# Headhunter is vicious

**URL:** <https://discourse.codecombat.com/t/headhunter-is-vicious/2773>\
**Category:** Adventurer\
**Created:** [February 19, 2015, 6:26am UTC](https://discourse.codecombat.com/t/headhunter-is-vicious/2773 "2015-02-19T06:26:16Z")\
**Posts on this page:** 1\
**Showing post:** 45

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**Author:** ![Vlevo](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.codecombat.com/vlevo/32/2074_2.png) [@Vlevo](https://discourse.codecombat.com/u/Vlevo)\
**Post date:** [February 23, 2015, 8:59am UTC](https://discourse.codecombat.com/t/headhunter-is-vicious/2773/45 "2015-02-23T08:59:45Z")

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(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](http://discourse.codecombat.com/t/the-new-boots-and-move-vs-movexy/2818/2) 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

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