dfhack/plugins/labormanager/joblabormapper.cpp

924 lines
42 KiB
C++

/*a
* This file contains the logic to attempt to intuit the labor required for
* a given job. This is way more complicated than it should be, but I have
* not figured out how to make it simpler.
*
* Usage:
* Instantiate an instance of the JobLaborMapper class
* Call the find_job_labor method of that class instance,
* passing the job as the only argument, to determine the labor for that job
* When done, destroy the instance
*
* The class should allow you to create multiple instances, although there is
* little benefit to doing so. jlfuncs are not reused across instances.
*
*/
#include "DataDefs.h"
#include "MiscUtils.h"
#include "modules/Materials.h"
#include <df/building.h>
#include <df/building_actual.h>
#include <df/building_def.h>
#include <df/building_design.h>
#include <df/building_furnacest.h>
#include <df/building_type.h>
#include <df/building_workshopst.h>
#include <df/furnace_type.h>
#include <df/general_ref.h>
#include <df/general_ref_building_holderst.h>
#include <df/general_ref_contains_itemst.h>
#include <df/item.h>
#include <df/item_type.h>
#include <df/job.h>
#include <df/job_item.h>
#include <df/job_item_ref.h>
#include <df/material_flags.h>
#include <df/reaction.h>
#include <df/unit_labor.h>
#include <df/world.h>
#include <vector>
#include <set>
using namespace std;
using std::string;
using std::endl;
using namespace DFHack;
using namespace df::enums;
using df::global::ui;
using df::global::world;
#include "labormanager.h"
#include "joblabormapper.h"
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;
}
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:
case df::building_type::DisplayFurniture:
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:
case df::building_type::DisplayFurniture:
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() {}
};
jlfunc* JobLaborMapper::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;
}
JobLaborMapper::~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::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::PutItemOnDisplay] = jlf_const(df::unit_labor::HAUL_ITEM);
job_to_labor_table[df::job_type::StoreItemInLocation] = jlf_no_labor; // StoreItemInLocation
};
df::unit_labor JobLaborMapper::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 */