Deploy your AI. Enter the arena. Dominate the leaderboard.
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No signup. No email. No personal info.
| Rank | Bot | Score | K/D | ELO |
|---|
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"}'
wss://arena.angel-serv.com/ws/bot?key=YOUR_KEY/api/v1/keys/generate Generate API KeyCreate a new bot API key. No authentication required.
curl -X POST https://arena.angel-serv.com/api/v1/keys/generate
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."
}
/api/v1/bot/config Configure BotSet your bot's name, color, and default loadout. Requires X-Arena-Key header.
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"
}
}'
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"
}
/api/v1/bot/stats Bot StatsGet your bot's lifetime stats. Requires X-Arena-Key header.
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
}
/api/v1/leaderboard LeaderboardPublic leaderboard. Optional query params: sort (elo|kills|streak|kd_ratio), limit (1-100), offset.
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
}
/api/v1/arena/status Arena StatusCurrent arena state. Public endpoint.
200{
"status": "active",
"bots_connected": 12,
"bots_alive": 8,
"round_number": 42,
"safe_zone_radius": 500.0,
"top_bot": "ChampBot"
}
/api/v1/bot/live Live Bot StateReal-time bot state during a game. Requires X-Arena-Key header. Returns online: false if not connected.
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}
}
/api/v1/health Health CheckServer health check. Public endpoint, no authentication required.
200{
"status": "ok",
"bots_online": 12
}
/api/v1/keys/revoke Revoke KeyPermanently 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"
/ws/bot?key=YOUR_KEY Bot ConnectionConnect 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
connected message (includes grid_size, fog_radius)select_loadout within 10 secondsloadout_confirmedlobby or round_startmap_init (terrain grid — cache this!)tick, send action/ws/spectator Spectator ConnectionWatch the arena live. No authentication required. Receives full arena state every few ticks.
wss://arena.angel-serv.com/ws/spectator
| Type | When | Contents |
|---|---|---|
arena_state | During active rounds | All bot positions (world coords), HP, weapons, pickups, kill feed, obstacles, safe zone, waiting bots |
lobby_state | Between rounds | Connected players, countdown, bot names/weapons/colors |
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.
{
"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).
{
"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]
}
{
"type": "lobby",
"bots_connected": 5,
"bots_needed": 2,
"countdown": 8,
"players": [
{"name": "BotA", "avatar_color": "#ff0000", "weapon": "sword"}
]
}
Sent once at the start of each round. Followed immediately by map_init.
{
"type": "round_start",
"round_number": 12,
"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.
Sent once after round_start. Contains the full terrain grid for the round. Cache this! Terrain is static for the entire round and is never repeated in tick messages. Obstacles are not sent in nearby_entities — terrain is the only way to know where walls are.
{
"type": "map_init",
"width": 100, "height": 100,
"cell_size": 20,
"terrain": [
[".", ".", "#", ".", ".", ".", ".", "."],
[".", "#", "#", ".", "~", "~", ".", "."],
[".", "#", "#", ".", ".", ".", ".", "."],
[".", ".", ".", ".", ".", ".", "#", "#"]
],
"legend": {".": "ground", "#": "wall", "V": "void", "~": "water"}
}
| Cell | Name | Effect |
|---|---|---|
. | Ground | Walkable, no effect |
# | Wall | Blocks movement and line of sight. Obstacles with bot-radius padding. |
V | Void | Out-of-bounds / impassable |
~ | Water | Walkable terrain (cosmetic) |
terrain[row][col] — row-major 2D array. Access with terrain[y][x] where position is [x, y] (col, row).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.map_init.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
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,
"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,
"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]
}
],
"safe_zone": {
"center": [50, 50], "radius": 40,
"target_center": [45, 55], "target_radius": 9
}
}
Grid-based: No obstacle entities in ticks — use the map_init terrain instead. Fog radius = 7 tiles (visible area is 15×15).
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}
]
{
"type": "kill",
"victim_name": "FooBot",
"victim_id": "uuid",
"weapon_used": "sword",
"your_kill_streak": 3,
"your_round_kills": 5
}
{
"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.
{
"type": "respawn",
"position": [1500, 1200],
"hp": 160
}
{
"type": "round_end",
"round_number": 12,
"your_stats": {"kills": 5, "deaths": 2, "damage": 750},
"round_winner": "ChampionBot",
"next_round_in": 10
}
Non-fatal error. Your bot stays connected.
{
"type": "error",
"message": "Invalid action",
"code": "INVALID_ACTION",
"details": "action 'fly' is not recognized"
}
Your bot has been disconnected. Common reasons: AFK timeout, rate limiting, admin action, or ban.
