/*
* 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>

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,
};


// 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 */
};

struct labor_info
{
    PersistentDataItem config;

    int active_dwarfs;
    int idle_dwarfs;
    int busy_dwarfs;

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

    int maximum_dwarfs() { return config.ival(2); }
    void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }

    int time_since_last_assigned()
    {
        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}
};

void debug (char* fmt, ...);

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;

    df::unit_labor using_labor;

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

    ~dwarf_info_t()
    {
    }

};

/*
* Here starts all the complicated stuff to try to deduce labors from jobs.
* This is all way more complicated than it really ought to be, but I have
* not found a way to make it simpler.
*/

static df::unit_labor hauling_labor_map[] =
{
    df::unit_labor::HAUL_ITEM,    /* BAR */
    df::unit_labor::HAUL_STONE,    /* SMALLGEM */
    df::unit_labor::HAUL_ITEM,    /* BLOCKS */
    df::unit_labor::HAUL_STONE,    /* ROUGH */
    df::unit_labor::HAUL_STONE,    /* BOULDER */
    df::unit_labor::HAUL_WOOD,    /* WOOD */
    df::unit_labor::HAUL_FURNITURE,    /* DOOR */
    df::unit_labor::HAUL_FURNITURE,    /* FLOODGATE */
    df::unit_labor::HAUL_FURNITURE,    /* BED */
    df::unit_labor::HAUL_FURNITURE,    /* CHAIR */
    df::unit_labor::HAUL_ITEM,    /* CHAIN */
    df::unit_labor::HAUL_ITEM,    /* FLASK */
    df::unit_labor::HAUL_ITEM,    /* GOBLET */
    df::unit_labor::HAUL_ITEM,    /* INSTRUMENT */
    df::unit_labor::HAUL_ITEM,    /* TOY */
    df::unit_labor::HAUL_FURNITURE,    /* WINDOW */
    df::unit_labor::HAUL_ANIMALS,    /* CAGE */
    df::unit_labor::HAUL_ITEM,    /* BARREL */
    df::unit_labor::HAUL_ITEM,    /* BUCKET */
    df::unit_labor::HAUL_ANIMALS,    /* ANIMALTRAP */
    df::unit_labor::HAUL_FURNITURE,    /* TABLE */
    df::unit_labor::HAUL_FURNITURE,    /* COFFIN */
    df::unit_labor::HAUL_FURNITURE,    /* STATUE */
    df::unit_labor::HAUL_REFUSE,    /* CORPSE */
    df::unit_labor::HAUL_ITEM,    /* WEAPON */
    df::unit_labor::HAUL_ITEM,    /* ARMOR */
    df::unit_labor::HAUL_ITEM,    /* SHOES */
    df::unit_labor::HAUL_ITEM,    /* SHIELD */
    df::unit_labor::HAUL_ITEM,    /* HELM */
    df::unit_labor::HAUL_ITEM,    /* GLOVES */
    df::unit_labor::HAUL_FURNITURE,    /* BOX */
    df::unit_labor::HAUL_ITEM,    /* BIN */
    df::unit_labor::HAUL_FURNITURE,    /* ARMORSTAND */
    df::unit_labor::HAUL_FURNITURE,    /* WEAPONRACK */
    df::unit_labor::HAUL_FURNITURE,    /* CABINET */
    df::unit_labor::HAUL_ITEM,    /* FIGURINE */
    df::unit_labor::HAUL_ITEM,    /* AMULET */
    df::unit_labor::HAUL_ITEM,    /* SCEPTER */
    df::unit_labor::HAUL_ITEM,    /* AMMO */
    df::unit_labor::HAUL_ITEM,    /* CROWN */
    df::unit_labor::HAUL_ITEM,    /* RING */
    df::unit_labor::HAUL_ITEM,    /* EARRING */
    df::unit_labor::HAUL_ITEM,    /* BRACELET */
    df::unit_labor::HAUL_ITEM,    /* GEM */
    df::unit_labor::HAUL_FURNITURE,    /* ANVIL */
    df::unit_labor::HAUL_REFUSE,    /* CORPSEPIECE */
    df::unit_labor::HAUL_REFUSE,    /* REMAINS */
    df::unit_labor::HAUL_FOOD,    /* MEAT */
    df::unit_labor::HAUL_FOOD,    /* FISH */
    df::unit_labor::HAUL_FOOD,    /* FISH_RAW */
    df::unit_labor::HAUL_REFUSE,    /* VERMIN */
    df::unit_labor::HAUL_ITEM,    /* PET */
    df::unit_labor::HAUL_ITEM,    /* SEEDS */
    df::unit_labor::HAUL_FOOD,    /* PLANT */
    df::unit_labor::HAUL_ITEM,    /* SKIN_TANNED */
    df::unit_labor::HAUL_FOOD,    /* LEAVES */
    df::unit_labor::HAUL_ITEM,    /* THREAD */
    df::unit_labor::HAUL_ITEM,    /* CLOTH */
    df::unit_labor::HAUL_ITEM,    /* TOTEM */
    df::unit_labor::HAUL_ITEM,    /* PANTS */
    df::unit_labor::HAUL_ITEM,    /* BACKPACK */
    df::unit_labor::HAUL_ITEM,    /* QUIVER */
    df::unit_labor::HAUL_FURNITURE,    /* CATAPULTPARTS */
    df::unit_labor::HAUL_FURNITURE,    /* BALLISTAPARTS */
    df::unit_labor::HAUL_FURNITURE,    /* SIEGEAMMO */
    df::unit_labor::HAUL_FURNITURE,    /* BALLISTAARROWHEAD */
    df::unit_labor::HAUL_FURNITURE,    /* TRAPPARTS */
    df::unit_labor::HAUL_FURNITURE,    /* TRAPCOMP */
    df::unit_labor::HAUL_FOOD,    /* DRINK */
    df::unit_labor::HAUL_FOOD,    /* POWDER_MISC */
    df::unit_labor::HAUL_FOOD,    /* CHEESE */
    df::unit_labor::HAUL_FOOD,    /* FOOD */
    df::unit_labor::HAUL_FOOD,    /* LIQUID_MISC */
    df::unit_labor::HAUL_ITEM,    /* COIN */
    df::unit_labor::HAUL_FOOD,    /* GLOB */
    df::unit_labor::HAUL_STONE,    /* ROCK */
    df::unit_labor::HAUL_FURNITURE,    /* PIPE_SECTION */
    df::unit_labor::HAUL_FURNITURE,    /* HATCH_COVER */
    df::unit_labor::HAUL_FURNITURE,    /* GRATE */
    df::unit_labor::HAUL_FURNITURE,    /* QUERN */
    df::unit_labor::HAUL_FURNITURE,    /* MILLSTONE */
    df::unit_labor::HAUL_ITEM,    /* SPLINT */
    df::unit_labor::HAUL_ITEM,    /* CRUTCH */
    df::unit_labor::HAUL_FURNITURE,    /* TRACTION_BENCH */
    df::unit_labor::HAUL_ITEM,    /* ORTHOPEDIC_CAST */
    df::unit_labor::HAUL_ITEM,    /* TOOL */
    df::unit_labor::HAUL_FURNITURE,    /* SLAB */
    df::unit_labor::HAUL_FOOD,    /* EGG */
    df::unit_labor::HAUL_ITEM,    /* BOOK */
};

