2511 lines
95 KiB
C++
2511 lines
95 KiB
C++
/*
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* Autolabor 2.0 module for dfhack
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*
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* */
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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#include <vector>
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#include <algorithm>
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#include <queue>
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#include <map>
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#include <iterator>
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#include "modules/Units.h"
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#include "modules/World.h"
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#include "modules/Maps.h"
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#include "modules/MapCache.h"
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#include "modules/Items.h"
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// DF data structure definition headers
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#include "DataDefs.h"
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#include <MiscUtils.h>
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#include <df/ui.h>
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#include <df/world.h>
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#include <df/unit.h>
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#include <df/unit_soul.h>
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#include <df/unit_labor.h>
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#include <df/unit_skill.h>
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#include <df/job.h>
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#include <df/building.h>
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#include <df/workshop_type.h>
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#include <df/unit_misc_trait.h>
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#include <df/entity_position_responsibility.h>
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#include <df/historical_figure.h>
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#include <df/historical_entity.h>
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#include <df/histfig_entity_link.h>
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#include <df/histfig_entity_link_positionst.h>
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#include <df/entity_position_assignment.h>
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#include <df/entity_position.h>
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#include <df/building_tradedepotst.h>
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#include <df/building_stockpilest.h>
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#include <df/items_other_id.h>
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#include <df/ui.h>
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#include <df/activity_info.h>
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#include <df/tile_dig_designation.h>
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#include <df/item_weaponst.h>
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#include <df/itemdef_weaponst.h>
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#include <df/general_ref_unit_workerst.h>
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#include <df/general_ref_building_holderst.h>
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#include <df/building_workshopst.h>
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#include <df/building_furnacest.h>
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#include <df/building_def.h>
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#include <df/reaction.h>
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#include <df/job_item.h>
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#include <df/job_item_ref.h>
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#include <df/unit_health_info.h>
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#include <df/unit_health_flags.h>
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#include <df/building_design.h>
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#include <df/vehicle.h>
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#include <df/units_other_id.h>
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#include <df/ui.h>
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#include <df/training_assignment.h>
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#include <df/general_ref_contains_itemst.h>
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using std::string;
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using std::endl;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
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static int enable_autolabor = 0;
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static bool print_debug = 0;
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static std::vector<int> state_count(5);
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static PersistentDataItem config;
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enum ConfigFlags {
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CF_ENABLED = 1,
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CF_ALLOW_FISHING = 2,
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CF_ALLOW_HUNTING = 4,
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};
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result autolabor (color_ostream &out, std::vector <std::string> & parameters);
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename - autolabor.plug.so or autolabor.plug.dll in this case
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DFHACK_PLUGIN("autolabor");
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static void generate_labor_to_skill_map();
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enum dwarf_state {
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// Ready for a new task
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IDLE,
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// Busy with a useful task
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BUSY,
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// In the military, can't work
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MILITARY,
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// Child or noble, can't work
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CHILD,
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// Doing something that precludes working, may be busy for a while
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OTHER
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};
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const int NUM_STATE = 5;
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static const char *state_names[] = {
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"IDLE",
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"BUSY",
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"MILITARY",
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"CHILD",
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"OTHER",
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};
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static const dwarf_state dwarf_states[] = {
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BUSY /* CarveFortification */,
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BUSY /* DetailWall */,
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BUSY /* DetailFloor */,
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BUSY /* Dig */,
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BUSY /* CarveUpwardStaircase */,
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BUSY /* CarveDownwardStaircase */,
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BUSY /* CarveUpDownStaircase */,
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BUSY /* CarveRamp */,
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BUSY /* DigChannel */,
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BUSY /* FellTree */,
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BUSY /* GatherPlants */,
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BUSY /* RemoveConstruction */,
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BUSY /* CollectWebs */,
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BUSY /* BringItemToDepot */,
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BUSY /* BringItemToShop */,
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OTHER /* Eat */,
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OTHER /* GetProvisions */,
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OTHER /* Drink */,
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OTHER /* Drink2 */,
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OTHER /* FillWaterskin */,
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OTHER /* FillWaterskin2 */,
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OTHER /* Sleep */,
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BUSY /* CollectSand */,
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BUSY /* Fish */,
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BUSY /* Hunt */,
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OTHER /* HuntVermin */,
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BUSY /* Kidnap */,
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BUSY /* BeatCriminal */,
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BUSY /* StartingFistFight */,
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BUSY /* CollectTaxes */,
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BUSY /* GuardTaxCollector */,
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BUSY /* CatchLiveLandAnimal */,
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BUSY /* CatchLiveFish */,
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BUSY /* ReturnKill */,
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BUSY /* CheckChest */,
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BUSY /* StoreOwnedItem */,
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BUSY /* PlaceItemInTomb */,
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BUSY /* StoreItemInStockpile */,
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BUSY /* StoreItemInBag */,
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BUSY /* StoreItemInHospital */,
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BUSY /* StoreItemInChest */,
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BUSY /* StoreItemInCabinet */,
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BUSY /* StoreWeapon */,
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BUSY /* StoreArmor */,
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BUSY /* StoreItemInBarrel */,
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BUSY /* StoreItemInBin */,
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BUSY /* SeekArtifact */,
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BUSY /* SeekInfant */,
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OTHER /* AttendParty */,
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OTHER /* GoShopping */,
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OTHER /* GoShopping2 */,
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BUSY /* Clean */,
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OTHER /* Rest */,
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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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};
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struct labor_info
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{
