world
diff --git a/hierarchy.html b/hierarchy.html
index ac652d403..f3e53244b 100644
--- a/hierarchy.html
+++ b/hierarchy.html
@@ -159,24 +159,22 @@
C rtt::ai::stp::play::BallPlacementThem The ball placement them play is executed when the ball placement them game state is selected
C rtt::ai::stp::play::BallPlacementUsForceStart The ball placement us Force Start play is executed when the ball placement us game state is selected and the next ref command is not Free kick us, meaning it will be a force start
C rtt::ai::stp::play::BallPlacementUsFreeKick The ball placement us Free kick play is executed when the ball placement us game state is selected and the next ref command is Free Kick Us
- C rtt::ai::stp::play::ChippingPass The chipping pass play is executed when we want to pass the ball to a robot that can not be passed to directly
- C rtt::ai::stp::play::DefendPass DefendPass Play is executed when the opponent has or is close to the ball but not necessarily on our side of the field. In this case the opponent most likely will pass to another robot. Our robots will namely block off robots that can be passed to
- C rtt::ai::stp::play::DefendShot DefendShot Play is executed when the opponent has or is close to the ball and on our side of the field. In this case they most likely will try to score. Some defenders defend the goal by blocking the path between enemy robots and the goal. Other defenders block other enemy robots to avoid passes to them
- C rtt::ai::stp::play::FreeKickThem The free kick them play is executed when the free kick them game state is selected
- C rtt::ai::stp::play::FreeKickUsAtGoal The free kick us at goal play is executed when we can shoot at the goal and the free kick us game state is selected
- C rtt::ai::stp::play::FreeKickUsPass The free kick us pass play is executed when we want to pass and the free kick us game state is selected
- C rtt::ai::stp::play::Halt The halt play is executed when the halt game state is selected
- C rtt::ai::stp::play::KeeperKickBall KeeperKickBall Play is executed when the ball is in our defense area and should be kicked out by our keeper
- C rtt::ai::stp::play::KickOffThem The kick off them play is executed when the kick off them game state is selected
- C rtt::ai::stp::play::KickOffThemPrepare The kick off them prepare play is executed when the kick of them prepare game state is selected
- C rtt::ai::stp::play::KickOffUs The kick off us play is executed when the kick off us game state is selected
- C rtt::ai::stp::play::KickOffUsPrepare The kick off us prepare play is executed when the kick off us prepare game state is selected
- C rtt::ai::stp::play::PenaltyThem The penalty them play is executed when the penalty them game state is selected
- C rtt::ai::stp::play::PenaltyThemPrepare The penalty them prepare play is executed when the penalty them prepare game state is selected
- C rtt::ai::stp::play::PenaltyUs The penalty us play is executed when the penalty us game state is selected
- C rtt::ai::stp::play::PenaltyUsPrepare The penalty us prepare play is executed when the penalty us prepare game state is selected
- C rtt::ai::stp::play::PrepareForcedStart The prepare forced start play is executed when the prepare forced start game state is selected
- C rtt::ai::stp::play::StopFormation The stop formation is executed when a stop state is called
+ C rtt::ai::stp::play::Defend Defend Play is executed when the opponent has or is close to the ball. In this case they most likely will try to score. Some defenders defend the goal by blocking the path between enemy robots and the goal. Other defenders block other enemy robots to avoid passes to them
+ C rtt::ai::stp::play::FreeKickThem The free kick them play is executed when the free kick them game state is selected
+ C rtt::ai::stp::play::FreeKickUsAtGoal The free kick us at goal play is executed when we can shoot at the goal and the free kick us game state is selected
+ C rtt::ai::stp::play::FreeKickUsPass The free kick us pass play is executed when we want to pass and the free kick us game state is selected
+ C rtt::ai::stp::play::Halt The halt play is executed when the halt game state is selected
+ C rtt::ai::stp::play::KeeperKickBall KeeperKickBall Play is executed when the ball is in our defense area and should be kicked out by our keeper
+ C rtt::ai::stp::play::KickOffThem The kick off them play is executed when the kick off them game state is selected
+ C rtt::ai::stp::play::KickOffThemPrepare The kick off them prepare play is executed when the kick of them prepare game state is selected
