dfhack/plugins/autolabor/autohauler.cpp

728 lines
22 KiB
C++

#include "Core.h"
#include <Console.h>
#include <Debug.h>
#include <Export.h>
#include <PluginManager.h>
#include <vector>
#include <algorithm>
#include "modules/Units.h"
#include "modules/World.h"
// DF data structure definition headers
#include "DataDefs.h"
#include <df/ui.h>
#include <df/world.h>
#include <df/unit.h>
#include <df/unit_soul.h>
#include <df/unit_labor.h>
#include <df/unit_skill.h>
#include <df/job.h>
#include <df/building.h>
#include <df/workshop_type.h>
#include <df/unit_misc_trait.h>
#include <df/entity_position_responsibility.h>
#include <df/historical_figure.h>
#include <df/historical_entity.h>
#include <df/histfig_entity_link.h>
#include <df/histfig_entity_link_positionst.h>
#include <df/entity_position_assignment.h>
#include <df/entity_position.h>
#include <df/building_tradedepotst.h>
#include <df/building_stockpilest.h>
#include <df/items_other_id.h>
#include <df/ui.h>
#include <df/activity_info.h>
#include <MiscUtils.h>
#include "modules/MapCache.h"
#include "modules/Items.h"
#include "modules/Units.h"
#include "laborstatemap.h"
using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("autohauler");
REQUIRE_GLOBAL(ui);
REQUIRE_GLOBAL(world);
#define ARRAY_COUNT(array) (sizeof(array)/sizeof((array)[0]))
/*
* Autohauler module for dfhack
* Fork of autolabor, DFHack version 0.40.24-r2
*
* Rather than the all-of-the-above means of autolabor, autohauler will instead
* only manage hauling labors and leave skilled labors entirely to the user, who
* will probably use Dwarf Therapist to do so.
* Idle dwarves will be assigned the hauling labors; everyone else (including
* those currently hauling) will have the hauling labors removed. This is to
* encourage every dwarf to do their assigned skilled labors whenever possible,
* but resort to hauling when those jobs are not available. This also implies
* that the user will have a very tight skill assignment, with most skilled
* labors only being assigned to just one dwarf, no dwarf having more than two
* active skilled labors, and almost every non-military dwarf having at least
* one skilled labor assigned.
* Autohauler allows skills to be flagged as to prevent hauling labors from
* being assigned when the skill is present. By default this is the unused
* ALCHEMIST labor but can be changed by the user.
* It is noteworthy that, as stated in autolabor.cpp, "for almost all labors,
* once a dwarf begins a job it will finish that job even if the associated
* labor is removed." This is why we can remove hauling labors by default to try
* to force dwarves to do "real" jobs whenever they can.
* This is a standalone plugin. However, it would be wise to delete
* autolabor.plug.dll as this plugin is mutually exclusive with it.
*/
DFHACK_PLUGIN_IS_ENABLED(enable_autohauler);
namespace DFHack {
DBG_DECLARE(autohauler, cycle, DebugCategory::LINFO);
}
static std::vector<int> state_count(NUM_STATE);
const static int DEFAULT_FRAME_SKIP = 30;
static PersistentDataItem config;
command_result autohauler (color_ostream &out, std::vector <std::string> & parameters);
static int frame_skip;
static bool isOptionEnabled(unsigned flag)
{
return config.isValid() && (config.ival(0) & flag) != 0;
}
enum ConfigFlags {
CF_ENABLED = 1,
};
static void setOptionEnabled(ConfigFlags flag, bool on)
{
if (!config.isValid())
return;
if (on)
config.ival(0) |= flag;
