Progress commit of a rewrite of autolabor to draw from the jobs list and other world information.  A lot still to do on this.

DO NOT MERGE INTO THE MAIN BRANCH.  This code is incomplete and only vaguely tested.
Merge branch 'master' into autolabor
Sync submodules
Merge branch 'master' into autolabor

Conflicts:
	plugins/autolabor.cpp
Sync structures
Assorted progress on new autolabor.  Still lots of issues.
Merge branch 'master' into autolabor
Autolabor: improve (hopefully) the functionality for mapping jobs to labors.  Still some gaps to fill, but not many.
Autolabor: add health awareness, fix initialization crash, fix idle dwarf loop crash
autolabor: exclude "item lost" jobs, exclude jobs that are not first-in-queue at workshop, improve debug messages
autolabor: add ConstructBuilding (Farm); change priority calculation
Autolabor: generating haulers based on unstockpiled items (less than ideal).  Fix wrong build labor for Farmer's workshop.  Add build labor function for constructions (also works for furnaces and trade depots).  Add architect detection.  Use a different mechanism for selecting dwarfs for labors.
Autolabor: Add debugging messages from the labor deduction module; add deduction rules for some building destroy jobs; automatically exclude handless dwarfs from labor poor; use DF's own hauling job counts to compute hauling demand (and arrange for the "hauling canary" so that this always works)
Autolabor: remove some debug spam, and fix an error in computing preference scoring
to new assignment algorithm.  Add priority boost for labors based on how long it's been since they were last used, to avoid labor starvation.  Move persistent configuration to "autolabor/2.0" to avoid conflicting with older versions.
Autolabor: add more building labors
Autolabor: add labors for construct bridge, construct nestbox, construct trap, deconstruct wagon; fix error in labor for deconstruct furnace/tradedepot/construction; actually update the "active dwarf" numbers displayed in "autolabor list"; increase assignment penalty for dwarfs using skills lower than their best skill; increase assignment bonus for continuing in the same labor and for having the right tool for the job.
Autolabor: splints and crutches are furniture (at least at a forge); remove test that excludes pet owners from being given jobs when they're idle; add test for hungry/thirsty dwarves to trigger a feed/water civilians requirement; add a vehicle hauling requirement based on the existence of hauling routes
Autolabor: allow multiple simultaneous jobs at farms.
Autolabor: Items marked for dump now generate haul refuse demand.  Also corrected labor for dump item jobs.