+ C rtt::ai::stp::play::KickOffUs The kick off us play is executed when the kick off us game state is selected
+ C rtt::ai::stp::play::KickOffUsPrepare The kick off us prepare play is executed when the kick off us prepare game state is selected
+ C rtt::ai::stp::play::PenaltyThem The penalty them play is executed when the penalty them game state is selected
+ C rtt::ai::stp::play::PenaltyThemPrepare The penalty them prepare play is executed when the penalty them prepare game state is selected
+ C rtt::ai::stp::play::PenaltyUs The penalty us play is executed when the penalty us game state is selected
+ C rtt::ai::stp::play::PenaltyUsPrepare The penalty us prepare play is executed when the penalty us prepare game state is selected
+ C rtt::ai::stp::play::PrepareForcedStart The prepare forced start play is executed when the prepare forced start game state is selected
+ C rtt::ai::stp::play::StopFormation The stop formation is executed when a stop state is called
C rtt::ai::stp::PlayDecider Class that defines the play decider. It decides the best play from a vector of plays. If there is a play set in the interface, this play will be picked
C rtt::ai::stp::PlayEvaluator Class that defines the play evaluator. It evaluates each play possible and gives it a score
C rtt::ai::stp::PlayLock
@@ -190,19 +188,18 @@
► C rtt::ai::stp::Role Role class used in STP Every robot needs to have a role A role is essentially a state machine of Tactics
C rtt::ai::stp::TestRole
C rtt::ai::stp::role::BallPlacer Class that defines the ball placer role. The ball placer will try to place the ball at the ball placement position
- C rtt::ai::stp::role::Chipper Class that defines the Chipper role. The Chipper will chip the ball to another robot
- C rtt::ai::stp::role::Defender Class that defines the ball defender role. The ball defender will try to block the ball from begin shot to a given position
- C rtt::ai::stp::role::Formation Class that defines the formation role. the formation will keep a given position until it is given a different role
- C rtt::ai::stp::role::FreeKickTaker Class that defines the free kick taker role. The free kick taker will take the free kick and either pass to another robot or shoot at the goal
- C rtt::ai::stp::role::Halt Class that defines the halt role. If robot is given the halt role it will stop immediately with everything
- C rtt::ai::stp::role::Harasser Class that defines the harasser roll. The harasser will try to steal the ball from the opponent
- ► C rtt::ai::stp::role::Keeper Class that defines the keeper role. The keeper will block the ball from going into the goal
- C rtt::ai::stp::role::PenaltyKeeper
- C rtt::ai::stp::role::KeeperPasser Class that defines the KeeperPasser role. The keeper will try to pass the ball to another robot
- C rtt::ai::stp::role::PassReceiver Class that defines the pass receiver role. The pass receiver will try to receive the ball from the passer
- C rtt::ai::stp::role::Passer Class that defines the passer role. The passer will try to pass the ball to another robot
- C rtt::ai::stp::role::PenaltyTaker Class that defines the penalty taker role. The penalty taker will try to shoot at the enemy goal during a penalty
- C rtt::ai::stp::role::Striker Class that defines the striker role. The striker will try to shoot at the enemy goal
+ C rtt::ai::stp::role::Defender Class that defines the ball defender role. The ball defender will try to block the ball from begin shot to a given position
+ C rtt::ai::stp::role::Formation Class that defines the formation role. the formation will keep a given position until it is given a different role
+ C rtt::ai::stp::role::FreeKickTaker Class that defines the free kick taker role. The free kick taker will take the free kick and either pass to another robot or shoot at the goal
+ C rtt::ai::stp::role::Halt Class that defines the halt role. If robot is given the halt role it will stop immediately with everything
+ C rtt::ai::stp::role::Harasser Class that defines the harasser roll. The harasser will try to steal the ball from the opponent
+ ► C rtt::ai::stp::role::Keeper Class that defines the keeper role. The keeper will block the ball from going into the goal
+ C rtt::ai::stp::role::PenaltyKeeper
+ C rtt::ai::stp::role::KeeperPasser Class that defines the KeeperPasser role. The keeper will try to pass the ball to another robot
+ C rtt::ai::stp::role::PassReceiver Class that defines the pass receiver role. The pass receiver will try to receive the ball from the passer
+ C rtt::ai::stp::role::Passer Class that defines the passer role. The passer will try to pass the ball to another robot