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PersistentDataItem config;
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int active_dwarfs;
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int idle_dwarfs;
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int busy_dwarfs;
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int priority() { return config.ival(1); }
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void set_priority(int priority) { config.ival(1) = priority; }
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int maximum_dwarfs() { return config.ival(2); }
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void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; }
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int time_since_last_assigned()
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{
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return (*df::global::cur_year - config.ival(3)) * 403200 + *df::global::cur_year_tick - config.ival(4);
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}
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void mark_assigned() {
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config.ival(3) = (* df::global::cur_year);
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config.ival(4) = (* df::global::cur_year_tick);
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}
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};
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enum tools_enum {
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TOOL_NONE, TOOL_PICK, TOOL_AXE, TOOL_CROSSBOW,
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TOOLS_MAX
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};
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struct labor_default
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{
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int priority;
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int maximum_dwarfs;
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tools_enum tool;
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};
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static std::vector<struct labor_info> labor_infos;
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static const struct labor_default default_labor_infos[] = {
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/* MINE */ {200, 0, TOOL_PICK},
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/* HAUL_STONE */ {100, 0, TOOL_NONE},
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/* HAUL_WOOD */ {100, 0, TOOL_NONE},
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/* HAUL_BODY */ {200, 0, TOOL_NONE},
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/* HAUL_FOOD */ {300, 0, TOOL_NONE},
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/* HAUL_REFUSE */ {100, 0, TOOL_NONE},
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/* HAUL_ITEM */ {100, 0, TOOL_NONE},
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/* HAUL_FURNITURE */ {100, 0, TOOL_NONE},
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/* HAUL_ANIMAL */ {100, 0, TOOL_NONE},
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/* CLEAN */ {200, 0, TOOL_NONE},
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/* CUTWOOD */ {200, 0, TOOL_AXE},
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/* CARPENTER */ {200, 0, TOOL_NONE},
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/* DETAIL */ {200, 0, TOOL_NONE},
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/* MASON */ {200, 0, TOOL_NONE},
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/* ARCHITECT */ {400, 0, TOOL_NONE},
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/* ANIMALTRAIN */ {200, 0, TOOL_NONE},
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/* ANIMALCARE */ {200, 0, TOOL_NONE},
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/* DIAGNOSE */ {1000, 0, TOOL_NONE},
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/* SURGERY */ {1000, 0, TOOL_NONE},
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/* BONE_SETTING */ {1000, 0, TOOL_NONE},
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/* SUTURING */ {1000, 0, TOOL_NONE},
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/* DRESSING_WOUNDS */ {1000, 0, TOOL_NONE},
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/* FEED_WATER_CIVILIANS */ {1000, 0, TOOL_NONE},
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/* RECOVER_WOUNDED */ {200, 0, TOOL_NONE},
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/* BUTCHER */ {200, 0, TOOL_NONE},
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/* TRAPPER */ {200, 0, TOOL_NONE},
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/* DISSECT_VERMIN */ {200, 0, TOOL_NONE},
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/* LEATHER */ {200, 0, TOOL_NONE},
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/* TANNER */ {200, 0, TOOL_NONE},
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/* BREWER */ {200, 0, TOOL_NONE},
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/* ALCHEMIST */ {200, 0, TOOL_NONE},
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/* SOAP_MAKER */ {200, 0, TOOL_NONE},
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/* WEAVER */ {200, 0, TOOL_NONE},
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/* CLOTHESMAKER */ {200, 0, TOOL_NONE},
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/* MILLER */ {200, 0, TOOL_NONE},
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/* PROCESS_PLANT */ {200, 0, TOOL_NONE},
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/* MAKE_CHEESE */ {200, 0, TOOL_NONE},
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/* MILK */ {200, 0, TOOL_NONE},
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/* COOK */ {200, 0, TOOL_NONE},
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/* PLANT */ {200, 0, TOOL_NONE},
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/* HERBALIST */ {200, 0, TOOL_NONE},
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/* FISH */ {100, 0, TOOL_NONE},
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/* CLEAN_FISH */ {200, 0, TOOL_NONE},
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/* DISSECT_FISH */ {200, 0, TOOL_NONE},
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/* HUNT */ {100, 0, TOOL_CROSSBOW},
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/* SMELT */ {200, 0, TOOL_NONE},
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/* FORGE_WEAPON */ {200, 0, TOOL_NONE},
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/* FORGE_ARMOR */ {200, 0, TOOL_NONE},
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/* FORGE_FURNITURE */ {200, 0, TOOL_NONE},
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/* METAL_CRAFT */ {200, 0, TOOL_NONE},
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/* CUT_GEM */ {200, 0, TOOL_NONE},
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/* ENCRUST_GEM */ {200, 0, TOOL_NONE},
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/* WOOD_CRAFT */ {200, 0, TOOL_NONE},
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/* STONE_CRAFT */ {200, 0, TOOL_NONE},
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/* BONE_CARVE */ {200, 0, TOOL_NONE},
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/* GLASSMAKER */ {200, 0, TOOL_NONE},
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/* EXTRACT_STRAND */ {200, 0, TOOL_NONE},
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/* SIEGECRAFT */ {200, 0, TOOL_NONE},
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/* SIEGEOPERATE */ {200, 0, TOOL_NONE},
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/* BOWYER */ {200, 0, TOOL_NONE},
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/* MECHANIC */ {200, 0, TOOL_NONE},
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/* POTASH_MAKING */ {200, 0, TOOL_NONE},
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/* LYE_MAKING */ {200, 0, TOOL_NONE},
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/* DYER */ {200, 0, TOOL_NONE},
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/* BURN_WOOD */ {200, 0, TOOL_NONE},
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/* OPERATE_PUMP */ {200, 0, TOOL_NONE},
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/* SHEARER */ {200, 0, TOOL_NONE},
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/* SPINNER */ {200, 0, TOOL_NONE},
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/* POTTERY */ {200, 0, TOOL_NONE},
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/* GLAZING */ {200, 0, TOOL_NONE},
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/* PRESSING */ {200, 0, TOOL_NONE},
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/* BEEKEEPING */ {200, 0, TOOL_NONE},
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/* WAX_WORKING */ {200, 0, TOOL_NONE},
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/* PUSH_HAUL_VEHICLES */ {200, 0, TOOL_NONE}
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};
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struct dwarf_info_t
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{
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df::unit* dwarf;
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dwarf_state state;
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bool clear_all;
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bool has_tool[TOOLS_MAX];
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int high_skill;
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bool has_children;
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bool armed;
|
|
|
|
df::unit_labor using_labor;
|
|
|
|
dwarf_info_t(df::unit* dw) : dwarf(dw), clear_all(false),
|
|
state(OTHER), high_skill(0), has_children(false), armed(false)
|
|
{
|
|
for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
|
|
has_tool[e] = false;
|
|
}
|
|
|
|
void set_labor(df::unit_labor labor)
|
|
{
|
|
if (labor >= 0 && labor <= ENUM_LAST_ITEM(unit_labor))
|
|
{
|
|
dwarf->status.labors[labor] = true;
|
|
}
|
|
}
|
|
|
|
void clear_labor(df::unit_labor labor)
|
|
{
|
|
if (labor >= 0 && labor <= ENUM_LAST_ITEM(unit_labor))
|
|
{
|
|
dwarf->status.labors[labor] = false;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Here starts all the complicated stuff to try to deduce labors from jobs.
|
|
* This is all way more complicated than it really ought to be, but I have
|
|
* not found a way to make it simpler.
|
|
*/
|
|
|
|
static df::unit_labor hauling_labor_map[] =
|
|
{
|
|
df::unit_labor::HAUL_ITEM, /* BAR */
|
|
df::unit_labor::HAUL_STONE, /* SMALLGEM */
|
|
df::unit_labor::HAUL_ITEM, /* BLOCKS */
|
|
df::unit_labor::HAUL_STONE, /* ROUGH */
|
|
df::unit_labor::HAUL_STONE, /* BOULDER */
|
|
df::unit_labor::HAUL_WOOD, /* WOOD */
|
|
df::unit_labor::HAUL_FURNITURE, /* DOOR */
|
|
df::unit_labor::HAUL_FURNITURE, /* FLOODGATE */
|
|
df::unit_labor::HAUL_FURNITURE, /* BED */
|
|
df::unit_labor::HAUL_FURNITURE, /* CHAIR */
|
|
df::unit_labor::HAUL_ITEM, /* CHAIN */
|
|
df::unit_labor::HAUL_ITEM, /* FLASK */
|
|
df::unit_labor::HAUL_ITEM, /* GOBLET */
|
|
df::unit_labor::HAUL_ITEM, /* INSTRUMENT */
|
|
df::unit_labor::HAUL_ITEM, /* TOY */
|
|
df::unit_labor::HAUL_FURNITURE, /* WINDOW */
|
|
df::unit_labor::HAUL_ANIMAL, /* CAGE */
|
|
df::unit_labor::HAUL_ITEM, /* BARREL */
|
|
df::unit_labor::HAUL_ITEM, /* BUCKET */
|
|
df::unit_labor::HAUL_ANIMAL, /* 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_FOOD, /* 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::item* i)
|
|
{
|
|
MaterialInfo matinfo;
|
|
if (i && matinfo.decode(i))
|
|
{
|
|
if (matinfo.material->flags.is_set(df::material_flags::IS_METAL))
|
|
return df::unit_labor::METAL_CRAFT;
|
|
if (matinfo.material->flags.is_set(df::material_flags::WOOD))
|
|
return df::unit_labor::CARPENTER;
|
|
}
|
|
return df::unit_labor::MASON;
|
|
}
|
|
|
|
color_ostream* debug_stream;
|
|
|
|
void debug (char* fmt, ...)
