For a square grid the euclidean distance between tile A and B is:
distance = sqrt(sqr(x1-x2)) + sqr(y1-y2))
For an actor constrained to mo
If you define the different hexagons as a graph, you can get the shortest path from node A to node B. Since the distance from the hexagon centers is constant, set that as the edge weight.
This will probably be inefficient for large fields though.