3146 lines
		
	
	
		
			127 KiB
		
	
	
	
		
			C++
		
	
			
		
		
	
	
			3146 lines
		
	
	
		
			127 KiB
		
	
	
	
		
			C++
		
	
/*
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* Labor manager (formerly Autolabor 2) module for dfhack
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*
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* */
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <vector>
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#include <algorithm>
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#include <queue>
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#include <map>
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#include <iterator>
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "modules/Maps.h"
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#include "modules/MapCache.h"
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#include "modules/Items.h"
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// DF data structure definition headers
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#include "DataDefs.h"
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#include <MiscUtils.h>
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#include <df/ui.h>
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#include <df/world.h>
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#include <df/unit.h>
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#include <df/unit_relationship_type.h>
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#include <df/unit_soul.h>
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#include <df/unit_labor.h>
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#include <df/unit_skill.h>
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#include <df/job.h>
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#include <df/building.h>
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#include <df/workshop_type.h>
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#include <df/unit_misc_trait.h>
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#include <df/entity_position_responsibility.h>
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#include <df/historical_figure.h>
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#include <df/historical_entity.h>
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#include <df/histfig_entity_link.h>
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#include <df/histfig_entity_link_positionst.h>
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#include <df/entity_position_assignment.h>
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#include <df/entity_position.h>
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#include <df/building_tradedepotst.h>
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#include <df/building_stockpilest.h>
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#include <df/items_other_id.h>
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#include <df/ui.h>
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#include <df/activity_info.h>
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#include <df/tile_dig_designation.h>
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#include <df/item_weaponst.h>
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#include <df/itemdef_weaponst.h>
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#include <df/general_ref_unit_workerst.h>
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#include <df/general_ref_building_holderst.h>
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#include <df/building_workshopst.h>
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#include <df/building_furnacest.h>
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#include <df/building_def.h>
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#include <df/reaction.h>
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#include <df/job_item.h>
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#include <df/job_item_ref.h>
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#include <df/unit_health_info.h>
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#include <df/unit_health_flags.h>
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#include <df/building_design.h>
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#include <df/vehicle.h>
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#include <df/units_other_id.h>
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#include <df/ui.h>
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#include <df/training_assignment.h>
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#include <df/general_ref_contains_itemst.h>
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using namespace std;
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using std::string;
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using std::endl;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
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DFHACK_PLUGIN_IS_ENABLED(enable_labormanager);
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static bool print_debug = 0;
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static bool pause_on_error = 1;
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static std::vector<int> state_count(5);
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static PersistentDataItem config;
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enum ConfigFlags {
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    CF_ENABLED = 1,
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    CF_ALLOW_FISHING = 2,
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    CF_ALLOW_HUNTING = 4,
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};
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result labormanager (color_ostream &out, std::vector <std::string> & parameters);
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename - labormanager.plug.so or labormanager.plug.dll in this case
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DFHACK_PLUGIN("labormanager");
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static void generate_labor_to_skill_map();
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enum dwarf_state {
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    // Ready for a new task
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    IDLE,
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    // Busy with a useful task
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    BUSY,
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    // In the military, can't work
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    MILITARY,
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    // Child or noble, can't work
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    CHILD,
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    // Doing something that precludes working, may be busy for a while
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    OTHER
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};
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const int NUM_STATE = 5;
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static const char *state_names[] = {
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    "IDLE",
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    "BUSY",
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    "MILITARY",
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    "CHILD",
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    "OTHER",
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};
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static const dwarf_state dwarf_states[] = {
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    BUSY /* CarveFortification */,
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    BUSY /* DetailWall */,
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    BUSY /* DetailFloor */,
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    BUSY /* Dig */,
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    BUSY /* CarveUpwardStaircase */,
