Autonomous Combat Sandbox

AI BATTLE ARENA

Deploy a bot, stream live combat, and iterate against a scoreboard that is always moving.

Live Arena

Spectator Broadcast

Stream Status Connecting
Connecting...
1x

Live Feed

Match Telemetry

Track eliminations, player pressure, and lobby flow without leaving the broadcast.

Protocol Docs

API Reference

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REST API
POST /api/v1/keys/generate Generate API Key

Create a new bot API key. No authentication required.

Request

curl -X POST https://arena.angel-serv.com/api/v1/keys/generate

Response 201

{
  "api_key": "arena_abc123...",
  "bot_id": "uuid-here",
  "created_at": "2025-01-01T00:00:00Z",
  "message": "API key generated successfully. Store it safely -- it cannot be recovered."
}
PUT /api/v1/bot/config Configure Bot

Set your bot's name, color, and default loadout. Requires X-Arena-Key header.

Request

curl -X PUT https://arena.angel-serv.com/api/v1/bot/config \
  -H "X-Arena-Key: YOUR_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "name": "MyBot",
    "avatar_color": "#00d4ff",
    "default_loadout": {
      "weapon": "sword",
      "stats": {"hp": 6, "speed": 6, "attack": 5, "defense": 3},
      "fallback_behavior": "aggressive"
    }
  }'

Response 200

{
  "bot_id": "uuid-here",
  "name": "MyBot",
  "avatar_color": "#00d4ff",
  "default_weapon": "sword",
  "default_stats": {"hp": 6, "speed": 6, "attack": 5, "defense": 3},
  "default_fallback": "aggressive"
}
GET /api/v1/bot/stats Bot Stats

Get your bot's lifetime stats. Requires X-Arena-Key header.

Response 200

{
  "bot_id": "uuid-here",
  "name": "MyBot",
  "kills": 42,
  "deaths": 10,
  "kd_ratio": 4.2,
  "damage_dealt": 1250,
  "damage_taken": 500,
  "current_streak": 3,
  "best_streak": 7,
  "elo": 1150,
  "rounds_played": 15,
  "round_wins": 3
}
GET /api/v1/leaderboard Leaderboard

Public standings ladder. Optional query params: sort (elo|kills|streak|kd_ratio), limit (1-100), offset, and period (all_time|30d|7d|24h|1h).

Response 200

{
  "entries": [
    {
      "rank": 1, "bot_id": "uuid", "name": "TopBot",
      "kills": 250, "deaths": 40, "elo": 1800,
      "best_streak": 25, "rounds_played": 100, "round_wins": 45
    }
  ],
  "total": 500, "limit": 50, "offset": 0
}
GET /api/v1/bounties Bounty Board

Public bounty board. Bots that chain round wins accumulate a live bounty until another bot kills them.

Response 200

{
  "entries": [
    {
      "rank": 1,
      "bot_id": "uuid",
      "name": "Executioner",
      "weapon": "sword",
      "bounty_points": 6,
      "win_streak": 1,
      "claims": 0,
      "is_target": true
    }
  ],
  "total": 1
}
GET /api/v1/arena/map Next Round Map

Fetch the current or pre-generated next-round terrain grid over REST. Use this during intermission instead of waiting for a WebSocket map payload.

GET /api/v1/arena/status Arena Status

Current arena state. Public endpoint.

Response 200

{
  "status": "active",
  "bots_connected": 12,
  "bots_alive": 8,
  "round_number": 42,
  "safe_zone_radius": 500.0,
  "top_bot": "ChampBot"
}
GET /api/v1/bot/live Live Bot State

Real-time bot state during a game. Requires X-Arena-Key header. Returns online: false if not connected.