+ C rtt::ai::stp::role::PenaltyTaker Class that defines the penalty taker role. The penalty taker will try to shoot at the enemy goal during a penalty
+ C rtt::ai::stp::role::Striker Class that defines the striker role. The striker will try to shoot at the enemy goal
C rtt::ai::Dealer::RoleInfo The priority of the role with the falgs that need to be considered
C rtt::ai::RuleSet Structure that contains the ruleset of a certain game state
C rtt::ai::RuntimeConfig
@@ -210,13 +207,12 @@
C rtt::ai::stp::gen::ScoreProfile Combination of weights for each of the scores. This will be used to determine the final score for a robot for a position. All weights will be multiplied with the corresponding score and then normalized. for scoreOpen for scoreLineOfSight for scoreGoalShot
► C rtt::ai::stp::Skill Base skill class, inherit from it for making your own skill
C TestSkill
- C rtt::ai::stp::skill::Chip Class that defines the chipping skill. The robot will chip the ball a given distance
- C rtt::ai::stp::skill::GoToPos Class that defines the go to position skill. This skill is used when the robot should move to a given position
- C rtt::ai::stp::skill::Kick Class that defines the kick skill. This skill is used when the robot should kick the ball to a given position
- C rtt::ai::stp::skill::Orbit Class that defines the orbit skill. This skill is used when the robot should orbit around the ball, this is a more advanced way of turning with the ball
- C rtt::ai::stp::skill::OrbitAngular Class that defines the orbit angular skill. This is a more advanced version of the orbit skill, the biggest difference being that the robot uses both angular and absolute velocities
- C rtt::ai::stp::skill::Rotate Class that defines the rotate skill. This is a very slow way of turning with the ball but is also very safe as we won't crash into things. This skill is useful when we don't have to be fast but we want to ensure that we can turn with the ball safely (for example during ball placement)
- C rtt::ai::stp::skill::TestSkill Class that defines the test skill. This skill is used for testing
+ C rtt::ai::stp::skill::GoToPos Class that defines the go to position skill. This skill is used when the robot should move to a given position
+ C rtt::ai::stp::skill::Kick Class that defines the kick skill. This skill is used when the robot should kick the ball to a given position
+ C rtt::ai::stp::skill::Orbit Class that defines the orbit skill. This skill is used when the robot should orbit around the ball, this is a more advanced way of turning with the ball
+ C rtt::ai::stp::skill::OrbitAngular Class that defines the orbit angular skill. This is a more advanced version of the orbit skill, the biggest difference being that the robot uses both angular and absolute velocities
+ C rtt::ai::stp::skill::Rotate Class that defines the rotate skill. This is a very slow way of turning with the ball but is also very safe as we won't crash into things. This skill is useful when we don't have to be fast but we want to ensure that we can turn with the ball safely (for example during ball placement)
+ C rtt::ai::stp::skill::TestSkill Class that defines the test skill. This skill is used for testing
C rtt::ai::stp::StpInfo
C rtt::STPManager Class that describes the STPManager . The STPManager manages the overall strategy of the robots: the plays
C rtt::ai::StrategyManager Class that defines the StrategyManager . The StrategyManager manages the rule sets of each game state
@@ -225,16 +221,15 @@
C rtt::ai::stp::TestTactic Class that defines the test tactic. This tactic is used for testing
C rtt::ai::stp::tactic::BallStandBack Class that defines the ball stand back tactic. This tactic is used when this robot has the ball but has to leave it at its current position
C rtt::ai::stp::tactic::BlockBall Class that defines the block ball tactic. This tactic is used for blocking the ball from going to a position
- C rtt::ai::stp::tactic::ChipAtPos Class that defines the ChipAtPos tactic. The robot will chip the ball to a given position
- C rtt::ai::stp::tactic::DriveWithBall Class that describes the drive with ball tactic. This tactic is used when the robot should drive to a given position while dribbling with the ball
- C rtt::ai::stp::tactic::Formation Class that defines the formation tactic. This tactic is used when the robot just needs to be on standby in a certain position
- C rtt::ai::stp::tactic::GetBall Class that describes the get ball Tactic . This tactic is used for getting the ball. It has 3 skills: GoToPos, Rotate, and SetDribbler. It cannot fail, and it's getting reset when there the robot loses the ball. It's not an end tactic, therefore it can succeed
