Game
Direct movement.
Or movement without wheeling.
The piece spins around it's front central point and heads towards where your cursor is.
This is for pieces in formations Skirmish, Column, Small or none
HQ essentially do not have a formation and there is allowance internally for some sort of a unit which isn't HQ and also isn't a full sized unit.
Although not implemented (yet) this could be used for scouts, messengers etc.
This piece is in column formation and hence it will have the option to take the most efficient route or move direct.

It's perhaps worth mentioning that there are parts of the code which aren't fully implemented but are there with future change or expansion in mind.
Hence a unit type which doesn't currently exist is partly supported so it would be relatively easy to implement.
Sometimes this is because of a change of direction in design.
EG ADC or messengers were originally to be visible moving across the map with the potential for enemy to intercept them.
On further consideration we realised this would be a bad idea as it risked turning the game into chase the messenger. Which might be an interesting game of itself, but not really what we're aiming for.
The complications of messengers travelling to where a piece was when it set out and then trying to find where it had moved to in the mean time also seemed just an over complicated distraction.
Hence messenger time will be calculated at outset rather than having to calculate a series of moves as the adc tries to find his moving recipient.
Sometimes it's just something which was easy to add
Another example is the number of sides in a scenario.
There are 3 armies in a scenario internally.
You can't set the third one at the moment but this could potentially be used for neutrals or a third player ( Blucher at Waterloo eg ).
I've also started planning for order persistence and implementation.