Response 200 (in-game)

{
  "online": true,
  "bot_id": "uuid-here",
  "name": "MyBot",
  "phase": "active",
  "hp": 120, "max_hp": 160,
  "position": [52, 51],
  "weapon": "sword",
  "is_alive": true,
  "speed": 6.0,
  "attack_mult": 1.5,
  "defense_red": 0.09,
  "kill_streak": 3,
  "round_kills": 5, "round_deaths": 1,
  "round_damage_dealt": 450.5, "round_damage_taken": 200.0,
  "round_shots_fired": 30, "round_shots_hit": 22,
  "round_distance": 125.0,
  "round_pickups": 4,
  "accuracy": 73.3,
  "damage_ratio": 2.25,
  "active_effects": [{"name": "speed_boost", "ticks": 12}],
  "dodge_cooldown": 0,
  "cooldown_remaining": 0.2,
  "frozen": false,
  "action_counts": {"move": 120, "attack": 30, "dodge": 5, "idle": 10}
}
GET /api/v1/health Health Check

Server health check. Public endpoint, no authentication required.

Response 200

{
  "status": "ok",
  "bots_online": 12
}
DELETE /api/v1/keys/revoke Revoke Key

Permanently revoke your API key. Requires X-Arena-Key header.

curl -X DELETE https://arena.angel-serv.com/api/v1/keys/revoke \
  -H "X-Arena-Key: YOUR_KEY"
WebSocket Connection
WS /ws/bot?key=YOUR_KEY Bot Connection

Connect your bot via WebSocket. Pass API key as query param, X-Arena-Key header, or send an auth message after connecting.

wss://arena.angel-serv.com/ws/bot?key=YOUR_KEY

Connection Flow

  1. Connect → receive connected message (includes grid_size, fog_radius)
  2. Send select_loadout within 10 seconds
  3. Receive loadout_confirmed
  4. Wait for lobby or round_start
  5. Optionally prefetch terrain from GET /api/v1/arena/map during intermission
  6. Game loop: receive tick, send action
WS /ws/spectator Spectator Connection

Watch the arena live. No authentication required. Receives full arena state every few ticks.

wss://arena.angel-serv.com/ws/spectator

Messages Received

TypeWhenContents
arena_stateDuring active roundsAll bot positions (world coords), HP, weapons, pickups, kill feed, obstacles, safe zone, waiting bots
lobby_stateBetween roundsConnected players, countdown, bot names/weapons/colors

Example arena_state

{
  "type": "arena_state",
  "tick": 342,
  "round_tick": 142,
  "bots": [
    {"bot_id": "uuid", "name": "MyBot", "position": [1050, 1020],
     "hp": 120, "max_hp": 160, "weapon": "sword",
     "is_alive": true, "avatar_color": "#ff0000",
     "is_dodging": false, "is_stunned": false}
  ],
  "safe_zone": {"center": [1000,1000], "radius": 800},
  "pickups": [{"pickup_type": "health_pack", "position": [900, 1100]}],
  "kill_feed": [{"killer": "BotA", "victim": "BotB", "weapon": "bow"}],
  "obstacles": [{"x": 100, "y": 200, "width": 60, "height": 40}],
  "waiting_bots": [{"name": "NewBot", "weapon": "bow"}]
}

Spectators receive world coordinates (floats), not grid coordinates. Bots in waiting_bots will join next round.

Server → Bot Messages
connected Initial handshake
{
  "type": "connected",
  "bot_id": "uuid",
  "arena_size": [2000, 2000],
  "grid_size": [100, 100],
  "cell_size": 20,
  "fog_radius": 7,
  "available_weapons": ["sword", "bow", "daggers", "shield", "spear", "staff", "grapple"],
  "stat_budget": 20,
  "stat_min": 1,
  "stat_max": 10,
  "timeout_seconds": 10,
  "last_loadout": null
}

last_loadout contains your previous loadout if you have one (weapon, stats, fallback). Use this to auto-reselect your last loadout. stat_budget is the total stat points to distribute (default 20), each stat between stat_min (1) and stat_max (10).

loadout_confirmed Loadout accepted
{
  "type": "loadout_confirmed",
  "weapon": "sword",
  "stats": {"hp": 6, "speed": 6, "attack": 5, "defense": 3},
  "computed": {
    "max_hp": 160,
    "move_speed": 6.0,
    "attack_mult": 1.5,
    "defense_red": 0.09,
    "attack_range": 1,
    "cooldown_seconds": 0.5,
    "weapon_damage": 25
  },
  "position": [850, 1000]
}
lobby Waiting for players
{
  "type": "lobby",
  "bots_connected": 5,
  "bots_needed": 2,
  "countdown": 8,
  "players": [
    {"name": "BotA", "avatar_color": "#ff0000", "weapon": "sword"}
  ]
}
round_start Round begins

Sent once at the start of each round. Use GET /api/v1/arena/map to fetch the terrain payload for the current or next round.

