No dwarf available to set as the hauling canary!\n");
        }

        /* Assign any leftover dwarfs to "standard" labors */

        if (print_debug)
            out.print("After assignment, %zu dwarfs left over\n", available_dwarfs.size());

        for (auto d = available_dwarfs.begin(); d != available_dwarfs.end(); d++)
        {
            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE || labor_infos[l].is_unmanaged())
                    continue;

                if (Units::isValidLabor((*d)->dwarf, l))
                    set_labor(*d, l,
                        (l >= df::unit_labor::HAUL_STONE && l <= df::unit_labor::HAUL_ANIMALS) ||
                        l == df::unit_labor::CLEAN ||
                        l == df::unit_labor::HAUL_WATER ||
                        l == df::unit_labor::REMOVE_CONSTRUCTION ||
                        l == df::unit_labor::PULL_LEVER ||
                        l == df::unit_labor::HAUL_TRADE);
            }
        }

        /* check for dwarfs assigned no labors and assign them the bucket list if there are */
        for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
        {
            if ((*d)->state == CHILD)
                continue;

            bool any = false;
            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE)
                    continue;
                if ((*d)->dwarf->status.labors[l])
                {
                    any = true;
                    break;
                }
            }

            if (!labor_infos[df::unit_labor::PULL_LEVER].is_unmanaged())
            {
                set_labor(*d, df::unit_labor::PULL_LEVER, true);
            }

            if (any) continue;

            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE || labor_infos[l].is_unmanaged())
                    continue;

                if (to_assign[l] > 0 || l == df::unit_labor::CLEAN)
                    set_labor(*d, l, true);
            }
        }


        /* set reequip on any dwarfs who are carrying tools needed by others */

        for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
        {
            if ((*d)->dwarf->job.current_job && (*d)->dwarf->job.current_job->job_type == df::job_type::PickupEquipment)
                continue;

            if ((*d)->dwarf->military.pickup_flags.bits.update)
                continue;

            FOR_ENUM_ITEMS(unit_labor, l)
            {
                if (l == df::unit_labor::NONE || labor_infos[l].is_unmanaged())
                    continue;

                tools_enum t = default_labor_infos[l].tool;
                if (t == TOOL_NONE)
                    continue;

                bool has_tool = (*d)->has_tool[t];
                bool needs_tool = (*d)->dwarf->status.labors[l];

                if ((needs_tool && !has_tool) ||
                    (has_tool && !needs_tool && tool_in_use[t] >= tool_count[t]))
                {
                    df::job_type j = df::job_type::NONE;

                    if ((*d)->dwarf->job.current_job)
                        j = (*d)->dwarf->job.current_job->job_type;

                    if (print_debug)
                        out.print("LABORMANAGER: asking %s to %s tools, current job %s, %d %d \n", (*d)->dwarf->name.first_name.c_str(), (has_tool) ? "drop" : "pick up", ENUM_KEY_STR(job_type, j).c_str(), has_tool, needs_tool);

                    (*d)->dwarf->military.pickup_flags.bits.update = true;
                    labors_changed = true;

                    if (needs_tool)
                        tool_in_use[t]++;
                }
            }
        }

        release_dwarf_list();

        if (labors_changed)
        {
            *df::global::process_dig = true;
            *df::global::process_jobs = true;
        }

        if (print_debug) {
            *df::global::pause_state = true;
        }

        print_debug = 0;

    }

};


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 (!initialized || !world || !world->map.block_index || !enable_labormanager)
    {
        // give up if we shouldn't be running'
        return CR_OK;
    }

    //    if (++step_count < 60)
    //        return CR_OK;

    if (*df::global::process_jobs)
        return CR_OK;

    //    step_count = 0;

    debug_stream = &out;
    AutoLaborManager alm(out);
    alm.process();

    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 << ' ';
    const auto& labor_info = labor_infos[labor];
    if (labor_info.is_unmanaged())
    {
        out << "UNMANAGED";
    }
    else
    {
        out << "priority " << labor_info.priority();

        if (labor_info.maximum_dwarfs() == MAX_DWARFS_NONE)
            out << ", no maximum";
        else
            out << ", maximum " << labor_info.maximum_dwarfs();
    }
    out << ", currently " << labor_info.active_dwarfs << " dwarfs ("
        << labor_info.busy_dwarfs << " busy, "
        << labor_info.idle_dwarfs << " idle)"
        << endl;
}

df::unit_labor lookup_labor_by_name(std::string name)
{
    // We should accept incorrect casing, there is no ambiguity.
    std::transform(name.begin(), name.end(), name.begin(), ::toupper);

