1109 lines
34 KiB
C++
1109 lines
34 KiB
C++
/**
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* All includes copied from autolabor for now
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*/
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <vector>
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#include <algorithm>
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#include "modules/Units.h"
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#include "modules/World.h"
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// DF data structure definition headers
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#include "DataDefs.h"
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#include <df/ui.h>
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#include <df/world.h>
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#include <df/unit.h>
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#include <df/unit_soul.h>
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#include <df/unit_labor.h>
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#include <df/unit_skill.h>
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#include <df/job.h>
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#include <df/building.h>
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#include <df/workshop_type.h>
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#include <df/unit_misc_trait.h>
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#include <df/entity_position_responsibility.h>
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#include <df/historical_figure.h>
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#include <df/historical_entity.h>
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#include <df/histfig_entity_link.h>
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#include <df/histfig_entity_link_positionst.h>
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#include <df/entity_position_assignment.h>
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#include <df/entity_position.h>
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#include <df/building_tradedepotst.h>
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#include <df/building_stockpilest.h>
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#include <df/items_other_id.h>
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#include <df/ui.h>
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#include <df/activity_info.h>
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#include <MiscUtils.h>
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#include "modules/MapCache.h"
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#include "modules/Items.h"
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#include "modules/Units.h"
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// Not sure what this does, but may have to figure it out later
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#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
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// I can see a reason for having all of these
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using std::string;
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using std::endl;
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using std::vector;
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using namespace DFHack;
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using namespace df::enums;
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// idk what this does
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DFHACK_PLUGIN("autohauler");
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REQUIRE_GLOBAL(ui);
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REQUIRE_GLOBAL(world);
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/*
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* Autohauler module for dfhack
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* Fork of autolabor
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*
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* Rather than the all-of-the-above means of autolabor, autohauler will instead
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* only manage hauling labors and leave skilled labors entirely to the user, who
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* will probably use Dwarf Therapist to do so.
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* Idle dwarves will be assigned the hauling labors; everyone else (including
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* those currently hauling) will have the hauling labors removed. This is to
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* encourage every dwarf to do their assigned skilled labors whenever possible,
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* but resort to hauling when those jobs are not available. This also implies
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* that the user will have a very tight skill assignment, with most skilled
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* labors only being assigned to just one dwarf, no dwarf having more than two
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* active skilled labors, and almost every non-military dwarf having at least
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* one skilled labor assigned.
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* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
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* once a dwarf begins a job it will finish that job even if the associated
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* labor is removed." This is why we can remove hauling labors by default to try
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* to force dwarves to do "real" jobs whenever they can.
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* This is a standalone plugin. However, it would be wise to delete
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* autolabor.plug.dll as this plugin is mutually exclusive with it.
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*/
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// Yep...don't know what it does
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DFHACK_PLUGIN_IS_ENABLED(enable_autohauler);
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// This is the configuration saved into the world save file
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static PersistentDataItem config;
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// Don't know what this does
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command_result autohauler (color_ostream &out, std::vector <std::string> & parameters);
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// Don't know what this does either
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static bool isOptionEnabled(unsigned flag)
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{
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return config.isValid() && (config.ival(0) & flag) != 0;
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}
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// Not sure about the purpose of this
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enum ConfigFlags {
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CF_ENABLED = 1,
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};
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// Don't know what this does
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static void setOptionEnabled(ConfigFlags flag, bool on)
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{
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if (!config.isValid())
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return;
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if (on)
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config.ival(0) |= flag;
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else
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config.ival(0) &= ~flag;
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}
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// There is a possibility I will add extensive, line-by-line debug capability
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// later
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static bool print_debug = false;
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// Not sure what it does but it's probably related to the following enumeration
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static std::vector<int> state_count(5);
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// Employment status of dwarves
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// xxx Shouldn't this be static?
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enum dwarf_state {
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// Ready for a new task
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IDLE,
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// Busy with a useful task
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BUSY,
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// In the military, can't work
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MILITARY,
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// Baby or Child, can't work
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CHILD,
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// Doing something that precludes working, may be busy for a while
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OTHER
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};
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// I presume this is the number of states in the following enumeration.
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// xxx Shouldn't this be static?
