dfhack/plugins/labormanager.cpp

3150 lines
127 KiB
C++

/*
* Labor manager (formerly Autolabor 2) module for dfhack
*
* */
#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <PluginManager.h>
#include <vector>
#include <algorithm>
#include <queue>
#include <map>
#include <iterator>
#include "modules/Units.h"
#include "modules/World.h"
#include "modules/Maps.h"
#include "modules/MapCache.h"
#include "modules/Items.h"
// DF data structure definition headers
#include "DataDefs.h"
#include <MiscUtils.h>
#include <df/ui.h>
#include <df/world.h>
#include <df/unit.h>
#include <df/unit_relationship_type.h>
#include <df/unit_soul.h>
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
#include <df/unit_misc_trait.h>
#include <df/entity_position_responsibility.h>
#include <df/historical_figure.h>
#include <df/historical_entity.h>
#include <df/histfig_entity_link.h>
#include <df/histfig_entity_link_positionst.h>
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <df/tile_dig_designation.h>
#include <df/item_weaponst.h>
#include <df/itemdef_weaponst.h>
#include <df/general_ref_unit_workerst.h>
#include <df/general_ref_building_holderst.h>
#include <df/building_workshopst.h>
#include <df/building_furnacest.h>
#include <df/building_def.h>
#include <df/reaction.h>
#include <df/job_item.h>
#include <df/job_item_ref.h>
#include <df/unit_health_info.h>
#include <df/unit_health_flags.h>
#include <df/building_design.h>
#include <df/vehicle.h>
#include <df/units_other_id.h>
#include <df/ui.h>
#include <df/training_assignment.h>
#include <df/general_ref_contains_itemst.h>
using namespace std;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
DFHACK_PLUGIN_IS_ENABLED(enable_labormanager);
static bool print_debug = 0;
static bool pause_on_error = 1;
static std::vector<int> state_count(5);
static PersistentDataItem config;
enum ConfigFlags {
CF_ENABLED = 1,
CF_ALLOW_FISHING = 2,
CF_ALLOW_HUNTING = 4,
};
// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
command_result labormanager (color_ostream &out, std::vector <std::string> & parameters);
// A plugin must be able to return its name and version.
// The name string provided must correspond to the filename - labormanager.plug.so or labormanager.plug.dll in this case
DFHACK_PLUGIN("labormanager");
static void generate_labor_to_skill_map();
enum dwarf_state {
// Ready for a new task
IDLE,
// Busy with a useful task
BUSY,
// In the military, can't work
MILITARY,
// Child or noble, can't work
CHILD,
// Doing something that precludes working, may be busy for a while
OTHER
};
const int NUM_STATE = 5;
static const char *state_names[] = {
"IDLE",
"BUSY",
"MILITARY",
"CHILD",
"OTHER",
};
static const dwarf_state dwarf_states[] = {
BUSY /* CarveFortification */,
BUSY /* DetailWall */,
BUSY /* DetailFloor */,
BUSY /* Dig */,
BUSY /* CarveUpwardStaircase */,
BUSY /* CarveDownwardStaircase */,
BUSY /* CarveUpDownStaircase */,
BUSY /* CarveRamp */,
BUSY /* DigChannel */,
BUSY /* FellTree */,
BUSY /* GatherPlants */,
BUSY /* RemoveConstruction */,
BUSY /* CollectWebs */,
BUSY /* BringItemToDepot */,
BUSY /* BringItemToShop */,
OTHER /* Eat */,
OTHER /* GetProvisions */,
OTHER /* Drink */,
OTHER /* Drink2 */,
OTHER /* FillWaterskin */,
OTHER /* FillWaterskin2 */,
OTHER /* Sleep */,
BUSY /* CollectSand */,
BUSY /* Fish */,
BUSY /* Hunt */,
OTHER /* HuntVermin */,
BUSY /* Kidnap */,
BUSY /* BeatCriminal */,
BUSY /* StartingFistFight */,
BUSY /* CollectTaxes */,
BUSY /* GuardTaxCollector */,
BUSY /* CatchLiveLandAnimal */,
BUSY /* CatchLiveFish */,
BUSY /* ReturnKill */,
BUSY /* CheckChest */,
BUSY /* StoreOwnedItem */,
BUSY /* PlaceItemInTomb */,
BUSY /* StoreItemInStockpile */,
BUSY /* StoreItemInBag */,
BUSY /* StoreItemInHospital */,
BUSY /* StoreItemInChest */,
BUSY /* StoreItemInCabinet */,
BUSY /* StoreWeapon */,
BUSY /* StoreArmor */,
BUSY /* StoreItemInBarrel */,
BUSY /* StoreItemInBin */,
BUSY /* SeekArtifact */,
BUSY /* SeekInfant */,
OTHER /* AttendParty */,
OTHER /* GoShopping */,
OTHER /* GoShopping2 */,
BUSY /* Clean */,
OTHER /* Rest */,
OTHER /* PickupEquipment */,
BUSY /* DumpItem */,
OTHER /* StrangeMoodCrafter */,
OTHER /* StrangeMoodJeweller */,
OTHER /* StrangeMoodForge */,
OTHER /* StrangeMoodMagmaForge */,
OTHER /* StrangeMoodBrooding */,
OTHER /* StrangeMoodFell */,
OTHER /* StrangeMoodCarpenter */,
OTHER /* StrangeMoodMason */,
OTHER /* StrangeMoodBowyer */,
OTHER /* StrangeMoodTanner */,
OTHER /* StrangeMoodWeaver */,
OTHER /* StrangeMoodGlassmaker */,
OTHER /* StrangeMoodMechanics */,
BUSY /* ConstructBuilding */,
BUSY /* ConstructDoor */,
BUSY /* ConstructFloodgate */,
BUSY /* ConstructBed */,
BUSY /* ConstructThrone */,
BUSY /* ConstructCoffin */,
BUSY /* ConstructTable */,
BUSY /* ConstructChest */,
BUSY /* ConstructBin */,
BUSY /* ConstructArmorStand */,
BUSY /* ConstructWeaponRack */,
BUSY /* ConstructCabinet */,
BUSY /* ConstructStatue */,
BUSY /* ConstructBlocks */,
BUSY /* MakeRawGlass */,
BUSY /* MakeCrafts */,
BUSY /* MintCoins */,
BUSY /* CutGems */,
BUSY /* CutGlass */,
BUSY /* EncrustWithGems */,
BUSY /* EncrustWithGlass */,
BUSY /* DestroyBuilding */,
BUSY /* SmeltOre */,
BUSY /* MeltMetalObject */,
BUSY /* ExtractMetalStrands */,
BUSY /* PlantSeeds */,
BUSY /* HarvestPlants */,
BUSY /* TrainHuntingAnimal */,
BUSY /* TrainWarAnimal */,
BUSY /* MakeWeapon */,
BUSY /* ForgeAnvil */,
BUSY /* ConstructCatapultParts */,
BUSY /* ConstructBallistaParts */,
BUSY /* MakeArmor */,
BUSY /* MakeHelm */,
BUSY /* MakePants */,
BUSY /* StudWith */,
BUSY /* ButcherAnimal */,
BUSY /* PrepareRawFish */,
BUSY /* MillPlants */,
BUSY /* BaitTrap */,
BUSY /* MilkCreature */,
BUSY /* MakeCheese */,
BUSY /* ProcessPlants */,
BUSY /* ProcessPlantsBag */,
BUSY /* ProcessPlantsVial */,
BUSY /* ProcessPlantsBarrel */,
BUSY /* PrepareMeal */,
BUSY /* WeaveCloth */,
BUSY /* MakeGloves */,
BUSY /* MakeShoes */,
BUSY /* MakeShield */,
BUSY /* MakeCage */,
BUSY /* MakeChain */,
BUSY /* MakeFlask */,
BUSY /* MakeGoblet */,
BUSY /* MakeInstrument */,
BUSY /* MakeToy */,
BUSY /* MakeAnimalTrap */,
BUSY /* MakeBarrel */,
BUSY /* MakeBucket */,
BUSY /* MakeWindow */,
BUSY /* MakeTotem */,
BUSY /* MakeAmmo */,
BUSY /* DecorateWith */,
BUSY /* MakeBackpack */,
BUSY /* MakeQuiver */,
BUSY /* MakeBallistaArrowHead */,
BUSY /* AssembleSiegeAmmo */,
BUSY /* LoadCatapult */,
BUSY /* LoadBallista */,
BUSY /* FireCatapult */,
BUSY /* FireBallista */,
BUSY /* ConstructMechanisms */,
BUSY /* MakeTrapComponent */,
BUSY /* LoadCageTrap */,
BUSY /* LoadStoneTrap */,
BUSY /* LoadWeaponTrap */,
BUSY /* CleanTrap */,
BUSY /* CastSpell */,
BUSY /* LinkBuildingToTrigger */,
BUSY /* PullLever */,
BUSY /* BrewDrink */,
BUSY /* ExtractFromPlants */,
BUSY /* ExtractFromRawFish */,
BUSY /* ExtractFromLandAnimal */,
BUSY /* TameVermin */,
BUSY /* TameAnimal */,
