Basics

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Maps

Best score map SET YOUR PRIORITIES

Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually reflectional or rotational symmetry. Two starting positions or team bases that are symmetric belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[1]. Only a subset of all maps is used for ranked multiplayer.

Each map has a size of 50x50 meters. If a bot touches the borders of a map, it will explode. Each bot can shoot another bot, and is able to hit another bot up to a distance of 15 meters. This distance is divided in short range (up to 3 meters), medium range (3 to 8 meters) and long range (8 to 15 meters).

Game modes

Elimination

The objective is to destroy more bots from the other team within the time limit. Bots can be destroyed by shooting them until they lost their shield and health or pushing them to the map borders. A game is evaluated as a draw if no team could destroy more bots after the time limit. The shield or health state of bots is not relevant to this objective.

Best score

The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.

Bot Actions

During each second, there are 4 cycles (or ticks) where the bot decides its next action. Once the bot has decided its action, it will execute this action for the entire duration of the tick. Out of every tick the bot could decide whether or not to attack an enemy, pick up a resource, move towards an object, flee from an object, score a resource, or even decide to do nothing. Due note that outside of a few edge cases, any bot can see what action another bot is doing, as well as decide what to do based on the distance the bot is from itself.

However, there are some edge case actions that doesn't follow the conventional logic of the actions (whether it is detecting actions or executing them

  • If a bot decides to move to a target location that it can reach within the tick, it will move there and idle for the rest of the tick. This action will be detected as idling instead of moving.
    • This also occurs when a bot moves to another bot. However, if the target bot continues to move, then the bot will continue towards the target bot and only be detected as idling if it is idle at the very end of the tick. For touching other bots, the closest that another bot can get is based on the collision model of the bot. The collision model of a bot is a circle with a radius of ~0.5 meters (GFX47 could you be more precise? Are there differences between SN, SG, AS and MG?). Bots will not push other bots.
  • If a bot is told to catch (or pick up) a resource, it will move to that resource until it is within range where it then picks up the resource and goes into idle. While moving to the resource, it will be detected as moving to the resource. However, on the tick that it picks up the resource, it will be detected as idle unless it picks up the resource at the very end of a tick.
  • Securing a resource (otherwise known as scoring one) follows similar rules to catching a resource, with the difference being that it moves to the base instead of a resource. Also, a bot will refuse to secure a resource if it doesn't have a resource in its hands
  • Droping a resource doesn't have its own action to detect, and simply is detected as idle.
  • Both catching and securing a resource can be done ~0.5 meters (GFX47 could you be more precise?) away from the resource or base.
  • If two bots from different resources is close enough to pick up the same resource and tries to do so, neither one will do so, and will idle.

Lastly, a bot can't see the actions of what is currently happening until the beginning of the next tick.

Health, shield and regeneration

All bots have a certain amount of health and shield. The shield takes damage before you take any damage to your health, and can regenerate after the bot isn't damaged for over 3 seconds. However, and damage taken to your health is permanent. Any bot generates its fast enough that a fully destroyed shield regenerates in 3 seconds.

There is a separate topic discussing bot classes. It contains information about health, shield and regeneration differences.

Shooting process

Although the bot classes have very different shooting behavior, they all share the same shooting process:

  1. The bot will start aiming for the time of their aiming duration
  2. They will fire a bullet or group of bullets
    • Each bullet will either hit with the attack power or miss completely according to the precision
      • The bot's precision counter will increment by its precision value. The precision value is determined by what range it is in at the moment the bullet is fired
        • If the precision counter is greater or equal to 100 the bullet will hit and the precision counter will be decremented by 100. Otherwise the bullet will miss
    • They will then wait for a time period between shots if they have another shot to take during the attack cycle, and repeat this step. The total time spent shooting all bullets is their full attack cycle.
  3. continue with 1.

There is an older separate topic discussing bot shooting mechanics.