static df::unit_labor workshop_build_labor[] =
{
    /* Carpenters */        df::unit_labor::CARPENTER,
    /* Farmers */            df::unit_labor::PROCESS_PLANT,
    /* Masons */            df::unit_labor::MASON,
    /* Craftsdwarfs */        df::unit_labor::STONE_CRAFT,
    /* Jewelers */            df::unit_labor::CUT_GEM,
    /* MetalsmithsForge */    df::unit_labor::METAL_CRAFT,
    /* MagmaForge */        df::unit_labor::METAL_CRAFT,
    /* Bowyers */            df::unit_labor::BOWYER,
    /* Mechanics */            df::unit_labor::MECHANIC,
    /* Siege */                df::unit_labor::SIEGECRAFT,
    /* Butchers */            df::unit_labor::BUTCHER,
    /* Leatherworks */        df::unit_labor::LEATHER,
    /* Tanners */            df::unit_labor::TANNER,
    /* Clothiers */            df::unit_labor::CLOTHESMAKER,
    /* Fishery */            df::unit_labor::CLEAN_FISH,
    /* Still */                df::unit_labor::BREWER,
    /* Loom */                df::unit_labor::WEAVER,
    /* Quern */                df::unit_labor::MILLER,
    /* Kennels */            df::unit_labor::ANIMALTRAIN,
    /* Kitchen */            df::unit_labor::COOK,
    /* Ashery */            df::unit_labor::LYE_MAKING,
    /* Dyers */                df::unit_labor::DYER,
    /* Millstone */            df::unit_labor::MILLER,
    /* Custom */            df::unit_labor::NONE,
    /* Tool */                df::unit_labor::NONE
};

static df::building* get_building_from_job(df::job* j)
{
    for (auto r = j->general_refs.begin(); r != j->general_refs.end(); r++)
    {
        if ((*r)->getType() == df::general_ref_type::BUILDING_HOLDER)
        {
            int32_t id = ((df::general_ref_building_holderst*)(*r))->building_id;
            df::building* bld = binsearch_in_vector(world->buildings.all, id);
            return bld;
        }
    }
    return 0;
}

static df::unit_labor construction_build_labor (df::building_actual* b)
{
    if (b->getType() == df::building_type::RoadPaved)
        return df::unit_labor::BUILD_ROAD;
    // Find last item in building with use mode appropriate to the building's constructions state
    // For screw pumps contained_items[0] = pipe, 1 corkscrew, 2 block
    // For wells 0 mechanism, 1 rope, 2 bucket, 3 block
    // Trade depots and bridges use the last one too
    // Must check use mode b/c buildings may have items in them that are not part of the building

    df::item* i = 0;
    for (auto p = b->contained_items.begin(); p != b->contained_items.end(); p++)
        if (b->construction_stage > 0 && (*p)->use_mode == 2 ||
            b->construction_stage == 0 && (*p)->use_mode == 0)
            i = (*p)->item;

    MaterialInfo matinfo;
    if (i && matinfo.decode(i))
    {
        if (matinfo.material->flags.is_set(df::material_flags::IS_METAL))
            return df::unit_labor::METAL_CRAFT;
        if (matinfo.material->flags.is_set(df::material_flags::WOOD))
            return df::unit_labor::CARPENTER;
    }
    return df::unit_labor::MASON;
}

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;
    }
}

class JobLaborMapper {

private:
    class jlfunc
    {
    public:
        virtual df::unit_labor get_labor(df::job* j) = 0;
    };

    class jlfunc_const : public jlfunc
    {
    private:
        df::unit_labor labor;
    public:
        df::unit_labor get_labor(df::job* j)
        {
            return labor;
        }
        jlfunc_const(df::unit_labor l) : labor(l) {};
    };

    class jlfunc_hauling : public jlfunc
    {
    public:
        df::unit_labor get_labor(df::job* j)
        {
            df::item* item = 0;
            if (j->job_type == df::job_type::StoreItemInStockpile && j->item_subtype != -1)
                return (df::unit_labor) j->item_subtype;

            for (auto i = j->items.begin(); i != j->items.end(); i++)
            {
                if ((*i)->role == 7)
                {
                    item = (*i)->item;
                    break;
                }
            }

            if (item && item->flags.bits.container)
            {
                for (auto a = item->general_refs.begin(); a != item->general_refs.end(); a++)
                {
                    if ((*a)->getType() == df::general_ref_type::CONTAINS_ITEM)
                    {
                        int item_id = ((df::general_ref_contains_itemst *) (*a))->item_id;
                        item = binsearch_in_vector(world->items.all, item_id);
                        break;
                    }
                }
            }

            df::unit_labor l = item ? hauling_labor_map[item->getType()] : df::unit_labor::HAUL_ITEM;
            if (item && l == df::unit_labor::HAUL_REFUSE && item->flags.bits.dead_dwarf)
                l = df::unit_labor::HAUL_BODY;
            return l;
        }
        jlfunc_hauling() {};
    };

    class jlfunc_construct_bld : public jlfunc
    {
    public:
        df::unit_labor get_labor(df::job* j)
        {
            if (j->flags.bits.item_lost)
                return df::unit_labor::NONE;