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const int NUM_STATE = 5;
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// This is a list of strings to be associated with aforementioned dwarf_state
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// struct
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static const char *state_names[] = {
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"IDLE",
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"BUSY",
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"MILITARY",
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"CHILD",
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"OTHER",
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};
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// List of possible activites of a dwarf that will be further narrowed to states
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static const dwarf_state dwarf_states[] = {
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BUSY /* CarveFortification */,
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BUSY /* DetailWall */,
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BUSY /* DetailFloor */,
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BUSY /* Dig */,
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BUSY /* CarveUpwardStaircase */,
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BUSY /* CarveDownwardStaircase */,
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BUSY /* CarveUpDownStaircase */,
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BUSY /* CarveRamp */,
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BUSY /* DigChannel */,
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BUSY /* FellTree */,
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BUSY /* GatherPlants */,
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BUSY /* RemoveConstruction */,
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BUSY /* CollectWebs */,
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BUSY /* BringItemToDepot */,
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BUSY /* BringItemToShop */,
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OTHER /* Eat */,
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OTHER /* GetProvisions */,
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OTHER /* Drink */,
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OTHER /* Drink2 */,
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OTHER /* FillWaterskin */,
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OTHER /* FillWaterskin2 */,
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OTHER /* Sleep */,
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BUSY /* CollectSand */,
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BUSY /* Fish */,
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BUSY /* Hunt */,
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OTHER /* HuntVermin */,
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BUSY /* Kidnap */,
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BUSY /* BeatCriminal */,
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BUSY /* StartingFistFight */,
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BUSY /* CollectTaxes */,
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BUSY /* GuardTaxCollector */,
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BUSY /* CatchLiveLandAnimal */,
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BUSY /* CatchLiveFish */,
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BUSY /* ReturnKill */,
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BUSY /* CheckChest */,
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BUSY /* StoreOwnedItem */,
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BUSY /* PlaceItemInTomb */,
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BUSY /* StoreItemInStockpile */,
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BUSY /* StoreItemInBag */,
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BUSY /* StoreItemInHospital */,
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BUSY /* StoreItemInChest */,
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BUSY /* StoreItemInCabinet */,
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BUSY /* StoreWeapon */,
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BUSY /* StoreArmor */,
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BUSY /* StoreItemInBarrel */,
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BUSY /* StoreItemInBin */,
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BUSY /* SeekArtifact */,
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BUSY /* SeekInfant */,
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OTHER /* AttendParty */,
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OTHER /* GoShopping */,
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OTHER /* GoShopping2 */,
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BUSY /* Clean */,
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OTHER /* Rest */,
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BUSY /* PickupEquipment */,
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BUSY /* DumpItem */,
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OTHER /* StrangeMoodCrafter */,
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OTHER /* StrangeMoodJeweller */,
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OTHER /* StrangeMoodForge */,
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OTHER /* StrangeMoodMagmaForge */,
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OTHER /* StrangeMoodBrooding */,
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OTHER /* StrangeMoodFell */,
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OTHER /* StrangeMoodCarpenter */,
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OTHER /* StrangeMoodMason */,
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OTHER /* StrangeMoodBowyer */,
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OTHER /* StrangeMoodTanner */,
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OTHER /* StrangeMoodWeaver */,
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OTHER /* StrangeMoodGlassmaker */,
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OTHER /* StrangeMoodMechanics */,
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BUSY /* ConstructBuilding */,
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BUSY /* ConstructDoor */,
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BUSY /* ConstructFloodgate */,
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BUSY /* ConstructBed */,
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BUSY /* ConstructThrone */,
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BUSY /* ConstructCoffin */,
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BUSY /* ConstructTable */,
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BUSY /* ConstructChest */,
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BUSY /* ConstructBin */,
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BUSY /* ConstructArmorStand */,
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BUSY /* ConstructWeaponRack */,
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BUSY /* ConstructCabinet */,
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BUSY /* ConstructStatue */,
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BUSY /* ConstructBlocks */,
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BUSY /* MakeRawGlass */,
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BUSY /* MakeCrafts */,
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BUSY /* MintCoins */,
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BUSY /* CutGems */,
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BUSY /* CutGlass */,
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BUSY /* EncrustWithGems */,
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BUSY /* EncrustWithGlass */,
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BUSY /* DestroyBuilding */,
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BUSY /* SmeltOre */,
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BUSY /* MeltMetalObject */,
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BUSY /* ExtractMetalStrands */,
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BUSY /* PlantSeeds */,
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BUSY /* HarvestPlants */,
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BUSY /* TrainHuntingAnimal */,
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BUSY /* TrainWarAnimal */,
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BUSY /* MakeWeapon */,
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BUSY /* ForgeAnvil */,
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BUSY /* ConstructCatapultParts */,
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BUSY /* ConstructBallistaParts */,
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BUSY /* MakeArmor */,
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BUSY /* MakeHelm */,
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BUSY /* MakePants */,
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BUSY /* StudWith */,
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BUSY /* ButcherAnimal */,
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BUSY /* PrepareRawFish */,
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BUSY /* MillPlants */,
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BUSY /* BaitTrap */,
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BUSY /* MilkCreature */,
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BUSY /* MakeCheese */,