|
|
{
|
|
if (debug_stream)
|
|
{
|
|
va_list args;
|
|
va_start(args,fmt);
|
|
debug_stream->vprint(fmt, args);
|
|
va_end(args);
|
|
}
|
|
}
|
|
|
|
|
|
class JobLaborMapper {
|
|
|
|
private:
|
|
class jlfunc
|
|
{
|
|
public:
|
|
virtual df::unit_labor get_labor(df::job* j) = 0;
|
|
};
|
|
|
|
class jlfunc_const : public jlfunc
|
|
{
|
|
private:
|
|
df::unit_labor labor;
|
|
public:
|
|
df::unit_labor get_labor(df::job* j)
|
|
{
|
|
return labor;
|
|
}
|
|
jlfunc_const(df::unit_labor l) : labor(l) {};
|
|
};
|
|
|
|
class jlfunc_hauling : public jlfunc
|
|
{
|
|
public:
|
|
df::unit_labor get_labor(df::job* j)
|
|
{
|
|
df::item* item = 0;
|
|
if (j->job_type == df::job_type::StoreItemInStockpile && j->item_subtype != -1)
|
|
return (df::unit_labor) j->item_subtype;
|
|
|
|
for (auto i = j->items.begin(); i != j->items.end(); i++)
|
|
{
|
|
if ((*i)->role == 7)
|
|
{
|
|
item = (*i)->item;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (item && item->flags.bits.container)
|
|
{
|
|
for (auto a = item->general_refs.begin(); a != item->general_refs.end(); a++)
|
|
{
|
|
if ((*a)->getType() == df::general_ref_type::CONTAINS_ITEM)
|
|
{
|
|
int item_id = ((df::general_ref_contains_itemst *) (*a))->item_id;
|
|
item = binsearch_in_vector(world->items.all, item_id);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
df::unit_labor l = item ? hauling_labor_map[item->getType()] : df::unit_labor::HAUL_ITEM;
|
|
if (item && l == df::unit_labor::HAUL_REFUSE && item->flags.bits.dead_dwarf)
|
|
l = df::unit_labor::HAUL_BODY;
|
|
return l;
|
|
}
|
|
jlfunc_hauling() {};
|
|
};
|
|
|
|
class jlfunc_construct_bld : public jlfunc
|
|
{
|
|
public:
|
|
df::unit_labor get_labor(df::job* j)
|
|
{
|
|
if (j->flags.bits.item_lost)
|
|
return df::unit_labor::NONE;
|
|
|
|
df::building* bld = get_building_from_job (j);
|
|
switch (bld->getType())
|
|
{
|
|
case df::building_type::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::Furnace:
|
|
case df::building_type::TradeDepot:
|
|
case df::building_type::Construction:
|
|
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:
|
|
{
|
|
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(j->items[0]->item);
|
|
}
|
|
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:
|
|
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:
|
|
return df::unit_labor::MECHANIC;
|
|
}
|
|
|
|
debug ("AUTOLABOR: Cannot deduce labor for construct building job of type %s\n",
|
|
ENUM_KEY_STR(building_type, bld->getType()).c_str());
|
|
|
|
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::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::Furnace:
|
|
case df::building_type::TradeDepot:
|
|
case df::building_type::Construction:
|
|
case df::building_type::Wagon:
|
|
case df::building_type::Bridge:
|
|
{
|
|
df::building_actual* b = (df::building_actual*) bld;
|
|
return construction_build_labor(b->contained_items[0]->item);
|
|
}
|
|
break;
|
|
case df::building_type::FarmPlot:
|
|
return df::unit_labor::PLANT;
|
|
case df::building_type::Trap:
|
|
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:
|
|
return df::unit_labor::HAUL_FURNITURE;
|
|
}
|
|
|
|
debug ("AUTOLABOR: Cannot deduce labor for destroy building job of type %s\n",
|
|
ENUM_KEY_STR(building_type, bld->getType()).c_str());
|
|
|
|
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)
|
|
return df::unit_labor::BONE_CARVE;
|
|
else
|
|
{
|
|
debug ("AUTOLABOR: Cannot deduce labor for make crafts job (not bone)\n");
|
|
return df::unit_labor::NONE;
|
|
}
|
|
default:
|
|
debug ("AUTOLABOR: Cannot deduce labor for make crafts job, item type %s\n",
|
|
ENUM_KEY_STR(item_type, jobitem).c_str());
|
|
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::MagmaForge:
|
|
case df::workshop_type::MetalsmithsForge:
|
|
return metaltype;
|
|
default:
|
|
debug ("AUTOLABOR: Cannot deduce labor for make job, workshop type %s\n",
|
|
ENUM_KEY_STR(workshop_type, type).c_str());
|
|
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 ("AUTOLABOR: Cannot deduce labor for make job, furnace type %s\n",
|
|
ENUM_KEY_STR(furnace_type, type).c_str());
|
|
return df::unit_labor::NONE;
|
|
}
|
|
}
|
|
|
|
debug ("AUTOLABOR: Cannot deduce labor for make job, building type %s\n",
|
|
ENUM_KEY_STR(building_type, bld->getType()).c_str());
|
|
|
|
return df::unit_labor::NONE;
|
|
}
|
|
|
|
jlfunc_make (df::unit_labor mt) : metaltype(mt) {}
|
|
};
|
|
|
|
class jlfunc_custom : public jlfunc
|
|
{
|
|
public:
|
|
df::unit_labor get_labor(df::job* j)
|
|
{
|
|
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
|
|
{
|
|
if ((*r)->code == j->reaction_name)
|
|
{
|
|
df::job_skill skill = (*r)->skill;
|
|
df::unit_labor labor = ENUM_ATTR(job_skill, labor, skill);
|
|
return labor;
|
|
}
|
|
}
|
|
return df::unit_labor::NONE;
|
|
}
|
|
jlfunc_custom() {}
|
|
};
|
|
|
|
map<df::unit_labor, jlfunc*> jlf_cache;
|
|
|
|
jlfunc* jlf_const(df::unit_labor l) {
|
|
jlfunc* jlf;
|
|
if (jlf_cache.count(l) == 0)
|
|
{
|
|
jlf = new jlfunc_const(l);
|
|
jlf_cache[l] = jlf;
|
|
}
|
|
else
|
|
jlf = jlf_cache[l];
|
|
|
|
return jlf;
|
|
}
|
|
private:
|
|
std::map<df::job_type,jlfunc*> job_to_labor_table;
|
|
|
|
public:
|
|
~JobLaborMapper()
|
|
{
|
|
std::set<jlfunc*> log;
|
|
|
|
for (auto i = jlf_cache.begin(); i != jlf_cache.end(); i++)
|
|
{
|
|
if (!log.count(i->second))
|
|
{
|
|
log.insert(i->second);
|
|
delete i->second;
|
|
}
|
|
i->second = 0;
|
|
}
|
|
|
|
FOR_ENUM_ITEMS (job_type, j)
|
|
{
|
|
if (j < 0)
|
|
continue;
|
|
|
|
jlfunc* p = job_to_labor_table[j];
|
|
if (!log.count(p))
|
|
{
|
|
log.insert(p);
|
|
delete p;
|
|
}
|
|
job_to_labor_table[j] = 0;
|
|
}
|
|
}
|
|
|
|
JobLaborMapper()
|
|
{
|
|
jlfunc* jlf_hauling = new jlfunc_hauling();
|
|
jlfunc* jlf_make_furniture = new jlfunc_make(df::unit_labor::FORGE_FURNITURE);
|
|
jlfunc* jlf_make_object = new jlfunc_make(df::unit_labor::METAL_CRAFT);
|
|
jlfunc* jlf_make_armor = new jlfunc_make(df::unit_labor::FORGE_ARMOR);
|
|
jlfunc* jlf_make_weapon = new jlfunc_make(df::unit_labor::FORGE_WEAPON);
|
|
|
|
jlfunc* jlf_no_labor = jlf_const(df::unit_labor::NONE);
|
|
|
|
job_to_labor_table[df::job_type::CarveFortification] = jlf_const(df::unit_labor::DETAIL);
|
|
job_to_labor_table[df::job_type::DetailWall] = jlf_const(df::unit_labor::DETAIL);
|
|
job_to_labor_table[df::job_type::DetailFloor] = jlf_const(df::unit_labor::DETAIL);
|
|
job_to_labor_table[df::job_type::Dig] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::CarveUpwardStaircase] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::CarveDownwardStaircase] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::CarveUpDownStaircase] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::CarveRamp] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::DigChannel] = jlf_const(df::unit_labor::MINE);
|
|
job_to_labor_table[df::job_type::FellTree] = jlf_const(df::unit_labor::CUTWOOD);
|
|
job_to_labor_table[df::job_type::GatherPlants] = jlf_const(df::unit_labor::HERBALIST);
|
|
