(non-blocking move vrs blocking moveXY)
To my strange brain your explaination, sotonin, does sound like my “partial moveXY” mentioned above (and prolly poorly explained) or as I like to call my function “moveTowardsXY” only better, because there is no arbitrarily fixed move distance and no need to reissue the command every so often to keep going… (iow: I made my own “semi-blocking” move command, by moving an acceptable distance toward my target and then processing before reissuing the command to again move closer)
edit:
I just discovered this post about the new boots with some code examples, if his ideas/examples are right and one HAS to continually reissue the command then move really is alot like my moveTowardXY (except as I suggested above, I don’t have to do the partialXY computing.).
attack(object) prolly is “blocking” but really should be a function of ones boots, if boots non-blocking then the move portion of attack should be non-blocking. (ogres may be dumb enough to infinitely chase after something they can’t catch, but my well dressed hero shouldn’t have to be.)
Knowing if math functions were available would be good. Currently I am comparing the squared versions for distance to things I didn’t know I could objectify. (x²+y²) < distanceTo(enemy)²