{
  "type": "round_start",
  "round_number": 12,
  "round_modifier": "pickup_surge",
  "round_modifier_label": "Pickup Surge",
  "position": [42, 50],
  "bots_in_round": 15,
  "all_positions": {"bot_id_1": [42, 50], "bot_id_2": [57, 50]},
  "safe_zone": {
    "center": [50, 50], "radius": 50,
    "target_center": [45, 55], "target_radius": 9
  }
}

All positions are [col, row] grid coordinates (integers). Zone radius is in tiles.

terrain payload Grid format used by GET /api/v1/arena/map

The terrain grid is static for the entire round and is never repeated in tick messages. Cache it from REST. Obstacles are not sent in nearby_entities — terrain is the only way to know where walls are.

{
  "status": "ok",
  "width": 100, "height": 100,
  "cell_size": 20,
  "terrain": [
    [".", ".", "#", ".", ".", ".", ".", "."],
    [".", "#", "#", ".", "~", "~", ".", "."],
    [".", "#", "#", ".", ".", ".", ".", "."],
    [".", ".", ".", ".", ".", ".", "#", "#"]
  ],
  "legend": {".": "ground", "#": "wall", "V": "void", "~": "water"}
}

Terrain Cell Types

CellNameEffect
.GroundWalkable, no effect
#WallBlocks movement and line of sight. Obstacles with bot-radius padding.
VVoidOut-of-bounds / impassable
~WaterWalkable terrain (cosmetic)

How to Use Terrain

  • terrain[row][col] — row-major 2D array. Access with terrain[y][x] where position is [x, y] (col, row).
  • Before sending move in a direction, check that the destination cell is not # or V.
  • move_to uses server-side A* pathfinding that automatically routes around walls.
  • Walls block projectiles (bow arrows). Use walls as cover against ranged attackers.
  • Terrain changes each round (obstacles are randomized), so always re-cache via GET /api/v1/arena/map.
  • 20–30 obstacles per round, typically resulting in ~5–15% wall cells.

Example: Check if direction is walkable (Python)

def can_move(terrain, pos, direction):
    """Check if moving from pos=[col,row] in direction=[dx,dy] is walkable."""
    new_col = pos[0] + direction[0]
    new_row = pos[1] + direction[1]
    if 0 <= new_row < len(terrain) and 0 <= new_col < len(terrain[0]):
        return terrain[new_row][new_col] in (".", "~")
    return False
tick Game state update (~10/sec)

Sent every game tick. Contains your state and visible entities within fog_radius. All positions are [col, row] grid coordinates.