            df::building* bld = get_building_from_job (j);
            switch (bld->getType())
            {
            case df::building_type::Hive:
                return df::unit_labor::BEEKEEPING;
            case df::building_type::Workshop:
                {
                    df::building_workshopst* ws = (df::building_workshopst*) bld;
                    if (ws->design && !ws->design->flags.bits.designed)
                        return df::unit_labor::ARCHITECT;
                    if (ws->type == df::workshop_type::Custom)
                    {
                        df::building_def* def = df::building_def::find(ws->custom_type);
                        return def->build_labors[0];
                    }
                    else
                        return workshop_build_labor[ws->type];
                }
                break;
            case df::building_type::Construction:
                return df::unit_labor::BUILD_CONSTRUCTION;
            case df::building_type::Furnace:
            case df::building_type::TradeDepot:
            case df::building_type::Bridge:
            case df::building_type::ArcheryTarget:
            case df::building_type::WaterWheel:
            case df::building_type::RoadPaved:
            case df::building_type::Well:
            case df::building_type::ScrewPump:
            case df::building_type::Wagon:
            case df::building_type::Shop:
            case df::building_type::Support:
            case df::building_type::Windmill:
                {
                    df::building_actual* b = (df::building_actual*) bld;
                    if (b->design && !b->design->flags.bits.designed)
                        return df::unit_labor::ARCHITECT;
                    return construction_build_labor(b);
                }
                break;
            case df::building_type::FarmPlot:
                return df::unit_labor::PLANT;
            case df::building_type::Chair:
            case df::building_type::Bed:
            case df::building_type::Table:
            case df::building_type::Coffin:
            case df::building_type::Door:
            case df::building_type::Floodgate:
            case df::building_type::Box:
            case df::building_type::Weaponrack:
            case df::building_type::Armorstand:
            case df::building_type::Cabinet:
            case df::building_type::Statue:
            case df::building_type::WindowGlass:
            case df::building_type::WindowGem:
            case df::building_type::Cage:
            case df::building_type::NestBox:
            case df::building_type::TractionBench:
            case df::building_type::Slab:
            case df::building_type::Chain:
            case df::building_type::GrateFloor:
            case df::building_type::Hatch:
            case df::building_type::BarsFloor:
            case df::building_type::BarsVertical:
            case df::building_type::GrateWall:
            case df::building_type::Bookcase:
            case df::building_type::Instrument:
                return df::unit_labor::HAUL_FURNITURE;
            case df::building_type::Trap:
            case df::building_type::GearAssembly:
            case df::building_type::AxleHorizontal:
            case df::building_type::AxleVertical:
            case df::building_type::Rollers:
                return df::unit_labor::MECHANIC;
            case df::building_type::AnimalTrap:
                return df::unit_labor::TRAPPER;
            case df::building_type::Civzone:
            case df::building_type::Nest:
            case df::building_type::Stockpile:
            case df::building_type::Weapon:
                return df::unit_labor::NONE;
            case df::building_type::SiegeEngine:
                return df::unit_labor::SIEGECRAFT;
            case df::building_type::RoadDirt:
                return df::unit_labor::BUILD_ROAD;
            }

            debug ("LABORMANAGER: Cannot deduce labor for construct building job of type %s\n",
                ENUM_KEY_STR(building_type, bld->getType()).c_str());
            debug_pause();

            return df::unit_labor::NONE;
        }
        jlfunc_construct_bld() {}
    };

    class jlfunc_destroy_bld : public jlfunc
    {
    public:
        df::unit_labor get_labor(df::job* j)
        {
            df::building* bld = get_building_from_job (j);
            df::building_type type = bld->getType();

            switch (bld->getType())
            {
            case df::building_type::Hive:
                return df::unit_labor::BEEKEEPING;
            case df::building_type::Workshop:
                {
                    df::building_workshopst* ws = (df::building_workshopst*) bld;
                    if (ws->type == df::workshop_type::Custom)
                    {
                        df::building_def* def = df::building_def::find(ws->custom_type);
                        return def->build_labors[0];
                    }
                    else
                        return workshop_build_labor[ws->type];
                }
                break;
            case df::building_type::Construction:
                return df::unit_labor::REMOVE_CONSTRUCTION;
            case df::building_type::Furnace:
            case df::building_type::TradeDepot:
            case df::building_type::Wagon:
            case df::building_type::Bridge:
            case df::building_type::ScrewPump:
            case df::building_type::ArcheryTarget:
            case df::building_type::RoadPaved:
            case df::building_type::Shop:
            case df::building_type::Support:
            case df::building_type::WaterWheel:
            case df::building_type::Well:
            case df::building_type::Windmill:
                {
                    auto b = (df::building_actual*) bld;
                    return construction_build_labor(b);
                }
                break;
            case df::building_type::FarmPlot:
                return df::unit_labor::PLANT;
            case df::building_type::Trap:
            case df::building_type::AxleHorizontal:
            case df::building_type::AxleVertical:
            case df::building_type::GearAssembly:
            case df::building_type::Rollers:
                return df::unit_labor::MECHANIC;
            case df::building_type::Chair:
            case df::building_type::Bed:
            case df::building_type::Table:
            case df::building_type::Coffin:
            case df::building_type::Door:
            case df::building_type::Floodgate:
            case df::building_type::Box:
            case df::building_type::Weaponrack:
            case df::building_type::Armorstand:
            case df::building_type::Cabinet:
            case df::building_type::Statue:
            case df::building_type::WindowGlass:
            case df::building_type::WindowGem:
            case df::building_type::Cage:
            case df::building_type::NestBox:
            case df::building_type::TractionBench:
            case df::building_type::Slab:
            case df::building_type::Chain:
            case df::building_type::Hatch:
            case df::building_type::BarsFloor:
            case df::building_type::BarsVertical:
            case df::building_type::GrateFloor:
            case df::building_type::GrateWall:
            case df::building_type::Bookcase:
            case df::building_type::Instrument:
                return df::unit_labor::HAUL_FURNITURE;
            case df::building_type::AnimalTrap:
                return df::unit_labor::TRAPPER;
            case df::building_type::Civzone:
            case df::building_type::Nest:
            case df::building_type::RoadDirt:
            case df::building_type::Stockpile:
            case df::building_type::Weapon:
                return df::unit_labor::NONE;
            case df::building_type::SiegeEngine:
                return df::unit_labor::SIEGECRAFT;
            }