- C rtt::ai::stp::tactic::GetBehindBallInDirection Class that defines the get behind ball in direction tactic. This tactic is used for getting the ball from a certain direction. It has 3 skills: GoToPos, Rotate, and GoToPos. It fails when there is no target to point towards and does not reset. It's not an end tactic, therefore it can succeed
- C rtt::ai::stp::tactic::Halt Class that defines the halt tactic. This tactic is used for halting, it rotates the robot to yaw 0 It cannot fail and reset. It's not an end tactic, therefore it can succeed
- C rtt::ai::stp::tactic::InstantKick Class that defines the kick at position tactic. This tactic is used for kicking the ball towards a given position
- C rtt::ai::stp::tactic::KeeperBlockBall Class that defines the keeper block ball tactic. This is used when the keeper should focus on blocking the ball from going into the goal
- C rtt::ai::stp::tactic::OrbitKick Class that defines the orbit kick tactic. This tactic is used when the robot should orbit before kicking the ball
- C rtt::ai::stp::tactic::Receive Class that defines the receive tactic. This tactic is used when the ball has been passed to this robot and it should receive the ball
+ C rtt::ai::stp::tactic::DriveWithBall Class that describes the drive with ball tactic. This tactic is used when the robot should drive to a given position while dribbling with the ball
+ C rtt::ai::stp::tactic::Formation Class that defines the formation tactic. This tactic is used when the robot just needs to be on standby in a certain position
+ C rtt::ai::stp::tactic::GetBall Class that describes the get ball Tactic . This tactic is used for getting the ball. It has 3 skills: GoToPos, Rotate, and SetDribbler. It cannot fail, and it's getting reset when there the robot loses the ball. It's not an end tactic, therefore it can succeed
+ C rtt::ai::stp::tactic::GetBehindBallInDirection Class that defines the get behind ball in direction tactic. This tactic is used for getting the ball from a certain direction. It has 3 skills: GoToPos, Rotate, and GoToPos. It fails when there is no target to point towards and does not reset. It's not an end tactic, therefore it can succeed
+ C rtt::ai::stp::tactic::Halt Class that defines the halt tactic. This tactic is used for halting, it rotates the robot to yaw 0 It cannot fail and reset. It's not an end tactic, therefore it can succeed
+ C rtt::ai::stp::tactic::InstantKick Class that defines the kick at position tactic. This tactic is used for kicking the ball towards a given position
+ C rtt::ai::stp::tactic::KeeperBlockBall Class that defines the keeper block ball tactic. This is used when the keeper should focus on blocking the ball from going into the goal
+ C rtt::ai::stp::tactic::OrbitKick Class that defines the orbit kick tactic. This tactic is used when the robot should orbit before kicking the ball
+ C rtt::ai::stp::tactic::Receive Class that defines the receive tactic. This tactic is used when the ball has been passed to this robot and it should receive the ball
► C testing::Test
C RTT_AI_Tests
C rtt::ai::control::TimedPos1D Class that computes the overshooting destination of the robot when it can not reach the target position in time with a full stop. Based on TIGERs TDP 2023 (https://tdp.roboteamtwente.nl/static/tdps/144/tdp.html ). Implementation is based on their code release of 2023
diff --git a/hierarchy.js b/hierarchy.js
index 566c44da7..b22157e3d 100644
--- a/hierarchy.js
+++ b/hierarchy.js
@@ -70,9 +70,7 @@ var hierarchy =
[ "rtt::ai::stp::play::BallPlacementThem", "d7/d43/classrtt_1_1ai_1_1stp_1_1play_1_1BallPlacementThem.html", null ],
[ "rtt::ai::stp::play::BallPlacementUsForceStart", "de/de4/classrtt_1_1ai_1_1stp_1_1play_1_1BallPlacementUsForceStart.html", null ],
[ "rtt::ai::stp::play::BallPlacementUsFreeKick", "d9/de4/classrtt_1_1ai_1_1stp_1_1play_1_1BallPlacementUsFreeKick.html", null ],
- [ "rtt::ai::stp::play::ChippingPass", "dc/d26/classrtt_1_1ai_1_1stp_1_1play_1_1ChippingPass.html", null ],
- [ "rtt::ai::stp::play::DefendPass", "dd/daf/classrtt_1_1ai_1_1stp_1_1play_1_1DefendPass.html", null ],
- [ "rtt::ai::stp::play::DefendShot", "d4/d37/classrtt_1_1ai_1_1stp_1_1play_1_1DefendShot.html", null ],
+ [ "rtt::ai::stp::play::Defend", "d3/de3/classrtt_1_1ai_1_1stp_1_1play_1_1Defend.html", null ],
[ "rtt::ai::stp::play::FreeKickThem", "dc/d7b/classrtt_1_1ai_1_1stp_1_1play_1_1FreeKickThem.html", null ],
[ "rtt::ai::stp::play::FreeKickUsAtGoal", "dd/dc8/classrtt_1_1ai_1_1stp_1_1play_1_1FreeKickUsAtGoal.html", null ],