else
config.ival(0) &= ~flag;
}
enum labor_mode {
ALLOW,
HAULERS,
FORBID
};
struct labor_info
{
PersistentDataItem config;
int active_dwarfs;
labor_mode mode() { return (labor_mode) config.ival(0); }
void set_mode(labor_mode mode) { config.ival(0) = mode; }
void set_config(PersistentDataItem a) { config = a; }
};
struct labor_default
{
labor_mode mode;
int active_dwarfs;
};
static std::vector<struct labor_info> labor_infos;
static const struct labor_default default_labor_infos[] = {
/* MINE */ {ALLOW, 0},
/* HAUL_STONE */ {HAULERS, 0},
/* HAUL_WOOD */ {HAULERS, 0},
/* HAUL_BODY */ {HAULERS, 0},
/* HAUL_FOOD */ {HAULERS, 0},
/* HAUL_REFUSE */ {HAULERS, 0},
/* HAUL_ITEM */ {HAULERS, 0},
/* HAUL_FURNITURE */ {HAULERS, 0},
/* HAUL_ANIMAL */ {HAULERS, 0},
/* CLEAN */ {HAULERS, 0},
/* CUTWOOD */ {ALLOW, 0},
/* CARPENTER */ {ALLOW, 0},
/* DETAIL */ {ALLOW, 0},
/* MASON */ {ALLOW, 0},
/* ARCHITECT */ {ALLOW, 0},
/* ANIMALTRAIN */ {ALLOW, 0},
/* ANIMALCARE */ {ALLOW, 0},
/* DIAGNOSE */ {ALLOW, 0},
/* SURGERY */ {ALLOW, 0},
/* BONE_SETTING */ {ALLOW, 0},
/* SUTURING */ {ALLOW, 0},
/* DRESSING_WOUNDS */ {ALLOW, 0},
/* FEED_WATER_CIVILIANS */ {HAULERS, 0}, // This could also be ALLOW
/* RECOVER_WOUNDED */ {HAULERS, 0},
/* BUTCHER */ {ALLOW, 0},
/* TRAPPER */ {ALLOW, 0},
/* DISSECT_VERMIN */ {ALLOW, 0},
/* LEATHER */ {ALLOW, 0},
/* TANNER */ {ALLOW, 0},
/* BREWER */ {ALLOW, 0},
/* ALCHEMIST */ {FORBID, 0},
/* SOAP_MAKER */ {ALLOW, 0},
/* WEAVER */ {ALLOW, 0},
/* CLOTHESMAKER */ {ALLOW, 0},
/* MILLER */ {ALLOW, 0},
/* PROCESS_PLANT */ {ALLOW, 0},
/* MAKE_CHEESE */ {ALLOW, 0},
/* MILK */ {ALLOW, 0},
/* COOK */ {ALLOW, 0},
/* PLANT */ {ALLOW, 0},
/* HERBALIST */ {ALLOW, 0},
/* FISH */ {ALLOW, 0},
/* CLEAN_FISH */ {ALLOW, 0},
/* DISSECT_FISH */ {ALLOW, 0},
/* HUNT */ {ALLOW, 0},
/* SMELT */ {ALLOW, 0},
/* FORGE_WEAPON */ {ALLOW, 0},
/* FORGE_ARMOR */ {ALLOW, 0},
/* FORGE_FURNITURE */ {ALLOW, 0},
/* METAL_CRAFT */ {ALLOW, 0},
/* CUT_GEM */ {ALLOW, 0},
/* ENCRUST_GEM */ {ALLOW, 0},
/* WOOD_CRAFT */ {ALLOW, 0},
/* STONE_CRAFT */ {ALLOW, 0},
/* BONE_CARVE */ {ALLOW, 0},
/* GLASSMAKER */ {ALLOW, 0},
/* EXTRACT_STRAND */ {ALLOW, 0},
/* SIEGECRAFT */ {ALLOW, 0},
/* SIEGEOPERATE */ {ALLOW, 0},
/* BOWYER */ {ALLOW, 0},
/* MECHANIC */ {ALLOW, 0},
/* POTASH_MAKING */ {ALLOW, 0},
/* LYE_MAKING */ {ALLOW, 0},
/* DYER */ {ALLOW, 0},
/* BURN_WOOD */ {ALLOW, 0},
/* OPERATE_PUMP */ {ALLOW, 0},
/* SHEARER */ {ALLOW, 0},
/* SPINNER */ {ALLOW, 0},
/* POTTERY */ {ALLOW, 0},
/* GLAZING */ {ALLOW, 0},
/* PRESSING */ {ALLOW, 0},
/* BEEKEEPING */ {ALLOW, 0},
/* WAX_WORKING */ {ALLOW, 0},
/* HANDLE_VEHICLES */ {HAULERS, 0},
/* HAUL_TRADE */ {HAULERS, 0},
/* PULL_LEVER */ {HAULERS, 0},
/* REMOVE_CONSTRUCTION */ {HAULERS, 0},
/* HAUL_WATER */ {HAULERS, 0},
/* GELD */ {ALLOW, 0},
/* BUILD_ROAD */ {HAULERS, 0},
/* BUILD_CONSTRUCTION */ {HAULERS, 0},
/* PAPERMAKING */ {ALLOW, 0},
/* BOOKBINDING */ {ALLOW, 0}
};
struct dwarf_info_t
{
dwarf_state state;
bool haul_exempt;
};
static void cleanup_state()
{
enable_autohauler = false;
labor_infos.clear();
}
static void reset_labor(df::unit_labor labor)
{
labor_infos[labor].set_mode(default_labor_infos[labor].mode);
}
static void enable_alchemist(color_ostream &out)
{
if (!Units::setLaborValidity(unit_labor::ALCHEMIST, true))
{
// informational only; this is a non-fatal error
out.printerr("%s: Could not flag Alchemist as a valid skill; Alchemist will not"