            debug ("LABORMANAGER: Cannot deduce labor for destroy building job of type %s\n",
                ENUM_KEY_STR(building_type, bld->getType()).c_str());
            debug_pause();

            return df::unit_labor::NONE;
        }
        jlfunc_destroy_bld() {}
    };

    class jlfunc_make : public jlfunc
    {
    private:
        df::unit_labor metaltype;
    public:
        df::unit_labor get_labor(df::job* j)
        {
            df::building* bld = get_building_from_job(j);
            if (bld->getType() == df::building_type::Workshop)
            {
                df::workshop_type type = ((df::building_workshopst*)(bld))->type;
                switch (type)
                {
                case df::workshop_type::Craftsdwarfs:
                    {
                        df::item_type jobitem = j->job_items[0]->item_type;
                        switch (jobitem)
                        {
                        case df::item_type::BOULDER:
                            return df::unit_labor::STONE_CRAFT;
                        case df::item_type::NONE:
                            if (j->material_category.bits.bone ||
                                j->material_category.bits.horn ||
                                j->material_category.bits.tooth ||
                                j->material_category.bits.shell)
                                return df::unit_labor::BONE_CARVE;
                            else
                            {
                                debug ("LABORMANAGER: Cannot deduce labor for make crafts job (not bone)\n");
                                debug_pause();
                                return df::unit_labor::NONE;
                            }
                        case df::item_type::WOOD:
                            return df::unit_labor::WOOD_CRAFT;
                        case df::item_type::CLOTH:
                            return df::unit_labor::CLOTHESMAKER;
                        case df::item_type::SKIN_TANNED:
                            return df::unit_labor::LEATHER;
                        default:
                            debug ("LABORMANAGER: Cannot deduce labor for make crafts job, item type %s\n",
                                ENUM_KEY_STR(item_type, jobitem).c_str());
                            debug_pause();
                            return df::unit_labor::NONE;
                        }
                    }
                case df::workshop_type::Masons:
                    return df::unit_labor::MASON;
                case df::workshop_type::Carpenters:
                    return df::unit_labor::CARPENTER;
                case df::workshop_type::Leatherworks:
                    return df::unit_labor::LEATHER;
                case df::workshop_type::Clothiers:
                    return df::unit_labor::CLOTHESMAKER;
                case df::workshop_type::Bowyers:
                    return df::unit_labor::BOWYER;
                case df::workshop_type::MagmaForge:
                case df::workshop_type::MetalsmithsForge:
                    return metaltype;
                default:
                    debug ("LABORMANAGER: Cannot deduce labor for make job, workshop type %s\n",
                        ENUM_KEY_STR(workshop_type, type).c_str());
                    debug_pause();
                    return df::unit_labor::NONE;
                }
            }
            else if (bld->getType() == df::building_type::Furnace)
            {
                df::furnace_type type = ((df::building_furnacest*)(bld))->type;
                switch (type)
                {
                case df::furnace_type::MagmaGlassFurnace:
                case df::furnace_type::GlassFurnace:
                    return df::unit_labor::GLASSMAKER;
                default:
                    debug ("LABORMANAGER: Cannot deduce labor for make job, furnace type %s\n",
                        ENUM_KEY_STR(furnace_type, type).c_str());
                    debug_pause();
                    return df::unit_labor::NONE;
                }
            }

            debug ("LABORMANAGER: Cannot deduce labor for make job, building type %s\n",
                ENUM_KEY_STR(building_type, bld->getType()).c_str());
            debug_pause();

            return df::unit_labor::NONE;
        }

        jlfunc_make (df::unit_labor mt) : metaltype(mt) {}
    };

    class jlfunc_custom : public jlfunc
    {
    public:
        df::unit_labor get_labor(df::job* j)
        {
            for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
            {
                if ((*r)->code == j->reaction_name)
                {
                    df::job_skill skill = (*r)->skill;
                    df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill);
                    return labor;
                }
            }
            return df::unit_labor::NONE;
        }
        jlfunc_custom() {}
    };

    map<df::unit_labor, jlfunc*> jlf_cache;

    jlfunc* jlf_const(df::unit_labor l) {
        jlfunc* jlf;
        if (jlf_cache.count(l) == 0)
        {
            jlf = new jlfunc_const(l);
            jlf_cache[l] = jlf;
        }
        else
            jlf = jlf_cache[l];

        return jlf;
    }
private:
    std::map<df::job_type,jlfunc*> job_to_labor_table;

public:
    ~JobLaborMapper()
    {
        std::set<jlfunc*> log;

        for (auto i = jlf_cache.begin(); i != jlf_cache.end(); i++)
        {
            if (!log.count(i->second))
            {
                log.insert(i->second);
                delete i->second;
            }
            i->second = 0;
        }

        FOR_ENUM_ITEMS (job_type, j)
        {
            if (j < 0)
                continue;

            jlfunc* p = job_to_labor_table[j];
            if (!log.count(p))
            {
                log.insert(p);
                delete p;
            }
            job_to_labor_table[j] = 0;
        }
    }

    JobLaborMapper()
    {
        jlfunc* jlf_hauling           = new jlfunc_hauling();
        jlfunc* jlf_make_furniture = new jlfunc_make(df::unit_labor::FORGE_FURNITURE);
        jlfunc* jlf_make_object    = new jlfunc_make(df::unit_labor::METAL_CRAFT);
        jlfunc* jlf_make_armor     = new jlfunc_make(df::unit_labor::FORGE_ARMOR);
        jlfunc* jlf_make_weapon    = new jlfunc_make(df::unit_labor::FORGE_WEAPON);

        jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE);