job_to_labor_table[df::job_type::RemoveConstruction] = jlf_no_labor;
|
|
job_to_labor_table[df::job_type::CollectWebs] = jlf_const(df::unit_labor::WEAVER);
|
|
job_to_labor_table[df::job_type::BringItemToDepot] = jlf_no_labor;
|
|
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::StoreItemInChest] = jlf_hauling;
|
|
job_to_labor_table[df::job_type::StoreItemInCabinet] = 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_const(df::unit_labor::HAUL_ITEM);
|
|
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::ProcessPlantsBag] = 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::MakeInstrument] = 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_const(df::unit_labor::MECHANIC) ;
|
|
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_no_labor;
|
|
job_to_labor_table[df::job_type::BrewDrink] = jlf_const(df::unit_labor::BREWER) ;
|
|
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_no_labor;
|
|
job_to_labor_table[df::job_type::UnchainAnimal] = jlf_no_labor;
|
|
job_to_labor_table[df::job_type::UnchainPet] = jlf_no_labor;
|
|
job_to_labor_table[df::job_type::ReleaseLargeCreature] = jlf_no_labor;
|
|
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_no_labor;
|
|
job_to_labor_table[df::job_type::CageLargeCreature] = jlf_no_labor;
|
|
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_no_labor;
|
|
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_no_labor;
|
|
job_to_labor_table[df::job_type::PenSmallAnimal] = jlf_no_labor;
|
|
job_to_labor_table[df::job_type::MakeTool] = jlf_make_furniture;
|
|
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::PUSH_HAUL_VEHICLE);
|
|
job_to_labor_table[df::job_type::PlaceTrackVehicle] = jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE);
|
|
job_to_labor_table[df::job_type::StoreItemInVehicle] = jlf_const(df::unit_labor::PUSH_HAUL_VEHICLE);
|
|
};
|
|
|
|
df::unit_labor find_job_labor(df::job* j)
|
|
{
|
|
if (j->job_type == df::job_type::CustomReaction)
|
|
{
|
|
for (auto r = world->raws.reactions.begin(); r != world->raws.reactions.end(); r++)
|
|
{
|
|
if ((*r)->code == j->reaction_name)
|
|
{
|
|
df::job_skill skill = (*r)->skill;
|
|
return ENUM_ATTR(job_skill, labor, skill);
|
|
}
|
|
}
|
|
return df::unit_labor::NONE;
|
|
}
|
|
|
|
|
|
df::unit_labor labor;
|
|
labor = job_to_labor_table[j->job_type]->get_labor(j);
|
|
|
|
return labor;
|
|
}
|
|
};
|
|
|
|
/* End of labor deducer */
|
|
|
|
static JobLaborMapper* labor_mapper = 0;
|
|
|
|
static bool isOptionEnabled(unsigned flag)
|
|
{
|
|
return config.isValid() && (config.ival(0) & flag) != 0;
|
|
}
|
|
|
|
static void setOptionEnabled(ConfigFlags flag, bool on)
|
|
{
|
|
if (!config.isValid())
|
|
return;
|
|
|
|
if (on)
|
|
config.ival(0) |= flag;
|
|
else
|
|
config.ival(0) &= ~flag;
|
|
}
|
|
|
|
static void cleanup_state()
|
|
{
|
|
labor_infos.clear();
|
|
}
|
|
|
|
static void reset_labor(df::unit_labor labor)
|
|
{
|
|
labor_infos[labor].set_priority(default_labor_infos[labor].priority);
|
|
labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs);
|
|
}
|
|
|
|
static void init_state()
|
|
{
|
|
config = World::GetPersistentData("autolabor/2.0/config");
|
|
if (config.isValid() && config.ival(0) == -1)
|
|
config.ival(0) = 0;
|
|
|
|
enable_autolabor = isOptionEnabled(CF_ENABLED);
|
|
|
|
if (!enable_autolabor)
|
|
return;
|
|
|
|
// Load labors from save
|
|
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
|
|
|
|
std::vector<PersistentDataItem> items;
|
|
World::GetPersistentData(&items, "autolabor/2.0/labors/", true);
|
|
|
|
for (auto p = items.begin(); p != items.end(); p++)
|
|
{
|
|
string key = p->key();
|
|
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autolabor/2.0/labors/")).c_str());
|
|
if (labor >= 0 && labor <= labor_infos.size())
|
|
{
|
|
labor_infos[labor].config = *p;
|
|
labor_infos[labor].active_dwarfs = 0;
|
|
}
|
|
}
|
|
|
|
// Add default labors for those not in save
|
|
for (int i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
|
|
if (labor_infos[i].config.isValid())
|
|
continue;
|
|
|
|
std::stringstream name;
|
|
name << "autolabor/2.0/labors/" << i;
|
|
|
|
labor_infos[i].config = World::AddPersistentData(name.str());
|
|
labor_infos[i].mark_assigned();
|
|
labor_infos[i].active_dwarfs = 0;
|
|
reset_labor((df::unit_labor) i);
|
|
}
|
|
|
|
}
|
|
|
|
static df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1];
|
|
|
|
static void generate_labor_to_skill_map()
|
|
{
|
|
// Generate labor -> skill mapping
|
|
|
|
for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++)
|
|
labor_to_skill[i] = job_skill::NONE;
|
|
|
|
FOR_ENUM_ITEMS(job_skill, skill)
|
|
{
|
|
int labor = ENUM_ATTR(job_skill, labor, skill);
|
|
if (labor != unit_labor::NONE)
|
|
{
|
|
/*
|
|
assert(labor >= 0);
|
|
assert(labor < ARRAY_COUNT(labor_to_skill));
|
|
*/
|
|
|
|
labor_to_skill[labor] = skill;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
static void enable_plugin(color_ostream &out)
|
|
{
|
|
if (!config.isValid())
|
|
{
|
|
config = World::AddPersistentData("autolabor/2.0/config");
|
|
config.ival(0) = 0;
|
|
}
|
|
|
|
setOptionEnabled(CF_ENABLED, true);
|
|
enable_autolabor = true;
|
|
out << "Enabling the plugin." << endl;
|
|
|
|
cleanup_state();
|
|
init_state();
|
|
}
|
|
|
|
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
|
|
{
|
|
// initialize labor infos table from default table
|
|
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
|
|
return CR_FAILURE;
|
|
|
|
// Fill the command list with your commands.
|
|
commands.push_back(PluginCommand(
|
|
"autolabor", "Automatically manage dwarf labors.",
|
|
autolabor, 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:
|
|
" autolabor enable\n"
|
|
" autolabor disable\n"
|
|
" Enables or disables the plugin.\n"
|
|
" autolabor max <labor> <maximum>\n"
|
|
" Set max number of dwarves assigned to a labor.\n"
|
|
" autolabor max <labor> none\n"
|
|
" Unrestrict the number of dwarves assigned to a labor.\n"
|
|
" autolabor priority <labor> <priority>\n"
|
|
" Change the assignment priority of a labor (default is 100)\n"
|
|
" autolabor reset <labor>\n"
|
|
" Return a labor to the default handling.\n"
|
|
" autolabor reset-all\n"
|
|
" Return all labors to the default handling.\n"
|
|
" autolabor list\n"
|
|
" List current status of all labors.\n"
|
|
" autolabor status\n"
|
|
" Show basic status information.\n"
|
|
"Function:\n"
|
|
" When enabled, autolabor periodically checks your dwarves and enables or\n"
|
|
" disables labors. Generally, each dwarf will be assigned exactly one labor.\n"
|
|
" Warning: autolabor will override any manual changes you make to labors\n"
|
|
" while it is enabled.\n"
|
|
));
|
|
|
|
generate_labor_to_skill_map();
|
|
|
|
labor_mapper = new JobLaborMapper();
|
|
|
|
init_state();
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
|
|
{
|
|
cleanup_state();
|
|
|
|
delete labor_mapper;
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
class AutoLaborManager {
|
|
color_ostream& out;
|
|
|