" be settable from DF or DFHack labor management screens.\n", plugin_name);
}
}
static void init_state(color_ostream &out)
{
config = World::GetPersistentData("autohauler/config");
if (config.isValid() && config.ival(0) == -1)
config.ival(0) = 0;
enable_autohauler = isOptionEnabled(CF_ENABLED);
if (!enable_autohauler)
return;
auto cfg_frameskip = World::GetPersistentData("autohauler/frameskip");
if (cfg_frameskip.isValid())
{
frame_skip = cfg_frameskip.ival(0);
}
else
{
cfg_frameskip = World::AddPersistentData("autohauler/frameskip");
cfg_frameskip.ival(0) = DEFAULT_FRAME_SKIP;
frame_skip = cfg_frameskip.ival(0);
}
labor_infos.resize(ARRAY_COUNT(default_labor_infos));
std::vector<PersistentDataItem> items;
World::GetPersistentData(&items, "autohauler/labors/", true);
for (auto& p : items)
{
std::string key = p.key();
df::unit_labor labor = (df::unit_labor) atoi(key.substr(strlen("autohauler/labors/")).c_str());
if (labor >= 0 && size_t(labor) < labor_infos.size())
{
labor_infos[labor].set_config(p);
labor_infos[labor].active_dwarfs = 0;
}
}
// Add default labors for those not in save
for (size_t i = 0; i < ARRAY_COUNT(default_labor_infos); i++) {
if (labor_infos[i].config.isValid())
continue;
std::stringstream name;
name << "autohauler/labors/" << i;
labor_infos[i].set_config(World::AddPersistentData(name.str()));
labor_infos[i].active_dwarfs = 0;
reset_labor((df::unit_labor) i);
}
enable_alchemist(out);
}
static void enable_plugin(color_ostream &out)
{
if (!config.isValid())
{
config = World::AddPersistentData("autohauler/config");
config.ival(0) = 0;
}
setOptionEnabled(CF_ENABLED, true);
enable_autohauler = true;
out << "Enabling the plugin." << std::endl;
cleanup_state();
init_state(out);
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
if(ARRAY_COUNT(default_labor_infos) != ENUM_LAST_ITEM(unit_labor) + 1)
{
out.printerr("autohauler: labor size mismatch\n");
return CR_FAILURE;
}
commands.push_back(PluginCommand(
"autohauler",
"Automatically manage hauling labors.",
autohauler));
init_state(out);
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
cleanup_state();
return CR_OK;
}
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
case SC_MAP_LOADED:
cleanup_state();
init_state(out);
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;
if(!world || !world->map.block_index || !enable_autohauler)
{
return CR_OK;
}
if (++step_count < frame_skip)
return CR_OK;
step_count = 0;
std::vector<df::unit *> dwarfs;
for (auto& cre : world->units.active)
{
if (Units::isCitizen(cre))
{
dwarfs.push_back(cre);
}
}
int n_dwarfs = dwarfs.size();
if (n_dwarfs == 0)
return CR_OK;
std::vector<dwarf_info_t> dwarf_info(n_dwarfs);
state_count.clear();
state_count.resize(NUM_STATE);
for (int dwarf = 0; dwarf < n_dwarfs; dwarf++)
{
/* Before determining how to handle employment status, handle
* hauling exemptions first */
// Default deny condition of on break for later else-if series
bool is_migrant = false;
// Scan every labor. If a labor that disallows hauling is present
// for the dwarf, the dwarf is hauling exempt
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (!(labor == unit_labor::NONE))
{
bool test1 = labor_infos[labor].mode() == FORBID;
bool test2 = dwarfs[dwarf]->status.labors[labor];
if(test1 && test2) dwarf_info[dwarf].haul_exempt = true;
}
}
// Scan a dwarf's miscellaneous traits for on break or migrant status.