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BUSY /* ProcessPlants */,
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BUSY /* ProcessPlantsBag */,
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BUSY /* ProcessPlantsVial */,
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BUSY /* ProcessPlantsBarrel */,
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BUSY /* PrepareMeal */,
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BUSY /* WeaveCloth */,
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BUSY /* MakeGloves */,
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BUSY /* MakeShoes */,
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BUSY /* MakeShield */,
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BUSY /* MakeCage */,
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BUSY /* MakeChain */,
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BUSY /* MakeFlask */,
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BUSY /* MakeGoblet */,
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BUSY /* MakeInstrument */,
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BUSY /* MakeToy */,
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BUSY /* MakeAnimalTrap */,
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BUSY /* MakeBarrel */,
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BUSY /* MakeBucket */,
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BUSY /* MakeWindow */,
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BUSY /* MakeTotem */,
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BUSY /* MakeAmmo */,
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BUSY /* DecorateWith */,
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BUSY /* MakeBackpack */,
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BUSY /* MakeQuiver */,
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BUSY /* MakeBallistaArrowHead */,
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BUSY /* AssembleSiegeAmmo */,
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BUSY /* LoadCatapult */,
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BUSY /* LoadBallista */,
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BUSY /* FireCatapult */,
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BUSY /* FireBallista */,
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BUSY /* ConstructMechanisms */,
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BUSY /* MakeTrapComponent */,
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BUSY /* LoadCageTrap */,
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BUSY /* LoadStoneTrap */,
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BUSY /* LoadWeaponTrap */,
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BUSY /* CleanTrap */,
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BUSY /* CastSpell */,
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BUSY /* LinkBuildingToTrigger */,
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BUSY /* PullLever */,
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BUSY /* BrewDrink */,
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BUSY /* ExtractFromPlants */,
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BUSY /* ExtractFromRawFish */,
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BUSY /* ExtractFromLandAnimal */,
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BUSY /* TameVermin */,
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BUSY /* TameAnimal */,
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BUSY /* ChainAnimal */,
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BUSY /* UnchainAnimal */,
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BUSY /* UnchainPet */,
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BUSY /* ReleaseLargeCreature */,
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BUSY /* ReleasePet */,
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BUSY /* ReleaseSmallCreature */,
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BUSY /* HandleSmallCreature */,
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BUSY /* HandleLargeCreature */,
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BUSY /* CageLargeCreature */,
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BUSY /* CageSmallCreature */,
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BUSY /* RecoverWounded */,
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BUSY /* DiagnosePatient */,
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BUSY /* ImmobilizeBreak */,
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BUSY /* DressWound */,
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BUSY /* CleanPatient */,
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BUSY /* Surgery */,
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BUSY /* Suture */,
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BUSY /* SetBone */,
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BUSY /* PlaceInTraction */,
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BUSY /* DrainAquarium */,
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BUSY /* FillAquarium */,
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BUSY /* FillPond */,
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BUSY /* GiveWater */,
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BUSY /* GiveFood */,
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BUSY /* GiveWater2 */,
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BUSY /* GiveFood2 */,
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BUSY /* RecoverPet */,
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BUSY /* PitLargeAnimal */,
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BUSY /* PitSmallAnimal */,
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BUSY /* SlaughterAnimal */,
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BUSY /* MakeCharcoal */,
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BUSY /* MakeAsh */,
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BUSY /* MakeLye */,
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BUSY /* MakePotashFromLye */,
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BUSY /* FertilizeField */,
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BUSY /* MakePotashFromAsh */,
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BUSY /* DyeThread */,
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BUSY /* DyeCloth */,
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BUSY /* SewImage */,
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BUSY /* MakePipeSection */,
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BUSY /* OperatePump */,
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OTHER /* ManageWorkOrders */,
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OTHER /* UpdateStockpileRecords */,
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OTHER /* TradeAtDepot */,
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BUSY /* ConstructHatchCover */,
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BUSY /* ConstructGrate */,
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BUSY /* RemoveStairs */,
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BUSY /* ConstructQuern */,
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BUSY /* ConstructMillstone */,
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BUSY /* ConstructSplint */,
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BUSY /* ConstructCrutch */,
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BUSY /* ConstructTractionBench */,
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BUSY /* CleanSelf */,
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BUSY /* BringCrutch */,
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BUSY /* ApplyCast */,
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BUSY /* CustomReaction */,
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BUSY /* ConstructSlab */,
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BUSY /* EngraveSlab */,
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BUSY /* ShearCreature */,
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BUSY /* SpinThread */,
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BUSY /* PenLargeAnimal */,
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BUSY /* PenSmallAnimal */,
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BUSY /* MakeTool */,
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BUSY /* CollectClay */,
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BUSY /* InstallColonyInHive */,
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BUSY /* CollectHiveProducts */,
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OTHER /* CauseTrouble */,
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OTHER /* DrinkBlood */,
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OTHER /* ReportCrime */,
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OTHER /* ExecuteCriminal */,
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BUSY /* TrainAnimal */,
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BUSY /* CarveTrack */,
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BUSY /* PushTrackVehicle */,
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BUSY /* PlaceTrackVehicle */,
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BUSY /* StoreItemInVehicle */,
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BUSY /* GeldAnimal */
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};
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// Mode assigned to labors. Either it's a hauling job, or it's not.