BUSY /* ChainAnimal */,
BUSY /* UnchainAnimal */,
BUSY /* UnchainPet */,
BUSY /* ReleaseLargeCreature */,
BUSY /* ReleasePet */,
BUSY /* ReleaseSmallCreature */,
BUSY /* HandleSmallCreature */,
BUSY /* HandleLargeCreature */,
BUSY /* CageLargeCreature */,
BUSY /* CageSmallCreature */,
BUSY /* RecoverWounded */,
BUSY /* DiagnosePatient */,
BUSY /* ImmobilizeBreak */,
BUSY /* DressWound */,
BUSY /* CleanPatient */,
BUSY /* Surgery */,
BUSY /* Suture */,
BUSY /* SetBone */,
BUSY /* PlaceInTraction */,
BUSY /* DrainAquarium */,
BUSY /* FillAquarium */,
BUSY /* FillPond */,
BUSY /* GiveWater */,
BUSY /* GiveFood */,
BUSY /* GiveWater2 */,
BUSY /* GiveFood2 */,
BUSY /* RecoverPet */,
BUSY /* PitLargeAnimal */,
BUSY /* PitSmallAnimal */,
BUSY /* SlaughterAnimal */,
BUSY /* MakeCharcoal */,
BUSY /* MakeAsh */,
BUSY /* MakeLye */,
BUSY /* MakePotashFromLye */,
BUSY /* FertilizeField */,
BUSY /* MakePotashFromAsh */,
BUSY /* DyeThread */,
BUSY /* DyeCloth */,
BUSY /* SewImage */,
BUSY /* MakePipeSection */,
BUSY /* OperatePump */,
OTHER /* ManageWorkOrders */,
OTHER /* UpdateStockpileRecords */,
OTHER /* TradeAtDepot */,
BUSY /* ConstructHatchCover */,
BUSY /* ConstructGrate */,
BUSY /* RemoveStairs */,
BUSY /* ConstructQuern */,
BUSY /* ConstructMillstone */,
BUSY /* ConstructSplint */,
BUSY /* ConstructCrutch */,
BUSY /* ConstructTractionBench */,
BUSY /* CleanSelf */,
BUSY /* BringCrutch */,
BUSY /* ApplyCast */,
BUSY /* CustomReaction */,
BUSY /* ConstructSlab */,
BUSY /* EngraveSlab */,
BUSY /* ShearCreature */,
BUSY /* SpinThread */,
BUSY /* PenLargeAnimal */,
BUSY /* PenSmallAnimal */,
BUSY /* MakeTool */,
BUSY /* CollectClay */,
BUSY /* InstallColonyInHive */,
BUSY /* CollectHiveProducts */,
OTHER /* CauseTrouble */,
OTHER /* DrinkBlood */,
OTHER /* ReportCrime */,
OTHER /* ExecuteCriminal */,
BUSY /* TrainAnimal */,
BUSY /* CarveTrack */,
BUSY /* PushTrackVehicle */,
BUSY /* PlaceTrackVehicle */,
BUSY /* StoreItemInVehicle */,
BUSY /* GeldAnimal */,
BUSY /* MakeFigurine */,
BUSY /* MakeAmulet */,
BUSY /* MakeScepter */,
BUSY /* MakeCrown */,
BUSY /* MakeRing */,
BUSY /* MakeEarring */,
BUSY /* MakeBracelet */,
BUSY /* MakeGem */
};
struct labor_info
{
PersistentDataItem config;
int active_dwarfs;
int idle_dwarfs;
int busy_dwarfs;
int priority() { return config.ival(1); }
void set_priority(int priority) { config.ival(1) = priority; }
int maximum_dwarfs() { return config.ival(2); }
void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
int time_since_last_assigned()
{
return (*df::global::cur_year - config.ival(3)) * 403200 + *df::global::cur_year_tick - config.ival(4);
}
void mark_assigned() {
config.ival(3) = (* df::global::cur_year);
config.ival(4) = (* df::global::cur_year_tick);
}
};
enum tools_enum {
TOOL_NONE, TOOL_PICK, TOOL_AXE, TOOL_CROSSBOW,
TOOLS_MAX
};
struct labor_default
{
int priority;
int maximum_dwarfs;
tools_enum tool;
};
static std::vector<struct labor_info> labor_infos;
static const struct labor_default default_labor_infos[] = {
/* MINE */ {100, 0, TOOL_PICK},
/* HAUL_STONE */ {100, 0, TOOL_NONE},
/* HAUL_WOOD */ {100, 0, TOOL_NONE},
/* HAUL_BODY */ {1000, 0, TOOL_NONE},
/* HAUL_FOOD */ {500, 0, TOOL_NONE},
/* HAUL_REFUSE */ {200, 0, TOOL_NONE},
/* HAUL_ITEM */ {100, 0, TOOL_NONE},
/* HAUL_FURNITURE */ {100, 0, TOOL_NONE},
/* HAUL_ANIMAL */ {100, 0, TOOL_NONE},
/* CLEAN */ {100, 0, TOOL_NONE},
/* CUTWOOD */ {100, 0, TOOL_AXE},
/* CARPENTER */ {100, 0, TOOL_NONE},
/* DETAIL */ {100, 0, TOOL_NONE},
/* MASON */ {100, 0, TOOL_NONE},
/* ARCHITECT */ {100, 0, TOOL_NONE},
/* ANIMALTRAIN */ {100, 0, TOOL_NONE},
/* ANIMALCARE */ {100, 0, TOOL_NONE},
/* DIAGNOSE */ {1000, 0, TOOL_NONE},
/* SURGERY */ {1000, 0, TOOL_NONE},
/* BONE_SETTING */ {1000, 0, TOOL_NONE},
/* SUTURING */ {1000, 0, TOOL_NONE},
/* DRESSING_WOUNDS */ {1000, 0, TOOL_NONE},
/* FEED_WATER_CIVILIANS */ {1000, 0, TOOL_NONE},
/* RECOVER_WOUNDED */ {200, 0, TOOL_NONE},
/* BUTCHER */ {500, 0, TOOL_NONE},
/* TRAPPER */ {100, 0, TOOL_NONE},
/* DISSECT_VERMIN */ {100, 0, TOOL_NONE},
/* LEATHER */ {100, 0, TOOL_NONE},
/* TANNER */ {100, 0, TOOL_NONE},
/* BREWER */ {100, 0, TOOL_NONE},
/* ALCHEMIST */ {100, 0, TOOL_NONE},
/* SOAP_MAKER */ {100, 0, TOOL_NONE},
/* WEAVER */ {100, 0, TOOL_NONE},
/* CLOTHESMAKER */ {100, 0, TOOL_NONE},
/* MILLER */ {100, 0, TOOL_NONE},
/* PROCESS_PLANT */ {100, 0, TOOL_NONE},
/* MAKE_CHEESE */ {100, 0, TOOL_NONE},
/* MILK */ {100, 0, TOOL_NONE},
/* COOK */ {100, 0, TOOL_NONE},
/* PLANT */ {100, 0, TOOL_NONE},
/* HERBALIST */ {100, 0, TOOL_NONE},
/* FISH */ {100, 0, TOOL_NONE},
/* CLEAN_FISH */ {100, 0, TOOL_NONE},
/* DISSECT_FISH */ {100, 0, TOOL_NONE},
/* HUNT */ {100, 0, TOOL_CROSSBOW},
/* SMELT */ {100, 0, TOOL_NONE},
/* FORGE_WEAPON */ {100, 0, TOOL_NONE},
/* FORGE_ARMOR */ {100, 0, TOOL_NONE},
/* FORGE_FURNITURE */ {100, 0, TOOL_NONE},
/* METAL_CRAFT */ {100, 0, TOOL_NONE},
/* CUT_GEM */ {100, 0, TOOL_NONE},
/* ENCRUST_GEM */ {100, 0, TOOL_NONE},
/* WOOD_CRAFT */ {100, 0, TOOL_NONE},
/* STONE_CRAFT */ {100, 0, TOOL_NONE},
/* BONE_CARVE */ {100, 0, TOOL_NONE},
/* GLASSMAKER */ {100, 0, TOOL_NONE},
/* EXTRACT_STRAND */ {100, 0, TOOL_NONE},
/* SIEGECRAFT */ {100, 0, TOOL_NONE},
/* SIEGEOPERATE */ {100, 0, TOOL_NONE},
/* BOWYER */ {100, 0, TOOL_NONE},
/* MECHANIC */ {100, 0, TOOL_NONE},
/* POTASH_MAKING */ {100, 0, TOOL_NONE},
/* LYE_MAKING */ {100, 0, TOOL_NONE},
/* DYER */ {100, 0, TOOL_NONE},
/* BURN_WOOD */ {100, 0, TOOL_NONE},
/* OPERATE_PUMP */ {100, 0, TOOL_NONE},
/* SHEARER */ {100, 0, TOOL_NONE},
/* SPINNER */ {100, 0, TOOL_NONE},
/* POTTERY */ {100, 0, TOOL_NONE},
/* GLAZING */ {100, 0, TOOL_NONE},
/* PRESSING */ {100, 0, TOOL_NONE},
/* BEEKEEPING */ {100, 0, TOOL_NONE},
/* WAX_WORKING */ {100, 0, TOOL_NONE},
/* PUSH_HAUL_VEHICLES */ {100, 0, TOOL_NONE},
/* HAUL_TRADE */ {1000, 0, TOOL_NONE},
/* PULL_LEVER */ {1000, 0, TOOL_NONE},
/* REMOVE_CONSTRUCTION */ {100, 0, TOOL_NONE},
/* HAUL_WATER */ {100, 0, TOOL_NONE},
/* GELD */ {100, 0, TOOL_NONE},
/* BUILD_ROAD */ {100, 0, TOOL_NONE},
/* BUILD_CONSTRUCTION */ {100, 0, TOOL_NONE},
/* PAPERMAKING */ {100, 0, TOOL_NONE},
/* BOOKBINDING */ {100, 0, TOOL_NONE}
};
void debug (char* fmt, ...);
struct dwarf_info_t
{
df::unit* dwarf;
dwarf_state state;
bool clear_all;
bool has_tool[TOOLS_MAX];
int high_skill;
bool has_children;
bool armed;
df::unit_labor using_labor;
dwarf_info_t(df::unit* dw) : dwarf(dw), clear_all(false),
state(OTHER), high_skill(0), has_children(false), armed(false), using_labor(df::unit_labor::NONE)
{
for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
has_tool[e] = false;
}
~dwarf_info_t()
{
}
};
/*
* Here starts all the complicated stuff to try to deduce labors from jobs.
* This is all way more complicated than it really ought to be, but I have
* not found a way to make it simpler.
