Nothing new here, just a recap of that I’ve read on the forum and chat.
Version 3
Roundn
A round contains 2 turns, one for each agent, an agent being a player’s AI (also called a team in this particular challenge). Since this game has a turn limit of 400, that means 200 for each agent or 200 rounds (simultaneous turn based games are not the more common variety, hence the awkward terminology).
Turn2n+0
Agent 0 elaborates its orders.
Turn2n+1
Agent 1 elaborates its orders.
Resolution:
All players’ orders are resolved simultaneously.
For each ghost on the map which can be seen by one or more busters, whatever its stamina, assign a MOVE order to flee away from the nearest buster or, if there are more than one at the same distance, from their barycenter (not considering visible busters at a greater distance). In case the nearest buster or the barycenter shares the same position as the ghost, it goes nowhere and stay at the same place.
Resolve BUST orders, taking care of min/max ranges and reducing each ghost stamina by the number of busters trying to catch it this turn, down to zero but not beyond. If a ghost’s stamina reach 0 and if a team has more busters trying to catch it than the other team, remove the ghost from the map to give it to the nearest buster of this team, otherwise leave it at its position (it won’t move this turn, whatever its planned fleeing movement).
Resolve STUN orders, taking care of cooldowns and ranges. If a stunner carry a ghost, the ghost is released at the stunner’s position. Note that the cooldown value is a bit misleading since it defines the number of turns between two stuns for a same buster (per instance, a cooldown of 1 would mean that a stun is possible each turn). In addition, note that it is perfectly valid to stun an already stunned buster: stun effects aren’t cumulative though and the new stun will simply replace the existing one. Lastly, it is also valid for a buster to stun a buster of the same team or even themself.
Resolve MOVE orders for the ghosts not busted this turn and busters still on the map, even if they have been stunned this turn (they keep their momentum before falling stunned at the end of the turn). In case a stunned buster carries a ghost, the ghost is released at the end of the move. When an entity’s position ends outside of the map, its position is simply clamped back to the map. So, for instance, a ghost next to a “wall” won’t move when approached perpendiculary to this wall.