[ "rtt::ai::stp::play::FreeKickUsPass", "d7/d94/classrtt_1_1ai_1_1stp_1_1play_1_1FreeKickUsPass.html", null ],
@@ -102,7 +100,6 @@ var hierarchy =
[ "rtt::ai::stp::Role", "d2/d9f/classrtt_1_1ai_1_1stp_1_1Role.html", [
[ "rtt::ai::stp::TestRole", "da/d79/classrtt_1_1ai_1_1stp_1_1TestRole.html", null ],
[ "rtt::ai::stp::role::BallPlacer", "dc/d18/classrtt_1_1ai_1_1stp_1_1role_1_1BallPlacer.html", null ],
- [ "rtt::ai::stp::role::Chipper", "de/d3e/classrtt_1_1ai_1_1stp_1_1role_1_1Chipper.html", null ],
[ "rtt::ai::stp::role::Defender", "d0/d6a/classrtt_1_1ai_1_1stp_1_1role_1_1Defender.html", null ],
[ "rtt::ai::stp::role::Formation", "d8/d37/classrtt_1_1ai_1_1stp_1_1role_1_1Formation.html", null ],
[ "rtt::ai::stp::role::FreeKickTaker", "d5/d5f/classrtt_1_1ai_1_1stp_1_1role_1_1FreeKickTaker.html", null ],
@@ -124,7 +121,6 @@ var hierarchy =
[ "rtt::ai::stp::gen::ScoreProfile", "d7/d73/namespacertt_1_1ai_1_1stp_1_1gen.html#de/d7c/structrtt_1_1ai_1_1stp_1_1gen_1_1ScoreProfile", null ],
[ "rtt::ai::stp::Skill", "da/da2/classrtt_1_1ai_1_1stp_1_1Skill.html", [
[ "TestSkill", "d4/ded/classTestSkill.html", null ],
- [ "rtt::ai::stp::skill::Chip", "db/de8/classrtt_1_1ai_1_1stp_1_1skill_1_1Chip.html", null ],
[ "rtt::ai::stp::skill::GoToPos", "de/d21/classrtt_1_1ai_1_1stp_1_1skill_1_1GoToPos.html", null ],
[ "rtt::ai::stp::skill::Kick", "d5/dd7/classrtt_1_1ai_1_1stp_1_1skill_1_1Kick.html", null ],
[ "rtt::ai::stp::skill::Orbit", "d5/db9/classrtt_1_1ai_1_1stp_1_1skill_1_1Orbit.html", null ],
@@ -140,7 +136,6 @@ var hierarchy =
[ "rtt::ai::stp::TestTactic", "de/d0f/classrtt_1_1ai_1_1stp_1_1TestTactic.html", null ],
[ "rtt::ai::stp::tactic::BallStandBack", "d3/dc2/classrtt_1_1ai_1_1stp_1_1tactic_1_1BallStandBack.html", null ],
[ "rtt::ai::stp::tactic::BlockBall", "df/dac/classrtt_1_1ai_1_1stp_1_1tactic_1_1BlockBall.html", null ],
- [ "rtt::ai::stp::tactic::ChipAtPos", "db/dd1/classrtt_1_1ai_1_1stp_1_1tactic_1_1ChipAtPos.html", null ],
[ "rtt::ai::stp::tactic::DriveWithBall", "d2/d25/classrtt_1_1ai_1_1stp_1_1tactic_1_1DriveWithBall.html", null ],
[ "rtt::ai::stp::tactic::Formation", "d6/d0f/classrtt_1_1ai_1_1stp_1_1tactic_1_1Formation.html", null ],
[ "rtt::ai::stp::tactic::GetBall", "d8/d8e/classrtt_1_1ai_1_1stp_1_1tactic_1_1GetBall.html", null ],
diff --git a/namespacemembers.html b/namespacemembers.html
index 9258fa817..e53aea8a1 100644
--- a/namespacemembers.html
+++ b/namespacemembers.html
@@ -250,9 +250,6 @@ - k -
@@ -404,8 +401,8 @@ - s -
SETTING_BROADCAST_RATE
: rtt::ai::constants
-ShotType
-: rtt::ai::stp
+ ShotPower
+: rtt::ai::stp
SIMULATION_FRICTION
: rtt::ai::constants
diff --git a/namespacemembers_enum.html b/namespacemembers_enum.html
index 4ee4c7dfa..8fdc3ebf3 100644
--- a/namespacemembers_enum.html
+++ b/namespacemembers_enum.html
@@ -94,14 +94,11 @@
GlobalEvaluation
: rtt::ai::stp
-KickOrChip
-: rtt::ai::stp
-
RefCommand
: rtt
-ShotType
-: rtt::ai::stp
+ ShotPower
+: rtt::ai::stp
Status
: rtt::ai::stp
diff --git a/namespaces.html b/namespaces.html
index 9a5577da3..333a3338a 100644
--- a/namespaces.html
+++ b/namespaces.html
@@ -152,65 +152,60 @@
C ScoreProfile Combination of weights for each of the scores. This will be used to determine the final score for a robot for a position. All weights will be multiplied with the corresponding score and then normalized. for scoreOpen for scoreLineOfSight for scoreGoalShot
C ScoredPosition Structure with a position and its score Vector2 coordinates of a position The score for said position
► N play
- C DefendPass DefendPass Play is executed when the opponent has or is close to the ball but not necessarily on our side of the field. In this case the opponent most likely will pass to another robot. Our robots will namely block off robots that can be passed to
- C DefendShot DefendShot Play is executed when the opponent has or is close to the ball and on our side of the field. In this case they most likely will try to score. Some defenders defend the goal by blocking the path between enemy robots and the goal. Other defenders block other enemy robots to avoid passes to them
- C KeeperKickBall KeeperKickBall Play is executed when the ball is in our defense area and should be kicked out by our keeper
- C Attack The attack play is executed when there is a chance to shoot at the enemey goal
- C AttackingPass The attacking pass play is executed when we want to pass the ball to a robot that can shoot at the enemy goal
- C ChippingPass The chipping pass play is executed when we want to pass the ball to a robot that can not be passed to directly
- C BallPlacementThem The ball placement them play is executed when the ball placement them game state is selected
