1.2 Movement & Propulsion
- Burner engines face relative to the ship template grid. Their absolute direction depends on the ship’s absolute facing.
- Capabilities:
- Burners facing relative
southgrantforwardmovement. - Burners facing relative
northgrantbackwardmovement. - Burners facing relative
westgrantstrafeRightmovement. - Burners facing relative
eastgrantstrafeLeftmovement. - All ships are always capable of
turnLeftandturnRight.
- Burners facing relative
- Speed Mechanics: A ship’s maximum speed is calculated using thruster scaling. The base speed (in cells per tick) is determined by the number of active burners facing that direction in a tick:
- 1 burner = 1 cell/tick
- 2 burners = 2 cells/tick
- 3 burners = 2 cells/tick
- 4 or more burners = 3 cells/tick Fractional movement is accumulated across ticks. The movement step-by-step raycaster resolves movement 1 cell at a time to prevent ships from “tunnelling” or jumping through solid walls.
- Variable Speed Control: Instead of returning a plain string for
move, behavior scripts can set a custom distance. E.g.,move: { direction: 'forward', distance: 2 }. The distance traveled is capped by the maximum speed allowed by the active burners in that tick.
1.3 Weapons & Damage
- Bullets travel as visible projectiles over multiple ticks (they are NOT hitscan).
- Weapon parameters (damage, range, cooldowns) are dynamic and depend on the current battle configuration. You must read the exact capabilities of your current weapons from the observation payload at
observation.self.capabilities.guns. - Projectiles move step-by-step each tick. If they collide with a solid wall or a ship, they apply damage and are destroyed immediately.
1.4 Defense (Shields)
- Shield modules absorb a portion of incoming damage.
- Shield HP: Starts at
100HP per shield module. - Negation: Absorbs
40%of incoming damage if the shield faces the incoming projectile direction (relative face + absolute ship face opposes projectile trajectory). - Depletion: When a shield absorbs damage, its shield HP is reduced by the damage amount. If a shield’s HP drops to
0or below, it is depleted and ceases to absorb damage.
1.5 Map Items & Consumables
- Some maps spawn consumables in open space. These appear as
health,shield,overcharge,speed_boost,repair, orstealthitems. - Picking Up Items: If your ship moves over a tile containing a consumable item, it is automatically picked up and placed in your ship’s
inventory. - Using Items: You can use an item from your inventory at any point by adding its
idto theusearray in your returned action object. - Effects:
health: Restores up to 30 Hull points (capped at ship maximum HP).shield: Restores up to 50 Shield HP, distributed among damaged shields.overcharge: Instantly clears weapon cooldowns for all weapons on the ship.speed_boost: Activates speed boost for 10 ticks, doubling ship movement speed.repair: Grants hull repair state for 10 ticks, regenerating 5 Hull HP per tick (Note: Nebula hazard damage will interrupt the repair cycle).stealth: Activates stealth invisibility for 8 ticks, hiding the ship from enemy sensor views. Firing any weapon immediately breaks stealth.