|
public:
|
|
AutoLaborManager(color_ostream& o) : out(o)
|
|
{
|
|
dwarf_info.clear();
|
|
}
|
|
|
|
~AutoLaborManager()
|
|
{
|
|
for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
|
|
{
|
|
delete (*d);
|
|
}
|
|
}
|
|
|
|
dwarf_info_t* add_dwarf(df::unit* u)
|
|
{
|
|
dwarf_info_t* dwarf = new dwarf_info_t(u);
|
|
dwarf_info.push_back(dwarf);
|
|
return dwarf;
|
|
}
|
|
|
|
|
|
private:
|
|
bool has_butchers;
|
|
bool has_fishery;
|
|
bool trader_requested;
|
|
|
|
int dig_count;
|
|
int tree_count;
|
|
int plant_count;
|
|
int detail_count;
|
|
|
|
int tool_count[TOOLS_MAX];
|
|
bool reequip_needed[TOOLS_MAX];
|
|
|
|
int cnt_recover_wounded;
|
|
int cnt_diagnosis;
|
|
int cnt_immobilize;
|
|
int cnt_dressing;
|
|
int cnt_cleaning;
|
|
int cnt_surgery;
|
|
int cnt_suture;
|
|
int cnt_setting;
|
|
int cnt_traction;
|
|
int cnt_crutch;
|
|
|
|
int need_food_water;
|
|
|
|
std::map<df::unit_labor, int> labor_needed;
|
|
std::map<df::unit_labor, bool> labor_outside;
|
|
std::vector<dwarf_info_t*> dwarf_info;
|
|
std::list<dwarf_info_t*> available_dwarfs;
|
|
|
|
private:
|
|
void scan_buildings()
|
|
{
|
|
for (auto b = world->buildings.all.begin(); b != world->buildings.all.end(); b++)
|
|
{
|
|
df::building *build = *b;
|
|
auto type = build->getType();
|
|
if (building_type::Workshop == type)
|
|
{
|
|
df::workshop_type subType = (df::workshop_type)build->getSubtype();
|
|
if (workshop_type::Butchers == subType)
|
|
has_butchers = true;
|
|
if (workshop_type::Fishery == subType)
|
|
has_fishery = true;
|
|
}
|
|
else if (building_type::TradeDepot == type)
|
|
{
|
|
df::building_tradedepotst* depot = (df::building_tradedepotst*) build;
|
|
trader_requested = depot->trade_flags.bits.trader_requested;
|
|
if (print_debug)
|
|
{
|
|
if (trader_requested)
|
|
out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n");
|
|
else
|
|
out.print("Trade depot found but trader is not requested.\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void count_map_designations()
|
|
{
|
|
dig_count = 0;
|
|
tree_count = 0;
|
|
plant_count = 0;
|
|
detail_count = 0;
|
|
|
|
for (int i = 0; i < world->map.map_blocks.size(); ++i)
|
|
{
|
|
df::map_block* bl = world->map.map_blocks[i];
|
|
|
|
if (!bl->flags.bits.designated)
|
|
continue;
|
|
|
|
for (int x = 0; x < 16; x++)
|
|
for (int y = 0; y < 16; y++)
|
|
{
|
|
if (bl->designation[x][y].bits.hidden)
|
|
{
|
|
df::coord p = bl->map_pos;
|
|
df::coord c(p.x, p.y, p.z-1);
|
|
if (Maps::getTileDesignation(c)->bits.hidden)
|
|
continue;
|
|
}
|
|
|
|
df::tile_dig_designation dig = bl->designation[x][y].bits.dig;
|
|
if (dig != df::enums::tile_dig_designation::No)
|
|
{
|
|
df::tiletype tt = bl->tiletype[x][y];
|
|
df::tiletype_shape tts = ENUM_ATTR(tiletype, shape, tt);
|
|
switch (tts)
|
|
{
|
|
case df::enums::tiletype_shape::TREE:
|
|
tree_count++; break;
|
|
case df::enums::tiletype_shape::SHRUB:
|
|
plant_count++; break;
|
|
default:
|
|
dig_count++; break;
|
|
}
|
|
}
|
|
if (bl->designation[x][y].bits.smooth != 0)
|
|
detail_count++;
|
|
}
|
|
}
|
|
|
|
if (print_debug)
|
|
out.print("Dig count = %d, Cut tree count = %d, gather plant count = %d, detail count = %d\n", dig_count, tree_count, plant_count, detail_count);
|
|
|
|
}
|
|
|
|
void count_tools()
|
|
{
|
|
for (int e = TOOL_NONE; e < TOOLS_MAX; e++)
|
|
tool_count[e] = 0;
|
|
|
|
df::item_flags bad_flags;
|
|
bad_flags.whole = 0;
|
|
|
|
#define F(x) bad_flags.bits.x = true;
|
|
F(dump); F(forbid); F(garbage_collect);
|
|
F(hostile); F(on_fire); F(rotten); F(trader);
|
|
F(in_building); F(construction); F(artifact);
|
|
#undef F
|
|
|
|
auto& v = world->items.all;
|
|
for (auto i = v.begin(); i != v.end(); i++)
|
|
{
|
|
df::item* item = *i;
|
|
|
|
if (item->flags.bits.dump)
|
|
labor_needed[df::unit_labor::HAUL_REFUSE]++;
|
|
|
|
if (item->flags.whole & bad_flags.whole)
|
|
continue;
|
|
|
|
if (!item->isWeapon())
|
|
continue;
|
|
|
|
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)item)->subtype;
|
|
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
|
|
df::job_skill weaponsk2 = (df::job_skill) weapondef->skill_ranged;
|
|
if (weaponsk == df::job_skill::AXE)
|
|
tool_count[TOOL_AXE]++;
|
|
else if (weaponsk == df::job_skill::MINING)
|
|
tool_count[TOOL_PICK]++;
|
|
else if (weaponsk2 = df::job_skill::CROSSBOW)
|
|
tool_count[TOOL_CROSSBOW]++;
|
|
}
|
|
|
|
}
|
|
|
|
void collect_job_list()
|
|
{
|
|
labor_needed.clear();
|
|
|
|
for (df::job_list_link* jll = world->job_list.next; jll; jll = jll->next)
|
|
{
|
|
df::job* j = jll->item;
|
|
if (!j)
|
|
continue;
|
|
|
|
if (j->flags.bits.suspend || j->flags.bits.item_lost)
|
|
continue;
|
|
|
|
int worker = -1;
|
|
int bld = -1;
|
|
|
|
for (int r = 0; r < j->general_refs.size(); ++r)
|
|
{
|
|
if (j->general_refs[r]->getType() == df::general_ref_type::UNIT_WORKER)
|
|
worker = ((df::general_ref_unit_workerst *)(j->general_refs[r]))->unit_id;
|
|
if (j->general_refs[r]->getType() == df::general_ref_type::BUILDING_HOLDER)
|
|
bld = ((df::general_ref_building_holderst *)(j->general_refs[r]))->building_id;
|
|
}
|
|
|
|
if (bld != -1)
|
|
{
|
|
df::building* b = binsearch_in_vector(world->buildings.all, bld);
|
|
int fjid = -1;
|
|
for (int jn = 0; jn < b->jobs.size(); jn++)
|
|
{
|
|
if (b->jobs[jn]->flags.bits.suspend)
|
|
continue;
|
|
fjid = b->jobs[jn]->id;
|
|
break;
|
|
}
|
|
// check if this job is the first nonsuspended job on this building; if not, ignore it
|
|
// (except for farms)
|
|
if (fjid != j->id && b->getType() != df::building_type::FarmPlot) {
|
|
continue;
|
|
}
|
|
|
|
}
|
|
|
|
df::unit_labor labor = labor_mapper->find_job_labor (j);
|
|
|
|
if (labor != df::unit_labor::NONE)
|
|
{
|
|
labor_needed[labor]++;
|
|
|
|
if (worker != -1)
|
|
labor_infos[labor].mark_assigned();
|
|
|
|
if (j->pos.isValid())
|
|
{
|
|
df::tile_designation* d = Maps::getTileDesignation(j->pos);
|
|
if (d->bits.outside)
|
|
labor_outside[labor] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void collect_dwarf_list()
|
|
{
|
|
|
|
for (auto u = world->units.active.begin(); u != world->units.active.end(); ++u)
|
|
{
|
|
df::unit* cre = *u;
|
|
|
|
if (Units::isCitizen(cre))
|
|
{
|
|
dwarf_info_t* dwarf = add_dwarf(cre);
|
|
|
|
df::historical_figure* hf = df::historical_figure::find(dwarf->dwarf->hist_figure_id);
|
|
for (int i = 0; i < hf->entity_links.size(); i++)
|
|
{
|
|
df::histfig_entity_link* hfelink = hf->entity_links.at(i);
|
|
if (hfelink->getType() == df::histfig_entity_link_type::POSITION)
|
|
{
|
|
df::histfig_entity_link_positionst *epos =
|
|
(df::histfig_entity_link_positionst*) hfelink;
|
|
df::historical_entity* entity = df::historical_entity::find(epos->entity_id);
|
|
if (!entity)
|
|
continue;
|
|
df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id);
|
|
if (!assignment)
|
|
continue;
|
|
df::entity_position* position = binsearch_in_vector(entity->positions.own, assignment->position_id);
|
|
if (!position)
|
|
continue;
|
|
|
|
if (position->responsibilities[df::entity_position_responsibility::TRADE])