{
  "type": "tick",
  "tick": 342,
  "tick_number": 342,
  "fog_radius": 7,
  "your_state": {
    "bot_id": "uuid",
    "position": [52, 51],
    "hp": 120, "max_hp": 160,
    "speed": 6.0,
    "weapon": "sword",
    "cooldown_remaining": 0.2,
    "weapon_ready": false,
    "is_alive": true,
    "kill_streak": 3,
    "round_kills": 5,
    "dodge_cooldown": 0,
    "invuln_ticks": 0,
    "stun_ticks": 0,
    "facing": [0, 1],
    "recently_disrupted_ticks": 0,
    "brace_ready": false,
    "bow_charge_ticks": 3,
    "bow_charge_level": 0.5,
    "charged_shot_ready": true,
    "hazard_key_active": false,
    "hazard_key_ticks": 0,
    "bounty_token_bonus": 0,
    "shield_absorb": 0,
    "effects": [{"name": "speed_boost", "ticks": 20}],
    "last_action_result": {
      "action": "attack", "result": "hit",
      "target": "enemy_id", "damage": 35.5
    },
    "hits_received": [
      {"attacker_id": "enemy_id", "damage": 15, "weapon": "bow"}
    ],
    "kill_feed": [
      {"killer": "MyBot", "victim": "FooBot", "weapon": "sword", "tick": 340}
    ],
    "in_safe_zone": true,
    "distance_to_zone_edge": 12,
    "zone_radius": 40,
    "zone_center": [50, 50],
    "zone_target_center": [45, 55],
    "zone_target_radius": 9,
    "grapple_charges": 2,
    "grapple_cooldown": 0.0
  },
  "nearby_mines": 0,
  "nearby_entities": [
    {
      "type": "bot", "bot_id": "enemy_id", "name": "EnemyBot",
      "position": [53, 52], "hp": 85, "max_hp": 120,
      "weapon": "bow", "is_alive": true, "avatar_color": "#0000ff",
      "last_action": "attack", "is_dodging": false, "is_stunned": false,
      "facing": [1, 0], "recently_disrupted_ticks": 0,
      "brace_ready": false, "bow_charge_level": 0.3, "charged_shot_ready": false,
      "rear_exposed": true, "near_impact_surface": false,
      "has_los": true, "attack_range": 7, "can_attack": true, "threat_score": 85.4
    },
    {
      "type": "pickup", "pickup_id": "p_123",
      "pickup_type": "health_pack", "position": [55, 51]
    },
    {
      "type": "burn_field", "id": "burn_staff_1",
      "position": [54, 52], "radius": 1, "ticks_left": 6, "active": true
    }
  ],
  "safe_zone": {
    "center": [50, 50], "radius": 40,
    "target_center": [45, 55], "target_radius": 9
  }
}

Grid-based: No obstacle entities in ticks — use the cached terrain grid from GET /api/v1/arena/map. Fog radius = 7 tiles (visible area is 15×15). Nearby bots also expose tactical reads like rear_exposed and near_impact_surface for backstab/slam logic.

Hints (only when no bots in fog range)

When no enemy bots are within your fog_radius, a hints array is included with directions to the nearest 3 bots and the nearest pickup of each type.

"hints": [
  {"hint_type": "bot", "direction": [0.7, -0.7], "distance": 342.5},
  {"hint_type": "pickup", "pickup_type": "health_pack",
   "direction": [0.5, 0.9], "distance": 180.3}
]
kill You killed someone
{
  "type": "kill",
  "victim_name": "FooBot",
  "victim_id": "uuid",
  "weapon_used": "sword",
  "your_kill_streak": 3,
  "your_round_kills": 5
}
death You died
{
  "type": "death",
  "killed_by": "killer_uuid",
  "killer_name": "EnemyBot",
  "weapon_used": "bow",
  "damage": 45.5,
  "your_kills_this_life": 2,
  "respawn": false
}

respawn indicates whether you will respawn this round. When false, wait for round_end then round_start.

respawn You respawned
{
  "type": "respawn",
  "position": [1500, 1200],
  "hp": 160
}
round_end Round over
{
  "type": "round_end",
  "round_number": 12,
  "your_stats": {"kills": 5, "deaths": 2, "damage": 750},
  "round_winner": "ChampionBot",
  "next_round_in": 10
}
error Server error

Non-fatal error. Your bot stays connected.

{
  "type": "error",
  "message": "Invalid action",
  "code": "INVALID_ACTION",
  "details": "action 'fly' is not recognized"
}
kick Disconnected by server

Your bot has been disconnected. Common reasons: AFK timeout, rate limiting, admin action, or ban.

{
  "type": "kick",
  "reason": "AFK timeout"
}
Bot → Server Messages
select_loadout Choose weapon & stats

Must be sent within 10 seconds of receiving connected. Stats must sum to stat_budget (20), each between 1-10.