// If either of these are present, disable hauling because we want them
// to try to find real jobs first
auto v = dwarfs[dwarf]->status.misc_traits;
auto test_migrant = [](df::unit_misc_trait* t) { return t->id == misc_trait_type::Migrant; };
is_migrant = std::find_if(v.begin(), v.end(), test_migrant ) != v.end();
/* Now determine a dwarf's employment status and decide whether
* to assign hauling */
// I don't think you can set the labors for babies and children, but let's
// ignore them anyway
if (Units::isBaby(dwarfs[dwarf]) || Units::isChild(dwarfs[dwarf]))
{
dwarf_info[dwarf].state = CHILD;
}
// Account for any hauling exemptions here
else if (dwarf_info[dwarf].haul_exempt)
{
dwarf_info[dwarf].state = BUSY;
}
// Account for the military
else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession))
dwarf_info[dwarf].state = MILITARY;
// Account for incoming migrants
else if (is_migrant)
{
dwarf_info[dwarf].state = OTHER;
}
else if (dwarfs[dwarf]->job.current_job == NULL)
{
dwarf_info[dwarf].state = IDLE;
}
else
{
int job = dwarfs[dwarf]->job.current_job->job_type;
if (job >= 0 && size_t(job) < ARRAY_COUNT(dwarf_states))
dwarf_info[dwarf].state = dwarf_states[job];
else
{
WARN(cycle, out).print("Dwarf %i \"%s\" has unknown job %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), job);
dwarf_info[dwarf].state = OTHER;
}
}
state_count[dwarf_info[dwarf].state]++;
TRACE(cycle, out).print("Dwarf %i \"%s\": state %s\n",
dwarf, dwarfs[dwarf]->name.first_name.c_str(), state_names[dwarf_info[dwarf].state]);
}
// This is a vector of all the labors
std::vector<df::unit_labor> labors;
// For every labor...
FOR_ENUM_ITEMS(unit_labor, labor)
{
// Ignore all nonexistent labors
if (labor == unit_labor::NONE)
continue;
// Set number of active dwarves for this job to zero
labor_infos[labor].active_dwarfs = 0;
// And add the labor to the aforementioned vector of labors
labors.push_back(labor);
}
// This is a different algorithm than Autolabor. Instead, the intent is to
// have "real" jobs filled first, then if nothing is available the dwarf
// instead resorts to hauling.
// IDLE - Enable hauling
// BUSY - Disable hauling
// OTHER - Enable hauling
// MILITARY - Enable hauling
// There was no reason to put potential haulers in an array. All of them are
// covered in the following for loop.