        job_to_labor_table[df::job_type::CarveFortification]    = jlf_const(df::unit_labor::DETAIL);
        job_to_labor_table[df::job_type::DetailWall]            = jlf_const(df::unit_labor::DETAIL);
        job_to_labor_table[df::job_type::DetailFloor]            = jlf_const(df::unit_labor::DETAIL);
        job_to_labor_table[df::job_type::Dig]                    = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::CarveUpwardStaircase]    = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::CarveDownwardStaircase] = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::CarveUpDownStaircase]    = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::CarveRamp]                = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::DigChannel]            = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::FellTree]                = jlf_const(df::unit_labor::CUTWOOD);
        job_to_labor_table[df::job_type::GatherPlants]            = jlf_const(df::unit_labor::HERBALIST);
        job_to_labor_table[df::job_type::RemoveConstruction]    = jlf_const(df::unit_labor::REMOVE_CONSTRUCTION);
        job_to_labor_table[df::job_type::CollectWebs]            = jlf_const(df::unit_labor::WEAVER);
        job_to_labor_table[df::job_type::BringItemToDepot]        = jlf_const(df::unit_labor::HAUL_TRADE);
        job_to_labor_table[df::job_type::BringItemToShop]        = jlf_no_labor;
        job_to_labor_table[df::job_type::Eat]                    = jlf_no_labor;
        job_to_labor_table[df::job_type::GetProvisions]            = jlf_no_labor;
        job_to_labor_table[df::job_type::Drink]                    = jlf_no_labor;
        job_to_labor_table[df::job_type::Drink2]                = jlf_no_labor;
        job_to_labor_table[df::job_type::FillWaterskin]            = jlf_no_labor;
        job_to_labor_table[df::job_type::FillWaterskin2]        = jlf_no_labor;
        job_to_labor_table[df::job_type::Sleep]                    = jlf_no_labor;
        job_to_labor_table[df::job_type::CollectSand]            = jlf_const(df::unit_labor::HAUL_ITEM);
        job_to_labor_table[df::job_type::Fish]                    = jlf_const(df::unit_labor::FISH);
        job_to_labor_table[df::job_type::Hunt]                    = jlf_const(df::unit_labor::HUNT);
        job_to_labor_table[df::job_type::HuntVermin]            = jlf_no_labor;
        job_to_labor_table[df::job_type::Kidnap]                = jlf_no_labor;
        job_to_labor_table[df::job_type::BeatCriminal]            = jlf_no_labor;
        job_to_labor_table[df::job_type::StartingFistFight]        = jlf_no_labor;
        job_to_labor_table[df::job_type::CollectTaxes]            = jlf_no_labor;
        job_to_labor_table[df::job_type::GuardTaxCollector]        = jlf_no_labor;
        job_to_labor_table[df::job_type::CatchLiveLandAnimal]    = jlf_const(df::unit_labor::HUNT);
        job_to_labor_table[df::job_type::CatchLiveFish]            = jlf_const(df::unit_labor::FISH);
        job_to_labor_table[df::job_type::ReturnKill]            = jlf_no_labor;
        job_to_labor_table[df::job_type::CheckChest]            = jlf_no_labor;
        job_to_labor_table[df::job_type::StoreOwnedItem]        = jlf_no_labor;
        job_to_labor_table[df::job_type::PlaceItemInTomb]        = jlf_const(df::unit_labor::HAUL_BODY);
        job_to_labor_table[df::job_type::StoreItemInStockpile]    = jlf_hauling;
        job_to_labor_table[df::job_type::StoreItemInBag]        = jlf_hauling;
        job_to_labor_table[df::job_type::StoreItemInHospital]    = jlf_hauling;
        job_to_labor_table[df::job_type::StoreWeapon]            = jlf_hauling;
        job_to_labor_table[df::job_type::StoreArmor]            = jlf_hauling;
        job_to_labor_table[df::job_type::StoreItemInBarrel]        = jlf_hauling;
        job_to_labor_table[df::job_type::StoreItemInBin]        = jlf_hauling;
        job_to_labor_table[df::job_type::SeekArtifact]            = jlf_no_labor;
        job_to_labor_table[df::job_type::SeekInfant]            = jlf_no_labor;
        job_to_labor_table[df::job_type::AttendParty]            = jlf_no_labor;
        job_to_labor_table[df::job_type::GoShopping]            = jlf_no_labor;
        job_to_labor_table[df::job_type::GoShopping2]            = jlf_no_labor;
        job_to_labor_table[df::job_type::Clean]                    = jlf_const(df::unit_labor::CLEAN);
        job_to_labor_table[df::job_type::Rest]                    = jlf_no_labor;
        job_to_labor_table[df::job_type::PickupEquipment]        = jlf_no_labor;
        job_to_labor_table[df::job_type::DumpItem]                = jlf_const(df::unit_labor::HAUL_REFUSE);
        job_to_labor_table[df::job_type::StrangeMoodCrafter]    = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodJeweller]    = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodForge]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodMagmaForge] = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodBrooding]    = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodFell]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodCarpenter]    = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodMason]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodBowyer]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodTanner]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodWeaver]        = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodGlassmaker] = jlf_no_labor;
        job_to_labor_table[df::job_type::StrangeMoodMechanics]    = jlf_no_labor;
        job_to_labor_table[df::job_type::ConstructBuilding]     = new jlfunc_construct_bld();
        job_to_labor_table[df::job_type::ConstructDoor]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructFloodgate]    = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructBed]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructThrone]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructCoffin]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructTable]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructChest]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructBin]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructArmorStand]    = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructWeaponRack]    = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructCabinet]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructStatue]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructBlocks]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::MakeRawGlass]            = jlf_const(df::unit_labor::GLASSMAKER);
        job_to_labor_table[df::job_type::MakeCrafts]            = jlf_make_object;
        job_to_labor_table[df::job_type::MintCoins]                = jlf_const(df::unit_labor::METAL_CRAFT);
        job_to_labor_table[df::job_type::CutGems]                = jlf_const(df::unit_labor::CUT_GEM);
        job_to_labor_table[df::job_type::CutGlass]                = jlf_const(df::unit_labor::CUT_GEM);
