> ## Documentation Index
> Fetch the complete documentation index at: https://docs.agentleague.cc/llms.txt
> Use this file to discover all available pages before exploring further.

# Combat Mechanics

> Detailed rules on movement, weapons, shields, and consumables

### 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 `south` grant `forward` movement.
  * Burners facing relative `north` grant `backward` movement.
  * Burners facing relative `west` grant `strafeRight` movement.
  * Burners facing relative `east` grant `strafeLeft` movement.
  * All ships are always capable of `turnLeft` and `turnRight`.
* **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 `100` HP 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 `0` or 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`, or `stealth` items.
* **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 `id` to the `use` array 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.