*/
static df::unit_labor hauling_labor_map[] =
{
df::unit_labor::HAUL_ITEM, /* BAR */
df::unit_labor::HAUL_STONE, /* SMALLGEM */
df::unit_labor::HAUL_ITEM, /* BLOCKS */
df::unit_labor::HAUL_STONE, /* ROUGH */
df::unit_labor::HAUL_STONE, /* BOULDER */
df::unit_labor::HAUL_WOOD, /* WOOD */
df::unit_labor::HAUL_FURNITURE, /* DOOR */
df::unit_labor::HAUL_FURNITURE, /* FLOODGATE */
df::unit_labor::HAUL_FURNITURE, /* BED */
df::unit_labor::HAUL_FURNITURE, /* CHAIR */
df::unit_labor::HAUL_ITEM, /* CHAIN */
df::unit_labor::HAUL_ITEM, /* FLASK */
df::unit_labor::HAUL_ITEM, /* GOBLET */
df::unit_labor::HAUL_ITEM, /* INSTRUMENT */
df::unit_labor::HAUL_ITEM, /* TOY */
df::unit_labor::HAUL_FURNITURE, /* WINDOW */
df::unit_labor::HAUL_ANIMALS, /* CAGE */
df::unit_labor::HAUL_ITEM, /* BARREL */
df::unit_labor::HAUL_ITEM, /* BUCKET */
df::unit_labor::HAUL_ANIMALS, /* ANIMALTRAP */
df::unit_labor::HAUL_FURNITURE, /* TABLE */
df::unit_labor::HAUL_FURNITURE, /* COFFIN */
df::unit_labor::HAUL_FURNITURE, /* STATUE */
df::unit_labor::HAUL_REFUSE, /* CORPSE */
df::unit_labor::HAUL_ITEM, /* WEAPON */
df::unit_labor::HAUL_ITEM, /* ARMOR */
df::unit_labor::HAUL_ITEM, /* SHOES */
df::unit_labor::HAUL_ITEM, /* SHIELD */
df::unit_labor::HAUL_ITEM, /* HELM */
df::unit_labor::HAUL_ITEM, /* GLOVES */
df::unit_labor::HAUL_FURNITURE, /* BOX */
df::unit_labor::HAUL_ITEM, /* BIN */
df::unit_labor::HAUL_FURNITURE, /* ARMORSTAND */
df::unit_labor::HAUL_FURNITURE, /* WEAPONRACK */
df::unit_labor::HAUL_FURNITURE, /* CABINET */
df::unit_labor::HAUL_ITEM, /* FIGURINE */
df::unit_labor::HAUL_ITEM, /* AMULET */
df::unit_labor::HAUL_ITEM, /* SCEPTER */
df::unit_labor::HAUL_ITEM, /* AMMO */
df::unit_labor::HAUL_ITEM, /* CROWN */
df::unit_labor::HAUL_ITEM, /* RING */
df::unit_labor::HAUL_ITEM, /* EARRING */
df::unit_labor::HAUL_ITEM, /* BRACELET */
df::unit_labor::HAUL_ITEM, /* GEM */
df::unit_labor::HAUL_FURNITURE, /* ANVIL */
df::unit_labor::HAUL_REFUSE, /* CORPSEPIECE */
df::unit_labor::HAUL_REFUSE, /* REMAINS */
df::unit_labor::HAUL_FOOD, /* MEAT */
df::unit_labor::HAUL_FOOD, /* FISH */
df::unit_labor::HAUL_FOOD, /* FISH_RAW */
df::unit_labor::HAUL_REFUSE, /* VERMIN */
df::unit_labor::HAUL_ITEM, /* PET */
df::unit_labor::HAUL_ITEM, /* SEEDS */
df::unit_labor::HAUL_FOOD, /* PLANT */
df::unit_labor::HAUL_ITEM, /* SKIN_TANNED */
df::unit_labor::HAUL_FOOD, /* LEAVES */
df::unit_labor::HAUL_ITEM, /* THREAD */
df::unit_labor::HAUL_ITEM, /* CLOTH */
df::unit_labor::HAUL_ITEM, /* TOTEM */
df::unit_labor::HAUL_ITEM, /* PANTS */
df::unit_labor::HAUL_ITEM, /* BACKPACK */
df::unit_labor::HAUL_ITEM, /* QUIVER */
df::unit_labor::HAUL_FURNITURE, /* CATAPULTPARTS */
df::unit_labor::HAUL_FURNITURE, /* BALLISTAPARTS */
df::unit_labor::HAUL_FURNITURE, /* SIEGEAMMO */
df::unit_labor::HAUL_FURNITURE, /* BALLISTAARROWHEAD */
df::unit_labor::HAUL_FURNITURE, /* TRAPPARTS */
df::unit_labor::HAUL_FURNITURE, /* TRAPCOMP */
df::unit_labor::HAUL_FOOD, /* DRINK */
df::unit_labor::HAUL_FOOD, /* POWDER_MISC */
df::unit_labor::HAUL_FOOD, /* CHEESE */
df::unit_labor::HAUL_FOOD, /* FOOD */
df::unit_labor::HAUL_FOOD, /* LIQUID_MISC */
df::unit_labor::HAUL_ITEM, /* COIN */
df::unit_labor::HAUL_FOOD, /* GLOB */
df::unit_labor::HAUL_STONE, /* ROCK */
df::unit_labor::HAUL_FURNITURE, /* PIPE_SECTION */
df::unit_labor::HAUL_FURNITURE, /* HATCH_COVER */
df::unit_labor::HAUL_FURNITURE, /* GRATE */
df::unit_labor::HAUL_FURNITURE, /* QUERN */
df::unit_labor::HAUL_FURNITURE, /* MILLSTONE */
df::unit_labor::HAUL_ITEM, /* SPLINT */
df::unit_labor::HAUL_ITEM, /* CRUTCH */
df::unit_labor::HAUL_FURNITURE, /* TRACTION_BENCH */
df::unit_labor::HAUL_ITEM, /* ORTHOPEDIC_CAST */
df::unit_labor::HAUL_ITEM, /* TOOL */
df::unit_labor::HAUL_FURNITURE, /* SLAB */
df::unit_labor::HAUL_FOOD, /* EGG */
df::unit_labor::HAUL_ITEM, /* BOOK */
};
static df::unit_labor workshop_build_labor[] =
{
/* Carpenters */ df::unit_labor::CARPENTER,
/* Farmers */ df::unit_labor::PROCESS_PLANT,
/* Masons */ df::unit_labor::MASON,
/* Craftsdwarfs */ df::unit_labor::STONE_CRAFT,
/* Jewelers */ df::unit_labor::CUT_GEM,
/* MetalsmithsForge */ df::unit_labor::METAL_CRAFT,
/* MagmaForge */ df::unit_labor::METAL_CRAFT,
/* Bowyers */ df::unit_labor::BOWYER,
/* Mechanics */ df::unit_labor::MECHANIC,
/* Siege */ df::unit_labor::SIEGECRAFT,
/* Butchers */ df::unit_labor::BUTCHER,
/* Leatherworks */ df::unit_labor::LEATHER,
/* Tanners */ df::unit_labor::TANNER,
/* Clothiers */ df::unit_labor::CLOTHESMAKER,
/* Fishery */ df::unit_labor::CLEAN_FISH,
/* Still */ df::unit_labor::BREWER,
/* Loom */ df::unit_labor::WEAVER,
/* Quern */ df::unit_labor::MILLER,
/* Kennels */ df::unit_labor::ANIMALTRAIN,
/* Kitchen */ df::unit_labor::COOK,
/* Ashery */ df::unit_labor::LYE_MAKING,
/* Dyers */ df::unit_labor::DYER,
/* Millstone */ df::unit_labor::MILLER,
/* Custom */ df::unit_labor::NONE,
/* Tool */ df::unit_labor::NONE
};
static df::building* get_building_from_job(df::job* j)
{
for (auto r = j->general_refs.begin(); r != j->general_refs.end(); r++)
{
if ((*r)->getType() == df::general_ref_type::BUILDING_HOLDER)
{
int32_t id = ((df::general_ref_building_holderst*)(*r))->building_id;
df::building* bld = binsearch_in_vector(world->buildings.all, id);
return bld;
}
}
return 0;
}
static df::unit_labor construction_build_labor (df::building_actual* b)
{
if (b->getType() == df::building_type::RoadPaved)
return df::unit_labor::BUILD_ROAD;
// Find last item in building with use mode appropriate to the building's constructions state
// For screw pumps contained_items[0] = pipe, 1 corkscrew, 2 block
// For wells 0 mechanism, 1 rope, 2 bucket, 3 block
// Trade depots and bridges use the last one too
// Must check use mode b/c buildings may have items in them that are not part of the building
df::item* i = 0;
for (auto p = b->contained_items.begin(); p != b->contained_items.end(); p++)
if (b->construction_stage > 0 && (*p)->use_mode == 2 ||
b->construction_stage == 0 && (*p)->use_mode == 0)
i = (*p)->item;
MaterialInfo matinfo;
if (i && matinfo.decode(i))
{
if (matinfo.material->flags.is_set(df::material_flags::IS_METAL))
return df::unit_labor::METAL_CRAFT;
if (matinfo.material->flags.is_set(df::material_flags::WOOD))
return df::unit_labor::CARPENTER;
}
return df::unit_labor::MASON;
}
color_ostream* debug_stream;
void debug (const char* fmt, ...)