        job_to_labor_table[df::job_type::EncrustWithGems]        = jlf_const(df::unit_labor::ENCRUST_GEM);
        job_to_labor_table[df::job_type::EncrustWithGlass]        = jlf_const(df::unit_labor::ENCRUST_GEM);
        job_to_labor_table[df::job_type::DestroyBuilding]        = new jlfunc_destroy_bld();
        job_to_labor_table[df::job_type::SmeltOre]                = jlf_const(df::unit_labor::SMELT);
        job_to_labor_table[df::job_type::MeltMetalObject]        = jlf_const(df::unit_labor::SMELT);
        job_to_labor_table[df::job_type::ExtractMetalStrands]    = jlf_const(df::unit_labor::EXTRACT_STRAND);
        job_to_labor_table[df::job_type::PlantSeeds]            = jlf_const(df::unit_labor::PLANT);
        job_to_labor_table[df::job_type::HarvestPlants]            = jlf_const(df::unit_labor::PLANT);
        job_to_labor_table[df::job_type::TrainHuntingAnimal]    = jlf_const(df::unit_labor::ANIMALTRAIN);
        job_to_labor_table[df::job_type::TrainWarAnimal]        = jlf_const(df::unit_labor::ANIMALTRAIN);
        job_to_labor_table[df::job_type::MakeWeapon]            = jlf_make_weapon;
        job_to_labor_table[df::job_type::ForgeAnvil]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructCatapultParts] = jlf_const(df::unit_labor::SIEGECRAFT);
        job_to_labor_table[df::job_type::ConstructBallistaParts] = jlf_const(df::unit_labor::SIEGECRAFT);
        job_to_labor_table[df::job_type::MakeArmor]                = jlf_make_armor;
        job_to_labor_table[df::job_type::MakeHelm]                = jlf_make_armor;
        job_to_labor_table[df::job_type::MakePants]                = jlf_make_armor;
        job_to_labor_table[df::job_type::StudWith]                = jlf_make_object;
        job_to_labor_table[df::job_type::ButcherAnimal]            = jlf_const(df::unit_labor::BUTCHER);
        job_to_labor_table[df::job_type::PrepareRawFish]        = jlf_const(df::unit_labor::CLEAN_FISH);
        job_to_labor_table[df::job_type::MillPlants]            = jlf_const(df::unit_labor::MILLER);
        job_to_labor_table[df::job_type::BaitTrap]                = jlf_const(df::unit_labor::TRAPPER);
        job_to_labor_table[df::job_type::MilkCreature]            = jlf_const(df::unit_labor::MILK);
        job_to_labor_table[df::job_type::MakeCheese]            = jlf_const(df::unit_labor::MAKE_CHEESE);
        job_to_labor_table[df::job_type::ProcessPlants]            = jlf_const(df::unit_labor::PROCESS_PLANT);
        job_to_labor_table[df::job_type::ProcessPlantsVial]        = jlf_const(df::unit_labor::PROCESS_PLANT);
        job_to_labor_table[df::job_type::ProcessPlantsBarrel]    = jlf_const(df::unit_labor::PROCESS_PLANT);
        job_to_labor_table[df::job_type::PrepareMeal]            = jlf_const(df::unit_labor::COOK);
        job_to_labor_table[df::job_type::WeaveCloth]            = jlf_const(df::unit_labor::WEAVER);
        job_to_labor_table[df::job_type::MakeGloves]            = jlf_make_armor;
        job_to_labor_table[df::job_type::MakeShoes]                = jlf_make_armor;
        job_to_labor_table[df::job_type::MakeShield]            = jlf_make_armor;
        job_to_labor_table[df::job_type::MakeCage]                = jlf_make_furniture;
        job_to_labor_table[df::job_type::MakeChain]                = jlf_make_object;
        job_to_labor_table[df::job_type::MakeFlask]                = jlf_make_object;
        job_to_labor_table[df::job_type::MakeGoblet]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeToy]                = jlf_make_object;
        job_to_labor_table[df::job_type::MakeAnimalTrap]        = jlf_const(df::unit_labor::TRAPPER);
        job_to_labor_table[df::job_type::MakeBarrel]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::MakeBucket]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::MakeWindow]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::MakeTotem]                = jlf_const(df::unit_labor::BONE_CARVE);
        job_to_labor_table[df::job_type::MakeAmmo]                = jlf_make_weapon;
        job_to_labor_table[df::job_type::DecorateWith]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeBackpack]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeQuiver]            = jlf_make_armor;
        job_to_labor_table[df::job_type::MakeBallistaArrowHead] = jlf_make_weapon;
        job_to_labor_table[df::job_type::AssembleSiegeAmmo]        = jlf_const(df::unit_labor::SIEGECRAFT);
        job_to_labor_table[df::job_type::LoadCatapult]            = jlf_const(df::unit_labor::SIEGEOPERATE);
        job_to_labor_table[df::job_type::LoadBallista]            = jlf_const(df::unit_labor::SIEGEOPERATE);
        job_to_labor_table[df::job_type::FireCatapult]            = jlf_const(df::unit_labor::SIEGEOPERATE);
        job_to_labor_table[df::job_type::FireBallista]            = jlf_const(df::unit_labor::SIEGEOPERATE);
        job_to_labor_table[df::job_type::ConstructMechanisms]    = jlf_const(df::unit_labor::MECHANIC);
        job_to_labor_table[df::job_type::MakeTrapComponent]        = jlf_make_weapon;
        job_to_labor_table[df::job_type::LoadCageTrap]            = jlf_const(df::unit_labor::MECHANIC) ;
        job_to_labor_table[df::job_type::LoadStoneTrap]            = jlf_const(df::unit_labor::MECHANIC) ;
        job_to_labor_table[df::job_type::LoadWeaponTrap]        = jlf_const(df::unit_labor::MECHANIC) ;
        job_to_labor_table[df::job_type::CleanTrap]                = jlf_const(df::unit_labor::MECHANIC) ;
        job_to_labor_table[df::job_type::CastSpell]                = jlf_no_labor;
        job_to_labor_table[df::job_type::LinkBuildingToTrigger] = jlf_const(df::unit_labor::MECHANIC) ;
        job_to_labor_table[df::job_type::PullLever]                = jlf_const(df::unit_labor::PULL_LEVER);
        job_to_labor_table[df::job_type::ExtractFromPlants]        = jlf_const(df::unit_labor::HERBALIST) ;
        job_to_labor_table[df::job_type::ExtractFromRawFish]    = jlf_const(df::unit_labor::DISSECT_FISH) ;
        job_to_labor_table[df::job_type::ExtractFromLandAnimal] = jlf_const(df::unit_labor::DISSECT_VERMIN) ;
        job_to_labor_table[df::job_type::TameVermin]            = jlf_const(df::unit_labor::ANIMALTRAIN) ;
        job_to_labor_table[df::job_type::TameAnimal]            = jlf_const(df::unit_labor::ANIMALTRAIN) ;
        job_to_labor_table[df::job_type::ChainAnimal]            = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::UnchainAnimal]            = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::UnchainPet]            = jlf_no_labor;
        job_to_labor_table[df::job_type::ReleaseLargeCreature]    = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::ReleasePet]            = jlf_no_labor;
        job_to_labor_table[df::job_type::ReleaseSmallCreature]    = jlf_no_labor;
        job_to_labor_table[df::job_type::HandleSmallCreature]    = jlf_no_labor;