|
|
if (trader_requested)
|
|
dwarf->clear_all = true;
|
|
}
|
|
|
|
}
|
|
|
|
// identify dwarfs who are needed for meetings and mark them for exclusion
|
|
|
|
for (int i = 0; i < ui->activities.size(); ++i)
|
|
{
|
|
df::activity_info *act = ui->activities[i];
|
|
if (!act) continue;
|
|
bool p1 = act->person1 == dwarf->dwarf;
|
|
bool p2 = act->person2 == dwarf->dwarf;
|
|
|
|
if (p1 || p2)
|
|
{
|
|
dwarf->clear_all = true;
|
|
if (print_debug)
|
|
out.print("Dwarf \"%s\" has a meeting, will be cleared of all labors\n", dwarf->dwarf->name.first_name.c_str());
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check to see if dwarf has minor children
|
|
|
|
for (auto u2 = world->units.active.begin(); u2 != world->units.active.end(); ++u2)
|
|
{
|
|
if ((*u2)->relations.mother_id == dwarf->dwarf->id &&
|
|
!(*u2)->flags1.bits.dead &&
|
|
((*u2)->profession == df::profession::CHILD || (*u2)->profession == df::profession::BABY))
|
|
{
|
|
dwarf->has_children = true;
|
|
if (print_debug)
|
|
out.print("Dwarf %s has minor children\n", dwarf->dwarf->name.first_name.c_str());
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Find the activity state for each dwarf
|
|
|
|
bool is_on_break = false;
|
|
dwarf_state state = OTHER;
|
|
|
|
for (auto p = dwarf->dwarf->status.misc_traits.begin(); p < dwarf->dwarf->status.misc_traits.end(); p++)
|
|
{
|
|
if ((*p)->id == misc_trait_type::Migrant || (*p)->id == misc_trait_type::OnBreak)
|
|
is_on_break = true;
|
|
}
|
|
|
|
if (dwarf->dwarf->profession == profession::BABY ||
|
|
dwarf->dwarf->profession == profession::CHILD ||
|
|
dwarf->dwarf->profession == profession::DRUNK)
|
|
{
|
|
state = CHILD;
|
|
}
|
|
else if (ENUM_ATTR(profession, military, dwarf->dwarf->profession))
|
|
state = MILITARY;
|
|
else if (dwarf->dwarf->job.current_job == NULL)
|
|
{
|
|
if (is_on_break)
|
|
state = OTHER;
|
|
else if (dwarf->dwarf->burrows.size() > 0)
|
|
state = OTHER; // dwarfs assigned to burrows are treated as if permanently busy
|
|
else if (dwarf->dwarf->status2.able_grasp_impair == 0)
|
|
{
|
|
state = OTHER; // dwarfs unable to grasp are incapable of nearly all labors
|
|
dwarf->clear_all = true;
|
|
if (print_debug)
|
|
out.print ("Dwarf %s is disabled, will not be assigned labors\n", dwarf->dwarf->name.first_name.c_str());
|
|
}
|
|
else
|
|
{
|
|
state = IDLE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
df::job_type job = dwarf->dwarf->job.current_job->job_type;
|
|
if (job >= 0 && job < ARRAY_COUNT(dwarf_states))
|
|
state = dwarf_states[job];
|
|
else
|
|
{
|
|
out.print("Dwarf \"%s\" has unknown job %i\n", dwarf->dwarf->name.first_name.c_str(), job);
|
|
state = OTHER;
|
|
}
|
|
if (state == BUSY)
|
|
{
|
|
df::unit_labor labor = labor_mapper->find_job_labor(dwarf->dwarf->job.current_job);
|
|
if (labor != df::unit_labor::NONE)
|
|
{
|
|
dwarf->using_labor = labor;
|
|
|
|
if (!dwarf->dwarf->status.labors[labor] && print_debug)
|
|
{
|
|
out.print("AUTOLABOR: dwarf %s (id %d) is doing job %s(%d) but is not enabled for labor %s(%d).\n",
|
|
dwarf->dwarf->name.first_name.c_str(), dwarf->dwarf->id,
|
|
ENUM_KEY_STR(job_type, job).c_str(), job, ENUM_KEY_STR(unit_labor, labor).c_str(), labor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
dwarf->state = state;
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, l)
|
|
{
|
|
if (l == df::unit_labor::NONE)
|
|
continue;
|
|
if (dwarf->dwarf->status.labors[l])
|
|
if (state == IDLE)
|
|
labor_infos[l].idle_dwarfs++;
|
|
else if (state == BUSY)
|
|
labor_infos[l].busy_dwarfs++;
|
|
}
|
|
|
|
|
|
if (print_debug)
|
|
out.print("Dwarf \"%s\": state %s %d\n", dwarf->dwarf->name.first_name.c_str(), state_names[dwarf->state], dwarf->clear_all);
|
|
|
|
// determine if dwarf has medical needs
|
|
if (dwarf->dwarf->health)
|
|
{
|
|
if (dwarf->dwarf->health->flags.bits.needs_recovery)
|
|
cnt_recover_wounded++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_diagnosis)
|
|
cnt_diagnosis++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_immobilize)
|
|
cnt_immobilize++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_dressing)
|
|
cnt_dressing++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_cleaning)
|
|
cnt_cleaning++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_surgery)
|
|
cnt_surgery++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_suture)
|
|
cnt_suture++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_setting)
|
|
cnt_setting++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_traction)
|
|
cnt_traction++;
|
|
if (dwarf->dwarf->health->flags.bits.rq_crutch)
|
|
cnt_crutch++;
|
|
}
|
|
|
|
if (dwarf->dwarf->counters2.hunger_timer > 60000 || dwarf->dwarf->counters2.thirst_timer > 40000)
|
|
need_food_water++;
|
|
|
|
// find dwarf's highest effective skill
|
|
|
|
int high_skill = 0;
|
|
|
|
FOR_ENUM_ITEMS (unit_labor, labor)
|
|
{
|
|
if (labor == df::unit_labor::NONE)
|
|
continue;
|
|
|
|
df::job_skill skill = labor_to_skill[labor];
|
|
if (skill != df::job_skill::NONE)
|
|
{
|
|
int skill_level = Units::getNominalSkill(dwarf->dwarf, skill, false);
|
|
high_skill = std::max(high_skill, skill_level);
|
|
}
|
|
}
|
|
|
|
dwarf->high_skill = high_skill;
|
|
// check if dwarf has an axe, pick, or crossbow
|
|
|
|
for (int j = 0; j < dwarf->dwarf->inventory.size(); j++)
|
|
{
|
|
df::unit_inventory_item* ui = dwarf->dwarf->inventory[j];
|
|
if (ui->mode == df::unit_inventory_item::Weapon && ui->item->isWeapon())
|
|
{
|
|
dwarf->armed = true;
|
|
df::itemdef_weaponst* weapondef = ((df::item_weaponst*)(ui->item))->subtype;
|
|
df::job_skill weaponsk = (df::job_skill) weapondef->skill_melee;
|
|
df::job_skill rangesk = (df::job_skill) weapondef->skill_ranged;
|
|
if (weaponsk == df::job_skill::AXE)
|
|
{
|
|
dwarf->has_tool[TOOL_AXE] = true;
|
|
if (state != IDLE)
|
|
tool_count[TOOL_AXE]--;
|
|
}
|
|
else if (weaponsk == df::job_skill::MINING)
|
|
{
|
|
dwarf->has_tool[TOOL_PICK] = 1;
|
|
if (state != IDLE)
|
|
tool_count[TOOL_PICK]--;
|
|
}
|
|
else if (rangesk == df::job_skill::CROSSBOW)
|
|
{
|
|
dwarf->has_tool[TOOL_CROSSBOW] = 1;
|
|
if (state != IDLE)
|
|
tool_count[TOOL_CROSSBOW]--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// clear labors of dwarfs with clear_all set
|
|
|
|
if (dwarf->clear_all)
|
|
{
|
|
FOR_ENUM_ITEMS(unit_labor, labor)
|
|
{
|
|
if (labor == unit_labor::NONE)
|
|
continue;
|
|
|
|
dwarf->clear_labor(labor);
|
|
}
|
|
}
|
|
else if (state == IDLE || state == BUSY)
|
|
available_dwarfs.push_back(dwarf);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public:
|
|
void process()
|
|
{
|
|
dwarf_info.clear();
|
|
|
|
dig_count = tree_count = plant_count = detail_count = 0;
|
|
cnt_recover_wounded = cnt_diagnosis = cnt_immobilize = cnt_dressing = cnt_cleaning = cnt_surgery = cnt_suture =
|
|
cnt_setting = cnt_traction = cnt_crutch = 0;
|
|
need_food_water = 0;
|
|
|
|
for (int e = 0; e < TOOLS_MAX; e++)
|
|
tool_count[e] = 0;
|
|
|
|
trader_requested = false;
