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| author | Quietust | 2012-07-17 10:27:30 -0500 |
|---|---|---|
| committer | Quietust | 2012-07-17 10:27:30 -0500 |
| commit | 2695d5509006efc63a3ab6c8f6e096bad6f9aad9 (patch) | |
| tree | 727bf23bdc699d81f311e9f0b97fc11f5aa7c40a /plugins/autolabor.cpp | |
| parent | 0f23aba89db2d7d6d276cdc94c2e99cf43b6dcc5 (diff) | |
| download | dfhack-2695d5509006efc63a3ab6c8f6e096bad6f9aad9.tar.gz dfhack-2695d5509006efc63a3ab6c8f6e096bad6f9aad9.tar.bz2 dfhack-2695d5509006efc63a3ab6c8f6e096bad6f9aad9.tar.xz | |
Make indentation consistent (spaces), only display "not enabled" error if you actually try to do something
Diffstat (limited to 'plugins/autolabor.cpp')
| -rw-r--r-- | plugins/autolabor.cpp | 1780 |
1 files changed, 896 insertions, 884 deletions
diff --git a/plugins/autolabor.cpp b/plugins/autolabor.cpp index 3bae1e1b..9317c595 100644 --- a/plugins/autolabor.cpp +++ b/plugins/autolabor.cpp @@ -90,265 +90,265 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame DFHACK_PLUGIN("autolabor"); enum labor_mode { - DISABLE, - HAULERS, - AUTOMATIC, + DISABLE, + HAULERS, + AUTOMATIC, }; enum dwarf_state { - // Ready for a new task - IDLE, + // Ready for a new task + IDLE, - // Busy with a useful task - BUSY, + // Busy with a useful task + BUSY, - // In the military, can't work - MILITARY, + // In the military, can't work + MILITARY, - // Child or noble, can't work - CHILD, + // Child or noble, can't work + CHILD, - // Doing something that precludes working, may be busy for a while - OTHER + // Doing something that precludes working, may be busy for a while + OTHER }; const int NUM_STATE = 5; static const char *state_names[] = { - "IDLE", - "BUSY", - "MILITARY", - "CHILD", - "OTHER", + "IDLE", + "BUSY", + "MILITARY", + "CHILD", + "OTHER", }; static const dwarf_state dwarf_states[] = { - BUSY /* CarveFortification */, - BUSY /* DetailWall */, - BUSY /* DetailFloor */, - BUSY /* Dig */, - BUSY /* CarveUpwardStaircase */, - BUSY /* CarveDownwardStaircase */, - BUSY /* CarveUpDownStaircase */, - BUSY /* CarveRamp */, - BUSY /* DigChannel */, - BUSY /* FellTree */, - BUSY /* GatherPlants */, - BUSY /* RemoveConstruction */, - BUSY /* CollectWebs */, - BUSY /* BringItemToDepot */, - BUSY /* BringItemToShop */, - OTHER /* Eat */, - OTHER /* GetProvisions */, - OTHER /* Drink */, - OTHER /* Drink2 */, - OTHER /* FillWaterskin */, - OTHER /* FillWaterskin2 */, - OTHER /* Sleep */, - BUSY /* CollectSand */, - BUSY /* Fish */, - BUSY /* Hunt */, - OTHER /* HuntVermin */, - BUSY /* Kidnap */, - BUSY /* BeatCriminal */, - BUSY /* StartingFistFight */, - BUSY /* CollectTaxes */, - BUSY /* GuardTaxCollector */, - BUSY /* CatchLiveLandAnimal */, - BUSY /* CatchLiveFish */, - BUSY /* ReturnKill */, - BUSY /* CheckChest */, - BUSY /* StoreOwnedItem */, - BUSY /* PlaceItemInTomb */, - BUSY /* StoreItemInStockpile */, - BUSY /* StoreItemInBag */, - BUSY /* StoreItemInHospital */, - BUSY /* StoreItemInChest */, - BUSY /* StoreItemInCabinet */, - BUSY /* StoreWeapon */, - BUSY /* StoreArmor */, - BUSY /* StoreItemInBarrel */, - BUSY /* StoreItemInBin */, - BUSY /* SeekArtifact */, - BUSY /* SeekInfant */, - OTHER /* AttendParty */, - OTHER /* GoShopping */, - OTHER /* GoShopping2 */, - BUSY /* Clean */, - OTHER /* Rest */, - BUSY /* PickupEquipment */, - BUSY /* DumpItem */, - OTHER /* StrangeMoodCrafter */, - OTHER /* StrangeMoodJeweller */, - OTHER /* StrangeMoodForge */, - OTHER /* StrangeMoodMagmaForge */, - OTHER /* StrangeMoodBrooding */, - OTHER /* StrangeMoodFell */, - OTHER /* StrangeMoodCarpenter */, - OTHER /* StrangeMoodMason */, - OTHER /* StrangeMoodBowyer */, - OTHER /* StrangeMoodTanner */, - OTHER /* StrangeMoodWeaver */, - OTHER /* StrangeMoodGlassmaker */, - OTHER /* StrangeMoodMechanics */, - BUSY /* ConstructBuilding */, - BUSY /* ConstructDoor */, - BUSY /* ConstructFloodgate */, - BUSY /* ConstructBed */, - BUSY /* ConstructThrone */, - BUSY /* ConstructCoffin */, - BUSY /* ConstructTable */, - BUSY /* ConstructChest */, - BUSY /* ConstructBin */, - BUSY /* ConstructArmorStand */, - BUSY /* ConstructWeaponRack */, - BUSY /* ConstructCabinet */, - BUSY /* ConstructStatue */, - BUSY /* ConstructBlocks */, - BUSY /* MakeRawGlass */, - BUSY /* MakeCrafts */, - BUSY /* MintCoins */, - BUSY /* CutGems */, - BUSY /* CutGlass */, - BUSY /* EncrustWithGems */, - BUSY /* EncrustWithGlass */, - BUSY /* DestroyBuilding */, - BUSY /* SmeltOre */, - BUSY /* MeltMetalObject */, - BUSY /* ExtractMetalStrands */, - BUSY /* PlantSeeds */, - BUSY /* HarvestPlants */, - BUSY /* TrainHuntingAnimal */, - BUSY /* TrainWarAnimal */, - BUSY /* MakeWeapon */, - BUSY /* ForgeAnvil */, - BUSY /* ConstructCatapultParts */, - BUSY /* ConstructBallistaParts */, - BUSY /* MakeArmor */, - BUSY /* MakeHelm */, - BUSY /* MakePants */, - BUSY /* StudWith */, - BUSY /* ButcherAnimal */, - BUSY /* PrepareRawFish */, - BUSY /* MillPlants */, - BUSY /* BaitTrap */, - BUSY /* MilkCreature */, - BUSY /* MakeCheese */, - BUSY /* ProcessPlants */, - BUSY /* ProcessPlantsBag */, - BUSY /* ProcessPlantsVial */, - BUSY /* ProcessPlantsBarrel */, - BUSY /* PrepareMeal */, - BUSY /* WeaveCloth */, - BUSY /* MakeGloves */, - BUSY /* MakeShoes */, - BUSY /* MakeShield */, - BUSY /* MakeCage */, - BUSY /* MakeChain */, - BUSY /* MakeFlask */, - BUSY /* MakeGoblet */, - BUSY /* MakeInstrument */, - BUSY /* MakeToy */, - BUSY /* MakeAnimalTrap */, - BUSY /* MakeBarrel */, - BUSY /* MakeBucket */, - BUSY /* MakeWindow */, - BUSY /* MakeTotem */, - BUSY /* MakeAmmo */, - BUSY /* DecorateWith */, - BUSY /* MakeBackpack */, - BUSY /* MakeQuiver */, - BUSY /* MakeBallistaArrowHead */, - BUSY /* AssembleSiegeAmmo */, - BUSY /* LoadCatapult */, - BUSY /* LoadBallista */, - BUSY /* FireCatapult */, - BUSY /* FireBallista */, - BUSY /* ConstructMechanisms */, - BUSY /* MakeTrapComponent */, - BUSY /* LoadCageTrap */, - BUSY /* LoadStoneTrap */, - BUSY /* LoadWeaponTrap */, - BUSY /* CleanTrap */, - BUSY /* CastSpell */, - BUSY /* LinkBuildingToTrigger */, - BUSY /* PullLever */, - BUSY /* BrewDrink */, - BUSY /* ExtractFromPlants */, - BUSY /* ExtractFromRawFish */, - BUSY /* ExtractFromLandAnimal */, - BUSY /* TameVermin */, - BUSY /* TameAnimal */, - BUSY /* ChainAnimal */, - BUSY /* UnchainAnimal */, - BUSY /* UnchainPet */, - BUSY /* ReleaseLargeCreature */, - BUSY /* ReleasePet */, - BUSY /* ReleaseSmallCreature */, - BUSY /* HandleSmallCreature */, - BUSY /* HandleLargeCreature */, - BUSY /* CageLargeCreature */, - BUSY /* CageSmallCreature */, - BUSY /* RecoverWounded */, - BUSY /* DiagnosePatient */, - BUSY /* ImmobilizeBreak */, - BUSY /* DressWound */, - BUSY /* CleanPatient */, - BUSY /* Surgery */, - BUSY /* Suture */, - BUSY /* SetBone */, - BUSY /* PlaceInTraction */, - BUSY /* DrainAquarium */, - BUSY /* FillAquarium */, - BUSY /* FillPond */, - BUSY /* GiveWater */, - BUSY /* GiveFood */, - BUSY /* GiveWater2 */, - BUSY /* GiveFood2 */, - BUSY /* RecoverPet */, - BUSY /* PitLargeAnimal */, - BUSY /* PitSmallAnimal */, - BUSY /* SlaughterAnimal */, - BUSY /* MakeCharcoal */, - BUSY /* MakeAsh */, - BUSY /* MakeLye */, - BUSY /* MakePotashFromLye */, - BUSY /* FertilizeField */, - BUSY /* MakePotashFromAsh */, - BUSY /* DyeThread */, - BUSY /* DyeCloth */, - BUSY /* SewImage */, - BUSY /* MakePipeSection */, - BUSY /* OperatePump */, - OTHER /* ManageWorkOrders */, - OTHER /* UpdateStockpileRecords */, - OTHER /* TradeAtDepot */, - BUSY /* ConstructHatchCover */, - BUSY /* ConstructGrate */, - BUSY /* RemoveStairs */, - BUSY /* ConstructQuern */, - BUSY /* ConstructMillstone */, - BUSY /* ConstructSplint */, - BUSY /* ConstructCrutch */, - BUSY /* ConstructTractionBench */, - BUSY /* CleanSelf */, - BUSY /* BringCrutch */, - BUSY /* ApplyCast */, - BUSY /* CustomReaction */, - BUSY /* ConstructSlab */, - BUSY /* EngraveSlab */, - BUSY /* ShearCreature */, - BUSY /* SpinThread */, - BUSY /* PenLargeAnimal */, - BUSY /* PenSmallAnimal */, - BUSY /* MakeTool */, - BUSY /* CollectClay */, - BUSY /* InstallColonyInHive */, - BUSY /* CollectHiveProducts */, - OTHER /* CauseTrouble */, - OTHER /* DrinkBlood */, - OTHER /* ReportCrime */, - OTHER /* ExecuteCriminal */, + BUSY /* CarveFortification */, + BUSY /* DetailWall */, + BUSY /* DetailFloor */, + BUSY /* Dig */, + BUSY /* CarveUpwardStaircase */, + BUSY /* CarveDownwardStaircase */, + BUSY /* CarveUpDownStaircase */, + BUSY /* CarveRamp */, + BUSY /* DigChannel */, + BUSY /* FellTree */, + BUSY /* GatherPlants */, + BUSY /* RemoveConstruction */, + BUSY /* CollectWebs */, + BUSY /* BringItemToDepot */, + BUSY /* BringItemToShop */, + OTHER /* Eat */, + OTHER /* GetProvisions */, + OTHER /* Drink */, + OTHER /* Drink2 */, + OTHER /* FillWaterskin */, + OTHER /* FillWaterskin2 */, + OTHER /* Sleep */, + BUSY /* CollectSand */, + BUSY /* Fish */, + BUSY /* Hunt */, + OTHER /* HuntVermin */, + BUSY /* Kidnap */, + BUSY /* BeatCriminal */, + BUSY /* StartingFistFight */, + BUSY /* CollectTaxes */, + BUSY /* GuardTaxCollector */, + BUSY /* CatchLiveLandAnimal */, + BUSY /* CatchLiveFish */, + BUSY /* ReturnKill */, + BUSY /* CheckChest */, + BUSY /* StoreOwnedItem */, + BUSY /* PlaceItemInTomb */, + BUSY /* StoreItemInStockpile */, + BUSY /* StoreItemInBag */, + BUSY /* StoreItemInHospital */, + BUSY /* StoreItemInChest */, + BUSY /* StoreItemInCabinet */, + BUSY /* StoreWeapon */, + BUSY /* StoreArmor */, + BUSY /* StoreItemInBarrel */, + BUSY /* StoreItemInBin */, + BUSY /* SeekArtifact */, + BUSY /* SeekInfant */, + OTHER /* AttendParty */, + OTHER /* GoShopping */, + OTHER /* GoShopping2 */, + BUSY /* Clean */, + OTHER /* Rest */, + BUSY /* PickupEquipment */, + BUSY /* DumpItem */, + OTHER /* StrangeMoodCrafter */, + OTHER /* StrangeMoodJeweller */, + OTHER /* StrangeMoodForge */, + OTHER /* StrangeMoodMagmaForge */, + OTHER /* StrangeMoodBrooding */, + OTHER /* StrangeMoodFell */, + OTHER /* StrangeMoodCarpenter */, + OTHER /* StrangeMoodMason */, + OTHER /* StrangeMoodBowyer */, + OTHER /* StrangeMoodTanner */, + OTHER /* StrangeMoodWeaver */, + OTHER /* StrangeMoodGlassmaker */, + OTHER /* StrangeMoodMechanics */, + BUSY /* ConstructBuilding */, + BUSY /* ConstructDoor */, + BUSY /* ConstructFloodgate */, + BUSY /* ConstructBed */, + BUSY /* ConstructThrone */, + BUSY /* ConstructCoffin */, + BUSY /* ConstructTable */, + BUSY /* ConstructChest */, + BUSY /* ConstructBin */, + BUSY /* ConstructArmorStand */, + BUSY /* ConstructWeaponRack */, + BUSY /* ConstructCabinet */, + BUSY /* ConstructStatue */, + BUSY /* ConstructBlocks */, + BUSY /* MakeRawGlass */, + BUSY /* MakeCrafts */, + BUSY /* MintCoins */, + BUSY /* CutGems */, + BUSY /* CutGlass */, + BUSY /* EncrustWithGems */, + BUSY /* EncrustWithGlass */, + BUSY /* DestroyBuilding */, + BUSY /* SmeltOre */, + BUSY /* MeltMetalObject */, + BUSY /* ExtractMetalStrands */, + BUSY /* PlantSeeds */, + BUSY /* HarvestPlants */, + BUSY /* TrainHuntingAnimal */, + BUSY /* TrainWarAnimal */, + BUSY /* MakeWeapon */, + BUSY /* ForgeAnvil */, + BUSY /* ConstructCatapultParts */, + BUSY /* ConstructBallistaParts */, + BUSY /* MakeArmor */, + BUSY /* MakeHelm */, + BUSY /* MakePants */, + BUSY /* StudWith */, + BUSY /* ButcherAnimal */, + BUSY /* PrepareRawFish */, + BUSY /* MillPlants */, + BUSY /* BaitTrap */, + BUSY /* MilkCreature */, + BUSY /* MakeCheese */, + BUSY /* ProcessPlants */, + BUSY /* ProcessPlantsBag */, + BUSY /* ProcessPlantsVial */, + BUSY /* ProcessPlantsBarrel */, + BUSY /* PrepareMeal */, + BUSY /* WeaveCloth */, + BUSY /* MakeGloves */, + BUSY /* MakeShoes */, + BUSY /* MakeShield */, + BUSY /* MakeCage */, + BUSY /* MakeChain */, + BUSY /* MakeFlask */, + BUSY /* MakeGoblet */, + BUSY /* MakeInstrument */, + BUSY /* MakeToy */, + BUSY /* MakeAnimalTrap */, + BUSY /* MakeBarrel */, + BUSY /* MakeBucket */, + BUSY /* MakeWindow */, + BUSY /* MakeTotem */, + BUSY /* MakeAmmo */, + BUSY /* DecorateWith */, + BUSY /* MakeBackpack */, + BUSY /* MakeQuiver */, + BUSY /* MakeBallistaArrowHead */, + BUSY /* AssembleSiegeAmmo */, + BUSY /* LoadCatapult */, + BUSY /* LoadBallista */, + BUSY /* FireCatapult */, + BUSY /* FireBallista */, + BUSY /* ConstructMechanisms */, + BUSY /* MakeTrapComponent */, + BUSY /* LoadCageTrap */, + BUSY /* LoadStoneTrap */, + BUSY /* LoadWeaponTrap */, + BUSY /* CleanTrap */, + BUSY /* CastSpell */, + BUSY /* LinkBuildingToTrigger */, + BUSY /* PullLever */, + BUSY /* BrewDrink */, + BUSY /* ExtractFromPlants */, + BUSY /* ExtractFromRawFish */, + BUSY /* ExtractFromLandAnimal */, + BUSY /* TameVermin */, + BUSY /* TameAnimal */, + BUSY /* ChainAnimal */, + BUSY /* UnchainAnimal */, + BUSY /* UnchainPet */, + BUSY /* ReleaseLargeCreature */, + BUSY /* ReleasePet */, + BUSY /* ReleaseSmallCreature */, + BUSY /* HandleSmallCreature */, + BUSY /* HandleLargeCreature */, + BUSY /* CageLargeCreature */, + BUSY /* CageSmallCreature */, + BUSY /* RecoverWounded */, + BUSY /* DiagnosePatient */, + BUSY /* ImmobilizeBreak */, + BUSY /* DressWound */, + BUSY /* CleanPatient */, + BUSY /* Surgery */, + BUSY /* Suture */, + BUSY /* SetBone */, + BUSY /* PlaceInTraction */, + BUSY /* DrainAquarium */, + BUSY /* FillAquarium */, + BUSY /* FillPond */, + BUSY /* GiveWater */, + BUSY /* GiveFood */, + BUSY /* GiveWater2 */, + BUSY /* GiveFood2 */, + BUSY /* RecoverPet */, + BUSY /* PitLargeAnimal */, + BUSY /* PitSmallAnimal */, + BUSY /* SlaughterAnimal */, + BUSY /* MakeCharcoal */, + BUSY /* MakeAsh */, + BUSY /* MakeLye */, + BUSY /* MakePotashFromLye */, + BUSY /* FertilizeField */, + BUSY /* MakePotashFromAsh */, + BUSY /* DyeThread */, + BUSY /* DyeCloth */, + BUSY /* SewImage */, + BUSY /* MakePipeSection */, + BUSY /* OperatePump */, + OTHER /* ManageWorkOrders */, + OTHER /* UpdateStockpileRecords */, + OTHER /* TradeAtDepot */, + BUSY /* ConstructHatchCover */, + BUSY /* ConstructGrate */, + BUSY /* RemoveStairs */, + BUSY /* ConstructQuern */, + BUSY /* ConstructMillstone */, + BUSY /* ConstructSplint */, + BUSY /* ConstructCrutch */, + BUSY /* ConstructTractionBench */, + BUSY /* CleanSelf */, + BUSY /* BringCrutch */, + BUSY /* ApplyCast */, + BUSY /* CustomReaction */, + BUSY /* ConstructSlab */, + BUSY /* EngraveSlab */, + BUSY /* ShearCreature */, + BUSY /* SpinThread */, + BUSY /* PenLargeAnimal */, + BUSY /* PenSmallAnimal */, + BUSY /* MakeTool */, + BUSY /* CollectClay */, + BUSY /* InstallColonyInHive */, + BUSY /* CollectHiveProducts */, + OTHER /* CauseTrouble */, + OTHER /* DrinkBlood */, + OTHER /* ReportCrime */, + OTHER /* ExecuteCriminal */, BUSY /* TrainAnimal */, BUSY /* CarveTrack */, BUSY /* PushTrackVehicle */, @@ -360,106 +360,106 @@ struct labor_info { PersistentDataItem config; - bool is_exclusive; - int active_dwarfs; + bool is_exclusive; + int active_dwarfs; - labor_mode mode() { return (labor_mode) config.ival(0); } - void set_mode(labor_mode