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// xxx Shouldn't this be static?
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enum labor_mode {
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DISABLE,
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HAULERS,
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};
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// This is the default treatment of a particular labor.
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struct labor_default
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{
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labor_mode mode;
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int active_dwarfs;
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};
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// This is the current treatment of a particular labor.
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// This would have been more cleanly presented as a class
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struct labor_info
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{
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// It seems as if this is the means of accessing the world data
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PersistentDataItem config;
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// Number of dwarves assigned this labor
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int active_dwarfs;
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// Set the persistent data item associated with this labor treatment
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// We Java folk hate pointers, but that's what the parameter will be
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void set_config(PersistentDataItem a) { config = a; }
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// Return the labor_mode associated with this labor
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labor_mode mode() { return (labor_mode) config.ival(0); }
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// Set the labor_mode associated with this labor
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void set_mode(labor_mode mode) { config.ival(0) = mode; }
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};
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// This is a vector of all the current labor treatments
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static std::vector<struct labor_info> labor_infos;
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// This is just an array of all the labors, whether it should be untouched
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// (DISABLE) or treated as a last-resort job (HAULERS).
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static const struct labor_default default_labor_infos[] = {
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/* MINE */ {DISABLE, 0},
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/* HAUL_STONE */ {HAULERS, 0},
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/* HAUL_WOOD */ {HAULERS, 0},
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/* HAUL_BODY */ {HAULERS, 0},
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/* HAUL_FOOD */ {HAULERS, 0},
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/* HAUL_REFUSE */ {HAULERS, 0},
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/* HAUL_ITEM */ {HAULERS, 0},
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/* HAUL_FURNITURE */ {HAULERS, 0},
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/* HAUL_ANIMAL */ {HAULERS, 0},
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/* CLEAN */ {HAULERS, 0},
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/* CUTWOOD */ {DISABLE, 0},
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/* CARPENTER */ {DISABLE, 0},
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/* DETAIL */ {DISABLE, 0},
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/* MASON */ {DISABLE, 0},
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/* ARCHITECT */ {DISABLE, 0},
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/* ANIMALTRAIN */ {DISABLE, 0},
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/* ANIMALCARE */ {DISABLE, 0},
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/* DIAGNOSE */ {DISABLE, 0},
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/* SURGERY */ {DISABLE, 0},
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/* BONE_SETTING */ {DISABLE, 0},
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/* SUTURING */ {DISABLE, 0},
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/* DRESSING_WOUNDS */ {DISABLE, 0},
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/* FEED_WATER_CIVILIANS */ {DISABLE, 0},
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/* RECOVER_WOUNDED */ {HAULERS, 0},
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/* BUTCHER */ {DISABLE, 0},
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/* TRAPPER */ {DISABLE, 0},
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/* DISSECT_VERMIN */ {DISABLE, 0},
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/* LEATHER */ {DISABLE, 0},
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/* TANNER */ {DISABLE, 0},
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/* BREWER */ {DISABLE, 0},
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/* ALCHEMIST */ {DISABLE, 0},
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/* SOAP_MAKER */ {DISABLE, 0},
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/* WEAVER */ {DISABLE, 0},
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/* CLOTHESMAKER */ {DISABLE, 0},
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/* MILLER */ {DISABLE, 0},
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/* PROCESS_PLANT */ {DISABLE, 0},
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/* MAKE_CHEESE */ {DISABLE, 0},
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/* MILK */ {DISABLE, 0},
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/* COOK */ {DISABLE, 0},
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/* PLANT */ {DISABLE, 0},