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, l)
|
|
{
|
|
if (l == df::unit_labor::NONE)
|
|
continue;
|
|
|
|
labor_infos[l].active_dwarfs = labor_infos[l].busy_dwarfs = labor_infos[l].idle_dwarfs = 0;
|
|
}
|
|
|
|
// scan for specific buildings of interest
|
|
|
|
scan_buildings();
|
|
|
|
// count number of squares designated for dig, wood cutting, detailing, and plant harvesting
|
|
|
|
count_map_designations();
|
|
|
|
// collect current job list
|
|
|
|
collect_job_list();
|
|
|
|
// count number of picks and axes available for use
|
|
|
|
count_tools();
|
|
|
|
// collect list of dwarfs
|
|
|
|
collect_dwarf_list();
|
|
|
|
// add job entries for designation-related jobs
|
|
|
|
labor_needed[df::unit_labor::MINE] += std::min(tool_count[TOOL_PICK], dig_count);
|
|
labor_needed[df::unit_labor::CUTWOOD] += std::min(tool_count[TOOL_AXE], tree_count);
|
|
labor_needed[df::unit_labor::DETAIL] += detail_count;
|
|
labor_needed[df::unit_labor::HERBALIST] += plant_count;
|
|
|
|
// add job entries for health care
|
|
|
|
labor_needed[df::unit_labor::RECOVER_WOUNDED] += cnt_recover_wounded;
|
|
labor_needed[df::unit_labor::DIAGNOSE] += cnt_diagnosis;
|
|
labor_needed[df::unit_labor::BONE_SETTING] += cnt_immobilize;
|
|
labor_needed[df::unit_labor::DRESSING_WOUNDS] += cnt_dressing;
|
|
labor_needed[df::unit_labor::DRESSING_WOUNDS] += cnt_cleaning;
|
|
labor_needed[df::unit_labor::SURGERY] += cnt_surgery;
|
|
labor_needed[df::unit_labor::SUTURING] += cnt_suture;
|
|
labor_needed[df::unit_labor::BONE_SETTING] += cnt_setting;
|
|
labor_needed[df::unit_labor::BONE_SETTING] += cnt_traction;
|
|
labor_needed[df::unit_labor::BONE_SETTING] += cnt_crutch;
|
|
|
|
labor_needed[df::unit_labor::FEED_WATER_CIVILIANS] += need_food_water;
|
|
|
|
// add entries for hauling jobs
|
|
|
|
labor_needed[df::unit_labor::HAUL_STONE] += world->stockpile.num_jobs[1];
|
|
labor_needed[df::unit_labor::HAUL_WOOD] += world->stockpile.num_jobs[2];
|
|
labor_needed[df::unit_labor::HAUL_ITEM] += world->stockpile.num_jobs[3];
|
|
labor_needed[df::unit_labor::HAUL_ITEM] += world->stockpile.num_jobs[4];
|
|
labor_needed[df::unit_labor::HAUL_BODY] += world->stockpile.num_jobs[5];
|
|
labor_needed[df::unit_labor::HAUL_FOOD] += world->stockpile.num_jobs[6];
|
|
labor_needed[df::unit_labor::HAUL_REFUSE] += world->stockpile.num_jobs[7];
|
|
labor_needed[df::unit_labor::HAUL_FURNITURE] += world->stockpile.num_jobs[8];
|
|
labor_needed[df::unit_labor::HAUL_ANIMAL] += world->stockpile.num_jobs[9];
|
|
|
|
// add entries for vehicle hauling
|
|
|
|
for (auto v = world->vehicles.all.begin(); v != world->vehicles.all.end(); v++)
|
|
if ((*v)->route_id != -1)
|
|
labor_needed[df::unit_labor::PUSH_HAUL_VEHICLE]++;
|
|
|
|
// add fishing & hunting
|
|
|
|
labor_needed[df::unit_labor::FISH] =
|
|
(isOptionEnabled(CF_ALLOW_FISHING) && has_fishery) ? 1 : 0;
|
|
|
|
labor_needed[df::unit_labor::HUNT] =
|
|
(isOptionEnabled(CF_ALLOW_HUNTING) && has_butchers) ? 1 : 0;
|
|
|
|
/* add animal trainers */
|
|
for (auto a = df::global::ui->equipment.training_assignments.begin();
|
|
a != df::global::ui->equipment.training_assignments.end();
|
|
a++)
|
|
{
|
|
labor_needed[df::unit_labor::ANIMALTRAIN]++;
|
|
// note: this doesn't test to see if the trainer is actually needed, and thus will overallocate trainers. bleah.
|
|
}
|
|
|
|
/* adjust for over/under */
|
|
FOR_ENUM_ITEMS(unit_labor, l)
|
|
{
|
|
if (l == df::unit_labor::NONE)
|
|
continue;
|
|
if (l >= df::unit_labor::HAUL_STONE && l <= df::unit_labor::HAUL_ANIMAL)
|
|
continue;
|
|
if (labor_infos[l].idle_dwarfs > 0 && labor_needed[l] > labor_infos[l].busy_dwarfs)
|
|
{
|
|
int clawback = labor_infos[l].busy_dwarfs;
|
|
if (clawback == 0 && labor_needed[l] > 0)
|
|
clawback = 1;
|
|
|
|
if (print_debug)
|
|
out.print("reducing labor %s to %d (%d needed, %d busy, %d idle)\n", ENUM_KEY_STR(unit_labor, l).c_str(),
|
|
clawback,
|
|
labor_needed[l], labor_infos[l].busy_dwarfs, labor_infos[l].idle_dwarfs);
|
|
labor_needed[l] = clawback;
|
|
}
|
|
}
|
|
|
|
if (print_debug)
|
|
{
|
|
for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
|
|
{
|
|
out.print ("labor_needed [%s] = %d, outside = %d, idle = %d\n", ENUM_KEY_STR(unit_labor, i->first).c_str(), i->second,
|
|
labor_outside[i->first], labor_infos[i->first].idle_dwarfs);
|
|
}
|
|
}
|
|
|
|
priority_queue<pair<int, df::unit_labor>> pq;
|
|
|
|
for (auto i = labor_needed.begin(); i != labor_needed.end(); i++)
|
|
{
|
|
df::unit_labor l = i->first;
|
|
if (labor_infos[l].maximum_dwarfs() > 0 &&
|
|
i->second > labor_infos[l].maximum_dwarfs())
|
|
i->second = labor_infos[l].maximum_dwarfs();
|
|
if (i->second > 0)
|
|
{
|
|
int priority = labor_infos[l].priority();
|
|
priority += labor_infos[l].time_since_last_assigned()/12;
|
|
pq.push(make_pair(priority, l));
|
|
}
|
|
}
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, l)
|
|
{
|
|
if (l == df::unit_labor::NONE)
|
|
continue;
|
|
if (labor_infos[l].idle_dwarfs == 0 && labor_infos[l].busy_dwarfs > 0 &&
|
|
(labor_infos[l].maximum_dwarfs() == 0 || labor_needed[l] < labor_infos[l].maximum_dwarfs()))
|
|
pq.push(make_pair(std::min(labor_infos[l].time_since_last_assigned()/12, 25), l));
|
|
}
|
|
|
|
if (print_debug)
|
|
out.print("available count = %d, distinct labors needed = %d\n", available_dwarfs.size(), pq.size());
|
|
|
|
std::map<df::unit_labor, int> to_assign;
|
|
|
|
to_assign.clear();
|
|
|
|
int av = available_dwarfs.size();
|
|
|
|
while (!pq.empty() && av > 0)
|
|
{
|
|
df::unit_labor labor = pq.top().second;
|
|
int priority = pq.top().first;
|
|
to_assign[labor]++;
|
|
pq.pop();
|
|
av--;
|
|
|
|
if (print_debug)
|
|
out.print("Will assign: %s priority %d (%d)\n", ENUM_KEY_STR(unit_labor, labor).c_str(), priority, to_assign[labor]);
|
|
|
|
if (--labor_needed[labor] > 0)
|
|
{
|
|
priority /= 2;
|
|
pq.push(make_pair(priority, labor));
|
|
}
|
|
|
|
}
|
|
|
|
int canary = (1 << df::unit_labor::HAUL_STONE) |
|
|
(1 << df::unit_labor::HAUL_WOOD) |
|
|
(1 << df::unit_labor::HAUL_BODY) |
|
|
(1 << df::unit_labor::HAUL_FOOD) |
|
|
(1 << df::unit_labor::HAUL_REFUSE) |
|
|
(1 << df::unit_labor::HAUL_ITEM) |
|
|
(1 << df::unit_labor::HAUL_FURNITURE) |
|
|
(1 << df::unit_labor::HAUL_ANIMAL);
|
|
|
|
while (!available_dwarfs.empty())
|
|
{
|
|
std::list<dwarf_info_t*>::iterator bestdwarf = available_dwarfs.begin();
|
|
|
|
int best_score = INT_MIN;
|
|
df::unit_labor best_labor = df::unit_labor::CLEAN;
|
|
|
|
for (auto j = to_assign.begin(); j != to_assign.end(); j++)
|
|
{
|
|
if (j->second <= 0)
|
|
continue;
|
|
|
|
df::unit_labor labor = j->first;
|
|
df::job_skill skill = labor_to_skill[labor];
|
|
|
|
for (std::list<dwarf_info_t*>::iterator k = available_dwarfs.begin(); k != available_dwarfs.end(); k++)
|
|
{
|
|
dwarf_info_t* d = (*k);
|
|
int skill_level = 0;
|
|
int xp = 0;
|
|
if (skill != df::job_skill::NONE)
|
|
{
|
|
skill_level = Units::getEffectiveSkill(d->dwarf, skill);
|
|
xp = Units::getExperience(d->dwarf, skill, false);
|
|
}
|
|