{
if (debug_stream)
{
va_list args;
va_start(args,fmt);
debug_stream->vprint(fmt, args);
va_end(args);
}
}
void debug_pause ()
{
if (pause_on_error)
{
debug("LABORMANAGER: Game paused so you can investigate the above message.\nUse 'labormanager pause-on-error no' to disable autopausing.\n");
*df::global::pause_state = true;
}
}
class JobLaborMapper {
private:
class jlfunc
{
public:
virtual df::unit_labor get_labor(df::job* j) = 0;
};
class jlfunc_const : public jlfunc
{
private:
df::unit_labor labor;
public:
df::unit_labor get_labor(df::job* j)
{
return labor;
}
jlfunc_const(df::unit_labor l) : labor(l) {};
};
class jlfunc_hauling : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
df::item* item = 0;
if (j->job_type == df::job_type::StoreItemInStockpile && j->item_subtype != -1)
return (df::unit_labor) j->item_subtype;
for (auto i = j->items.begin(); i != j->items.end(); i++)
{
if ((*i)->role == 7)
{
item = (*i)->item;
break;
}
}
if (item && item->flags.bits.container)
{
for (auto a = item->general_refs.begin(); a != item->general_refs.end(); a++)
{
if ((*a)->getType() == df::general_ref_type::CONTAINS_ITEM)
{
int item_id = ((df::general_ref_contains_itemst *) (*a))->item_id;
item = binsearch_in_vector(world->items.all, item_id);
break;
}
}
}
df::unit_labor l = item ? hauling_labor_map[item->getType()] : df::unit_labor::HAUL_ITEM;
if (item && l == df::unit_labor::HAUL_REFUSE && item->flags.bits.dead_dwarf)
l = df::unit_labor::HAUL_BODY;
return l;
}
jlfunc_hauling() {};
};
class jlfunc_construct_bld : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
if (j->flags.bits.item_lost)
return df::unit_labor::NONE;
df::building* bld = get_building_from_job (j);
switch (bld->getType())
{
case df::building_type::Hive:
return df::unit_labor::BEEKEEPING;
case df::building_type::Workshop:
{
df::building_workshopst* ws = (df::building_workshopst*) bld;
if (ws->design && !ws->design->flags.bits.designed)
return df::unit_labor::ARCHITECT;
if (ws->type == df::workshop_type::Custom)
{
df::building_def* def = df::building_def::find(ws->custom_type);
return def->build_labors[0];
}
else
return workshop_build_labor[ws->type];
}
break;
case df::building_type::Construction:
return df::unit_labor::BUILD_CONSTRUCTION;
case df::building_type::Furnace:
case df::building_type::TradeDepot:
case df::building_type::Bridge:
case df::building_type::ArcheryTarget:
case df::building_type::WaterWheel:
case df::building_type::RoadPaved:
case df::building_type::Well:
case df::building_type::ScrewPump:
case df::building_type::Wagon:
case df::building_type::Shop:
case df::building_type::Support:
case df::building_type::Windmill:
{
df::building_actual* b = (df::building_actual*) bld;
if (b->design && !b->design->flags.bits.designed)
return df::unit_labor::ARCHITECT;
return construction_build_labor(b);
}
break;
case df::building_type::FarmPlot:
return df::unit_labor::PLANT;
case df::building_type::Chair:
case df::building_type::Bed:
case df::building_type::Table:
case df::building_type::Coffin:
case df::building_type::Door:
case df::building_type::Floodgate:
case df::building_type::Box:
case df::building_type::Weaponrack:
case df::building_type::Armorstand:
case df::building_type::Cabinet:
case df::building_type::Statue:
case df::building_type::WindowGlass:
case df::building_type::WindowGem:
case df::building_type::Cage:
case df::building_type::NestBox:
case df::building_type::TractionBench:
case df::building_type::Slab:
case df::building_type::Chain:
case df::building_type::GrateFloor:
case df::building_type::Hatch:
case df::building_type::BarsFloor:
case df::building_type::BarsVertical:
case df::building_type::GrateWall:
case df::building_type::Bookcase:
case df::building_type::Instrument:
return df::unit_labor::HAUL_FURNITURE;
case df::building_type::Trap:
case df::building_type::GearAssembly:
case df::building_type::AxleHorizontal:
case df::building_type::AxleVertical:
case df::building_type::Rollers:
return df::unit_labor::MECHANIC;
case df::building_type::AnimalTrap:
return df::unit_labor::TRAPPER;
case df::building_type::Civzone:
case df::building_type::Nest:
case df::building_type::Stockpile:
case df::building_type::Weapon:
return df::unit_labor::NONE;
case df::building_type::SiegeEngine:
return df::unit_labor::SIEGECRAFT;
case df::building_type::RoadDirt:
return df::unit_labor::BUILD_ROAD;
}
debug ("LABORMANAGER: Cannot deduce labor for construct building job of type %s\n",
ENUM_KEY_STR(building_type, bld->getType()).c_str());
debug_pause();
return df::unit_labor::NONE;
}
jlfunc_construct_bld() {}
};
class jlfunc_destroy_bld : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
df::building* bld = get_building_from_job (j);
df::building_type type = bld->getType();
switch (bld->getType())
{
case df::building_type::Hive:
return df::unit_labor::BEEKEEPING;
case df::building_type::Workshop:
{
df::building_workshopst* ws = (df::building_workshopst*) bld;
if (ws->type == df::workshop_type::Custom)
{
df::building_def* def = df::building_def::find(ws->custom_type);
return def->build_labors[0];
}
else
return workshop_build_labor[ws->type];
}
break;
case df::building_type::Construction:
return df::unit_labor::REMOVE_CONSTRUCTION;
case df::building_type::Furnace:
case df::building_type::TradeDepot:
case df::building_type::Wagon:
case df::building_type::Bridge:
case df::building_type::ScrewPump:
case df::building_type::ArcheryTarget:
case df::building_type::RoadPaved:
case df::building_type::Shop:
case df::building_type::Support:
case df::building_type::WaterWheel:
case df::building_type::Well:
case df::building_type::Windmill:
{
auto b = (df::building_actual*) bld;
return construction_build_labor(b);
}
break;
case df::building_type::FarmPlot:
return df::unit_labor::PLANT;
case df::building_type::Trap:
case df::building_type::AxleHorizontal:
case df::building_type::AxleVertical:
case df::building_type::GearAssembly:
case df::building_type::Rollers:
return df::unit_labor::MECHANIC;
case df::building_type::Chair:
case df::building_type::Bed:
case df::building_type::Table:
case df::building_type::Coffin:
case df::building_type::Door:
case df::building_type::Floodgate:
case df::building_type::Box:
case df::building_type::Weaponrack:
case df::building_type::Armorstand:
case df::building_type::Cabinet:
case df::building_type::Statue:
case df::building_type::WindowGlass:
case df::building_type::WindowGem:
case df::building_type::Cage:
case df::building_type::NestBox:
case df::building_type::TractionBench:
case df::building_type::Slab:
case df::building_type::Chain:
case df::building_type::Hatch:
case df::building_type::BarsFloor:
case df::building_type::BarsVertical:
case df::building_type::GrateFloor:
case df::building_type::GrateWall:
case df::building_type::Bookcase:
case df::building_type::Instrument:
return df::unit_labor::HAUL_FURNITURE;
case df::building_type::AnimalTrap:
return df::unit_labor::TRAPPER;
case df::building_type::Civzone:
case df::building_type::Nest:
case df::building_type::RoadDirt:
case df::building_type::Stockpile:
case df::building_type::Weapon:
return df::unit_labor::NONE;
case df::building_type::SiegeEngine:
return df::unit_labor::SIEGECRAFT;
}
debug ("LABORMANAGER: Cannot deduce labor for destroy building job of type %s\n",
ENUM_KEY_STR(building_type, bld->getType()).c_str());
debug_pause();
return df::unit_labor::NONE;
}
jlfunc_destroy_bld() {}
};
class jlfunc_make : public jlfunc
{
private:
df::unit_labor metaltype;
public:
df::unit_labor get_labor(df::job* j)
{
df::building* bld = get_building_from_job(j);
if (bld->getType() == df::building_type::Workshop)
{
df::workshop_type type = ((df::building_workshopst*)(bld))->type;
switch (type)
{
case df::workshop_type::Craftsdwarfs:
{
df::item_type jobitem = j->job_items[0]->item_type;
switch (jobitem)
{
case df::item_type::BOULDER:
return df::unit_labor::STONE_CRAFT;
case df::item_type::NONE:
if (j->material_category.bits.bone ||
j->material_category.bits.horn ||
j->material_category.bits.tooth ||
j->material_category.bits.shell)
return df::unit_labor::BONE_CARVE;
else
{
debug ("LABORMANAGER: Cannot deduce labor for make crafts job (not bone)\n");
debug_pause();
return df::unit_labor::NONE;
}
case df::item_type::WOOD:
return df::unit_labor::WOOD_CRAFT;
case df::item_type::CLOTH:
return df::unit_labor::CLOTHESMAKER;
case df::item_type::SKIN_TANNED:
return df::unit_labor::LEATHER;
default:
debug ("LABORMANAGER: Cannot deduce labor for make crafts job, item type %s\n",
ENUM_KEY_STR(item_type, jobitem).c_str());
debug_pause();
return df::unit_labor::NONE;
}
}
case df::workshop_type::Masons:
return df::unit_labor::MASON;
case df::workshop_type::Carpenters:
return df::unit_labor::CARPENTER;
case df::workshop_type::Leatherworks:
return df::unit_labor::LEATHER;
case df::workshop_type::Clothiers:
return df::unit_labor::CLOTHESMAKER;
case df::workshop_type::Bowyers:
return df::unit_labor::BOWYER;
case df::workshop_type::MagmaForge:
case df::workshop_type::MetalsmithsForge:
return metaltype;
default:
debug ("LABORMANAGER: Cannot deduce labor for make job, workshop type %s\n",
ENUM_KEY_STR(workshop_type, type).c_str());
debug_pause();
return df::unit_labor::NONE;
}
}
else if (bld->getType() == df::building_type::Furnace)
{
df::furnace_type type = ((df::building_furnacest*)(bld))->type;
switch (type)
{
case df::furnace_type::MagmaGlassFurnace:
case df::furnace_type::GlassFurnace:
return df::unit_labor::GLASSMAKER;
default:
debug ("LABORMANAGER: Cannot deduce labor for make job, furnace type %s\n",
ENUM_KEY_STR(furnace_type, type).c_str());
debug_pause();
return df::unit_labor::NONE;
}
}
debug ("LABORMANAGER: Cannot deduce labor for make job, building type %s\n",
ENUM_KEY_STR(building_type, bld->getType()).c_str());
debug_pause();
return df::unit_labor::NONE;
}
jlfunc_make (df::unit_labor mt) : metaltype(mt) {}
};
class jlfunc_custom : public jlfunc
{
public:
df::unit_labor get_labor(df::job* j)
{
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
{
if ((*r)->code == j->reaction_name)
{
df::job_skill skill = (*r)->skill;
df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill);
return labor;
}
}
return df::unit_labor::NONE;
}
jlfunc_custom() {}
};
map<df::unit_labor, jlfunc*> jlf_cache;
jlfunc* jlf_const(df::unit_labor l) {
jlfunc* jlf;
if (jlf_cache.count(l) == 0)
{
jlf = new jlfunc_const(l);
jlf_cache[l] = jlf;
}
else
jlf = jlf_cache[l];
return jlf;
}
private:
std::map<df::job_type,jlfunc*> job_to_labor_table;
public:
~JobLaborMapper()
{
std::set<jlfunc*> log;
for (auto i = jlf_cache.begin(); i != jlf_cache.end(); i++)
{
if (!log.count(i->second))
{
log.insert(i->second);
delete i->second;
}
i->second = 0;
}
FOR_ENUM_ITEMS (job_type, j)
{
if (j < 0)
continue;
jlfunc* p = job_to_labor_table[j];
if (!log.count(p))
{
log.insert(p);
delete p;
}
job_to_labor_table[j] = 0;
}
}
JobLaborMapper()
{
jlfunc* jlf_hauling = new jlfunc_hauling();
jlfunc* jlf_make_furniture = new jlfunc_make(df::unit_labor::FORGE_FURNITURE);
jlfunc* jlf_make_object = new jlfunc_make(df::unit_labor::METAL_CRAFT);