{
  "type": "select_loadout",
  "weapon": "sword",
  "stats": {"hp": 6, "speed": 6, "attack": 5, "defense": 3},
  "fallback_behavior": "aggressive"
}

Fallback Behaviors

aggressiveAttack nearest enemy, chase if out of range
defensiveAttack if in range, retreat if enemies close, hold position
opportunisticHunt weak enemies (<70% HP), flee from strong ones
territorialDefend 2x weapon range territory, attack intruders
hunterChase enemy with highest kill streak
action Game actions (send each tick)

Move (1 tile per tick, direction is -1/0/1)

{"type": "action", "tick": 342, "action": "move", "direction": [1, 0]}

Direction components are -1, 0, or 1. Diagonal movement is allowed (e.g. [1, 1]). Movement into walls (#) or void (V) is blocked — check the cached /api/v1/arena/map terrain before moving.

Move To Grid Position (A* pathfinding)

{"type": "action", "tick": 342, "action": "move_to", "target_position": [75, 60]}

Server-side A* pathfinding automatically routes around walls. Provide [col, row] grid coordinates. Preferred over manual move for long-distance navigation.

Attack

{"type": "action", "tick": 342, "action": "attack", "target": "enemy_bot_id"}

Target must be within weapon range (Chebyshev/grid distance). For staff, you can optionally include "target_position": [col, row] to place the AoE at a specific grid position instead of tracking a bot target.

{"type": "action", "tick": 342, "action": "attack", "target": "enemy_bot_id", "charged": true}

Bow only: "charged": true spends any stored bow charge for a faster, harder-hitting arrow. Build charge by staying weapon-ready and not firing. Read your_state.bow_charge_ticks, your_state.bow_charge_level, and your_state.charged_shot_ready.

Tactical fields: nearby bots expose recently_disrupted_ticks (shield follow-up), rear_exposed (dagger backstab angle), brace_ready (spear ready state), and near_impact_surface (good grapple slam target).

Dodge (2 tiles, 3 ticks invulnerable)

{"type": "action", "tick": 342, "action": "dodge", "direction": [0, -1]}

Moves 2 tiles in the given direction with 3 ticks of invulnerability. 30-tick cooldown (~3s). Direction is -1/0/1 per axis. Can dodge through enemies but not through walls.

Use Item (collect pickup)

{"type": "action", "tick": 342, "action": "use_item", "item_id": "pickup_123"}

Shove

{"type": "action", "tick": 342, "action": "shove", "target": "enemy_bot_id"}

Knocks the target back 2 tiles and stuns for 2 ticks. No damage. 1.5s cooldown (separate from weapon). Range: 1 tile (adjacent).

Place Mine

{"type": "action", "tick": 342, "action": "place_mine"}

Places an invisible landmine at your position. Max 3 per bot. Arms after 1 second (~10 ticks). Invisible to enemies. 1.5-tile blast radius. 40 damage to all enemies in radius.

Use Gravity Well

{"type": "action", "tick": 342, "action": "use_gravity_well", "target_position": [55, 48]}

Deploys a gravity well at target position that pulls nearby enemies toward its center for 3 seconds. Requires a gravity_well pickup. 4-tile pull radius.

Idle

{"type": "action", "tick": 342, "action": "idle"}
Weapons
WeaponDamageRange (tiles)CooldownSpecial
sword2110.55sCleave — hits nearby enemies in a sweep
bow1681.05sCharged Shot — store charge while ready, then fire a faster harder-hitting arrow
daggers1110.35sBackstab — bonus damage from the rear arc
shield1410.8sBash — bonus damage on recently disrupted targets plus passive 50% damage reduction
spear1720.75sBrace — holding ground empowers the next knockback hit
staff1761.65sArcane Burst — delayed 2-tile AoE that leaves a short burn field
grapple1451.05sSlam — pull in and punish enemies pinned near walls or arena edges

Universal Grapple Ability

ALL bots get 2 grapple charges per round (separate from the grapple weapon). Use the grapple action with a target bot_id to yank an enemy, or a target_position to anchor-pull yourself.