mode) { config.ival(0) = mode; } + labor_mode mode() { return (labor_mode) config.ival(0); } + void set_mode(labor_mode mode) { config.ival(0) = mode; } - int minimum_dwarfs() { return config.ival(1); } - void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; } + int minimum_dwarfs() { return config.ival(1); } + void set_minimum_dwarfs(int minimum_dwarfs) { config.ival(1) = minimum_dwarfs; } - int maximum_dwarfs() { return config.ival(2); } - void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; } + int maximum_dwarfs() { return config.ival(2); } + void set_maximum_dwarfs(int maximum_dwarfs) { config.ival(2) = maximum_dwarfs; } }; struct labor_default { - labor_mode mode; - bool is_exclusive; - int minimum_dwarfs; - int maximum_dwarfs; - int active_dwarfs; + labor_mode mode; + bool is_exclusive; + int minimum_dwarfs; + int maximum_dwarfs; + int active_dwarfs; }; static std::vector<struct labor_info> labor_infos; static const struct labor_default default_labor_infos[] = { - /* MINE */ {AUTOMATIC, true, 2, 200, 0}, - /* HAUL_STONE */ {HAULERS, false, 1, 200, 0}, - /* HAUL_WOOD */ {HAULERS, false, 1, 200, 0}, - /* HAUL_BODY */ {HAULERS, false, 1, 200, 0}, - /* HAUL_FOOD */ {HAULERS, false, 1, 200, 0}, - /* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0}, - /* HAUL_ITEM */ {HAULERS, false, 1, 200, 0}, - /* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0}, - /* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0}, - /* CLEAN */ {HAULERS, false, 1, 200, 0}, - /* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0}, - /* CARPENTER */ {AUTOMATIC, false, 1, 200, 0}, - /* DETAIL */ {AUTOMATIC, false, 1, 200, 0}, - /* MASON */ {AUTOMATIC, false, 1, 200, 0}, - /* ARCHITECT */ {AUTOMATIC, false, 1, 200, 0}, - /* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0}, - /* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0}, - /* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0}, - /* SURGERY */ {AUTOMATIC, false, 1, 200, 0}, - /* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0}, - /* SUTURING */ {AUTOMATIC, false, 1, 200, 0}, - /* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0}, - /* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0}, - /* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0}, - /* BUTCHER */ {AUTOMATIC, false, 1, 200, 0}, - /* TRAPPER */ {AUTOMATIC, false, 1, 200, 0}, - /* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0}, - /* LEATHER */ {AUTOMATIC, false, 1, 200, 0}, - /* TANNER */ {AUTOMATIC, false, 1, 200, 0}, - /* BREWER */ {AUTOMATIC, false, 1, 200, 0}, - /* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0}, - /* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0}, - /* WEAVER */ {AUTOMATIC, false, 1, 200, 0}, - /* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0}, - /* MILLER */ {AUTOMATIC, false, 1, 200, 0}, - /* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0}, - /* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0}, - /* MILK */ {AUTOMATIC, false, 1, 200, 0}, - /* COOK */ {AUTOMATIC, false, 1, 200, 0}, - /* PLANT */ {AUTOMATIC, false, 1, 200, 0}, - /* HERBALIST */ {AUTOMATIC, false, 1, 200, 0}, - /* FISH */ {AUTOMATIC, false, 1, 1, 0}, - /* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0}, - /* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0}, - /* HUNT */ {AUTOMATIC, true, 1, 1, 0}, - /* SMELT */ {AUTOMATIC, false, 1, 200, 0}, - /* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0}, - /* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0}, - /* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0}, - /* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, - /* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0}, - /* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0}, - /* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, - /* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, - /* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0}, - /* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0}, - /* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0}, - /* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0}, - /* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0}, - /* BOWYER */ {AUTOMATIC, false, 1, 200, 0}, - /* MECHANIC */ {AUTOMATIC, false, 1, 200, 0}, - /* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0}, - /* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0}, - /* DYER */ {AUTOMATIC, false, 1, 200, 0}, - /* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0}, - /* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0}, - /* SHEARER */ {AUTOMATIC, false, 1, 200, 0}, - /* SPINNER */ {AUTOMATIC, false, 1, 200, 0}, - /* POTTERY */ {AUTOMATIC, false, 1, 200, 0}, - /* GLAZING */ {AUTOMATIC, false, 1, 200, 0}, - /* PRESSING */ {AUTOMATIC, false, 1, 200, 0}, - /* BEEKEEPING */ {AUTOMATIC, false, 1, 1, 0}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981) - /* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0}, - /* PUSH_HAUL_VEHICLES */ {HAULERS, false, 1, 200, 0} + /* MINE */ {AUTOMATIC, true, 2, 200, 0}, + /* HAUL_STONE */ {HAULERS, false, 1, 200, 0}, + /* HAUL_WOOD */ {HAULERS, false, 1, 200, 0}, + /* HAUL_BODY */ {HAULERS, false, 1, 200, 0}, + /* HAUL_FOOD */ {HAULERS, false, 1, 200, 0}, + /* HAUL_REFUSE */ {HAULERS, false, 1, 200, 0}, + /* HAUL_ITEM */ {HAULERS, false, 1, 200, 0}, + /* HAUL_FURNITURE */ {HAULERS, false, 1, 200, 0}, + /* HAUL_ANIMAL */ {HAULERS, false, 1, 200, 0}, + /* CLEAN */ {HAULERS, false, 1, 200, 0}, + /* CUTWOOD */ {AUTOMATIC, true, 1, 200, 0}, + /* CARPENTER */ {AUTOMATIC, false, 1, 200, 0}, + /* DETAIL */ {AUTOMATIC, false, 1, 200, 0}, + /* MASON */ {AUTOMATIC, false, 1, 200, 0}, + /* ARCHITECT */ {AUTOMATIC, false, 1, 200, 0}, + /* ANIMALTRAIN */ {AUTOMATIC, false, 1, 200, 0}, + /* ANIMALCARE */ {AUTOMATIC, false, 1, 200, 0}, + /* DIAGNOSE */ {AUTOMATIC, false, 1, 200, 0}, + /* SURGERY */ {AUTOMATIC, false, 1, 200, 0}, + /* BONE_SETTING */ {AUTOMATIC, false, 1, 200, 0}, + /* SUTURING */ {AUTOMATIC, false, 1, 200, 0}, + /* DRESSING_WOUNDS */ {AUTOMATIC, false, 1, 200, 0}, + /* FEED_WATER_CIVILIANS */ {AUTOMATIC, false, 200, 200, 0}, + /* RECOVER_WOUNDED */ {HAULERS, false, 1, 200, 0}, + /* BUTCHER */ {AUTOMATIC, false, 1, 200, 0}, + /* TRAPPER */ {AUTOMATIC, false, 1, 200, 0}, + /* DISSECT_VERMIN */ {AUTOMATIC, false, 1, 200, 0}, + /* LEATHER */ {AUTOMATIC, false, 1, 200, 0}, + /* TANNER */ {AUTOMATIC, false, 1, 200, 0}, + /* BREWER */ {AUTOMATIC, false, 1, 200, 0}, + /* ALCHEMIST */ {AUTOMATIC, false, 1, 200, 0}, + /* SOAP_MAKER */ {AUTOMATIC, false, 1, 200, 0}, + /* WEAVER */ {AUTOMATIC, false, 1, 200, 0}, + /* CLOTHESMAKER */ {AUTOMATIC, false, 1, 200, 0}, + /* MILLER */ {AUTOMATIC, false, 1, 200, 0}, + /* PROCESS_PLANT */ {AUTOMATIC, false, 1, 200, 0}, + /* MAKE_CHEESE */ {AUTOMATIC, false, 1, 200, 0}, + /* MILK */ {AUTOMATIC, false, 1, 200, 0}, + /* COOK */ {AUTOMATIC, false, 1, 200, 0}, + /* PLANT */ {AUTOMATIC, false, 1, 200, 0}, + /* HERBALIST */ {AUTOMATIC, false, 1, 200, 0}, + /* FISH */ {AUTOMATIC, false, 1, 1, 0}, + /* CLEAN_FISH */ {AUTOMATIC, false, 1, 200, 0}, + /* DISSECT_FISH */ {AUTOMATIC, false, 1, 200, 0}, + /* HUNT */ {AUTOMATIC, true, 1, 1, 0}, + /* SMELT */ {AUTOMATIC, false, 1, 200, 0}, + /* FORGE_WEAPON */ {AUTOMATIC, false, 1, 200, 0}, + /* FORGE_ARMOR */ {AUTOMATIC, false, 1, 200, 0}, + /* FORGE_FURNITURE */ {AUTOMATIC, false, 1, 200, 0}, + /* METAL_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, + /* CUT_GEM */ {AUTOMATIC, false, 1, 200, 0}, + /* ENCRUST_GEM */ {AUTOMATIC, false, 1, 200, 0}, + /* WOOD_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, + /* STONE_CRAFT */ {AUTOMATIC, false, 1, 200, 0}, + /* BONE_CARVE */ {AUTOMATIC, false, 1, 200, 0}, + /* GLASSMAKER */ {AUTOMATIC, false, 1, 200, 0}, + /* EXTRACT_STRAND */ {AUTOMATIC, false, 1, 200, 0}, + /* SIEGECRAFT */ {AUTOMATIC, false, 1, 200, 0}, + /* SIEGEOPERATE */ {AUTOMATIC, false, 1, 200, 0}, + /* BOWYER */ {AUTOMATIC, false, 1, 200, 0}, + /* MECHANIC */ {AUTOMATIC, false, 1, 200, 0}, + /* POTASH_MAKING */ {AUTOMATIC, false, 1, 200, 0}, + /* LYE_MAKING */ {AUTOMATIC, false, 1, 200, 0}, + /* DYER */ {AUTOMATIC, false, 1, 200, 0}, + /* BURN_WOOD */ {AUTOMATIC, false, 1, 200, 0}, + /* OPERATE_PUMP */ {AUTOMATIC, false, 1, 200, 0}, + /* SHEARER */ {AUTOMATIC, false, 1, 200, 0}, + /* SPINNER */ {AUTOMATIC, false, 1, 200, 0}, + /* POTTERY */ {AUTOMATIC, false, 1, 200, 0}, + /* GLAZING */ {AUTOMATIC, false, 1, 200, 0}, + /* PRESSING */ {AUTOMATIC, false, 1, 200, 0}, + /* BEEKEEPING */ {AUTOMATIC, false, 1, 1, 0}, // reduce risk of stuck beekeepers (see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981) + /* WAX_WORKING */ {AUTOMATIC, false, 1, 200, 0}, + /* PUSH_HAUL_VEHICLES */ {HAULERS, false, 1, 200, 0} }; static const int responsibility_penalties[] = { @@ -492,12 +492,12 @@ static const int responsibility_penalties[] = { struct dwarf_info_t { - int highest_skill; - int total_skill; - int mastery_penalty; - int assigned_jobs; - dwarf_state state; - bool has_exclusive_labor; + int highest_skill; + int total_skill; + int mastery_penalty; + int assigned_jobs; + dwarf_state state; + bool has_exclusive_labor; int noble_penalty; // penalty for assignment due to noble status bool medical; // this dwarf has medical responsibility bool trader; // this dwarf has trade responsibility @@ -521,14 +521,14 @@ static void setOptionEnabled(ConfigFlags flag, bool on) static void cleanup_state() { - labor_infos.clear(); + labor_infos.clear(); } static void reset_labor(df::enums::unit_labor::unit_labor labor) { - labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs); - labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs); - labor_infos[labor].set_mode(default_labor_infos[labor].mode); + labor_infos[labor].set_minimum_dwarfs(default_labor_infos[labor].minimum_dwarfs); + labor_infos[labor].set_maximum_dwarfs(default_labor_infos[labor].maximum_dwarfs); + labor_infos[labor].set_mode(default_labor_infos[labor].mode); } static void init_state() @@ -539,42 +539,42 @@ static void init_state() if (config.isValid() && config.ival(0) == -1) config.ival(0) = 0; - enable_autolabor = isOptionEnabled(CF_ENABLED); + enable_autolabor = isOptionEnabled(CF_ENABLED); - if (!enable_autolabor) - return; + if (!enable_autolabor) + return; - // Load labors from save - labor_infos.resize(ARRAY_COUNT(default_labor_infos)); + // Load labors from save + labor_infos.resize(ARRAY_COUNT(default_labor_infos)); - std::vector<PersistentDataItem> items; + std::vector<PersistentDataItem> items; pworld->GetPersistentData(&items, "autolabor/labors/", true); - for (auto p = items.begin(); p != items.end(); p++) - { - string key = p->key(); - df::enums::unit_labor::unit_labor labor = (df::enums::unit_labor::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str()); - if (labor >= 0 && labor <= labor_infos.size()) - { - labor_infos[labor].config = *p; - labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive; - labor_infos[labor].active_dwarfs = 0; - } - } - - // Add default labors for those not in save + for (auto p = items.begin(); p != items.end(); p++) + { + string key = p->key(); + df::enums::unit_labor::unit_labor labor = (df::enums::unit_labor::unit_labor) atoi(key.substr(strlen("autolabor/labors/")).c_str()); + if (labor >= 0 && labor <= labor_infos.size()) + { + labor_infos[labor].config = *p; + labor_infos[labor].is_exclusive = default_labor_infos[labor].is_exclusive; + 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; + if (labor_infos[i].config.isValid()) + continue; - std::stringstream name; - name << "autolabor/labors/" << i; + std::stringstream name; + name << "autolabor/labors/" << i; - labor_infos[i].config = pworld->AddPersistentData(name.str()); + labor_infos[i].config = pworld->AddPersistentData(name.str()); - labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive; - labor_infos[i].active_dwarfs = 0; - reset_labor((df::enums::unit_labor::unit_labor) i); + labor_infos[i].is_exclusive = default_labor_infos[i].is_exclusive; + labor_infos[i].active_dwarfs = 0; + reset_labor((df::enums::unit_labor::unit_labor) i); } } @@ -592,8 +592,8 @@ static void enable_plugin(color_ostream &out) enable_autolabor = true; out << "Enabling the plugin." << endl; - cleanup_state(); - init_state(); + cleanup_state(); + init_state(); } DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands) @@ -608,49 +608,49 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug 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 <labor> <minimum> [<maximum>]\n" - " Set number of dwarves assigned to a labor.\n" - " autolabor <labor> haulers\n" - " Set a labor to be handled by hauler dwarves.\n" - " autolabor <labor> disable\n" - " Turn off autolabor for a specific labor.\n" - " autolabor <labor> reset\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. It tries to keep as many dwarves as possible busy but\n" - " also tries to have dwarves specialize in specific skills.\n" - " Warning: autolabor will override any manual changes you make to labors\n" - " while it is enabled.\n" - "Examples:\n" - " autolabor MINE 2\n" - " Keep at least 2 dwarves with mining enabled.\n" - " autolabor CUT_GEM 1 1\n" - " Keep exactly 1 dwarf with gemcutting enabled.\n" - " autolabor FEED_WATER_CIVILIANS haulers\n" - " Have haulers feed and water wounded dwarves.\n" - " autolabor CUTWOOD disable\n" - " Turn off autolabor for wood cutting.\n" + " autolabor disable\n" + " Enables or disables the plugin.\n" + " autolabor <labor> <minimum> [<maximum>]\n" + " Set number of dwarves assigned to a labor.\n" + " autolabor <labor> haulers\n" + " Set a labor to be handled by hauler dwarves.\n" + " autolabor <labor> disable\n" + " Turn off autolabor for a specific labor.\n" + " autolabor <labor> reset\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. It tries to keep as many dwarves as possible busy but\n" + " also tries to have dwarves specialize in specific skills.\n" + " Warning: autolabor will override any manual changes you make to labors\n" + " while it is enabled.\n" + "Examples:\n" + " autolabor MINE 2\n" + " Keep at least 2 dwarves with mining enabled.\n" + " autolabor CUT_GEM 1 1\n" + " Keep exactly 1 dwarf with gemcutting enabled.\n" + " autolabor FEED_WATER_CIVILIANS haulers\n" + " Have haulers feed and water wounded dwarves.\n" + " autolabor CUTWOOD disable\n" + " Turn off autolabor for wood cutting.