FOR_ENUM_ITEMS(unit_labor, labor)
{
if (labor == unit_labor::NONE)
continue;
if (labor_infos[labor].mode() != HAULERS)
continue;
for(size_t dwarf = 0; dwarf < dwarfs.size(); dwarf++)
{
if (!Units::isValidLabor(dwarfs[dwarf], labor))
continue;
// Set hauling labors based on employment states
if(dwarf_info[dwarf].state == IDLE) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == MILITARY) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == OTHER) {
dwarfs[dwarf]->status.labors[labor] = true;
}
else if(dwarf_info[dwarf].state == BUSY) {
dwarfs[dwarf]->status.labors[labor] = false;
}
// If at the end of this the dwarf has the hauling labor, increment the
// counter
if(dwarfs[dwarf]->status.labors[labor])
{
labor_infos[labor].active_dwarfs++;
}
// CHILD ignored
}
}
return CR_OK;
}
void print_labor (df::unit_labor labor, color_ostream &out)
{
std::string labor_name = ENUM_KEY_STR(unit_labor, labor);
out << labor_name << ": ";
for (int i = 0; i < 20 - (int)labor_name.length(); i++)
out << ' ';
if (labor_infos[labor].mode() == ALLOW) out << "allow" << std::endl;
else if(labor_infos[labor].mode() == FORBID) out << "forbid" << std::endl;
else if(labor_infos[labor].mode() == HAULERS)
{
out << "haulers, currently " << labor_infos[labor].active_dwarfs << " dwarfs" << std::endl;
}
else
{
out << "Warning: Invalid labor mode!" << std::endl;
}
}
DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
{
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (enable && !enable_autohauler)
{
enable_plugin(out);
}
else if(!enable && enable_autohauler)
{
enable_autohauler = false;
setOptionEnabled(CF_ENABLED, false);
out << "Autohauler is disabled." << std::endl;
}
return CR_OK;
}
command_result autohauler (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
if (!Core::getInstance().isWorldLoaded()) {
out.printerr("World is not loaded: please load a game first.\n");
return CR_FAILURE;
}
if (parameters.size() == 1 &&
(parameters[0] == "0" || parameters[0] == "enable" ||
parameters[0] == "1" || parameters[0] == "disable"))
{
bool enable = (parameters[0] == "1" || parameters[0] == "enable");
return plugin_enable(out, enable);
}
else if (parameters.size() == 2 && parameters[0] == "frameskip")
{
auto cfg_frameskip = World::GetPersistentData("autohauler/frameskip");
if(cfg_frameskip.isValid())
{
int newValue = atoi(parameters[1].c_str());
cfg_frameskip.ival(0) = newValue;
out << "Setting frame skip to " << newValue << std::endl;
frame_skip = cfg_frameskip.ival(0);
return CR_OK;
}
else
{
out << "Warning! No persistent data for frame skip!" << std::endl;
return CR_OK;
}
}
else if (parameters.size() >= 2 && parameters.size() <= 4)
{
if (!enable_autohauler)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
df::unit_labor labor = unit_labor::NONE;
FOR_ENUM_ITEMS(unit_labor, test_labor)
{
if (parameters[0] == ENUM_KEY_STR(unit_labor, test_labor))
labor = test_labor;
}
if (labor == unit_labor::NONE)
{
out.printerr("Could not find labor %s.\n", parameters[0].c_str());
return CR_WRONG_USAGE;
}
if (parameters[1] == "haulers")
{
labor_infos[labor].set_mode(HAULERS);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "allow")
{
labor_infos[labor].set_mode(ALLOW);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "forbid")
{
labor_infos[labor].set_mode(FORBID);
print_labor(labor, out);
return CR_OK;
}
if (parameters[1] == "reset")
{
reset_labor(labor);
print_labor(labor, out);
return CR_OK;
}
print_labor(labor, out);
return CR_OK;
}
else if (parameters.size() == 1 && parameters[0] == "reset-all")
{
if (!enable_autohauler)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
for (size_t i = 0; i < labor_infos.size(); i++)
{
reset_labor((df::unit_labor) i);
}
out << "All labors reset." << std::endl;
return CR_OK;
}
else if (parameters.size() == 1 && (parameters[0] == "list" || parameters[0] == "status"))
{
if (!enable_autohauler)
{
out << "Error: The plugin is not enabled." << std::endl;
return CR_FAILURE;
}
bool need_comma = false;
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 = true;
}
out << std::endl;
out << "Autohauler is running every " << frame_skip << " frames." << std::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
{
out.print("Automatically assigns hauling labors to dwarves.\n"
"Activate with 'enable autohauler', deactivate with 'disable autohauler'.\n"
"Current state: %d.\n", enable_autohauler);
return CR_OK;
}
}