- C BallPlacementUsForceStart The ball placement us Force Start play is executed when the ball placement us game state is selected and the next ref command is not Free kick us, meaning it will be a force start
- C BallPlacementUsFreeKick The ball placement us Free kick play is executed when the ball placement us game state is selected and the next ref command is Free Kick Us
- C FreeKickThem The free kick them play is executed when the free kick them game state is selected
- C FreeKickUsAtGoal The free kick us at goal play is executed when we can shoot at the goal and the free kick us game state is selected
- C FreeKickUsPass The free kick us pass play is executed when we want to pass and the free kick us game state is selected
- C Halt The halt play is executed when the halt game state is selected
- C KickOffThem The kick off them play is executed when the kick off them game state is selected
- C KickOffThemPrepare The kick off them prepare play is executed when the kick of them prepare game state is selected
- C KickOffUs The kick off us play is executed when the kick off us game state is selected
- C KickOffUsPrepare The kick off us prepare play is executed when the kick off us prepare game state is selected
- C PenaltyThem The penalty them play is executed when the penalty them game state is selected
- C PenaltyThemPrepare The penalty them prepare play is executed when the penalty them prepare game state is selected
- C PenaltyUs The penalty us play is executed when the penalty us game state is selected
- C PenaltyUsPrepare The penalty us prepare play is executed when the penalty us prepare game state is selected
- C PrepareForcedStart The prepare forced start play is executed when the prepare forced start game state is selected
- C StopFormation The stop formation is executed when a stop state is called
+ C Defend Defend Play is executed when the opponent has or is close to the ball. In this case they most likely will try to score. Some defenders defend the goal by blocking the path between enemy robots and the goal. Other defenders block other enemy robots to avoid passes to them
+ C KeeperKickBall KeeperKickBall Play is executed when the ball is in our defense area and should be kicked out by our keeper
+ C Attack The attack play is executed when there is a chance to shoot at the enemey goal
+ C AttackingPass The attacking pass play is executed when we want to pass the ball to a robot that can shoot at the enemy goal
+ C BallPlacementThem The ball placement them play is executed when the ball placement them game state is selected
+ C BallPlacementUsForceStart The ball placement us Force Start play is executed when the ball placement us game state is selected and the next ref command is not Free kick us, meaning it will be a force start
+ C BallPlacementUsFreeKick The ball placement us Free kick play is executed when the ball placement us game state is selected and the next ref command is Free Kick Us
+ C FreeKickThem The free kick them play is executed when the free kick them game state is selected
+ C FreeKickUsAtGoal The free kick us at goal play is executed when we can shoot at the goal and the free kick us game state is selected
+ C FreeKickUsPass The free kick us pass play is executed when we want to pass and the free kick us game state is selected
+ C Halt The halt play is executed when the halt game state is selected
+ C KickOffThem The kick off them play is executed when the kick off them game state is selected
+ C KickOffThemPrepare The kick off them prepare play is executed when the kick of them prepare game state is selected
+ C KickOffUs The kick off us play is executed when the kick off us game state is selected
+ C KickOffUsPrepare The kick off us prepare play is executed when the kick off us prepare game state is selected
+ C PenaltyThem The penalty them play is executed when the penalty them game state is selected
+ C PenaltyThemPrepare The penalty them prepare play is executed when the penalty them prepare game state is selected
+ C PenaltyUs The penalty us play is executed when the penalty us game state is selected
+ C PenaltyUsPrepare The penalty us prepare play is executed when the penalty us prepare game state is selected
+ C PrepareForcedStart The prepare forced start play is executed when the prepare forced start game state is selected
+ C StopFormation The stop formation is executed when a stop state is called
► N role
C BallPlacer Class that defines the ball placer role. The ball placer will try to place the ball at the ball placement position