\n" )); - init_state(); + init_state(); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { - cleanup_state(); + cleanup_state(); - return CR_OK; + return CR_OK; } // sorting objects @@ -704,7 +704,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan DFhackCExport command_result plugin_onupdate ( color_ostream &out ) { - static int step_count = 0; + static int step_count = 0; // check run conditions if(!world || !world->map.block_index || !enable_autolabor) { @@ -712,31 +712,31 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) return CR_OK; } - if (++step_count < 60) - return CR_OK; - step_count = 0; + if (++step_count < 60) + return CR_OK; + step_count = 0; uint32_t race = ui->race_id; uint32_t civ = ui->civ_id; - std::vector<df::unit *> dwarfs; + std::vector<df::unit *> dwarfs; - bool has_butchers = false; - bool has_fishery = false; + bool has_butchers = false; + bool has_fishery = false; bool trader_requested = false; - for (int i = 0; i < world->buildings.all.size(); ++i) - { - df::building *build = world->buildings.all[i]; - auto type = build->getType(); - if (df::enums::building_type::Workshop == type) - { - auto subType = build->getSubtype(); - if (df::enums::workshop_type::Butchers == subType) - has_butchers = true; - if (df::enums::workshop_type::Fishery == subType) - has_fishery = true; - } + for (int i = 0; i < world->buildings.all.size(); ++i) + { + df::building *build = world->buildings.all[i]; + auto type = build->getType(); + if (df::enums::building_type::Workshop == type) + { + auto subType = build->getSubtype(); + if (df::enums::workshop_type::Butchers == subType) + has_butchers = true; + if (df::enums::workshop_type::Fishery == subType) + has_fishery = true; + } else if (df::enums::building_type::TradeDepot == type) { df::building_tradedepotst* depot = (df::building_tradedepotst*) build; @@ -744,29 +744,29 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) if (print_debug) out.print("Trade depot found and trader requested, trader will be excluded from all labors.\n"); } - } + } for (int i = 0; i < world->units.all.size(); ++i) { df::unit* cre = world->units.all[i]; - if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant && - !cre->flags1.bits.dead && !cre->flags1.bits.forest) { - dwarfs.push_back(cre); + if (cre->race == race && cre->civ_id == civ && !cre->flags1.bits.marauder && !cre->flags1.bits.diplomat && !cre->flags1.bits.merchant && + !cre->flags1.bits.dead && !cre->flags1.bits.forest) { + dwarfs.push_back(cre); } } - int n_dwarfs = dwarfs.size(); + int n_dwarfs = dwarfs.size(); - if (n_dwarfs == 0) - return CR_OK; + if (n_dwarfs == 0) + return CR_OK; - std::vector<dwarf_info_t> dwarf_info(n_dwarfs); + std::vector<dwarf_info_t> dwarf_info(n_dwarfs); - // Find total skill and highest skill for each dwarf. More skilled dwarves shouldn't be used for minor tasks. + // Find total skill and highest skill for each dwarf. More skilled dwarves shouldn't be used for minor tasks. - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { -// assert(dwarfs[dwarf]->status.souls.size() > 0); + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { +// assert(dwarfs[dwarf]->status.souls.size() > 0); // assert fails can cause DF to crash, so don't do that if (dwarfs[dwarf]->status.souls.size() <= 0) @@ -780,10 +780,10 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) 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 *epos = (df::histfig_entity_link_positionst*) hfelink; df::historical_entity* entity = df::historical_entity::find(epos->entity_id); - if (!entity) + if (!entity) continue; df::entity_position_assignment* assignment = binsearch_in_vector(entity->positions.assignments, epos->assignment_id); if (!assignment) @@ -792,8 +792,8 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) if (!position) continue; - for (int n = 0; n < 25; n++) - if (position->responsibilities[n]) + for (int n = 0; n < 25; n++) + if (position->responsibilities[n]) noble_penalty += responsibility_penalties[n]; if (position->responsibilities[df::entity_position_responsibility::HEALTH_MANAGEMENT]) @@ -806,420 +806,420 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out ) dwarf_info[dwarf].noble_penalty = noble_penalty; } - for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++) - { - df::job_skill skill = (*s)->id; + for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s != dwarfs[dwarf]->status.souls[0]->skills.end(); s++) + { + df::job_skill skill = (*s)->id; - df::job_skill_class skill_class = ENUM_ATTR(job_skill, type, skill); + df::job_skill_class skill_class = ENUM_ATTR(job_skill, type, skill); - int skill_level = (*s)->rating; - int skill_experience = (*s)->experience; + int skill_level = (*s)->rating; + int skill_experience = (*s)->experience; - // Track total & highest skill among normal/medical skills. (We don't care about personal or social skills.) + // Track total & highest skill among normal/medical skills. (We don't care about personal or social skills.) - if (skill_class != df::enums::job_skill_class::Normal && skill_class != df::enums::job_skill_class::Medical) - continue; + if (skill_class != df::enums::job_skill_class::Normal && skill_class != df::enums::job_skill_class::Medical) + continue; - if (dwarf_info[dwarf].highest_skill < skill_level) - dwarf_info[dwarf].highest_skill = skill_level; - dwarf_info[dwarf].total_skill += skill_level; - } - } + if (dwarf_info[dwarf].highest_skill < skill_level) + dwarf_info[dwarf].highest_skill = skill_level; + dwarf_info[dwarf].total_skill += skill_level; + } + } - // Calculate a base penalty for using each dwarf for a task he isn't good at. + // Calculate a base penalty for using each dwarf for a task he isn't good at. - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { - dwarf_info[dwarf].mastery_penalty -= 40 * dwarf_info[dwarf].highest_skill; - dwarf_info[dwarf].mastery_penalty -= 10 * dwarf_info[dwarf].total_skill; + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { + dwarf_info[dwarf].mastery_penalty -= 40 * dwarf_info[dwarf].highest_skill; + dwarf_info[dwarf].mastery_penalty -= 10 * dwarf_info[dwarf].total_skill; dwarf_info[dwarf].mastery_penalty -= dwarf_info[dwarf].noble_penalty; - for (int labor = ENUM_FIRST_ITEM(unit_labor); labor <= ENUM_LAST_ITEM(unit_labor); labor++) - { - if (labor == df::enums::unit_labor::NONE) - continue; + for (int labor = ENUM_FIRST_ITEM(unit_labor); labor <= ENUM_LAST_ITEM(unit_labor); labor++) + { + if (labor == df::enums::unit_labor::NONE) + continue; /* - assert(labor >= 0); - assert(labor < ARRAY_COUNT(labor_infos)); - */ - - if (labor_infos[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor]) - dwarf_info[dwarf].mastery_penalty -= 100; - } - } - - // Find the activity state for each dwarf. It's important to get this right - a dwarf who we think is IDLE but - // can't work will gum everything up. In the future I might add code to auto-detect slacker dwarves. - - state_count.clear(); - state_count.resize(NUM_STATE); - - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { - bool is_on_break = false; - - for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++) - { - // 7 / 0x7 = Newly arrived migrant, will not work yet - // 17 / 0x11 = On break - if ((*p)->id == 0x07 || (*p)->id == 0x11) - is_on_break = true; - } - - if (dwarfs[dwarf]->profession == df::enums::profession::BABY || - dwarfs[dwarf]->profession == df::enums::profession::CHILD || - dwarfs[dwarf]->profession == df::enums::profession::DRUNK) - { - dwarf_info[dwarf].state = CHILD; - } - else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession)) - dwarf_info[dwarf].state = MILITARY; - else if (dwarfs[dwarf]->job.current_job == NULL) - { - if (is_on_break) - dwarf_info[dwarf].state = OTHER; - else if (dwarfs[dwarf]->specific_refs.size() > 0) - dwarf_info[dwarf].state = OTHER; - else - dwarf_info[dwarf].state = IDLE; - } - else - { - int job = dwarfs[dwarf]->job.current_job->job_type; + assert(labor >= 0); + assert(labor < ARRAY_COUNT(labor_infos)); + */ + + if (labor_infos[labor].is_exclusive && dwarfs[dwarf]->status.labors[labor]) + dwarf_info[dwarf].mastery_penalty -= 100; + } + } + + // Find the activity state for each dwarf. It's important to get this right - a dwarf who we think is IDLE but + // can't work will gum everything up. In the future I might add code to auto-detect slacker dwarves. + + state_count.clear(); + state_count.resize(NUM_STATE); + + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { + bool is_on_break = false; + + for (auto p = dwarfs[dwarf]->status.misc_traits.begin(); p < dwarfs[dwarf]->status.misc_traits.end(); p++) + { + // 7 / 0x7 = Newly arrived migrant, will not work yet + // 17 / 0x11 = On break + if ((*p)->id == 0x07 || (*p)->id == 0x11) + is_on_break = true; + } + + if (dwarfs[dwarf]->profession == df::enums::profession::BABY || + dwarfs[dwarf]->profession == df::enums::profession::CHILD || + dwarfs[dwarf]->profession == df::enums::profession::DRUNK) + { + dwarf_info[dwarf].state = CHILD; + } + else if (ENUM_ATTR(profession, military, dwarfs[dwarf]->profession)) + dwarf_info[dwarf].state = MILITARY; + else if (dwarfs[dwarf]->job.current_job == NULL) + { + if (is_on_break) + dwarf_info[dwarf].state = OTHER; + else if (dwarfs[dwarf]->specific_refs.size() > 0) + dwarf_info[dwarf].state = OTHER; + else + dwarf_info[dwarf].state = IDLE; + } + else + { + int job = dwarfs[dwarf]->job.current_job->job_type; /* - assert(job >= 0); - assert(job < ARRAY_COUNT(dwarf_states)); - */ + assert(job >= 0); + assert(job < ARRAY_COUNT(dwarf_states)); + */ if (job >= 0 && job < ARRAY_COUNT(dwarf_states)) dwarf_info[dwarf].state = dwarf_states[job]; - else + else { 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]++; + state_count[dwarf_info[dwarf].state]++; - if (print_debug) - out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]); - } + if (print_debug) + out.print("Dwarf %i \"%s\": penalty %i, state %s\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), dwarf_info[dwarf].mastery_penalty, state_names[dwarf_info[dwarf].state]); + } - // Generate labor -> skill mapping + // Generate labor -> skill mapping - df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1]; - for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++) - labor_to_skill[i] = df::enums::job_skill::NONE; + df::job_skill labor_to_skill[ENUM_LAST_ITEM(unit_labor) + 1]; + for (int i = 0; i <= ENUM_LAST_ITEM(unit_labor); i++) + labor_to_skill[i] = df::enums::job_skill::NONE; - FOR_ENUM_ITEMS(job_skill, skill) - { - int labor = ENUM_ATTR(job_skill, labor, skill); - if (labor != df::enums::unit_labor::NONE) - { + FOR_ENUM_ITEMS(job_skill, skill) + { + int labor = ENUM_ATTR(job_skill, labor, skill); + if (labor != df::enums::unit_labor::NONE) + { /* - assert(labor >= 0); - assert(labor < ARRAY_COUNT(labor_to_skill)); - */ + assert(labor >= 0); + assert(labor < ARRAY_COUNT(labor_to_skill)); + */ - labor_to_skill[labor] = skill; - } - } + labor_to_skill[labor] = skill; + } + } - std::vector<df::unit_labor> labors; + std::vector<df::unit_labor> labors; - FOR_ENUM_ITEMS(unit_labor, labor) - { - if (labor == df::enums::unit_labor::NONE) - continue; + FOR_ENUM_ITEMS(unit_labor, labor) + { + if (labor == df::enums::unit_labor::NONE) + continue; /* - assert(labor >= 0); - assert(labor < ARRAY_COUNT(labor_infos)); - */ + assert(labor >= 0); + assert(labor < ARRAY_COUNT(labor_infos)); + */ - labor_infos[labor].active_dwarfs = 0; + labor_infos[labor].active_dwarfs = 0; - labors.push_back(labor); - } + labors.push_back(labor); + } laborinfo_sorter lasorter; - std::sort(labors.begin(), labors.end(), lasorter); + std::sort(labors.begin(), labors.end(), lasorter); - // Handle DISABLED skills (just bookkeeping) - for (auto lp = labors.begin(); lp != labors.end(); ++lp) - { - auto labor = *lp; + // Handle DISABLED skills (just bookkeeping) + for (auto lp = labors.begin(); lp != labors.end(); ++lp) + { + auto labor = *lp; - if (labor_infos[labor].mode() != DISABLE) - continue; + if (labor_infos[labor].mode() != DISABLE) + continue; - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { - if (dwarfs[dwarf]->status.labors[labor]) - { - if (labor_infos[labor].is_exclusive) - dwarf_info[dwarf].has_exclusive_labor = true; + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { + if (dwarfs[dwarf]->status.labors[labor]) + { + if (labor_infos[labor].is_exclusive) + dwarf_info[dwarf].has_exclusive_labor = true; - dwarf_info[dwarf].assigned_jobs++; - } - } - } + dwarf_info[dwarf].assigned_jobs++; + } + } + } - // Handle all skills except those marked HAULERS + // Handle all skills except those marked HAULERS - for (auto lp = labors.begin(); lp != labors.end(); ++lp) - { - auto labor = *lp; + for (auto lp = labors.begin(); lp != labors.end(); ++lp) + { + auto labor = *lp; /* - assert(labor >= 0); - assert(labor < ARRAY_COUNT(labor_infos)); - */ - - df::job_skill skill = labor_to_skill[labor]; - - if (labor_infos[labor].mode() != AUTOMATIC) - continue; - - int best_dwarf = 0; - int best_value = -10000; - - std::vector<int> values(n_dwarfs); - std::vector<int> candidates; - std::map<int, int> dwarf_skill; - std::vector<bool> previously_enabled(n_dwarfs); - - auto mode = labor_infos[labor].mode(); - - // Find candidate dwarfs, and calculate a preference value for each dwarf - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { - if (dwarf_info[dwarf].state == CHILD) - continue; - if (dwarf_info[dwarf].state == MILITARY) - continue; - - if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor) - continue; - - int value = dwarf_info[dwarf].mastery_penalty; - - if (skill != df::enums::job_skill::NONE) - { - int skill_level = 0; - int skill_experience = 0; - - for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++) - { - if ((*s)->id == skill) - { - skill_level = (*s)->rating; - skill_experience = (*s)->experience; - break; - } - } - - dwarf_skill[dwarf] = skill_level; - - value += skill_level * 100; - value += skill_experience / 20; - if (skill_level > 0 || skill_experience > 0) - value += 200; - if (skill_level >= 15) - value += 1000 * (skill_level - 14); - } - else - { - dwarf_skill[dwarf] = 0; - } - - if (dwarfs[dwarf]->status.labors[labor]) - { - value += 5; - if (labor_infos[labor].is_exclusive) - value += 350; - } - - values[dwarf] = value; - - candidates.push_back(dwarf); - - } - - // Sort candidates by preference value + assert(labor >= 0); + assert(labor < ARRAY_COUNT(labor_infos)); + */ + + df::job_skill skill = labor_to_skill[labor]; + + if (labor_infos[labor].mode() != AUTOMATIC) + continue; + + int best_dwarf = 0; + int best_value = -10000; + + std::vector<int> values(n_dwarfs); + std::vector<int> candidates; + std::map<int, int> dwarf_skill; + std::vector<bool> previously_enabled(n_dwarfs); + + auto mode = labor_infos[labor].mode(); + + // Find candidate dwarfs, and calculate a preference value for each dwarf + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { + if (dwarf_info[dwarf].state == CHILD) + continue; + if (dwarf_info[dwarf].state == MILITARY) + continue; + + if (labor_infos[labor].is_exclusive && dwarf_info[dwarf].has_exclusive_labor) + continue; + + int value = dwarf_info[dwarf].mastery_penalty; + + if (skill != df::enums::job_skill::NONE) + { + int skill_level = 0; + int skill_experience = 0; + + for (auto s = dwarfs[dwarf]->status.souls[0]->skills.begin(); s < dwarfs[dwarf]->status.souls[0]->skills.end(); s++) + { + if ((*s)->id == skill) + { + skill_level = (*s)->rating; + skill_experience = (*s)->experience; + break; + } + } + + dwarf_skill[dwarf] = skill_level; + + value += skill_level * 100; + value += skill_experience / 20; + if (skill_level > 0 || skill_experience > 0) + value += 200; + if (skill_level >= 15) + value += 1000 * (skill_level - 14); + } + else + { + dwarf_skill[dwarf] = 0; + } + + if (dwarfs[dwarf]->status.labors[labor]) + { + value += 5; + if (labor_infos[labor].is_exclusive) + value += 350; + } + + values[dwarf] = value; + + candidates.push_back(dwarf); + + } + + // Sort candidates by preference value values_sorter ivs(values); - std::sort(candidates.begin(), candidates.end(), ivs); - - // Disable the labor on everyone - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { - if (dwarf_info[dwarf].state == CHILD) - continue; - - previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor]; - dwarfs[dwarf]->status.labors[labor] = false; - } - - int min_dwarfs = labor_infos[labor].minimum_dwarfs(); - int max_dwarfs = labor_infos[labor].maximum_dwarfs(); - - // Special - don't assign hunt without a butchers, or fish without a fishery - if (df::enums::unit_labor::HUNT == labor && !has_butchers) - min_dwarfs = max_dwarfs = 0; - if (df::enums::unit_labor::FISH == labor && !has_fishery) - min_dwarfs = max_dwarfs = 0; - - bool want_idle_dwarf = true; - if (state_count[IDLE] < 2) - want_idle_dwarf = false; - - /* - * Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in - * order of preference, and then assign additional dwarfs that meet any of these conditions: - * - The dwarf is idle and there are no idle dwarves assigned to this labor - * - The dwarf has nonzero skill associated with the labor - * - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled. - * We stop assigning dwarfs when we reach the maximum allowed. - * Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs - * (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted. - * Military and children/nobles will not have labors assigned. + std::sort(candidates.begin(), candidates.end(), ivs); + + // Disable the labor on everyone + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { + if (dwarf_info[dwarf].state == CHILD) + continue; + + previously_enabled[dwarf] = dwarfs[dwarf]->status.labors[labor]; + dwarfs[dwarf]->status.labors[labor] = false; + } + + int min_dwarfs = labor_infos[labor].minimum_dwarfs(); + int max_dwarfs = labor_infos[labor].maximum_dwarfs(); + + // Special - don't assign hunt without a butchers, or fish without a fishery + if (df::enums::unit_labor::HUNT == labor && !has_butchers) + min_dwarfs = max_dwarfs = 0; + if (df::enums::unit_labor::FISH == labor && !has_fishery) + min_dwarfs = max_dwarfs = 0; + + bool want_idle_dwarf = true; + if (state_count[IDLE] < 2) + want_idle_dwarf = false; + + /* + * Assign dwarfs to this labor. We assign at least the minimum number of dwarfs, in + * order of preference, and then assign additional dwarfs that meet any of these conditions: + * - The dwarf is idle and there are no idle dwarves assigned to this labor + * - The dwarf has nonzero skill associated with the labor + * - The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled. + * We stop assigning dwarfs when we reach the maximum allowed. + * Note that only idle and busy dwarfs count towards the number of dwarfs. "Other" dwarfs + * (sleeping, eating, on break, etc.) will have labors assigned, but will not be counted. + * Military and children/nobles will not have labors assigned. * Dwarfs with the "health management" responsibility are always assigned DIAGNOSIS. - */ - for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++) - { - int dwarf = candidates[i]; - - assert(dwarf >= 0); - assert(dwarf < n_dwarfs); - - bool preferred_dwarf = false; - if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE) - preferred_dwarf = true; - if (dwarf_skill[dwarf] > 0) - preferred_dwarf = true; - if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive) - preferred_dwarf = true; + */ + for (int i = 0; i < candidates.size() && labor_infos[labor].active_dwarfs < max_dwarfs; i++) + { + int dwarf = candidates[i]; + + assert(dwarf >= 0); + assert(dwarf < n_dwarfs); + + bool preferred_dwarf = false; + if (want_idle_dwarf && dwarf_info[dwarf].state == IDLE) + preferred_dwarf = true; + if (dwarf_skill[dwarf] > 0) + preferred_dwarf = true; + if (previously_enabled[dwarf] && labor_infos[labor].is_exclusive) + preferred_dwarf = true; if (dwarf_info[dwarf].medical && labor == df::unit_labor::DIAGNOSE) preferred_dwarf = true; if (dwarf_info[dwarf].trader && trader_requested) continue; - if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf) - continue; + if (labor_infos[labor].active_dwarfs >= min_dwarfs && !preferred_dwarf) + continue; - if (!dwarfs[dwarf]->status.labors[labor]) - dwarf_info[dwarf].assigned_jobs++; + if (!dwarfs[dwarf]->status.labors[labor]) + dwarf_info[dwarf].assigned_jobs++; - dwarfs[dwarf]->status.labors[labor] = true; + dwarfs[dwarf]->status.labors[labor] = true; - if (labor_infos[labor].is_exclusive) - { - dwarf_info[dwarf].has_exclusive_labor = true; - // all the exclusive labors require equipment so this should force the dorf to reequip if needed - dwarfs[dwarf]->military.pickup_flags.bits.update = 1; - } + if (labor_infos[labor].is_exclusive) + { + dwarf_info[dwarf].has_exclusive_labor = true; + // all the exclusive labors require equipment so this should force the dorf to reequip if needed + dwarfs[dwarf]->military.pickup_flags.bits.update = 1; + } - if (print_debug) - out.print("Dwarf %i \"%s\" assigned %s: value %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf]); + if (print_debug) + out.print("Dwarf %i \"%s\" assigned %s: value %i\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str(), values[dwarf]); - if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) - labor_infos[labor].active_dwarfs++; + if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) + labor_infos[labor].active_dwarfs++; - if (dwarf_info[dwarf].state == IDLE) - want_idle_dwarf = false; - } - } + if (dwarf_info[dwarf].state == IDLE) + want_idle_dwarf = false; + } + } - // Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps - // make sure that hauling jobs are handled quickly rather than building up. + // Set about 1/3 of the dwarfs as haulers. The haulers have all HAULER labors enabled. Having a lot of haulers helps + // make sure that hauling jobs are handled quickly rather than building up. - int num_haulers = state_count[IDLE] + state_count[BUSY] / 3; - if (num_haulers < 1) - num_haulers = 1; + int num_haulers = state_count[IDLE] + state_count[BUSY] / 3; + if (num_haulers < 1) + num_haulers = 1; - std::vector<int> hauler_ids; - for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) - { + std::vector<int> hauler_ids; + for (int dwarf = 0; dwarf < n_dwarfs; dwarf++) + { if (dwarf_info[dwarf].trader && trader_requested) continue; - if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) - hauler_ids.push_back(dwarf); - } + if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) + hauler_ids.push_back(dwarf); + } dwarfinfo_sorter sorter(dwarf_info); - // Idle dwarves come first, then we sort from least-skilled to most-skilled. - std::sort(hauler_ids.begin(), hauler_ids.end(), sorter); + // Idle dwarves come first, then we sort from least-skilled