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    BUSY /* CarveDownwardStaircase */,
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    BUSY /* CarveUpDownStaircase */,
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    BUSY /* CarveRamp */,
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    BUSY /* DigChannel */,
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    BUSY /* FellTree */,
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    BUSY /* GatherPlants */,
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    BUSY /* RemoveConstruction */,
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    BUSY /* CollectWebs */,
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    BUSY /* BringItemToDepot */,
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    BUSY /* BringItemToShop */,
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    OTHER /* Eat */,
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    OTHER /* GetProvisions */,
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    OTHER /* Drink */,
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    OTHER /* Drink2 */,
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    OTHER /* FillWaterskin */,
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    OTHER /* FillWaterskin2 */,
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    OTHER /* Sleep */,
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    BUSY /* CollectSand */,
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    BUSY /* Fish */,
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    BUSY /* Hunt */,
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    OTHER /* HuntVermin */,
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    BUSY /* Kidnap */,
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    BUSY /* BeatCriminal */,
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    BUSY /* StartingFistFight */,
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    BUSY /* CollectTaxes */,
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    BUSY /* GuardTaxCollector */,
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    BUSY /* CatchLiveLandAnimal */,
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    BUSY /* CatchLiveFish */,
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    BUSY /* ReturnKill */,
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    BUSY /* CheckChest */,
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    BUSY /* StoreOwnedItem */,
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    BUSY /* PlaceItemInTomb */,
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    BUSY /* StoreItemInStockpile */,
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    BUSY /* StoreItemInBag */,
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    BUSY /* StoreItemInHospital */,
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    BUSY /* StoreItemInChest */,
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    BUSY /* StoreItemInCabinet */,
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    BUSY /* StoreWeapon */,
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    BUSY /* StoreArmor */,
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    BUSY /* StoreItemInBarrel */,
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    BUSY /* StoreItemInBin */,
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    BUSY /* SeekArtifact */,
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    BUSY /* SeekInfant */,
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    OTHER /* AttendParty */,
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    OTHER /* GoShopping */,
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    OTHER /* GoShopping2 */,
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    BUSY /* Clean */,
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    OTHER /* Rest */,
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    OTHER /* PickupEquipment */,
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    BUSY /* DumpItem */,
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    OTHER /* StrangeMoodCrafter */,
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    OTHER /* StrangeMoodJeweller */,
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    OTHER /* StrangeMoodForge */,
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    OTHER /* StrangeMoodMagmaForge */,
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    OTHER /* StrangeMoodBrooding */,
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    OTHER /* StrangeMoodFell */,
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    OTHER /* StrangeMoodCarpenter */,
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    OTHER /* StrangeMoodMason */,
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    OTHER /* StrangeMoodBowyer */,
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    OTHER /* StrangeMoodTanner */,
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    OTHER /* StrangeMoodWeaver */,
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    OTHER /* StrangeMoodGlassmaker */,
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    OTHER /* StrangeMoodMechanics */,
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    BUSY /* ConstructBuilding */,
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    BUSY /* ConstructDoor */,
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    BUSY /* ConstructFloodgate */,
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    BUSY /* ConstructBed */,
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    BUSY /* ConstructThrone */,
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    BUSY /* ConstructCoffin */,
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    BUSY /* ConstructTable */,
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    BUSY /* ConstructChest */,
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    BUSY /* ConstructBin */,
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    BUSY /* ConstructArmorStand */,
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    BUSY /* ConstructWeaponRack */,
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    BUSY /* ConstructCabinet */,
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    BUSY /* ConstructStatue */,
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    BUSY /* ConstructBlocks */,
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    BUSY /* MakeRawGlass */,
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    BUSY /* MakeCrafts */,
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    BUSY /* MintCoins */,
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    BUSY /* CutGems */,
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    BUSY /* CutGlass */,
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    BUSY /* EncrustWithGems */,
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    BUSY /* EncrustWithGlass */,
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    BUSY /* DestroyBuilding */,
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    BUSY /* SmeltOre */,
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    BUSY /* MeltMetalObject */,
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    BUSY /* ExtractMetalStrands */,
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    BUSY /* PlantSeeds */,
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    BUSY /* HarvestPlants */,
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    BUSY /* TrainHuntingAnimal */,
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    BUSY /* TrainWarAnimal */,
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    BUSY /* MakeWeapon */,
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    BUSY /* ForgeAnvil */,
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    BUSY /* ConstructCatapultParts */,
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    BUSY /* ConstructBallistaParts */,
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    BUSY /* MakeArmor */,
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    BUSY /* MakeHelm */,
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    BUSY /* MakePants */,