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/* HERBALIST */ {DISABLE, 0},
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/* FISH */ {DISABLE, 0},
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/* CLEAN_FISH */ {DISABLE, 0},
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/* DISSECT_FISH */ {DISABLE, 0},
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/* HUNT */ {DISABLE, 0},
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/* SMELT */ {DISABLE, 0},
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/* FORGE_WEAPON */ {DISABLE, 0},
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/* FORGE_ARMOR */ {DISABLE, 0},
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/* FORGE_FURNITURE */ {DISABLE, 0},
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/* METAL_CRAFT */ {DISABLE, 0},
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/* CUT_GEM */ {DISABLE, 0},
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/* ENCRUST_GEM */ {DISABLE, 0},
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/* WOOD_CRAFT */ {DISABLE, 0},
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/* STONE_CRAFT */ {DISABLE, 0},
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/* BONE_CARVE */ {DISABLE, 0},
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/* GLASSMAKER */ {DISABLE, 0},
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/* EXTRACT_STRAND */ {DISABLE, 0},
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/* SIEGECRAFT */ {DISABLE, 0},
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/* SIEGEOPERATE */ {DISABLE, 0},
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/* BOWYER */ {DISABLE, 0},
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/* MECHANIC */ {DISABLE, 0},
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/* POTASH_MAKING */ {DISABLE, 0},
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/* LYE_MAKING */ {DISABLE, 0},
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/* DYER */ {DISABLE, 0},
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/* BURN_WOOD */ {DISABLE, 0},
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/* OPERATE_PUMP */ {DISABLE, 0},
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/* SHEARER */ {DISABLE, 0},
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/* SPINNER */ {DISABLE, 0},
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/* POTTERY */ {DISABLE, 0},
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/* GLAZING */ {DISABLE, 0},
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/* PRESSING */ {DISABLE, 0},
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/* BEEKEEPING */ {DISABLE, 0},
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/* WAX_WORKING */ {DISABLE, 0},
|
|
/* HANDLE_VEHICLES */ {HAULERS, 0},
|
|
/* HAUL_TRADE */ {HAULERS, 0},
|
|
/* PULL_LEVER */ {HAULERS, 0},
|
|
/* REMOVE_CONSTRUCTION */ {HAULERS, 0},
|
|
/* HAUL_WATER */ {HAULERS, 0},
|
|
/* GELD */ {DISABLE, 0},
|
|
/* BUILD_ROAD */ {HAULERS, 0},
|
|
/* BUILD_CONSTRUCTION */ {HAULERS, 0}
|
|
};
|
|
|
|
/**
|
|
* Reset labor to default treatment
|
|
*/
|
|
static void reset_labor(df::unit_labor labor)
|
|
{
|
|
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
|
|
}
|
|
|
|
/**
|
|
* A
|
|
*/
|
|
struct dwarf_info_t
|
|
{
|
|
int assigned_jobs;
|
|
dwarf_state state;
|
|
};
|
|
|
|
/**
|
|
* Disable autohauler labor lists
|
|
*/
|
|
static void cleanup_state()
|
|
{
|
|
enable_autohauler = false;
|
|
labor_infos.clear();
|
|
}
|
|
|
|
/**
|
|
* Initialize the plugin labor lists
|
|
*/
|
|
static void init_state()
|
|
{
|
|
// This obtains the persistent data from the world save file
|
|
config = World::GetPersistentData("autohauler/config");
|
|
|
|
// xxx I don't know what this does
|
|
if (config.isValid() && config.ival(0) == -1)
|
|
config.ival(0) = 0;
|
|
|
|
// Check to see if the plugin is enabled in the persistent data, if so then
|
|
// enable the local flag for autohauler being enabled
|
|
enable_autohauler = isOptionEnabled(CF_ENABLED);
|
|
|
|
// If autohauler is not enabled then it's pretty pointless to do the rest
|
|
if (!enable_autohauler)
|
|
return;
|
|
|
|
/* Here we are going to populate the labor list by loading persistent data
|
|
* from the world save */
|
|
|
|
// This is a vector of all the persistent data items from config
|
|
std::vector<PersistentDataItem> items;
|
|
|
|
// This populates the aforementioned vector
|
|
World::GetPersistentData(&items, "autohauler/labors/", true);
|
|
|
|
// Resize the list of current labor treatments to size of list of default
|
|
// labor treatments
|
|
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
|
|
|
|
// For every persistent data item...
|
|
for (auto p = items.begin(); p != items.end(); p++)
|
|
{
|
|
// Load as a string the key associated with the persistent data item
|
|
string key = p->key();
|
|
|
|
// Translate the string into a labor defined by global dfhack constants
|
|
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autohauler/labors/")).c_str());
|
|
|
|
// This is a vector of all the current labor treatments
|
|
|
|
// Ensure that the labor is defined in the existing list
|
|
if (labor >= 0 && labor <= labor_infos.size())
|
|
{
|
|
// Link the labor treatment with the associated persistent data item
|
|
labor_infos[labor].set_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++) {
|
|
|
|
// Determine if the labor is already present. If so, exit the for loop
|
|
if (labor_infos[i].config.isValid())
|
|
continue;
|
|
|
|
// Not sure of the mechanics, but it seems to give an output stream
|
|
// giving a string for the new persistent data item
|
|
std::stringstream name;
|
|
name << "autohauler/labors/" << i;
|
|
|
|
// Add a new persistent data item as it is not currently in the save
|
|
labor_infos[i].set_config(World::AddPersistentData(name.str()));
|
|
|
|
// Set the active counter to zero
|
|
labor_infos[i].active_dwarfs = 0;
|
|
|
|
// Reset labor to default treatment
|
|
reset_labor((df::unit_labor) i);
|
|
}
|
|
|
|
// xxx I don't see the use of the following line
|
|
// generate_labor_to_skill_map();
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this method to enable the plugin.