    FOR_ENUM_ITEMS(unit_labor, test_labor)
    {
        if (name == ENUM_KEY_STR(unit_labor, test_labor))
        {
            return test_labor;
        }
    }

    return df::unit_labor::NONE;
}

DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
    if (!Core::getInstance().isWorldLoaded()) {
        out.printerr("World is not loaded: please load a fort first.\n");
        return CR_FAILURE;
    }

    if (enable && !enable_labormanager)
    {
        enable_plugin(out);
    }
    else if (!enable && enable_labormanager)
    {
        enable_labormanager = false;
        setOptionEnabled(CF_ENABLED, false);

        out << "LaborManager is disabled." << endl;
    }

    return CR_OK;
}

command_result labormanager(color_ostream &out, std::vector <std::string> & 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] == "enable" || parameters[0] == "disable"))
    {
        bool enable = (parameters[0] == "enable");
        return plugin_enable(out, enable);
    }
    else if (parameters.size() == 3 &&
        (parameters[0] == "max" || parameters[0] == "priority"))
    {
        if (!enable_labormanager)
        {
            out << "Error: The plugin is not enabled." << endl;
            return CR_FAILURE;
        }

        df::unit_labor labor = lookup_labor_by_name(parameters[1]);

        if (labor == df::unit_labor::NONE)
        {
            out.printerr("Could not find labor %s.\n", parameters[0].c_str());
            return CR_WRONG_USAGE;
        }

        int v;

        if (parameters[2] == "none")
            v = MAX_DWARFS_NONE;
        else if (parameters[2] == "disable" || parameters[2] == "unmanaged")
            v = MAX_DWARFS_UNMANAGED;
        else
            v = atoi(parameters[2].c_str());

        if (parameters[0] == "max")
            labor_infos[labor].set_maximum_dwarfs(v);
        else if (parameters[0] == "priority")
            labor_infos[labor].set_priority(v);

        print_labor(labor, out);
        return CR_OK;
    }
    else if (parameters.size() == 2 && parameters[0] == "reset")
    {
        if (!enable_labormanager)
        {
            out << "Error: The plugin is not enabled." << endl;
            return CR_FAILURE;
        }

        df::unit_labor labor = lookup_labor_by_name(parameters[1]);

        if (labor == df::unit_labor::NONE)
        {
            out.printerr("Could not find labor %s.\n", parameters[0].c_str());
            return CR_WRONG_USAGE;
        }
        reset_labor(labor);
        print_labor(labor, out);
        return CR_OK;
    }
    else if (parameters.size() == 1 && (parameters[0] == "allow-fishing" || parameters[0] == "forbid-fishing"))
    {
        if (!enable_labormanager)
        {
            out << "Error: The plugin is not enabled." << endl;
            return CR_FAILURE;
        }

        setOptionEnabled(CF_ALLOW_FISHING, (parameters[0] == "allow-fishing"));
        return CR_OK;
    }
    else if (parameters.size() == 1 && (parameters[0] == "allow-hunting" || parameters[0] == "forbid-hunting"))
    {
        if (!enable_labormanager)
        {
            out << "Error: The plugin is not enabled." << endl;
            return CR_FAILURE;
        }

        setOptionEnabled(CF_ALLOW_HUNTING, (parameters[0] == "allow-hunting"));
        return CR_OK;
    }
    else if (parameters.size() == 1 && parameters[0] == "reset-all")
    {
        if (!enable_labormanager)
        {
            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_labormanager)
        {
            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() == 2 && parameters[0] == "pause-on-error")
    {
        if (!enable_labormanager)
        {
            out << "Error: The plugin is not enabled." << endl;
            return CR_FAILURE;
        }

        pause_on_error = parameters[1] == "yes" || parameters[1] == "true";

        return CR_OK;
    }
    else if (parameters.size() == 1 && parameters[0] == "debug")
    {
        if (!enable_labormanager)
        {
            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 'labormanager enable', deactivate with 'labormanager disable'.\n"
            "Current state: %s.\n", enable_labormanager ? "enabled" : "disabled");

        return CR_OK;
    }
}