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    BUSY /* StudWith */,
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    BUSY /* ButcherAnimal */,
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    BUSY /* PrepareRawFish */,
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    BUSY /* MillPlants */,
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    BUSY /* BaitTrap */,
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    BUSY /* MilkCreature */,
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    BUSY /* MakeCheese */,
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    BUSY /* ProcessPlants */,
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    BUSY /* ProcessPlantsBag */,
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    BUSY /* ProcessPlantsVial */,
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    BUSY /* ProcessPlantsBarrel */,
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    BUSY /* PrepareMeal */,
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    BUSY /* WeaveCloth */,
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    BUSY /* MakeGloves */,
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    BUSY /* MakeShoes */,
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    BUSY /* MakeShield */,
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    BUSY /* MakeCage */,
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    BUSY /* MakeChain */,
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    BUSY /* MakeFlask */,
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    BUSY /* MakeGoblet */,
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    BUSY /* MakeInstrument */,
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    BUSY /* MakeToy */,
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    BUSY /* MakeAnimalTrap */,
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    BUSY /* MakeBarrel */,
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    BUSY /* MakeBucket */,
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    BUSY /* MakeWindow */,
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    BUSY /* MakeTotem */,
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    BUSY /* MakeAmmo */,
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    BUSY /* DecorateWith */,
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    BUSY /* MakeBackpack */,
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    BUSY /* MakeQuiver */,
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    BUSY /* MakeBallistaArrowHead */,
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    BUSY /* AssembleSiegeAmmo */,
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    BUSY /* LoadCatapult */,
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    BUSY /* LoadBallista */,
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    BUSY /* FireCatapult */,
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    BUSY /* FireBallista */,
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    BUSY /* ConstructMechanisms */,
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    BUSY /* MakeTrapComponent */,
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    BUSY /* LoadCageTrap */,
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    BUSY /* LoadStoneTrap */,
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    BUSY /* LoadWeaponTrap */,
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    BUSY /* CleanTrap */,
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    BUSY /* CastSpell */,
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    BUSY /* LinkBuildingToTrigger */,
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    BUSY /* PullLever */,
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    BUSY /* BrewDrink */,
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    BUSY /* ExtractFromPlants */,
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    BUSY /* ExtractFromRawFish */,
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    BUSY /* ExtractFromLandAnimal */,
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    BUSY /* TameVermin */,
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    BUSY /* TameAnimal */,
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    BUSY /* ChainAnimal */,
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    BUSY /* UnchainAnimal */,
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    BUSY /* UnchainPet */,
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    BUSY /* ReleaseLargeCreature */,
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    BUSY /* ReleasePet */,
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    BUSY /* ReleaseSmallCreature */,
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    BUSY /* HandleSmallCreature */,
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    BUSY /* HandleLargeCreature */,
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    BUSY /* CageLargeCreature */,
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    BUSY /* CageSmallCreature */,
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    BUSY /* RecoverWounded */,
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    BUSY /* DiagnosePatient */,
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    BUSY /* ImmobilizeBreak */,
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    BUSY /* DressWound */,
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    BUSY /* CleanPatient */,
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    BUSY /* Surgery */,
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    BUSY /* Suture */,
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    BUSY /* SetBone */,
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    BUSY /* PlaceInTraction */,
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    BUSY /* DrainAquarium */,
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    BUSY /* FillAquarium */,
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    BUSY /* FillPond */,
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    BUSY /* GiveWater */,
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    BUSY /* GiveFood */,
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    BUSY /* GiveWater2 */,
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    BUSY /* GiveFood2 */,
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    BUSY /* RecoverPet */,
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    BUSY /* PitLargeAnimal */,
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    BUSY /* PitSmallAnimal */,
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    BUSY /* SlaughterAnimal */,
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    BUSY /* MakeCharcoal */,
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    BUSY /* MakeAsh */,
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    BUSY /* MakeLye */,
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    BUSY /* MakePotashFromLye */,
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    BUSY /* FertilizeField */,
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    BUSY /* MakePotashFromAsh */,
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    BUSY /* DyeThread */,
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    BUSY /* DyeCloth */,
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    BUSY /* SewImage */,
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    BUSY /* MakePipeSection */,
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    BUSY /* OperatePump */,
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    OTHER /* ManageWorkOrders */,
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    OTHER /* UpdateStockpileRecords */,
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    OTHER /* TradeAtDepot */,
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    BUSY /* ConstructHatchCover */,
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    BUSY /* ConstructGrate */,
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    BUSY /* RemoveStairs */,
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    BUSY /* ConstructQuern */,
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    BUSY /* ConstructMillstone */,