|
|
*/
|
|
static void enable_plugin(color_ostream &out)
|
|
{
|
|
// If there is no config file, make one
|
|
if (!config.isValid())
|
|
{
|
|
config = World::AddPersistentData("autohauler/config");
|
|
config.ival(0) = 0;
|
|
}
|
|
|
|
// xxx I think this is already done in init_state(), but it can't hurt
|
|
// xxx Also, aren't these two redundant?
|
|
setOptionEnabled(CF_ENABLED, true);
|
|
enable_autohauler = true;
|
|
|
|
// Output to console that the plugin is enabled
|
|
out << "Enabling the plugin." << endl;
|
|
|
|
// Disable autohauler and clear the labor list
|
|
cleanup_state();
|
|
|
|
// Initialize the plugin
|
|
init_state();
|
|
}
|
|
|
|
/**
|
|
* Initialize the plugin
|
|
*/
|
|
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
|
|
{
|
|
// This seems to verify that the default labor list and the current labor
|
|
// list are the same size
|
|
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
|
|
{
|
|
out.printerr("autohauler: labor size mismatch\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
// Essentially an introduction dumped to the console
|
|
commands.push_back(PluginCommand(
|
|
"autohauler", "Automatically manage hauling labors.",
|
|
autohauler, 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:
|
|
" autohauler enable\n"
|
|
" autohauler disable\n"
|
|
" Enables or disables the plugin.\n"
|
|
" autohauler <labor> haulers\n"
|
|
" Set a labor to be handled by hauler dwarves.\n"
|
|
" autohauler <labor> disable\n"
|
|
" Turn off autohauler for a specific labor.\n"
|
|
" autohauler <labor> reset\n"
|
|
" Return a labor to the default handling.\n"
|
|
" autohauler reset-all\n"
|
|
" Return all labors to the default handling.\n"
|
|
" autohauler list\n"
|
|
" List current status of all labors.\n"
|
|
" autohauler status\n"
|
|
" Show basic status information.\n"
|
|
"Function:\n"
|
|
" When enabled, autohauler periodically checks your dwarves and assigns\n"
|
|
" hauling jobs to idle dwarves while removing them from busy dwarves.\n"
|
|
" This plugin, in contrast to autolabor, is explicitly designed to be\n"
|
|
" used alongside Dwarf Therapist.\n"
|
|
" Warning: autohauler will override any manual changes you make to\n"
|
|
" hauling labors while it is enabled...but why would you make them?\n"
|
|
"Examples:\n"
|
|
" autohauler HAUL_STONE haulers\n"
|
|
" Set stone hauling as a hauling labor.\n"
|
|
" autohauler FEED_WATER_CIVILIANS disable\n"
|
|
" Disable plugin handling of feeding patients and prisoners.\n"
|
|
));
|
|
|
|
// Initialize plugin labor lists
|
|
init_state();
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
/**
|
|
* Initialize the plugin
|
|
*/
|
|
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
|
|
{
|
|
cleanup_state();
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
/**
|
|
* This method responds to the map being loaded, or unloaded.
|
|
*/
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* This method is called every frame in Dwarf Fortress from my understanding.
|
|
*/
|
|
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
|
{
|
|
// This makes it so that the plugin is only run every 60 steps, in order to
|
|
// save FPS. Since it is static, this is declared before this method is called
|
|
static int step_count = 0;
|
|
|
|
// Cancel run if the world doesn't exist or plugin isn't enabled
|
|
if(!world || !world->map.block_index || !enable_autohauler) { return CR_OK; }
|
|
|
|
// Increment step count
|
|
step_count++;
|
|
|
|
// Run aforementioned step count and return unless threshold is reached.
|
|
// xxx We may want this to be a constant
|
|
if (step_count < 60) return CR_OK;
|
|
|
|
// Reset step count since at this point it has reached 60
|
|
step_count = 0;
|
|
|
|
// xxx I don't know what this does
|
|
uint32_t race = ui->race_id;
|
|
uint32_t civ = ui->civ_id;
|
|
|
|
// Create a vector of units. This will be populated in the following for loop.
|
|
std::vector<df::unit *> dwarfs;
|
|
|
|
// Scan the world and look for any citizens in the player's civilization.
