quote:
Originally posted by Rick:
<STRONG>Toady was saying you should respect the tile's occupancy flags when teleporting, else things will probably get stuck.</STRONG>
Unfortunately, I'll have to take a look at it next week, as I've got company coming into town.
Also, the default teleport destination should be fairly safe (since it's out front of the fortress), and if there's something there, the player can just specify alternate coordinates and teleport the dwarf again.
I actually ran into the sticking issue when I was seeing if it was feasible to autoteleport dwarves to where they wanted to go (based on the work destination X, Y in their structure). I first tried it with a mining dwarf, but it turns out the X, Y was the exact location to be mined out. So the dwarf would get stuck embedded in the wall he was supposed to mine out, and DF's code was such that he wouldn't try and mine the square while he was standing on it nor would he move off the square into an adjacent open one.
So with map data, I could presumably make a cheat that teleports dwarves to where they need to be for their work tasks, not unlike high level imps in Dungeon Keeper. Still, there's a lot more interesting things to do than making dwarves teleport all around, especially since anyone can just hack up the speed in the raws, anyway.