- C Chipper Class that defines the Chipper role. The Chipper will chip the ball to another robot
- C FreeKickTaker Class that defines the free kick taker role. The free kick taker will take the free kick and either pass to another robot or shoot at the goal
- C Harasser Class that defines the harasser roll. The harasser will try to steal the ball from the opponent
- C KeeperPasser Class that defines the KeeperPasser role. The keeper will try to pass the ball to another robot
- C Passer Class that defines the passer role. The passer will try to pass the ball to another robot
- C PassReceiver Class that defines the pass receiver role. The pass receiver will try to receive the ball from the passer
- C PenaltyTaker Class that defines the penalty taker role. The penalty taker will try to shoot at the enemy goal during a penalty
- C Striker Class that defines the striker role. The striker will try to shoot at the enemy goal
- C Keeper Class that defines the keeper role. The keeper will block the ball from going into the goal
- C Defender Class that defines the ball defender role. The ball defender will try to block the ball from begin shot to a given position
- C Formation Class that defines the formation role. the formation will keep a given position until it is given a different role
- C Halt Class that defines the halt role. If robot is given the halt role it will stop immediately with everything
- C PenaltyKeeper
+ C FreeKickTaker Class that defines the free kick taker role. The free kick taker will take the free kick and either pass to another robot or shoot at the goal
+ C Harasser Class that defines the harasser roll. The harasser will try to steal the ball from the opponent
+ C KeeperPasser Class that defines the KeeperPasser role. The keeper will try to pass the ball to another robot
+ C Passer Class that defines the passer role. The passer will try to pass the ball to another robot
+ C PassReceiver Class that defines the pass receiver role. The pass receiver will try to receive the ball from the passer
+ C PenaltyTaker Class that defines the penalty taker role. The penalty taker will try to shoot at the enemy goal during a penalty
+ C Striker Class that defines the striker role. The striker will try to shoot at the enemy goal
+ C Keeper Class that defines the keeper role. The keeper will block the ball from going into the goal
+ C Defender Class that defines the ball defender role. The ball defender will try to block the ball from begin shot to a given position
+ C Formation Class that defines the formation role. the formation will keep a given position until it is given a different role
+ C Halt Class that defines the halt role. If robot is given the halt role it will stop immediately with everything
+ C PenaltyKeeper
► N skill
- C Chip Class that defines the chipping skill. The robot will chip the ball a given distance
- C GoToPos Class that defines the go to position skill. This skill is used when the robot should move to a given position
- C Kick Class that defines the kick skill. This skill is used when the robot should kick the ball to a given position
- C Orbit Class that defines the orbit skill. This skill is used when the robot should orbit around the ball, this is a more advanced way of turning with the ball
- C OrbitAngular Class that defines the orbit angular skill. This is a more advanced version of the orbit skill, the biggest difference being that the robot uses both angular and absolute velocities
- C Rotate Class that defines the rotate skill. This is a very slow way of turning with the ball but is also very safe as we won't crash into things. This skill is useful when we don't have to be fast but we want to ensure that we can turn with the ball safely (for example during ball placement)
- C TestSkill Class that defines the test skill. This skill is used for testing
+ C GoToPos Class that defines the go to position skill. This skill is used when the robot should move to a given position
+ C Kick Class that defines the kick skill. This skill is used when the robot should kick the ball to a given position
+ C Orbit Class that defines the orbit skill. This skill is used when the robot should orbit around the ball, this is a more advanced way of turning with the ball
+ C OrbitAngular Class that defines the orbit angular skill. This is a more advanced version of the orbit skill, the biggest difference being that the robot uses both angular and absolute velocities