|
|
// Add these to the list of dwarves.
|
|
// xxx Does it need to be ++i?
|
|
for (int i = 0; i < world->units.active.size(); ++i)
|
|
{
|
|
df::unit* cre = world->units.active[i];
|
|
if (Units::isCitizen(cre))
|
|
{
|
|
dwarfs.push_back(cre);
|
|
}
|
|
}
|
|
|
|
// This just keeps track of the number of civilians from the previous for loop.
|
|
int n_dwarfs = dwarfs.size();
|
|
|
|
// This will return if there are no civilians. Otherwise could call
|
|
// nonexistent elements of array.
|
|
if (n_dwarfs == 0)
|
|
return CR_OK;
|
|
|
|
// This is a matching of assigned jobs with a dwarf's state
|
|
// xxx but wouldn't it be better if this and "dwarfs" were in the same object?
|
|
std::vector<dwarf_info_t> dwarf_info(n_dwarfs);
|
|
|
|
// Reset the counter for number of dwarves in states to zero
|
|
state_count.clear();
|
|
state_count.resize(NUM_STATE);
|
|
|
|
// Find the activity state for each dwarf
|
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
|
{
|
|
|
|
// Default deny condition of on break for later else-if series
|
|
bool is_on_break = false;
|
|
|
|
// Scan a dwarf's miscellaneous traits for on break or migrant status.
|
|
// If either of these are present, disable hauling because we want them
|
|
// to try to find real jobs first
|
|
for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++)
|
|
{
|
|
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
|
|
is_on_break = true;
|
|
}
|
|
|
|
// I don't think you can set the labors for babies and children, but let's
|
|
// ignore them anyway
|
|
if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]))
|
|
{
|
|
dwarf_info[dwarf].state = CHILD;
|
|
}
|
|
// Don't give hauling jobs to dwarves on break or migrants
|
|
else if (is_on_break)
|
|
{
|
|
dwarf_info[dwarf].state = OTHER;
|
|
}
|
|
// Don't give hauling jobs to the military either
|
|
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
|
|
dwarf_info[dwarf].state = MILITARY;
|
|
// Dwarf is unemployed with null job
|
|
else if (dwarfs[dwarf]->job.current_job == NULL)
|
|
{
|
|
// xxx Figure out what specific_refs is
|
|
//if (dwarfs[dwarf]->specific_refs.size() > 0)
|
|
// dwarf_info[dwarf].state = OTHER;
|
|
// If no job is found then they are officially idle and open for hauling
|
|
//else
|
|
dwarf_info[dwarf].state = IDLE;
|
|
}
|
|
// If it gets to this point the dwarf is employed
|
|
else
|
|
{
|
|
int job = dwarfs[dwarf]->job.current_job->job_type;
|
|
if (job >= 0 && job < ARRAY_COUNT(dwarf_states))
|
|
dwarf_info[dwarf].state = dwarf_states[job];
|
|
else
|
|
{
|
|
// Warn the console that the dwarf has an unregistered labor, default to OTHER
|
|
out.print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
|
|
dwarf_info[dwarf].state = OTHER;
|
|
}
|
|
}
|
|
|
|
// Increment corresponding labor in default_labor_infos struct
|
|
state_count[dwarf_info[dwarf].state]++;
|
|
|
|
}
|
|
|
|
// This is a vector of all the labors
|
|
std::vector<df::unit_labor> labors;
|
|
|
|
// For every labor...
|
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
|
{
|
|
// Ignore all nonexistent labors
|
|
if (labor == unit_labor::NONE)
|
|
continue;
|
|
|
|
// Set number of active dwarves for this job to zero
|
|
labor_infos[labor].active_dwarfs = 0;
|
|
|
|
// And add the labor to the aforementioned vector of labors
|
|
labors.push_back(labor);
|
|
}
|
|
|
|
// This is a different algorithm than Autolabor. Instead, the intent is to
|
|
// have "real" jobs filled first, then if nothing is available the dwarf
|
|
// instead resorts to hauling.
|
|
|
|
// IDLE - Enable hauling
|
|
// BUSY - Disable hauling
|
|
// OTHER - Disable hauling
|
|
|
|
// This is a vector of potential hauler IDs
|
|
std::vector<int> hauler_ids;
|
|
|
|
// Pretty much we are only considering non-military, non-child dwarves
|
|
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
|
|
{
|
|
if (dwarf_info[dwarf].state == IDLE ||
|
|
dwarf_info[dwarf].state == BUSY ||
|
|
dwarf_info[dwarf].state == OTHER) hauler_ids.push_back(dwarf);
|
|
}
|
|
|
|
// Equivalent of Java for(unit_labor : labor)
|
|
// For every labor...