        job_to_labor_table[df::job_type::HandleLargeCreature]    = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::CageLargeCreature]        = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::CageSmallCreature]        = jlf_no_labor;
        job_to_labor_table[df::job_type::RecoverWounded]        = jlf_const(df::unit_labor::RECOVER_WOUNDED);
        job_to_labor_table[df::job_type::DiagnosePatient]        = jlf_const(df::unit_labor::DIAGNOSE) ;
        job_to_labor_table[df::job_type::ImmobilizeBreak]        = jlf_const(df::unit_labor::BONE_SETTING) ;
        job_to_labor_table[df::job_type::DressWound]            = jlf_const(df::unit_labor::DRESSING_WOUNDS) ;
        job_to_labor_table[df::job_type::CleanPatient]            = jlf_const(df::unit_labor::DRESSING_WOUNDS) ;
        job_to_labor_table[df::job_type::Surgery]                = jlf_const(df::unit_labor::SURGERY) ;
        job_to_labor_table[df::job_type::Suture]                = jlf_const(df::unit_labor::SUTURING);
        job_to_labor_table[df::job_type::SetBone]                = jlf_const(df::unit_labor::BONE_SETTING) ;
        job_to_labor_table[df::job_type::PlaceInTraction]        = jlf_const(df::unit_labor::BONE_SETTING) ;
        job_to_labor_table[df::job_type::DrainAquarium]            = jlf_no_labor;
        job_to_labor_table[df::job_type::FillAquarium]            = jlf_no_labor;
        job_to_labor_table[df::job_type::FillPond]                = jlf_no_labor;
        job_to_labor_table[df::job_type::GiveWater]                = jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) ;
        job_to_labor_table[df::job_type::GiveFood]                = jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) ;
        job_to_labor_table[df::job_type::GiveWater2]            = jlf_no_labor;
        job_to_labor_table[df::job_type::GiveFood2]                = jlf_no_labor;
        job_to_labor_table[df::job_type::RecoverPet]            = jlf_no_labor;
        job_to_labor_table[df::job_type::PitLargeAnimal]        = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::PitSmallAnimal]        = jlf_no_labor;
        job_to_labor_table[df::job_type::SlaughterAnimal]        = jlf_const(df::unit_labor::BUTCHER);
        job_to_labor_table[df::job_type::MakeCharcoal]            = jlf_const(df::unit_labor::BURN_WOOD);
        job_to_labor_table[df::job_type::MakeAsh]                = jlf_const(df::unit_labor::BURN_WOOD);
        job_to_labor_table[df::job_type::MakeLye]                = jlf_const(df::unit_labor::LYE_MAKING);
        job_to_labor_table[df::job_type::MakePotashFromLye]        = jlf_const(df::unit_labor::POTASH_MAKING);
        job_to_labor_table[df::job_type::FertilizeField]        = jlf_const(df::unit_labor::PLANT);
        job_to_labor_table[df::job_type::MakePotashFromAsh]        = jlf_const(df::unit_labor::POTASH_MAKING);
        job_to_labor_table[df::job_type::DyeThread]                = jlf_const(df::unit_labor::DYER);
        job_to_labor_table[df::job_type::DyeCloth]                = jlf_const(df::unit_labor::DYER);
        job_to_labor_table[df::job_type::SewImage]                = jlf_make_object;
        job_to_labor_table[df::job_type::MakePipeSection]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::OperatePump]            = jlf_const(df::unit_labor::OPERATE_PUMP);
        job_to_labor_table[df::job_type::ManageWorkOrders]        = jlf_no_labor;
        job_to_labor_table[df::job_type::UpdateStockpileRecords] = jlf_no_labor;
        job_to_labor_table[df::job_type::TradeAtDepot]            = jlf_no_labor;
        job_to_labor_table[df::job_type::ConstructHatchCover]    = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructGrate]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::RemoveStairs]            = jlf_const(df::unit_labor::MINE);
        job_to_labor_table[df::job_type::ConstructQuern]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructMillstone]    = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructSplint]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructCrutch]        = jlf_make_furniture;
        job_to_labor_table[df::job_type::ConstructTractionBench] = jlf_const(df::unit_labor::MECHANIC);
        job_to_labor_table[df::job_type::CleanSelf]                = jlf_no_labor;
        job_to_labor_table[df::job_type::BringCrutch]            = jlf_const(df::unit_labor::BONE_SETTING);
        job_to_labor_table[df::job_type::ApplyCast]                = jlf_const(df::unit_labor::BONE_SETTING);
        job_to_labor_table[df::job_type::CustomReaction]        = new jlfunc_custom();
        job_to_labor_table[df::job_type::ConstructSlab]            = jlf_make_furniture;
        job_to_labor_table[df::job_type::EngraveSlab]            = jlf_const(df::unit_labor::DETAIL);
        job_to_labor_table[df::job_type::ShearCreature]            = jlf_const(df::unit_labor::SHEARER);
        job_to_labor_table[df::job_type::SpinThread]            = jlf_const(df::unit_labor::SPINNER);
        job_to_labor_table[df::job_type::PenLargeAnimal]        = jlf_const(df::unit_labor::HAUL_ANIMALS);
        job_to_labor_table[df::job_type::PenSmallAnimal]        = jlf_no_labor;
        job_to_labor_table[df::job_type::MakeTool]                = jlf_make_object;
        job_to_labor_table[df::job_type::CollectClay]            = jlf_const(df::unit_labor::POTTERY);
        job_to_labor_table[df::job_type::InstallColonyInHive]    = jlf_const(df::unit_labor::BEEKEEPING);
        job_to_labor_table[df::job_type::CollectHiveProducts]    = jlf_const(df::unit_labor::BEEKEEPING);
        job_to_labor_table[df::job_type::CauseTrouble]            = jlf_no_labor;
        job_to_labor_table[df::job_type::DrinkBlood]            = jlf_no_labor;
        job_to_labor_table[df::job_type::ReportCrime]            = jlf_no_labor;
        job_to_labor_table[df::job_type::ExecuteCriminal]        = jlf_no_labor;
        job_to_labor_table[df::job_type::TrainAnimal]            = jlf_const(df::unit_labor::ANIMALTRAIN);
        job_to_labor_table[df::job_type::CarveTrack]            = jlf_const(df::unit_labor::DETAIL);
        job_to_labor_table[df::job_type::PushTrackVehicle]        = jlf_const(df::unit_labor::HANDLE_VEHICLES);
        job_to_labor_table[df::job_type::PlaceTrackVehicle]        = jlf_const(df::unit_labor::HANDLE_VEHICLES);
        job_to_labor_table[df::job_type::StoreItemInVehicle]    = jlf_hauling;
        job_to_labor_table[df::job_type::GeldAnimal]    = jlf_const(df::unit_labor::GELD);
        job_to_labor_table[df::job_type::MakeFigurine]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeAmulet]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeScepter]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeCrown]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeRing]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeEarring]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeBracelet]            = jlf_make_object;
        job_to_labor_table[df::job_type::MakeGem]            = jlf_make_object;