+ C Rotate Class that defines the rotate skill. This is a very slow way of turning with the ball but is also very safe as we won't crash into things. This skill is useful when we don't have to be fast but we want to ensure that we can turn with the ball safely (for example during ball placement)
+ C TestSkill Class that defines the test skill. This skill is used for testing
► N tactic
- C ChipAtPos Class that defines the ChipAtPos tactic. The robot will chip the ball to a given position
- C DriveWithBall Class that describes the drive with ball tactic. This tactic is used when the robot should drive to a given position while dribbling with the ball
- C GetBall Class that describes the get ball Tactic . This tactic is used for getting the ball. It has 3 skills: GoToPos, Rotate, and SetDribbler. It cannot fail, and it's getting reset when there the robot loses the ball. It's not an end tactic, therefore it can succeed
- C GetBehindBallInDirection Class that defines the get behind ball in direction tactic. This tactic is used for getting the ball from a certain direction. It has 3 skills: GoToPos, Rotate, and GoToPos. It fails when there is no target to point towards and does not reset. It's not an end tactic, therefore it can succeed
- C InstantKick Class that defines the kick at position tactic. This tactic is used for kicking the ball towards a given position
- C OrbitKick Class that defines the orbit kick tactic. This tactic is used when the robot should orbit before kicking the ball
- C Receive Class that defines the receive tactic. This tactic is used when the ball has been passed to this robot and it should receive the ball
- C KeeperBlockBall Class that defines the keeper block ball tactic. This is used when the keeper should focus on blocking the ball from going into the goal
- C BallStandBack Class that defines the ball stand back tactic. This tactic is used when this robot has the ball but has to leave it at its current position
- C BlockBall Class that defines the block ball tactic. This tactic is used for blocking the ball from going to a position
- C Formation Class that defines the formation tactic. This tactic is used when the robot just needs to be on standby in a certain position
- C Halt Class that defines the halt tactic. This tactic is used for halting, it rotates the robot to yaw 0 It cannot fail and reset. It's not an end tactic, therefore it can succeed
+ C DriveWithBall Class that describes the drive with ball tactic. This tactic is used when the robot should drive to a given position while dribbling with the ball
+ C GetBall Class that describes the get ball Tactic . This tactic is used for getting the ball. It has 3 skills: GoToPos, Rotate, and SetDribbler. It cannot fail, and it's getting reset when there the robot loses the ball. It's not an end tactic, therefore it can succeed
+ C GetBehindBallInDirection Class that defines the get behind ball in direction tactic. This tactic is used for getting the ball from a certain direction. It has 3 skills: GoToPos, Rotate, and GoToPos. It fails when there is no target to point towards and does not reset. It's not an end tactic, therefore it can succeed
+ C InstantKick Class that defines the kick at position tactic. This tactic is used for kicking the ball towards a given position
+ C OrbitKick Class that defines the orbit kick tactic. This tactic is used when the robot should orbit before kicking the ball
+ C Receive Class that defines the receive tactic. This tactic is used when the ball has been passed to this robot and it should receive the ball
+ C KeeperBlockBall Class that defines the keeper block ball tactic. This is used when the keeper should focus on blocking the ball from going into the goal
+ C BallStandBack Class that defines the ball stand back tactic. This tactic is used when this robot has the ball but has to leave it at its current position
+ C BlockBall Class that defines the block ball tactic. This tactic is used for blocking the ball from going to a position
+ C Formation Class that defines the formation tactic. This tactic is used when the robot just needs to be on standby in a certain position
+ C Halt Class that defines the halt tactic. This tactic is used for halting, it rotates the robot to yaw 0 It cannot fail and reset. It's not an end tactic, therefore it can succeed
C ComputationManager Class that stores computation results that can be re-used in the same tick to prevent identical computations happening within a tick
C InterceptionInfo
C KeeperInterceptionInfo
diff --git a/navtreedata.js b/navtreedata.js
index 19519accd..78dbaee92 100644
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index ca56260b6..000b3dbfa 100644
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