Option goalie_clear_ball_simple

Try to clear the ball by running towards it and kick it sideways the the paw if necessary.

State Machine

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State clear_ball

If that state is active,
 >  The option go_to_point is executed. Parameters:
    go_to_point.x  =  ball.position.field.x() ;
    go_to_point.y  =  ball.position.field.y() ;
 
The decision tree:
  This browser can't display the SVG file svg/option_goalie_clear_ball_simple_state_clear_ball.svg.



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Pseudo code of the decision tree:
 
/** ball reached */
if ( action_done)
{
  
/** ball wasn't kicked away by our approach-movement */
if ( ball.distance() < 200)
{
  
goto kick_with_paw;
}
else
{
  
goto stop;
}
}
else
{
  
stay;
}

State kick_with_paw

If that state is active,
 >  The option special_action is executed. Parameters:
    special_action.id  =  motion.special_action.left_paw ;
    special_action.mirror  =  ball.position.robot.y() < 0 ;
 
The decision tree:
  This browser can't display the SVG file svg/option_goalie_clear_ball_simple_state_kick_with_paw.svg.



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Pseudo code of the decision tree:
 
/** */
if ( action_done)
{
  
goto stop;
}
else
{
  
stay;
}

State stop

This state is a target state.



If that state is active,
 >  This enumerated output symbol is set:
    motion.type  = 
motion.type.stand
 
The decision tree:
  This browser can't display the SVG file svg/option_goalie_clear_ball_simple_state_stop.svg.



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Pseudo code of the decision tree:
 
stay;