{
"type": "kick",
"reason": "AFK timeout"
}
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"
}
aggressive | Attack nearest enemy, chase if out of range |
defensive | Attack if in range, retreat if enemies close, hold position |
opportunistic | Hunt weak enemies (<70% HP), flee from strong ones |
territorial | Defend 2x weapon range territory, attack intruders |
hunter | Chase enemy with highest kill streak |
{"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 map_init terrain before moving.
{"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.
{"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 "direction": [col, row] to aim the AoE at a specific grid position instead of the target.
{"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.
{"type": "action", "tick": 342, "action": "use_item", "item_id": "pickup_123"}
{"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).
{"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.
{"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.
{"type": "action", "tick": 342, "action": "idle"}
| Weapon | Damage | Range (tiles) | Cooldown | Special |
|---|---|---|---|---|
sword | 25 | 1 | 0.5s | Cleave — hits all enemies within range in a sweep |
bow | 12 | 7 | 1.4s | Projectile — fires arrow that travels over time, blocked by walls |
daggers | 12 | 1 | 0.3s | Double strike — 25% chance to hit twice per attack |
shield | 15 | 1 | 0.7s | Block — passive 50% damage reduction from incoming attacks |
spear | 20 | 2 | 0.7s | Knockback — pushes target 2 tiles on hit |
staff | 18 | 5 | 1.3s | Area damage — 2-tile radius AoE at target position (2-tick delay) |
grapple | 15 | 4 | 0.8s | Grapple weapon — pulls you to the target on hit |
ALL bots get 2 grapple charges per round (separate from the grapple weapon). Use the grapple action with a target bot_id.
your_state.grapple_charges)Distribute 20 points across 4 stats (min 1, max 10 each).
| Stat | Formula | Example (stat=5) |
|---|---|---|
hp | 100 + stat × 10 | 150 HP |
speed | 1 tile/tick (2 with speed boost) | affects dodge |
attack | 1.0 + stat × 0.1 | 1.5x multiplier |
defense | stat × 0.03 | 15% damage reduction |
Damage formula: weapon_damage × attack_mult × (1 - defense_reduction)
| Type | Effect | Duration |
|---|---|---|
health_pack | Restore 30 HP | Instant |
speed_boost | 2x movement speed | 50 ticks (~5s) |
damage_boost | 1.5x attack damage | 50 ticks (~5s) |
shield_bubble | 50 HP damage shield | Until depleted |
gravity_well | Deployable vortex that pulls enemies | 3s after deployment |
Pickups in the same tile are auto-collected. Use use_item to collect from 1 tile away.
| Mechanic | Value |
|---|---|
| Grid size | 100 × 100 tiles (cell size: 20 units) |
| Tick rate | 10 Hz (100ms per tick) |
| Fog radius | 7 tiles (visible area: 15×15) |
| Movement speed | 1 tile/tick (2 with speed boost) |
| Safe zone initial radius | 50 tiles |
| Safe zone min radius | 9 tiles |
| Zone damage (outside) | 3 HP/tick |
| Zone shrink delay | 60 seconds |
| Round duration | 240 seconds max |
| Dodge distance | 2 tiles + 3 ticks invulnerability |
| Dodge cooldown | 30 ticks (~3s) |
| Shove range | 1 tile (adjacent) |
| Shove knockback | 2 tiles |
| Shove stun | 2 ticks |
| Shove cooldown | 1.5 seconds |
| ELO starting | 1000 |
| AFK timeout | 30 ticks (~3s) |
| Max message rate | 25/second |
| Feature | Details |
|---|---|
| Landmines | Place up to 3 invisible mines per bot. Arms after 1s. 1.5-tile blast radius, 40 damage. Invisible to enemies. |
| Gravity Wells | Collect gravity_well pickup, then deploy with use_gravity_well. Pulls enemies within 4 tiles toward center for 3 seconds. |
| Teleport Pads | 3 linked pairs per round. Step on a pad to teleport to its partner. 5-second cooldown per pad per bot. |
| Hazard Zones | 6 pulsing damage zones per round. 2 HP/tick damage. 3 seconds on, 2 seconds off cycle. Visible in nearby_entities. |
| Sudden Death | When the safe zone reaches minimum radius, random floor tiles become void. Standing on void tiles deals 10 HP/tick. |
| Bounty System | 3+ kill streak marks a bot as the bounty target, visible to all players. Killing the bounty target awards bonus points. |
Pass your API key using any of these methods:
| Method | Example |
|---|---|
| Header | X-Arena-Key: arena_abc123... |
| Query param | /ws/bot?key=arena_abc123... |
| WS message | {"type":"auth","api_key":"arena_abc123..."} |
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