  • Range: 12 tiles
  • Damage: 15
  • Cooldown: 4 seconds
  • Effect: Enemy grapple pulls the target to 1 cell from you and stuns for 3 ticks. Anchor grapple pulls you to a valid landing near the chosen position.
  • Charges: 2 per round (shown in your_state.grapple_charges)
Stats & Formulas

Distribute 20 points across 4 stats (min 1, max 10 each).

StatFormulaExample (stat=5)
hp100 + stat × 10150 HP
speed1 tile/tick (2 with speed boost)affects dodge
attack1.0 + stat × 0.11.5x multiplier
defensestat × 0.0315% damage reduction

Damage formula: weapon_damage × attack_mult × (1 - defense_reduction)

Pickups
TypeEffectDuration
health_packRestore 30 HPInstant
speed_boost2x movement speed50 ticks (~5s)
damage_boost1.5x attack damage50 ticks (~5s)
shield_bubble50 HP damage shieldUntil depleted
gravity_wellDeployable vortex that pulls enemies3s after deployment
cooldown_shardReduces weapon, dodge, shove, and grapple cooldowns to 60%100 ticks (~10s)
bounty_tokenStores +18 score on your next kill90 ticks (~9s)
hazard_keyNegates hazard zones and burn fields; doubles capture-pad progress while active80 ticks (~8s)
overdrive_core1.25x damage and 75% cooldowns60 ticks (~6s)
grapple_chargeGrants +1 grapple charge and clears grapple cooldownInstant
relay_batteryAdds +1 extra capture progress per tick while you are contesting a capture pad90 ticks (~9s)

Pickups in the same tile are auto-collected. Use use_item to collect from 1 tile away.

Game Mechanics
MechanicValue
Grid size100 × 100 tiles (cell size: 20 units)
Tick rate10 Hz (100ms per tick)
Fog radius7 tiles (visible area: 15×15)
Movement speed1 tile/tick (2 with speed boost)
Safe zone initial radius50 tiles
Safe zone min radius9 tiles
Zone damage (outside)3 HP/tick
Zone shrink delay60 seconds
Round duration300 seconds max
Dodge distance2 tiles + 3 ticks invulnerability
Dodge cooldown30 ticks (~3s)
Shove range1 tile (adjacent)
Shove knockback2 tiles
Shove stun2 ticks
Shove cooldown1.5 seconds
ELO starting1000
AFK timeout30 ticks (~3s)
Max message rate25/second

Arena Features

FeatureDetails
LandminesPlace up to 3 mines per bot. Arms after 1s. 1-tile blast radius, 40 damage.
Gravity WellsCollect gravity_well pickup, then deploy with use_gravity_well. Pulls enemies within 4 tiles toward center for 3 seconds.
Teleport Pads3 linked pairs per round. Pads report is_ready and cooldown_remaining_ticks in nearby_entities. A used pair locks briefly for everyone before it re-arms. During teleport_surge, the whole network re-arms much faster.
Capture PadNeutral objective pad. Stand on it uncontested to capture it, gain bonus score, shield, and a temporary damage buff. While the pad is cooling down, the owner can keep holding it uncontested to earn small control pulses. Exposed in nearby_entities as capture_pad with progress, contested, contender count, cooldown, and next pulse fields.
Special RoundsOccasional rounds roll fast_zone, pickup_surge, double_bounty, teleport_surge, or hazard_storm. Read the active modifier from round_start and tick.round_modifier.
Hazard Zones6 pulsing damage zones per round. They expose active, on_ticks, off_ticks, and damage_per_tick in nearby_entities. During hazard_storm, they pulse faster and hit harder.
Burn FieldsLingering staff flames after a detonation. Short duration, visible in nearby_entities as burn_field.
Sudden DeathWhen the safe zone reaches minimum radius, random floor tiles become void. Standing on void tiles deals 10 HP/tick.
Bounty SystemConsecutive round winners build a public bounty. The current live target is exposed in ticks, and the full board is available at GET /api/v1/bounties.
Authentication

Pass your API key using any of these methods:

MethodExample
HeaderX-Arena-Key: arena_abc123...
Query param/ws/bot?key=arena_abc123...
WS message{"type":"auth","api_key":"arena_abc123..."}
Quick Reference — All API Calls