jlfunc* jlf_make_armor = new jlfunc_make(df::unit_labor::FORGE_ARMOR);
jlfunc* jlf_make_weapon = new jlfunc_make(df::unit_labor::FORGE_WEAPON);
jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE);
job_to_labor_table[df::job_type::CarveFortification] = jlf_const(df::unit_labor::DETAIL);
job_to_labor_table[df::job_type::DetailWall] = jlf_const(df::unit_labor::DETAIL);
job_to_labor_table[df::job_type::DetailFloor] = jlf_const(df::unit_labor::DETAIL);
job_to_labor_table[df::job_type::Dig] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::CarveUpwardStaircase] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::CarveDownwardStaircase] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::CarveUpDownStaircase] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::CarveRamp] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::DigChannel] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::FellTree] = jlf_const(df::unit_labor::CUTWOOD);
job_to_labor_table[df::job_type::GatherPlants] = jlf_const(df::unit_labor::HERBALIST);
job_to_labor_table[df::job_type::RemoveConstruction] = jlf_const(df::unit_labor::REMOVE_CONSTRUCTION);
job_to_labor_table[df::job_type::CollectWebs] = jlf_const(df::unit_labor::WEAVER);
job_to_labor_table[df::job_type::BringItemToDepot] = jlf_const(df::unit_labor::HAUL_TRADE);
job_to_labor_table[df::job_type::BringItemToShop] = jlf_no_labor;
job_to_labor_table[df::job_type::Eat] = jlf_no_labor;
job_to_labor_table[df::job_type::GetProvisions] = jlf_no_labor;
job_to_labor_table[df::job_type::Drink] = jlf_no_labor;
job_to_labor_table[df::job_type::Drink2] = jlf_no_labor;
job_to_labor_table[df::job_type::FillWaterskin] = jlf_no_labor;
job_to_labor_table[df::job_type::FillWaterskin2] = jlf_no_labor;
job_to_labor_table[df::job_type::Sleep] = jlf_no_labor;
job_to_labor_table[df::job_type::CollectSand] = jlf_const(df::unit_labor::HAUL_ITEM);
job_to_labor_table[df::job_type::Fish] = jlf_const(df::unit_labor::FISH);
job_to_labor_table[df::job_type::Hunt] = jlf_const(df::unit_labor::HUNT);
job_to_labor_table[df::job_type::HuntVermin] = jlf_no_labor;
job_to_labor_table[df::job_type::Kidnap] = jlf_no_labor;
job_to_labor_table[df::job_type::BeatCriminal] = jlf_no_labor;
job_to_labor_table[df::job_type::StartingFistFight] = jlf_no_labor;
job_to_labor_table[df::job_type::CollectTaxes] = jlf_no_labor;
job_to_labor_table[df::job_type::GuardTaxCollector] = jlf_no_labor;
job_to_labor_table[df::job_type::CatchLiveLandAnimal] = jlf_const(df::unit_labor::HUNT);
job_to_labor_table[df::job_type::CatchLiveFish] = jlf_const(df::unit_labor::FISH);
job_to_labor_table[df::job_type::ReturnKill] = jlf_no_labor;
job_to_labor_table[df::job_type::CheckChest] = jlf_no_labor;
job_to_labor_table[df::job_type::StoreOwnedItem] = jlf_no_labor;
job_to_labor_table[df::job_type::PlaceItemInTomb] = jlf_const(df::unit_labor::HAUL_BODY);
job_to_labor_table[df::job_type::StoreItemInStockpile] = jlf_hauling;
job_to_labor_table[df::job_type::StoreItemInBag] = jlf_hauling;
job_to_labor_table[df::job_type::StoreItemInHospital] = jlf_hauling;
job_to_labor_table[df::job_type::StoreWeapon] = jlf_hauling;
job_to_labor_table[df::job_type::StoreArmor] = jlf_hauling;
job_to_labor_table[df::job_type::StoreItemInBarrel] = jlf_hauling;
job_to_labor_table[df::job_type::StoreItemInBin] = jlf_hauling;
job_to_labor_table[df::job_type::SeekArtifact] = jlf_no_labor;
job_to_labor_table[df::job_type::SeekInfant] = jlf_no_labor;
job_to_labor_table[df::job_type::AttendParty] = jlf_no_labor;
job_to_labor_table[df::job_type::GoShopping] = jlf_no_labor;
job_to_labor_table[df::job_type::GoShopping2] = jlf_no_labor;
job_to_labor_table[df::job_type::Clean] = jlf_const(df::unit_labor::CLEAN);
job_to_labor_table[df::job_type::Rest] = jlf_no_labor;
job_to_labor_table[df::job_type::PickupEquipment] = jlf_no_labor;
job_to_labor_table[df::job_type::DumpItem] = jlf_const(df::unit_labor::HAUL_REFUSE);
job_to_labor_table[df::job_type::StrangeMoodCrafter] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodJeweller] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodForge] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodMagmaForge] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodBrooding] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodFell] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodCarpenter] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodMason] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodBowyer] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodTanner] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodWeaver] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodGlassmaker] = jlf_no_labor;
job_to_labor_table[df::job_type::StrangeMoodMechanics] = jlf_no_labor;
job_to_labor_table[df::job_type::ConstructBuilding] = new jlfunc_construct_bld();
job_to_labor_table[df::job_type::ConstructDoor] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructFloodgate] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructBed] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructThrone] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructCoffin] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructTable] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructChest] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructBin] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructArmorStand] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructWeaponRack] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructCabinet] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructStatue] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructBlocks] = jlf_make_furniture;
job_to_labor_table[df::job_type::MakeRawGlass] = jlf_const(df::unit_labor::GLASSMAKER);
job_to_labor_table[df::job_type::MakeCrafts] = jlf_make_object;
job_to_labor_table[df::job_type::MintCoins] = jlf_const(df::unit_labor::METAL_CRAFT);
job_to_labor_table[df::job_type::CutGems] = jlf_const(df::unit_labor::CUT_GEM);
job_to_labor_table[df::job_type::CutGlass] = jlf_const(df::unit_labor::CUT_GEM);
job_to_labor_table[df::job_type::EncrustWithGems] = jlf_const(df::unit_labor::ENCRUST_GEM);
job_to_labor_table[df::job_type::EncrustWithGlass] = jlf_const(df::unit_labor::ENCRUST_GEM);
job_to_labor_table[df::job_type::DestroyBuilding] = new jlfunc_destroy_bld();
job_to_labor_table[df::job_type::SmeltOre] = jlf_const(df::unit_labor::SMELT);
job_to_labor_table[df::job_type::MeltMetalObject] = jlf_const(df::unit_labor::SMELT);
job_to_labor_table[df::job_type::ExtractMetalStrands] = jlf_const(df::unit_labor::EXTRACT_STRAND);
job_to_labor_table[df::job_type::PlantSeeds] = jlf_const(df::unit_labor::PLANT);
job_to_labor_table[df::job_type::HarvestPlants] = jlf_const(df::unit_labor::PLANT);
job_to_labor_table[df::job_type::TrainHuntingAnimal] = jlf_const(df::unit_labor::ANIMALTRAIN);
job_to_labor_table[df::job_type::TrainWarAnimal] = jlf_const(df::unit_labor::ANIMALTRAIN);
job_to_labor_table[df::job_type::MakeWeapon] = jlf_make_weapon;
job_to_labor_table[df::job_type::ForgeAnvil] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructCatapultParts] = jlf_const(df::unit_labor::SIEGECRAFT);
job_to_labor_table[df::job_type::ConstructBallistaParts] = jlf_const(df::unit_labor::SIEGECRAFT);
job_to_labor_table[df::job_type::MakeArmor] = jlf_make_armor;
job_to_labor_table[df::job_type::MakeHelm] = jlf_make_armor;
job_to_labor_table[df::job_type::MakePants] = jlf_make_armor;
job_to_labor_table[df::job_type::StudWith] = jlf_make_object;
job_to_labor_table[df::job_type::ButcherAnimal] = jlf_const(df::unit_labor::BUTCHER);
job_to_labor_table[df::job_type::PrepareRawFish] = jlf_const(df::unit_labor::CLEAN_FISH);
job_to_labor_table[df::job_type::MillPlants] = jlf_const(df::unit_labor::MILLER);
job_to_labor_table[df::job_type::BaitTrap] = jlf_const(df::unit_labor::TRAPPER);
job_to_labor_table[df::job_type::MilkCreature] = jlf_const(df::unit_labor::MILK);
job_to_labor_table[df::job_type::MakeCheese] = jlf_const(df::unit_labor::MAKE_CHEESE);
job_to_labor_table[df::job_type::ProcessPlants] = jlf_const(df::unit_labor::PROCESS_PLANT);
job_to_labor_table[df::job_type::ProcessPlantsVial] = jlf_const(df::unit_labor::PROCESS_PLANT);
job_to_labor_table[df::job_type::ProcessPlantsBarrel] = jlf_const(df::unit_labor::PROCESS_PLANT);
job_to_labor_table[df::job_type::PrepareMeal] = jlf_const(df::unit_labor::COOK);
job_to_labor_table[df::job_type::WeaveCloth] = jlf_const(df::unit_labor::WEAVER);
job_to_labor_table[df::job_type::MakeGloves] = jlf_make_armor;
job_to_labor_table[df::job_type::MakeShoes] = jlf_make_armor;
job_to_labor_table[df::job_type::MakeShield] = jlf_make_armor;
job_to_labor_table[df::job_type::MakeCage] = jlf_make_furniture;
job_to_labor_table[df::job_type::MakeChain] = jlf_make_object;
job_to_labor_table[df::job_type::MakeFlask] = jlf_make_object;
job_to_labor_table[df::job_type::MakeGoblet] = jlf_make_object;
job_to_labor_table[df::job_type::MakeToy] = jlf_make_object;
job_to_labor_table[df::job_type::MakeAnimalTrap] = jlf_const(df::unit_labor::TRAPPER);
job_to_labor_table[df::job_type::MakeBarrel] = jlf_make_furniture;
job_to_labor_table[df::job_type::MakeBucket] = jlf_make_furniture;
job_to_labor_table[df::job_type::MakeWindow] = jlf_make_furniture;
job_to_labor_table[df::job_type::MakeTotem] = jlf_const(df::unit_labor::BONE_CARVE);
job_to_labor_table[df::job_type::MakeAmmo] = jlf_make_weapon;
job_to_labor_table[df::job_type::DecorateWith] = jlf_make_object;
job_to_labor_table[df::job_type::MakeBackpack] = jlf_make_object;
job_to_labor_table[df::job_type::MakeQuiver] = jlf_make_armor;
job_to_labor_table[df::job_type::MakeBallistaArrowHead] = jlf_make_weapon;
job_to_labor_table[df::job_type::AssembleSiegeAmmo] = jlf_const(df::unit_labor::SIEGECRAFT);
job_to_labor_table[df::job_type::LoadCatapult] = jlf_const(df::unit_labor::SIEGEOPERATE);
job_to_labor_table[df::job_type::LoadBallista] = jlf_const(df::unit_labor::SIEGEOPERATE);
job_to_labor_table[df::job_type::FireCatapult] = jlf_const(df::unit_labor::SIEGEOPERATE);
job_to_labor_table[df::job_type::FireBallista] = jlf_const(df::unit_labor::SIEGEOPERATE);
job_to_labor_table[df::job_type::ConstructMechanisms] = jlf_const(df::unit_labor::MECHANIC);
job_to_labor_table[df::job_type::MakeTrapComponent] = jlf_make_weapon;
job_to_labor_table[df::job_type::LoadCageTrap] = jlf_const(df::unit_labor::MECHANIC) ;
job_to_labor_table[df::job_type::LoadStoneTrap] = jlf_const(df::unit_labor::MECHANIC) ;
job_to_labor_table[df::job_type::LoadWeaponTrap] = jlf_const(df::unit_labor::MECHANIC) ;
job_to_labor_table[df::job_type::CleanTrap] = jlf_const(df::unit_labor::MECHANIC) ;
job_to_labor_table[df::job_type::CastSpell] = jlf_no_labor;
job_to_labor_table[df::job_type::LinkBuildingToTrigger] = jlf_const(df::unit_labor::MECHANIC) ;
job_to_labor_table[df::job_type::PullLever] = jlf_const(df::unit_labor::PULL_LEVER);
job_to_labor_table[df::job_type::ExtractFromPlants] = jlf_const(df::unit_labor::HERBALIST) ;
job_to_labor_table[df::job_type::ExtractFromRawFish] = jlf_const(df::unit_labor::DISSECT_FISH) ;