int score = skill_level * 1000 - (d->high_skill - skill_level) * 2000 + (xp / (skill_level + 5) * 10);
|
|
if (d->dwarf->status.labors[labor])
|
|
score += 500;
|
|
if (default_labor_infos[labor].tool != TOOL_NONE &&
|
|
d->has_tool[default_labor_infos[labor].tool])
|
|
score += 5000;
|
|
if (d->has_children && labor_outside[labor])
|
|
score -= 15000;
|
|
if (d->armed && labor_outside[labor])
|
|
score += 5000;
|
|
if (d->state == BUSY)
|
|
if (d->using_labor == labor)
|
|
score += 7500;
|
|
else
|
|
score -= 7500;
|
|
if (score > best_score)
|
|
{
|
|
bestdwarf = k;
|
|
best_score = score;
|
|
best_labor = labor;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (print_debug)
|
|
out.print("assign \"%s\" labor %s score=%d\n", (*bestdwarf)->dwarf->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, best_labor).c_str(), best_score);
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, l)
|
|
{
|
|
if (l == df::unit_labor::NONE)
|
|
continue;
|
|
|
|
if (l == best_labor)
|
|
{
|
|
(*bestdwarf)->set_labor(l);
|
|
tools_enum t = default_labor_infos[l].tool;
|
|
if (t != TOOL_NONE)
|
|
{
|
|
tool_count[t]--;
|
|
if (!(*bestdwarf)->has_tool[t])
|
|
(*bestdwarf)->dwarf->military.pickup_flags.bits.update = true;
|
|
}
|
|
}
|
|
else
|
|
(*bestdwarf)->clear_labor(l);
|
|
}
|
|
|
|
if (best_labor >= df::unit_labor::HAUL_STONE && best_labor <= df::unit_labor::HAUL_ANIMAL)
|
|
canary &= ~(1 << best_labor);
|
|
|
|
if (best_labor != df::unit_labor::NONE)
|
|
{
|
|
labor_infos[best_labor].active_dwarfs++;
|
|
to_assign[best_labor]--;
|
|
}
|
|
|
|
available_dwarfs.erase(bestdwarf);
|
|
}
|
|
|
|
if (canary != 0)
|
|
{
|
|
dwarf_info_t* d = dwarf_info.front();
|
|
FOR_ENUM_ITEMS (unit_labor, l)
|
|
{
|
|
if (l >= df::unit_labor::HAUL_STONE && l <= df::unit_labor::HAUL_ANIMAL &&
|
|
canary & (1 << l))
|
|
d->set_labor(l);
|
|
}
|
|
if (print_debug)
|
|
out.print ("Setting %s as the hauling canary\n", d->dwarf->name.first_name.c_str());
|
|
}
|
|
|
|
/* set reequip on any dwarfs who are carrying tools needed by others */
|
|
|
|
for (auto d = dwarf_info.begin(); d != dwarf_info.end(); d++)
|
|
{
|
|
FOR_ENUM_ITEMS (unit_labor, l)
|
|
{
|
|
tools_enum t = default_labor_infos[l].tool;
|
|
if (t != TOOL_NONE && tool_count[t] < 0 && (*d)->has_tool[t] && !(*d)->dwarf->status.labors[l])
|
|
{
|
|
tool_count[t]++;
|
|
(*d)->dwarf->military.pickup_flags.bits.update = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
*df::global::process_jobs = true;
|
|
|
|
print_debug = 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
|
|
{
|
|
switch (event) {
|
|
case SC_MAP_LOADED:
|
|
cleanup_state();
|
|
init_state();
|
|
break;
|
|
case SC_MAP_UNLOADED:
|
|
cleanup_state();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
|
|
{
|
|
static int step_count = 0;
|
|
// check run conditions
|
|
if(!world || !world->map.block_index || !enable_autolabor)
|
|
{
|
|
// give up if we shouldn't be running'
|
|
return CR_OK;
|
|
}
|
|
|
|
if (++step_count < 60)
|
|
return CR_OK;
|
|
step_count = 0;
|
|
|
|
debug_stream = &out;
|
|
AutoLaborManager alm(out);
|
|
alm.process();
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
void print_labor (df::unit_labor labor, color_ostream &out)
|
|
{
|
|
string labor_name = ENUM_KEY_STR(unit_labor, labor);
|
|
out << labor_name << ": ";
|
|
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
|
|
out << ' ';
|
|
out << "priority " << labor_infos[labor].priority()
|
|
<< ", maximum " << labor_infos[labor].maximum_dwarfs()
|
|
<< ", currently " << labor_infos[labor].active_dwarfs << " dwarfs ("
|
|
<< labor_infos[labor].busy_dwarfs << " busy, "
|
|
<< labor_infos[labor].idle_dwarfs << " idle)"
|
|
<< endl;
|
|
}
|
|
|
|
df::unit_labor lookup_labor_by_name (std::string& name)
|
|
{
|
|
df::unit_labor labor = df::unit_labor::NONE;
|
|
|
|
FOR_ENUM_ITEMS(unit_labor, test_labor)
|
|
{
|
|
if (name == ENUM_KEY_STR(unit_labor, test_labor))
|
|
labor = test_labor;
|
|
}
|
|
|
|
return labor;
|
|
}
|
|
|
|
|
|
command_result autolabor (color_ostream &out, std::vector <std::string> & parameters)
|
|
{
|
|
CoreSuspender suspend;
|
|
|
|
if (!Core::getInstance().isWorldLoaded()) {
|
|
out.printerr("World is not loaded: please load a game first.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
if (parameters.size() == 1 &&
|
|
(parameters[0] == "enable" || parameters[0] == "disable"))
|
|
{
|
|
bool enable = (parameters[0] == "enable");
|
|
if (enable && !enable_autolabor)
|
|
{
|
|
enable_plugin(out);
|
|
}
|
|
else if(!enable && enable_autolabor)
|
|
{
|
|
enable_autolabor = false;
|
|
setOptionEnabled(CF_ENABLED, false);
|
|
|
|
out << "The plugin is disabled." << endl;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 3 &&
|
|
(parameters[0] == "max" || parameters[0] == "priority"))
|
|
{
|
|
if (!enable_autolabor)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
df::unit_labor labor = lookup_labor_by_name(parameters[1]);
|
|
|
|
if (labor == df::unit_labor::NONE)
|
|
{
|
|
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
|
|
int v;
|
|
|
|
if (parameters[2] == "none")
|
|
v = 0;
|
|
else
|
|
v = atoi (parameters[2].c_str());
|
|
|
|
if (parameters[0] == "max")
|
|
labor_infos[labor].set_maximum_dwarfs(v);
|
|
else if (parameters[0] == "priority")
|
|
labor_infos[labor].set_priority(v);
|
|
|
|
print_labor(labor, out);
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 2 && parameters[0] == "reset")
|
|
{
|
|
if (!enable_autolabor)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
df::unit_labor labor = lookup_labor_by_name(parameters[1]);
|
|
|
|
if (labor == df::unit_labor::NONE)
|
|
{
|
|
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
reset_labor(labor);
|
|
print_labor(labor, out);
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 1 && (parameters[0] == "allow-fishing" || parameters[0] == "forbid-fishing"))
|
|
{
|
|
if (!enable_autolabor)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
setOptionEnabled(CF_ALLOW_FISHING, (parameters[0] == "allow-fishing"));
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 1 && (parameters[0] == "allow-hunting" || parameters[0] == "forbid-hunting"))
|
|
{
|
|
if (!enable_autolabor)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
setOptionEnabled(CF_ALLOW_HUNTING, (parameters[0] == "allow-hunting"));
|
|
return CR_OK;
|
|
}
|
|
else if (parameters.size() == 1 && parameters[0] == "reset-all")
|
|
{
|
|
if (!enable_autolabor)
|
|
{
|
|
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_autolabor)
|
|
{
|
|
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_autolabor)
|
|
{
|
|
out << "Error: The plugin is not enabled." << endl;
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
print_debug = 1;
|
|
|
|
return CR_OK;
|
|
}
|
|
else
|
|
{
|
|
out.print("Automatically assigns labors to dwarves.\n"
|
|
"Activate with 'autolabor enable', deactivate with 'autolabor disable'.\n"
|
|
"Current state: %s.\n", enable_autolabor ? "enabled" : "disabled");
|
|
|
|
return CR_OK;
|
|
}
|
|
}
|
|
|