to most-skilled. + std::sort(hauler_ids.begin(), hauler_ids.end(), sorter); - // don't set any haulers if everyone is off drinking or something - if (hauler_ids.size() == 0) { - num_haulers = 0; - } + // don't set any haulers if everyone is off drinking or something + if (hauler_ids.size() == 0) { + num_haulers = 0; + } - FOR_ENUM_ITEMS(unit_labor, labor) - { - if (labor == df::enums::unit_labor::NONE) - continue; + FOR_ENUM_ITEMS(unit_labor, labor) + { + if (labor == df::enums::unit_labor::NONE) + continue; /* - assert(labor >= 0); - assert(labor < ARRAY_COUNT(labor_infos)); - */ + assert(labor >= 0); + assert(labor < ARRAY_COUNT(labor_infos)); + */ - if (labor_infos[labor].mode() != HAULERS) - continue; + if (labor_infos[labor].mode() != HAULERS) + continue; + + for (int i = 0; i < num_haulers; i++) + { + assert(i < hauler_ids.size()); - for (int i = 0; i < num_haulers; i++) - { - assert(i < hauler_ids.size()); + int dwarf = hauler_ids[i]; - int dwarf = hauler_ids[i]; + assert(dwarf >= 0); + assert(dwarf < n_dwarfs); + dwarfs[dwarf]->status.labors[labor] = true; + dwarf_info[dwarf].assigned_jobs++; - assert(dwarf >= 0); - assert(dwarf < n_dwarfs); - dwarfs[dwarf]->status.labors[labor] = true; - dwarf_info[dwarf].assigned_jobs++; + if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) + labor_infos[labor].active_dwarfs++; - if (dwarf_info[dwarf].state == IDLE || dwarf_info[dwarf].state == BUSY) - labor_infos[labor].active_dwarfs++; + if (print_debug) + out.print("Dwarf %i \"%s\" assigned %s: hauler\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str()); + } - if (print_debug) - out.print("Dwarf %i \"%s\" assigned %s: hauler\n", dwarf, dwarfs[dwarf]->name.first_name.c_str(), ENUM_KEY_STR(unit_labor, labor).c_str()); - } + for (int i = num_haulers; i < hauler_ids.size(); i++) + { + assert(i < hauler_ids.size()); - for (int i = num_haulers; i < hauler_ids.size(); i++) - { - assert(i < hauler_ids.size()); + int dwarf = hauler_ids[i]; - int dwarf = hauler_ids[i]; - - assert(dwarf >= 0); - assert(dwarf < n_dwarfs); + assert(dwarf >= 0); + assert(dwarf < n_dwarfs); - dwarfs[dwarf]->status.labors[labor] = false; - } - } + dwarfs[dwarf]->status.labors[labor] = false; + } + } - print_debug = 0; + print_debug = 0; return CR_OK; } void print_labor (df::enums::unit_labor::unit_labor labor, color_ostream &out) { - string labor_name = ENUM_KEY_STR(unit_labor, labor); - out << labor_name << ": "; - for (int i = 0; i < 20 - (int)labor_name.length(); i++) - out << ' '; - if (labor_infos[labor].mode() == DISABLE) - out << "disabled" << endl; - else - { - if (labor_infos[labor].mode() == HAULERS) - out << "haulers"; - else - out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs(); - out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl; - } + string labor_name = ENUM_KEY_STR(unit_labor, labor); + out << labor_name << ": "; + for (int i = 0; i < 20 - (int)labor_name.length(); i++) + out << ' '; + if (labor_infos[labor].mode() == DISABLE) + out << "disabled" << endl; + else + { + if (labor_infos[labor].mode() == HAULERS) + out << "haulers"; + else + out << "minimum " << labor_infos[labor].minimum_dwarfs() << ", maximum " << labor_infos[labor].maximum_dwarfs(); + out << ", currently " << labor_infos[labor].active_dwarfs << " dwarfs" << endl; + } } command_result autolabor (color_ostream &out, std::vector <std::string> & parameters) @@ -1231,9 +1231,9 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame return CR_FAILURE; } - if (parameters.size() == 1 && - (parameters[0] == "0" || parameters[0] == "enable" || - parameters[0] == "1" || parameters[0] == "disable")) + if (parameters.size() == 1 && + (parameters[0] == "0" || parameters[0] == "enable" || + parameters[0] == "1" || parameters[0] == "disable")) { bool enable = (parameters[0] == "1" || parameters[0] == "enable"); if (enable && !enable_autolabor) @@ -1252,118 +1252,130 @@ command_result autolabor (color_ostream &out, std::vector <std::string> & parame return CR_OK; } - return CR_OK; + return CR_OK; } - - if (!enable_autolabor) - { - out << "Error: The plugin is not enabled." << endl; - return CR_FAILURE; - } - - if (parameters.size() == 2 || parameters.size() == 3) { - df::enums::unit_labor::unit_labor labor = df::enums::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 == df::enums::unit_labor::NONE) - { - out.printerr("Could not find labor %s.\n", parameters[0].c_str()); - return CR_WRONG_USAGE; - } - - if (parameters[1] == "haulers") - { - labor_infos[labor].set_mode(HAULERS); - print_labor(labor, out); - return CR_OK; - } - if (parameters[1] == "disable") - { - labor_infos[labor].set_mode(DISABLE); - print_labor(labor, out); - return CR_OK; - } - if (parameters[1] == "reset") - { - reset_labor(labor); - print_labor(labor, out); - return CR_OK; - } - - int minimum = atoi (parameters[1].c_str()); - int maximum = 200; - if (parameters.size() == 3) - maximum = atoi (parameters[2].c_str()); - - if (maximum < minimum || maximum < 0 || minimum < 0) - { - out.printerr("Syntax: autolabor <labor> <minimum> [<maximum>]\n", maximum, minimum); - return CR_WRONG_USAGE; - } - - labor_infos[labor].set_minimum_dwarfs(minimum); - labor_infos[labor].set_maximum_dwarfs(maximum); - labor_infos[labor].set_mode(AUTOMATIC); - print_labor(labor, out); - - return CR_OK; - } - else if (parameters.size() == 1 && parameters[0] == "reset-all") { - for (int i = 0; i < labor_infos.size(); i++) - { - reset_labor((df::enums::unit_labor::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 << "autolabor not activated." << endl; - return CR_OK; - } - - 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 == df::enums::unit_labor::NONE) - continue; - - print_labor(labor, out); - } - } - - return CR_OK; - } - else if (parameters.size() == 1 && parameters[0] == "debug") { - print_debug = 1; - - return CR_OK; - } - else + + if (parameters.size() == 2 || parameters.size() == 3) { + if (!enable_autolabor) + { + out << "Error: The plugin is not enabled." << endl; + return CR_FAILURE; + } + + df::enums::unit_labor::unit_labor labor = df::enums::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 == df::enums::unit_labor::NONE) + { + out.printerr("Could not find labor %s.\n", parameters[0].c_str()); + return CR_WRONG_USAGE; + } + + if (parameters[1] == "haulers") + { + labor_infos[labor].set_mode(HAULERS); + print_labor(labor, out); + return CR_OK; + } + if (parameters[1] == "disable") + { + labor_infos[labor].set_mode(DISABLE); + print_labor(labor, out); + return CR_OK; + } + if (parameters[1] == "reset") + { + reset_labor(labor); + print_labor(labor, out); + return CR_OK; + } + + int minimum = atoi (parameters[1].c_str()); + int maximum = 200; + if (parameters.size() == 3) + maximum = atoi (parameters[2].c_str()); + + if (maximum < minimum || maximum < 0 || minimum < 0) + { + out.printerr("Syntax: autolabor <labor> <minimum> [<maximum>]\n", maximum, minimum); + return CR_WRONG_USAGE; + } + + labor_infos[labor].set_minimum_dwarfs(minimum); + labor_infos[labor].set_maximum_dwarfs(maximum); + labor_infos[labor].set_mode(AUTOMATIC); + print_labor(labor, out); + + 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::enums::unit_labor::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 == df::enums::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 1', deactivate with 'autolabor 0'.\n" "Current state: %d.\n", enable_autolabor); - return CR_OK; - } + return CR_OK; + } } |