        job_to_labor_table[df::job_type::StoreItemInLocation] = jlf_no_labor; // StoreItemInLocation
    };

    df::unit_labor find_job_labor(df::job* j)
    {
        if (j->job_type == df::job_type::CustomReaction)
        {
            for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
            {
                if ((*r)->code == j->reaction_name)
                {
                    df::job_skill skill = (*r)->skill;
                    return ENUM_ATTR(job_skill, labor, skill);
                }
            }
            return df::unit_labor::NONE;
        }


        df::unit_labor labor;
        if (job_to_labor_table.count(j->job_type) == 0)
        {
            debug("LABORMANAGER: job has no job to labor table entry: %s (%d)\n", ENUM_KEY_STR(job_type, j->job_type).c_str(), j->job_type);
            debug_pause();
            labor = df::unit_labor::NONE;
        } else {

            labor = job_to_labor_table[j->job_type]->get_labor(j);
        }

        return labor;
    }
};

/* End of labor deducer */

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 && labor <= labor_infos.size())
        {
            labor_infos[labor].config = *p;
            labor_infos[labor].active_dwarfs = 0;
        }
    }

    // Add default labors for those not in save
    for (int 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> 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.  Do not try to run both autolabor and labormanager at\n"
        "  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))
        {
            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 (int r = 0; r < j->general_refs.size(); ++r)
        {
            if (j->general_refs[r]->getType() == df::general_ref_type::UNIT_WORKER)
                worker = ((df::general_ref_unit_workerst *)(j->general_refs[r]))->unit_id;
            if (j->general_refs[r]->getType() == df::general_ref_type::BUILDING_HOLDER)
                bld = ((df::general_ref_building_holderst *)(j->general_refs[r]))->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 (int 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_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 (int 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;
                        df::coord c(p.x, p.y, p.z-1);
                        if (Maps::getTileDesignation(c)->bits.hidden)
                            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_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->job_list.next; jll; jll = jll->next)
        {
            df::job* j = jll->item;
            if (!j)
                continue;
            process_job(j);
        }

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

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

    }

    void collect_dwarf_list()
    {

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

            if (Units::isCitizen(cre))
            {
                dwarf_info_t* dwarf = add_dwarf(cre);

                df::historical_figure* hf = df::historical_figure::find(dwarf->dwarf->hist_figure_id);
                for (int 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 (int 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)
                    {
                        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;
                    }
                }

                // 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 &&
                        !(*u2)->flags1.bits.dead &&
                        ((*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 (int 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 && 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;

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

                // determine if dwarf has medical needs
                // babies cannot currently receive health care even if they need it
                if (dwarf->dwarf->profession != profession::BABY && dwarf->dwarf->health)
                {
                    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)
                        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)
                            continue;

                        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;
        }

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

        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;

            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]);

        }

        /* assign food haulers for rotting food items */

        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);

                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;

                    set_labor (*bestdwarf, l, l == df::unit_labor::HAUL_FOOD);
                }

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

        }

        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)
                continue;

            if (labor_infos[l].maximum_dwarfs() > 0 &&
                i->second > labor_infos[l].maximum_dwarfs())
                i->second = labor_infos[l].maximum_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 = %d, distinct labors needed = %d\n", available_dwarfs.size(), pq.size());

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

        to_assign.clear();

        int 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);
                    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 && ( 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 ((*bestdwarf)->state == IDLE)
                {
                    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)
                    continue;
                if (l == (*d)->using_labor)
                    continue;
                if (labor_needed[l] <= 0)
                    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 ((*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))
                    set_labor(canary_dwarf, l, true);
            }

            /* Also set the canary to remove constructions, because we have no way yet to tell if there are constructions needing removal */

            set_labor(canary_dwarf, df::unit_labor::REMOVE_CONSTRUCTION, 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, %d 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)
                    continue;

                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::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;
                }
            }

            set_labor (*d, df::unit_labor::PULL_LEVER, true);

            if (any) continue;

            FOR_ENUM_ITEMS (unit_labor, l)
            {
                if (l == df::unit_labor::NONE)
                    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)
                    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 << ' ';
    out << "priority " << labor_infos[labor].priority()
        << ", maximum " << labor_infos[labor].maximum_dwarfs()
        << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs ("
        << labor_infos[labor].busy_dwarfs << " busy, "
        << labor_infos[labor].idle_dwarfs << " idle)"
        << endl;
}

df::unit_labor lookup_labor_by_name (std::string& name)
{
    df::unit_labor labor = df::unit_labor::NONE;

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

    return labor;
}

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 = 0;
        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 (int 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;
    }
}