job_to_labor_table[df::job_type::ExtractFromLandAnimal] = jlf_const(df::unit_labor::DISSECT_VERMIN) ;
job_to_labor_table[df::job_type::TameVermin] = jlf_const(df::unit_labor::ANIMALTRAIN) ;
job_to_labor_table[df::job_type::TameAnimal] = jlf_const(df::unit_labor::ANIMALTRAIN) ;
job_to_labor_table[df::job_type::ChainAnimal] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::UnchainAnimal] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::UnchainPet] = jlf_no_labor;
job_to_labor_table[df::job_type::ReleaseLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::ReleasePet] = jlf_no_labor;
job_to_labor_table[df::job_type::ReleaseSmallCreature] = jlf_no_labor;
job_to_labor_table[df::job_type::HandleSmallCreature] = jlf_no_labor;
job_to_labor_table[df::job_type::HandleLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::CageLargeCreature] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::CageSmallCreature] = jlf_no_labor;
job_to_labor_table[df::job_type::RecoverWounded] = jlf_const(df::unit_labor::RECOVER_WOUNDED);
job_to_labor_table[df::job_type::DiagnosePatient] = jlf_const(df::unit_labor::DIAGNOSE) ;
job_to_labor_table[df::job_type::ImmobilizeBreak] = jlf_const(df::unit_labor::BONE_SETTING) ;
job_to_labor_table[df::job_type::DressWound] = jlf_const(df::unit_labor::DRESSING_WOUNDS) ;
job_to_labor_table[df::job_type::CleanPatient] = jlf_const(df::unit_labor::DRESSING_WOUNDS) ;
job_to_labor_table[df::job_type::Surgery] = jlf_const(df::unit_labor::SURGERY) ;
job_to_labor_table[df::job_type::Suture] = jlf_const(df::unit_labor::SUTURING);
job_to_labor_table[df::job_type::SetBone] = jlf_const(df::unit_labor::BONE_SETTING) ;
job_to_labor_table[df::job_type::PlaceInTraction] = jlf_const(df::unit_labor::BONE_SETTING) ;
job_to_labor_table[df::job_type::DrainAquarium] = jlf_no_labor;
job_to_labor_table[df::job_type::FillAquarium] = jlf_no_labor;
job_to_labor_table[df::job_type::FillPond] = jlf_no_labor;
job_to_labor_table[df::job_type::GiveWater] = jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) ;
job_to_labor_table[df::job_type::GiveFood] = jlf_const(df::unit_labor::FEED_WATER_CIVILIANS) ;
job_to_labor_table[df::job_type::GiveWater2] = jlf_no_labor;
job_to_labor_table[df::job_type::GiveFood2] = jlf_no_labor;
job_to_labor_table[df::job_type::RecoverPet] = jlf_no_labor;
job_to_labor_table[df::job_type::PitLargeAnimal] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::PitSmallAnimal] = jlf_no_labor;
job_to_labor_table[df::job_type::SlaughterAnimal] = jlf_const(df::unit_labor::BUTCHER);
job_to_labor_table[df::job_type::MakeCharcoal] = jlf_const(df::unit_labor::BURN_WOOD);
job_to_labor_table[df::job_type::MakeAsh] = jlf_const(df::unit_labor::BURN_WOOD);
job_to_labor_table[df::job_type::MakeLye] = jlf_const(df::unit_labor::LYE_MAKING);
job_to_labor_table[df::job_type::MakePotashFromLye] = jlf_const(df::unit_labor::POTASH_MAKING);
job_to_labor_table[df::job_type::FertilizeField] = jlf_const(df::unit_labor::PLANT);
job_to_labor_table[df::job_type::MakePotashFromAsh] = jlf_const(df::unit_labor::POTASH_MAKING);
job_to_labor_table[df::job_type::DyeThread] = jlf_const(df::unit_labor::DYER);
job_to_labor_table[df::job_type::DyeCloth] = jlf_const(df::unit_labor::DYER);
job_to_labor_table[df::job_type::SewImage] = jlf_make_object;
job_to_labor_table[df::job_type::MakePipeSection] = jlf_make_furniture;
job_to_labor_table[df::job_type::OperatePump] = jlf_const(df::unit_labor::OPERATE_PUMP);
job_to_labor_table[df::job_type::ManageWorkOrders] = jlf_no_labor;
job_to_labor_table[df::job_type::UpdateStockpileRecords] = jlf_no_labor;
job_to_labor_table[df::job_type::TradeAtDepot] = jlf_no_labor;
job_to_labor_table[df::job_type::ConstructHatchCover] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructGrate] = jlf_make_furniture;
job_to_labor_table[df::job_type::RemoveStairs] = jlf_const(df::unit_labor::MINE);
job_to_labor_table[df::job_type::ConstructQuern] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructMillstone] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructSplint] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructCrutch] = jlf_make_furniture;
job_to_labor_table[df::job_type::ConstructTractionBench] = jlf_const(df::unit_labor::MECHANIC);
job_to_labor_table[df::job_type::CleanSelf] = jlf_no_labor;
job_to_labor_table[df::job_type::BringCrutch] = jlf_const(df::unit_labor::BONE_SETTING);
job_to_labor_table[df::job_type::ApplyCast] = jlf_const(df::unit_labor::BONE_SETTING);
job_to_labor_table[df::job_type::CustomReaction] = new jlfunc_custom();
job_to_labor_table[df::job_type::ConstructSlab] = jlf_make_furniture;
job_to_labor_table[df::job_type::EngraveSlab] = jlf_const(df::unit_labor::DETAIL);
job_to_labor_table[df::job_type::ShearCreature] = jlf_const(df::unit_labor::SHEARER);
job_to_labor_table[df::job_type::SpinThread] = jlf_const(df::unit_labor::SPINNER);
job_to_labor_table[df::job_type::PenLargeAnimal] = jlf_const(df::unit_labor::HAUL_ANIMALS);
job_to_labor_table[df::job_type::PenSmallAnimal] = jlf_no_labor;
job_to_labor_table[df::job_type::MakeTool] = jlf_make_object;
job_to_labor_table[df::job_type::CollectClay] = jlf_const(df::unit_labor::POTTERY);
job_to_labor_table[df::job_type::InstallColonyInHive] = jlf_const(df::unit_labor::BEEKEEPING);
job_to_labor_table[df::job_type::CollectHiveProducts] = jlf_const(df::unit_labor::BEEKEEPING);
job_to_labor_table[df::job_type::CauseTrouble] = jlf_no_labor;
job_to_labor_table[df::job_type::DrinkBlood] = jlf_no_labor;
job_to_labor_table[df::job_type::ReportCrime] = jlf_no_labor;
job_to_labor_table[df::job_type::ExecuteCriminal] = jlf_no_labor;
job_to_labor_table[df::job_type::TrainAnimal] = jlf_const(df::unit_labor::ANIMALTRAIN);
job_to_labor_table[df::job_type::CarveTrack] = jlf_const(df::unit_labor::DETAIL);
job_to_labor_table[df::job_type::PushTrackVehicle] = jlf_const(df::unit_labor::HANDLE_VEHICLES);
job_to_labor_table[df::job_type::PlaceTrackVehicle] = jlf_const(df::unit_labor::HANDLE_VEHICLES);
job_to_labor_table[df::job_type::StoreItemInVehicle] = jlf_hauling;
job_to_labor_table[df::job_type::GeldAnimal] = jlf_const(df::unit_labor::GELD);
job_to_labor_table[df::job_type::MakeFigurine] = jlf_make_object;
job_to_labor_table[df::job_type::MakeAmulet] = jlf_make_object;
job_to_labor_table[df::job_type::MakeScepter] = jlf_make_object;
job_to_labor_table[df::job_type::MakeCrown] = jlf_make_object;
job_to_labor_table[df::job_type::MakeRing] = jlf_make_object;
job_to_labor_table[df::job_type::MakeEarring] = jlf_make_object;
job_to_labor_table[df::job_type::MakeBracelet] = jlf_make_object;
job_to_labor_table[df::job_type::MakeGem] = jlf_make_object;
job_to_labor_table[df::job_type::StoreItemInLocation] = jlf_no_labor; // StoreItemInLocation
};
df::unit_labor find_job_labor(df::job* j)
{
if (j->job_type == df::job_type::CustomReaction)
{
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
{
if ((*r)->code == j->reaction_name)
{
df::job_skill skill = (*r)->skill;
return ENUM_ATTR(job_skill, labor, skill);
}
}
return df::unit_labor::NONE;
}
df::unit_labor labor;
if (job_to_labor_table.count(j->job_type) == 0)
{
debug("LABORMANAGER: job has no job to labor table entry: %s (%d)\n", ENUM_KEY_STR(job_type, j->job_type).c_str(), j->job_type);
debug_pause();
labor = df::unit_labor::NONE;
} else {
labor = job_to_labor_table[j->job_type]->get_labor(j);
}
return labor;
}
};
/* End of labor deducer */
static JobLaborMapper* labor_mapper = 0;
static bool initialized = false;
static bool isOptionEnabled(unsigned flag)
{
return config.isValid() && (config.ival(0) & flag) != 0;
}
static void setOptionEnabled(ConfigFlags flag, bool on)
{
if (!config.isValid())
return;
if (on)
config.ival(0) |= flag;
else
config.ival(0) &= ~flag;
}
static void cleanup_state()
{
enable_labormanager = false;
labor_infos.clear();
initialized = false;
}
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_priority(default_labor_infos[labor].priority);
labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
}
static void init_state()
{
config = World::GetPersistentData("labormanager/2.0/config");
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
enable_labormanager = isOptionEnabled(CF_ENABLED);
if (!enable_labormanager)
return;
// Load labors from save
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
std::vector<PersistentDataItem> items;
World::GetPersistentData(&items, "labormanager/2.0/labors/", true);
for (auto p = items.begin(); p != items.end(); p++)
{
string key = p->key();
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("labormanager/2.0/labors/")).c_str());
if (labor >= 0 && labor <= labor_infos.size())
{
labor_infos[labor].config = *p;
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
if (labor_infos[i].config.isValid())
continue;
std::stringstream name;
name << "labormanager/2.0/labors/" << i;
labor_infos[i].config = World::AddPersistentData(name.str());
labor_infos[i].mark_assigned();
labor_infos[i].active_dwarfs = 0;
reset_labor((df::unit_labor) i);
}
initialized = true;
}
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
static void generate_labor_to_skill_map()
{
// Generate labor -> skill mapping
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
labor_to_skill[i] = job_skill::NONE;
FOR_ENUM_ITEMS(job_skill, skill)
{
int labor = ENUM_ATTR(job_skill, labor, skill);
if (labor != unit_labor::NONE)
{
/*
assert(labor >= 0);
assert(labor < ARRAY_COUNT(labor_to_skill));
*/
labor_to_skill[labor] = skill;
}
}
}
struct skill_attr_weight {
int phys_attr_weights [6];
int mental_attr_weights [13];
};
static struct skill_attr_weight skill_attr_weights[ENUM_LAST_ITEM(job_skill) + 1] =
{
// S A T E R D AA F W C I P M LA SS M KS E SA
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MINING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WOODCUTTING */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CARPENTRY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DETAILSTONE */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MASONRY */,
{ { 0, 1, 1, 1, 0, 0 }, { 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0 } } /* ANIMALTRAIN */,
{ { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 } } /* ANIMALCARE */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISSECT_FISH */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISSECT_VERMIN */,
{ { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROCESSFISH */,
{ { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BUTCHER */,
{ { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* TRAPPING */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* TANNER */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WEAVING */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BREWING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ALCHEMY */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CLOTHESMAKING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILLING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROCESSPLANTS */,
{ { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CHEESEMAKING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILK */,
{ { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* COOK */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLANT */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* HERBALISM */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } } /* FISH */,
{ { 1, 0, 1, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SMELT */,
{ { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* EXTRACT_STRAND */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_WEAPON */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_ARMOR */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FORGE_FURNITURE */,
{ { 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CUTGEM */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ENCRUSTGEM */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WOODCRAFT */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* STONECRAFT */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* METALCRAFT */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GLASSMAKER */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* LEATHERWORK */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BONECARVE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* AXE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SWORD */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DAGGER */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MACE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* HAMMER */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SPEAR */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CROSSBOW */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SHIELD */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* ARMOR */,
{ { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SIEGECRAFT */,
{ { 1, 0, 1, 1, 0, 0 }, { 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SIEGEOPERATE */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BOWYER */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* PIKE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WHIP */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BOW */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BLOWGUN */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* THROW */,
{ { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MECHANICS */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MAGIC_NATURE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SNEAK */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DESIGNBUILDING */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0 } } /* DRESS_WOUNDS */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0 } } /* DIAGNOSE */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SURGERY */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SET_BONE */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SUTURE */,
{ { 0, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* CRUTCH_WALK */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* WOOD_BURNING */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* LYE_MAKING */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SOAP_MAKING */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* POTASH_MAKING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DYER */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* OPERATE_PUMP */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SWIMMING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* PERSUASION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* NEGOTIATION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1 } } /* JUDGING_INTENT */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0 } } /* APPRAISAL */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 } } /* ORGANIZATION */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* RECORD_KEEPING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1 } } /* LYING */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0 } } /* INTIMIDATION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* CONVERSATION */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0 } } /* COMEDY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* FLATTERY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0 } } /* CONSOLE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* PACIFY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* TRACKING */,
{ { 0, 1, 0, 0, 0, 0 }, { 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } /* KNOWLEDGE_ACQUISITION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } } /* CONCENTRATION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DISCIPLINE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SITUATIONAL_AWARENESS */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* WRITING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PROSE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* POETRY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* READING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SPEAKING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* COORDINATION */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BALANCE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* LEADERSHIP */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1 } } /* TEACHING */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MELEE_COMBAT */,
{ { 1, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* RANGED_COMBAT */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WRESTLING */,
{ { 1, 0, 1, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* BITE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GRASP_STRIKE */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* STANCE_STRIKE */,
{ { 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* DODGING */,
{ { 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* MISC_WEAPON */,
{ { 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* KNAPPING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MILITARY_TACTICS */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SHEARING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* SPINNING */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* POTTERY */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* GLAZING */,
{ { 1, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PRESSING */,
{ { 1, 1, 0, 1, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BEEKEEPING */,
{ { 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 } } /* WAX_WORKING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CLIMBING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* GELD */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* DANCE */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MAKE_MUSIC */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* SING_MUSIC */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_KEYBOARD_INSTRUMENT */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_STRINGED_INSTRUMENT */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_WIND_INSTRUMENT */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PLAY_PERCUSSION_INSTRUMENT */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CRITICAL_THINKING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* LOGIC */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* MATHEMATICS */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* ASTRONOMY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* CHEMISTRY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* GEOGRAPHY */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* OPTICS_ENGINEER */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* FLUID_ENGINEER */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* PAPERMAKING */,
{ { 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } /* BOOKBINDING */
};
static void enable_plugin(color_ostream &out)
{
if (!config.isValid())
{
config = World::AddPersistentData("labormanager/2.0/config");
config.ival(0) = 0;
}
setOptionEnabled(CF_ENABLED, true);
enable_labormanager = true;
out << "Enabling the plugin." << endl;
cleanup_state();
init_state();
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
// initialize labor infos table from default table
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
return CR_FAILURE;
// Fill the command list with your commands.
commands.push_back(PluginCommand(
"labormanager", "Automatically manage dwarf labors.",
labormanager, false, /* true means that the command can't be used from non-interactive user interface */
// Extended help string. Used by CR_WRONG_USAGE and the help command:
" labormanager enable\n"
" labormanager disable\n"
" Enables or disables the plugin.\n"
" labormanager max <labor> <maximum>\n"
" Set max number of dwarves assigned to a labor.\n"
" labormanager max <labor> none\n"
" Unrestrict the number of dwarves assigned to a labor.\n"
" labormanager priority <labor> <priority>\n"
" Change the assignment priority of a labor (default is 100)\n"
" labormanager reset <labor>\n"
" Return a labor to the default handling.\n"
" labormanager reset-all\n"
" Return all labors to the default handling.\n"
" labormanager list\n"
" List current status of all labors.\n"
" labormanager status\n"
" Show basic status information.\n"
"Function:\n"
" When enabled, labormanager periodically checks your dwarves and enables or\n"
" disables labors. Generally, each dwarf will be assigned exactly one labor.\n"
" Warning: labormanager will override any manual changes you make to labors\n"
" while it is enabled. Do not try to run both autolabor and labormanager at\n"
" the same time.\n"
));
generate_labor_to_skill_map();
labor_mapper = new JobLaborMapper();
init_state();
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
cleanup_state();
delete labor_mapper;
return CR_OK;
}
class AutoLaborManager {
color_ostream& out;
public:
AutoLaborManager(color_ostream& o) : out(o)
{
dwarf_info.clear();
}
~AutoLaborManager()
{
for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
{
delete (*d);
}
}
dwarf_info_t* add_dwarf(df::unit* u)
{
dwarf_info_t* dwarf = new dwarf_info_t(u);
dwarf_info.push_back(dwarf);
return dwarf;
}
private:
bool has_butchers;
bool has_fishery;
bool trader_requested;
int dig_count;
int tree_count;
int plant_count;
int detail_count;
bool labors_changed;
int tool_count[TOOLS_MAX];
int tool_in_use[TOOLS_MAX];
int cnt_recover_wounded;
int cnt_diagnosis;
int cnt_immobilize;
int cnt_dressing;
int cnt_cleaning;
int cnt_surgery;
int cnt_suture;
int cnt_setting;
int cnt_traction;
int cnt_crutch;
int need_food_water;
int priority_food;
std::map<df::unit_labor, int> labor_needed;
std::map<df::unit_labor, int> labor_in_use;
std::map<df::unit_labor, bool> labor_outside;
std::vector<dwarf_info_t*> dwarf_info;
std::list<dwarf_info_t*> available_dwarfs;
std::list<dwarf_info_t*> busy_dwarfs;
private:
void set_labor (dwarf_info_t* dwarf, df::unit_labor labor, bool value)
{
if (labor >= 0 && labor <= ENUM_LAST_ITEM(unit_labor))
{
bool old = dwarf->dwarf->status.labors[labor];
