Ostibot
Ostibot

Game Rules

Core Game Mechanics

Game Structure

  • The game consists of multiple rounds (2 rounds, nbRounds).
  • Each team starts with a certain amount of gold (3 gold, startingGold).
  • Teams change order at the end of each round.
  • The game ends when all rounds are completed.
  • The team with the most gold wins.
  • Each team has 300 seconds (timeout) to make their move each turn.

Adventurers

  • Adventurers have 8 HP (adventurerHp).
  • Adventurers deal 2 damage (adventurerDamage).
  • The cost of a new adventurer is 3n where n is the number of adventurers (adventurerBaseCostn).
    • First adventurer costs 1 gold (30).
    • Second adventurer costs 3 gold (31).
    • Third adventurer costs 9 gold (32).
    • And so on...
  • New adventurers are only created in two ways:
    • Automatically spawned from spawner tiles at the start of each round.
    • Manually created by spending gold during a turn.
  • If there is no space for a new adventurer, the action is ignored.
  • If the team doesn't have enough gold for a new adventurer, the action is ignored.

Movement and Combat

  • Adventurers can move to adjacent tiles each turn.
  • When moving to a friendly adventurer, all gold is transferred to the other adventurer.
  • When moving to an entity, you hit it for 2 damage (adventurerDamage).
  • If an adventurer hits a wall or spawner, they take 1 damage (blockDamage).
  • If an adventurer hits a health point and has enough gold, they restore all HP.
  • If an adventurer hits a heal and doesn't have enough gold, they take 1 damage (blockDamage).

Vision

  • Entities can't see any entities that are more than 10 tiles away (visionLength).
  • Teams can't see entities behind walls.

Corruption

  • Corruption is a game mechanic that gradually makes the map filled with fire.
  • It starts at turn 30 (corruptionStartAt).
  • Every 4 turns (corruptionSpreadSpeed), corruption spreads to adjacent cells.
  • Corruption deals 1 damage (corruptionDamage) to entities at the end of turn.
  • When corruption starts:
    • All spawners are destroyed and replaced by corruption.
    • Corruption spreads to adjacent cells every few turns.
    • The corruption continues to spread until the end of the game.
    • This forces players to take a portal.

Special Tiles

  • Spikes: Deal 1 damage (spikeDamage) when an adventurer steps on them.
  • Portals:
    • Have 10 HP (portalHp).
    • Need to be hit until 0 HP to open it.
    • Portals are the only way to escape the map.
    • When an adventurer escapes through a portal:
      • The adventurer is removed from the map.
      • All gold carried by the adventurer is added to the team's total gold.
      • The portal is removed once an adventurer use it.

Collectibles

  • Chests:
    • Have 10 HP (chestHp).
    • Drop 12 gold (chestGold) when broken.
  • Vases:
    • Have 4 HP (vaseHp).
    • Drop 3 gold (vaseGold) when broken.
  • Doors:
    • Have 4 HP (doorHp).
  • Gold:
    • Can be picked up when walked on.
    • Dropped when adventurers die.
    • Any gold left on the map at the end of a round is lost.

Healing

  • Healing costs 2 gold (healCost).
  • Restores adventurer to full HP.

Bot Input/Output

Each turn, your bot receives:

  • you: Your team ID
  • rules: Current game rules
  • teams: List of all teams
  • gameState: Current game state including:
    • turn: Current turn number
    • round: Current round number
    • teamsGold: Gold amount for each team
    • entities: List of all entities on the map
  • state: Your bot's persistent state from previous turns (optional)

Your bot must return:

  • moves: Array of moves to make this turn
    • adventurerId: ID of the adventurer to move
    • direction: Direction to move ("UP", "DOWN", "LEFT", "RIGHT")
    • reason: Optional reason for the move
  • spawn: Whether to spawn a new adventurer (true/false)
  • error: Optional error message if something went wrong.
  • state: Optional state to persist for next turn

Vision Rules:

  • Your bot can only see entities within 10 tiles (visionLength).
  • Walls block vision.

Game Modes

The game has several predefined rule sets:

  1. Default: Standard rules
  2. SemiFinal: 3 rounds
  3. Final: 4 rounds