RULES:-
-Inital Rules Mentioned in the Tasks for the Standard Cases.
- NEW RULE- Introduced a speed factor, which depend on the health and ammo of the bot, if the health is <25 HP, then that Bot is given the first priority.
- As a Tiebreaker, if both have a health <25 HP or >=25 HP, then in that case the one with more ammos will be given the priority.
- If the ammos are equal in the TieBreaker, turn is randomly assigned to Bot1 or Bot2.
- The priority is used to deal with the Ambigous cases like both bots, moving in at the same cell, then the one with the higher priority moves first and the other one stay at its position and it is considered as a pass for it at that turn.
- In my game, the movement is always given priority over bullet shots, for ex. if a tank moves form one cell to the other and at the same time the other hits a bullet, so the movement first takes place, followed by the action of bullet.
- NEW RULE- to deal with the ambigous cases like two bullets shot at the same time, i have kept a blast damage, when the bots are adjacent and shoots each other, then both get a damage of 40HP.
- But the twist is the Blast damage reduces with distance as the distance between the bots increase, the blast damage is max(0,45-(distance)*5), when the bots are adjacent, the distance is 1 units.
- The distance at which the damage vanishes is the Blast Radius.
- And After the powerup, gets collected at any position, it becomes an empty position.