dwarf->dwarf->status.labors[labor] = value;
if (old != value)
{
labors_changed = true;
tools_enum tool = default_labor_infos[labor].tool;
if (tool != TOOL_NONE)
tool_in_use[tool] += value ? 1 : -1;
}
}
}
void process_job (df::job* j)
{
if (j->flags.bits.suspend || j->flags.bits.item_lost)
return;
int worker = -1;
int bld = -1;
for (int r = 0; r < j->general_refs.size(); ++r)
{
if (j->general_refs[r]->getType() == df::general_ref_type::UNIT_WORKER)
worker = ((df::general_ref_unit_workerst *)(j->general_refs[r]))->unit_id;
if (j->general_refs[r]->getType() == df::general_ref_type::BUILDING_HOLDER)
bld = ((df::general_ref_building_holderst *)(j->general_refs[r]))->building_id;
}
if (bld != -1)
{
df::building* b = binsearch_in_vector(world->buildings.all, bld);
// check if this job is the first nonsuspended job on this building; if not, ignore it
// (except for farms and trade depots)
if (b->getType() != df::building_type::FarmPlot &&
b->getType() != df::building_type::TradeDepot)
{
int fjid = -1;
for (int jn = 0; jn < b->jobs.size(); jn++)
{
if (b->jobs[jn]->flags.bits.suspend)
continue;
fjid = b->jobs[jn]->id;
break;
}
if (fjid != j->id)
return;
}
}
df::unit_labor labor = labor_mapper->find_job_labor (j);
if (labor != df::unit_labor::NONE)
{
labor_needed[labor]++;
if (worker == -1)
{
if (j->pos.isValid())
{
df::tile_designation* d = Maps::getTileDesignation(j->pos);
if (d->bits.outside)
labor_outside[labor] = true;
}
} else {
labor_infos[labor].mark_assigned();
labor_in_use[labor]++;
}
}
}
void scan_buildings()
{
has_butchers = false;
has_fishery = false;
trader_requested = false;
labors_changed = false;
for (auto b = world->buildings.all.begin(); b != world->buildings.all.end(); b++)
{
df::building *build = *b;
auto type = build->getType();
if (building_type::Workshop == type)
{
df::workshop_type subType = (df::workshop_type)build->getSubtype();
if (workshop_type::Butchers == subType)
has_butchers = true;
if (workshop_type::Fishery == subType)
has_fishery = true;
}
else if (building_type::TradeDepot == type)
{
df::building_tradedepotst* depot = (df::building_tradedepotst*) build;
trader_requested = depot->trade_flags.bits.trader_requested;
if (print_debug)
{
if (trader_requested)
out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n");
else
out.print("Trade depot found but trader is not requested.\n");
}
}
}
}
void count_map_designations()
{
dig_count = 0;
tree_count = 0;
plant_count = 0;
detail_count = 0;
for (int i = 0; i < world->map.map_blocks.size(); ++i)
{
df::map_block* bl = world->map.map_blocks[i];
if (!bl->flags.bits.designated)
continue;
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++)
{
if (bl->designation[x][y].bits.hidden)
{
df::coord p = bl->map_pos;
df::coord c(p.x, p.y, p.z-1);
if (Maps::getTileDesignation(c)->bits.hidden)
continue;
}
df::tile_dig_designation dig = bl->designation[x][y].bits.dig;
if (dig != df::enums::tile_dig_designation::No)
{
df::tiletype tt = bl->tiletype[x][y];
df::tiletype_material ttm = ENUM_ATTR(tiletype, material, tt);
df::tiletype_shape tts = ENUM_ATTR(tiletype, shape, tt);
if (ttm == df::enums::tiletype_material::TREE)
tree_count++;
else if (tts == df::enums::tiletype_shape::SHRUB)
plant_count++;
else
dig_count++;
}
if (bl->designation[x][y].bits.smooth != 0)
detail_count++;
}
}
if (print_debug)
out.print("Dig count = %d, Cut tree count = %d, gather plant count = %d, detail count = %d\n", dig_count, tree_count, plant_count, detail_count);
}
void count_tools()
{
for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
{
tool_count[e] = 0;
tool_in_use[e] = 0;
}
priority_food = 0;
df::item_flags bad_flags;
bad_flags.whole = 0;
#define F(x) bad_flags.bits.x = true;
F(dump); F(forbid); F(garbage_collect);
F(hostile); F(on_fire); F(rotten); F(trader);
F(in_building); F(construction);
#undef F
auto& v = world->items.all;
for (auto i = v.begin(); i != v.end(); i++)
{
df::item* item = *i;
if (item->flags.bits.dump)
labor_needed[df::unit_labor::HAUL_REFUSE]++;
if (item->flags.whole & bad_flags.whole)
continue;
df::item_type t = item->getType();
if (item->materialRots() && t != df::item_type::CORPSEPIECE && t != df::item_type::CORPSE && item->getRotTimer() > 1)
priority_food++;
if (!item->isWeapon())
continue;
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)item)->subtype;
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
df::job_skill weaponsk2 = (df::job_skill) weapondef->skill_ranged;
if (weaponsk == df::job_skill::AXE)
tool_count[TOOL_AXE]++;
else if (weaponsk == df::job_skill::MINING)
tool_count[TOOL_PICK]++;
else if (weaponsk2 = df::job_skill::CROSSBOW)
tool_count[TOOL_CROSSBOW]++;
}
}
void collect_job_list()
{
for (df::job_list_link* jll = world->job_list.next; jll; jll = jll->next)
{
df::job* j = jll->item;
if (!j)
continue;
process_job(j);
}
for (auto jp = world->job_postings.begin(); jp != world->job_postings.end(); jp++)
{
if ((*jp)->flags.bits.dead)
continue;
process_job((*jp)->job);
}
}
void collect_dwarf_list()
{
for (auto u = world->units.active.begin(); u != world->units.active.end(); ++u)
{
df::unit* cre = *u;
if (Units::isCitizen(cre))
{
dwarf_info_t* dwarf = add_dwarf(cre);
df::historical_figure* hf = df::historical_figure::find(dwarf->dwarf->hist_figure_id);
for (int i = 0; i < hf->entity_links.size(); i++)
{
df::histfig_entity_link* hfelink = hf->entity_links.at(i);
if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
{
df::histfig_entity_link_positionst *epos =
(df::histfig_entity_link_positionst*) hfelink;
df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
if (!entity)
continue;
df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id);
if (!assignment)
continue;
df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id);
if (!position)
continue;
if (position->responsibilities[df::entity_position_responsibility::TRADE])
if (trader_requested)
dwarf->clear_all = true;
}
}
// identify dwarfs who are needed for meetings and mark them for exclusion
for (int i = 0; i < ui->activities.size(); ++i)
{
df::activity_info *act = ui->activities[i];
if (!act) continue;
bool p1 = act->unit_actor == dwarf->dwarf;
bool p2 = act->unit_noble == dwarf->dwarf;
if (p1 || p2)
{
dwarf->clear_all = true;
if (print_debug)
out.print("Dwarf \"%s\" has a meeting, will be cleared of all labors\n", dwarf->dwarf->name.first_name.c_str());
break;
}
}
// check to see if dwarf has minor children
for (auto u2 = world->units.active.begin(); u2 != world->units.active.end(); ++u2)
{
if ((*u2)->relationship_ids[df::unit_relationship_type::Mother] == dwarf->dwarf->id &&
!(*u2)->flags1.bits.dead &&
((*u2)->profession == df::profession::CHILD || (*u2)->profession == df::profession::BABY))
{
dwarf->has_children = true;
if (print_debug)
out.print("Dwarf %s has minor children\n", dwarf->dwarf->name.first_name.c_str());
break;
}
}
// check if dwarf has an axe, pick, or crossbow
for (int j = 0; j < dwarf->dwarf->inventory.size(); j++)
{
df::unit_inventory_item* ui = dwarf->dwarf->inventory[j];
if (ui->mode == df::unit_inventory_item::Weapon && ui->item->isWeapon())
{
dwarf->armed = true;
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)(ui->item))->subtype;
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
df::job_skill rangesk = (df::job_skill) weapondef->skill_ranged;
if (weaponsk == df::job_skill::AXE)
{
dwarf->has_tool[TOOL_AXE] = true;
}
else if (weaponsk == df::job_skill::MINING)
{
dwarf->has_tool[TOOL_PICK] = true;
}
else if (rangesk == df::job_skill::CROSSBOW)
{
dwarf->has_tool[TOOL_CROSSBOW] = true;
}
}
}
// Find the activity state for each dwarf
bool is_migrant = false;
dwarf_state state = OTHER;
for (auto p = dwarf->dwarf->status.misc_traits.begin(); p < dwarf->dwarf->status.misc_traits.end(); p++)
{
if ((*p)->id == misc_trait_type::Migrant)
is_migrant = true;
}
if (dwarf->dwarf->social_activities.size() > 0)
{
if (print_debug)
out.print ("Dwarf %s is engaged in a social activity. Info only.\n", dwarf->dwarf->name.first_name.c_str());
}
if (dwarf->dwarf->profession == profession::BABY ||
dwarf->dwarf->profession == profession::CHILD ||
dwarf->dwarf->profession == profession::DRUNK)
{
state = CHILD;
}
else if (ENUM_ATTR(profession, military, dwarf->dwarf->profession))
state = MILITARY;
else if (dwarf->dwarf->burrows.size() > 0)
state = OTHER; // dwarfs assigned to burrows are treated as if permanently busy
else if (dwarf->dwarf->job.current_job == NULL)
{
if (is_migrant || dwarf->dwarf->flags1.bits.chained || dwarf->dwarf->flags1.bits.caged)
{
state = OTHER;
dwarf->clear_all = true;
}
else if (dwarf->dwarf->status2.limbs_grasp_count == 0)
{
state = OTHER; // dwarfs unable to grasp are incapable of nearly all labors
dwarf->clear_all = true;
if (print_debug)
out.print ("Dwarf %s is disabled, will not be assigned labors\n", dwarf->dwarf->name.first_name.c_str());
}
else
{
state = IDLE;
}
}
else
{
df::job_type job = dwarf->dwarf->job.current_job->job_type;
if (job >= 0 && job < ARRAY_COUNT(dwarf_states))
state = dwarf_states[job];
else
{
out.print("Dwarf \"%s\" has unknown job %i\n", dwarf->dwarf->name.first_name.c_str(), job);
debug_pause();
state = OTHER;
}
if (state == BUSY)
{
df::unit_labor labor = labor_mapper->find_job_labor(dwarf->dwarf->job.current_job);
dwarf->using_labor = labor;
if (labor != df::unit_labor::NONE)
{
labor_infos[labor].busy_dwarfs++;
if (default_labor_infos[labor].tool != TOOL_NONE)
{
tool_in_use[default_labor_infos[labor].tool]++;
}
}
}
}
dwarf->state = state;
FOR_ENUM_ITEMS(unit_labor, l)
{
if (l == df::unit_labor::NONE)
continue;
if (dwarf->dwarf->status.labors[l])
if (state == IDLE)
labor_infos[l].idle_dwarfs++;
}
if (print_debug)
out.print("Dwarf \"%s\": state %s %d\n", dwarf->dwarf->name.first_name.c_str(), state_names[dwarf->state], dwarf->clear_all);
// determine if dwarf has medical needs
if (dwarf->dwarf->health && !(
// on-duty military will not necessarily break to get minor injuries attended
ENUM_ATTR(profession, military, dwarf->dwarf->profession) ||
// babies cannot currently receive health care even if they need it
dwarf->dwarf->profession == profession::BABY)
)
{
if (dwarf->dwarf->health->flags.bits.needs_recovery)
cnt_recover_wounded++;
if (dwarf->dwarf->health->flags.bits.rq_diagnosis)
cnt_diagnosis++;
if (dwarf->dwarf->health->flags.bits.rq_immobilize)
cnt_immobilize++;
if (dwarf->dwarf->health->flags.bits.rq_dressing)
cnt_dressing++;
if (dwarf->dwarf->health->flags.bits.rq_cleaning)
cnt_cleaning++;
if (dwarf->dwarf->health->flags.bits.rq_surgery)
cnt_surgery++;
if (dwarf->dwarf->health->flags.bits.rq_suture)
cnt_suture++;
if (dwarf->dwarf->health->flags.bits.rq_setting)
cnt_setting++;
if (dwarf->dwarf->health->flags.bits.rq_traction)
cnt_traction++;
if (dwarf->dwarf->health->flags.bits.rq_crutch)
cnt_crutch++;
}
if (dwarf->dwarf->counters2.hunger_timer > 60000 || dwarf->dwarf->counters2.thirst_timer > 40000)
need_food_water++;
// find dwarf's highest effective skill
int high_skill = 0;
FOR_ENUM_ITEMS (unit_labor, labor)
{
if (labor == df::unit_labor::NONE)
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;
}
}