|
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
|
{
|
|
// If this is a non-labor skip this for loop
|
|
if (labor == unit_labor::NONE)
|
|
continue;
|
|
|
|
// If this is not a hauling labor then skip this for loop
|
|
if (labor_infos[labor].mode() != HAULERS)
|
|
continue;
|
|
|
|
// For every dwarf...
|
|
for(int dwarf = 0; dwarf < dwarfs.size(); dwarf++)
|
|
{
|
|
// xxx I don't think this was necessary?
|
|
// int dwarf = dwarfs[i];
|
|
|
|
// If the dwarf is idle, enable the hauling labor
|
|
if(dwarf_info[dwarf].state == IDLE)
|
|
{
|
|
// Only increment assignment counter if job wasn't present before
|
|
if(!dwarfs[dwarf]->status.labors[labor])
|
|
{
|
|
dwarf_info[dwarf].assigned_jobs++;
|
|
}
|
|
labor_infos[labor].active_dwarfs++;
|
|
dwarfs[dwarf]->status.labors[labor] = true;
|
|
}
|
|
// If the dwarf is busy, disable the hauling labor
|
|
if(dwarf_info[dwarf].state == BUSY || dwarf_info[dwarf].state == OTHER)
|
|
{
|
|
dwarfs[dwarf]->status.labors[labor] = false;
|
|
}
|
|
|
|
}
|
|
|
|
// Let's play a game of "find the missing bracket!" I hope this is correct.
|
|
}
|
|
|
|
// This would be the last statement of the method
|
|
return CR_OK;
|
|
}
|
|
|
|
/**
|
|
* xxx Isn't this a repeat of enable_plugin? If it is separately called, then
|
|
* passing a constructor should suffice.
|
|
*/
|
|
DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
|
|
{
|
|
if (!Core::getInstance().isWorldLoaded()) {
|
|
out.printerr("World is not loaded: please load a game first.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
if (enable && !enable_autohauler)
|
|
{
|
|
enable_plugin(out);
|
|
}
|
|
else if(!enable && enable_autohauler)
|
|
{
|
|
enable_autohauler = false;
|
|
setOptionEnabled(CF_ENABLED, false);
|
|
|
|
out << "Autohauler is disabled." << endl;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
/**
|
|
* Print the aggregate labor status to the console.
|
|
*/
|
|
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 << ' ';
|
|
if (labor_infos[labor].mode() == DISABLE)
|
|
out << "disabled" << endl;
|
|
else
|
|
{
|
|
if (labor_infos[labor].mode() == HAULERS)
|
|
out << "haulers, currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This appears to be miscellaneous bookkeping stuff, if I am lucky I will not
|
|
* have to edit it.
|
|
*/
|
|
command_result autohauler (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] == "0" || parameters[0] == "enable" ||
|
|
parameters[0] == "1" || parameters[0] == "disable"))
|
|
{
|
|
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
|
|
|
|
return plugin_enable(out, enable);
|
|
}
|
|
else if (parameters.size() >= 2 && parameters.size() <= 4)
|
|
{
|
|
if (!enable_autohauler)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
df::unit_labor labor = unit_labor::NONE;
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, test_labor)
|
|
{
|
|
if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor))
|
|
labor = test_labor;
|
|
}
|
|
|
|
if (labor == unit_labor::NONE)
|
|
{
|
|
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
|
|
if (parameters[1] == "haulers")
|
|
{
|
|
labor_infos[labor].set_mode(HAULERS);
|
|
print_labor(labor, out);
|
|
return CR_OK;
|
|
}
|
|
if (parameters[1] == "disable")
|
|
{
|
|
labor_infos[labor].set_mode(DISABLE);
|
|
print_labor(labor, out);
|
|
return CR_OK;
|
|
}
|
|
if (parameters[1] == "reset")
|
|
{
|
|
reset_labor(labor);
|
|
print_labor(labor, out);
|
|
return CR_OK;
|
|
}
|
|
|
|
print_labor(labor, out);
|
|
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 1 && parameters[0] == "reset-all")
|
|
{
|
|
if (!enable_autohauler)
|
|
{
|
|
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_autohauler)
|
|
{
|
|
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() == 1 && parameters[0] == "debug")
|
|
{
|
|
if (!enable_autohauler)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
print_debug = 1;
|
|
|
|
return CR_OK;
|
|
}
|
|
else
|
|
{
|
|
out.print("Automatically assigns hauling labors to dwarves.\n"
|
|
"Activate with 'enable autohauler', deactivate with 'disable autohauler'.\n"
|
|
"Current state: %d.\n", enable_autohauler);
|
|
|
|
return CR_OK;
|
|
}
|
|
}
|