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    BUSY /* ConstructSplint */,
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    BUSY /* ConstructCrutch */,
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    BUSY /* ConstructTractionBench */,
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    BUSY /* CleanSelf */,
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    BUSY /* BringCrutch */,
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    BUSY /* ApplyCast */,
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    BUSY /* CustomReaction */,
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    BUSY /* ConstructSlab */,
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    BUSY /* EngraveSlab */,
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    BUSY /* ShearCreature */,
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    BUSY /* SpinThread */,
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    BUSY /* PenLargeAnimal */,
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    BUSY /* PenSmallAnimal */,
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    BUSY /* MakeTool */,
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    BUSY /* CollectClay */,
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    BUSY /* InstallColonyInHive */,
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    BUSY /* CollectHiveProducts */,
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    OTHER /* CauseTrouble */,
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    OTHER /* DrinkBlood */,
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    OTHER /* ReportCrime */,
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    OTHER /* ExecuteCriminal */,
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    BUSY /* TrainAnimal */,
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    BUSY /* CarveTrack */,
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    BUSY /* PushTrackVehicle */,
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    BUSY /* PlaceTrackVehicle */,
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    BUSY /* StoreItemInVehicle */,
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    BUSY /* GeldAnimal */,
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    BUSY /* MakeFigurine */,
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    BUSY /* MakeAmulet */,
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    BUSY /* MakeScepter */,
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    BUSY /* MakeCrown */,
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    BUSY /* MakeRing */,
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    BUSY /* MakeEarring */,
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    BUSY /* MakeBracelet */,
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    BUSY /* MakeGem */
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};
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struct labor_info
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{
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    PersistentDataItem config;
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    int active_dwarfs;
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    int idle_dwarfs;
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    int busy_dwarfs;
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    int priority() { return config.ival(1); }
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    void set_priority(int priority) { config.ival(1) = priority; }
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    int maximum_dwarfs() { return config.ival(2); }
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    void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
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						|
    int time_since_last_assigned()
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    {
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        return (*df::global::cur_year - config.ival(3)) * 403200 + *df::global::cur_year_tick - config.ival(4);
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    }
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    void mark_assigned() {
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        config.ival(3) = (* df::global::cur_year);
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        config.ival(4) = (* df::global::cur_year_tick);
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    }
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};
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						|
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						|
enum tools_enum {
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    TOOL_NONE, TOOL_PICK, TOOL_AXE, TOOL_CROSSBOW,
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    TOOLS_MAX
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};
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						|
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						|
struct labor_default
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						|
{
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						|
    int priority;
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						|
    int maximum_dwarfs;
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						|
    tools_enum tool;
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						|
};
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						|
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						|
static std::vector<struct labor_info> labor_infos;
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						|
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						|
static const struct labor_default default_labor_infos[] = {
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    /* MINE */                  {100, 0, TOOL_PICK},
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    /* HAUL_STONE */            {100, 0, TOOL_NONE},
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    /* HAUL_WOOD */             {100, 0, TOOL_NONE},
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    /* HAUL_BODY */             {1000, 0, TOOL_NONE},
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    /* HAUL_FOOD */             {500, 0, TOOL_NONE},
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    /* HAUL_REFUSE */           {200, 0, TOOL_NONE},
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    /* HAUL_ITEM */             {100, 0, TOOL_NONE},
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    /* HAUL_FURNITURE */        {100, 0, TOOL_NONE},
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    /* HAUL_ANIMAL */           {100, 0, TOOL_NONE},
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    /* CLEAN */                 {100, 0, TOOL_NONE},
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    /* CUTWOOD */               {100, 0, TOOL_AXE},
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    /* CARPENTER */             {100, 0, TOOL_NONE},
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    /* DETAIL */                {100, 0, TOOL_NONE},
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    /* MASON */                 {100, 0, TOOL_NONE},
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    /* ARCHITECT */             {100, 0, TOOL_NONE},
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    /* ANIMALTRAIN */           {100, 0, TOOL_NONE},
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    /* ANIMALCARE */            {100, 0, TOOL_NONE},
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    /* DIAGNOSE */              {1000, 0, TOOL_NONE},
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    /* SURGERY */               {1000, 0, TOOL_NONE},
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    /* BONE_SETTING */          {1000, 0, TOOL_NONE},
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    /* SUTURING */              {1000, 0, TOOL_NONE},
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    /* 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;
 | 
						|
    }
 | 
						|
}
 | 
						|
 |