Option prepare_send_pass

State Machine

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State search_ball

If that state is active,
 >  This enumerated output symbol is set:
    head.control_mode  = 
head.control_mode.search_for_ball
 >  This decimal output symbol is set:
    head.mouth  = 
0
 >  This enumerated output symbol is set:
    motion.type  = 
motion.type.walk
 >  This enumerated output symbol is set:
    motion.walk_type  = 
motion.walk_type.normal
 >  This decimal output symbol is set:
    motion.walk_speed.x  = 
0
 >  This decimal output symbol is set:
    motion.walk_speed.y  = 
0
 >  This decimal output symbol is set:
    motion.walk_speed.rot  = 
60
 
The decision tree:
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Pseudo code of the decision tree:
 
/** */
if ( ball.time_since_last_seen() < 300)
{
  
goto bring_home;
}
else
{
  
/** */
if ( state_time > 3000)
{
  
goto go_home;
}
else
{
  
stay;
}
}

State go_home

If that state is active,
 >  This enumerated output symbol is set:
    head.control_mode  = 
head.control_mode.search_for_ball
 >  The option go_to_point_smart is executed. Parameters:
    go_to_point_smart.x  =  passing_challenge.position.x( game.player_number() ) ;
    go_to_point_smart.y  =  passing_challenge.position.y( game.player_number() ) ;
    go_to_point_smart.angle  =  ball.angle() ;
 
The decision tree:
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Pseudo code of the decision tree:
 
/** */
if ( ball.time_since_last_seen() < 300)
{
  
goto bring_home;
}
else
{
  
/** */
if ( action_done)
{
  
goto search_ball;
}
else
{
  
stay;
}
}

State bring_home

If that state is active,
 >  The option grab_and_dribble is executed. Parameters:
    grab_and_dribble.angle  =  selfloc.angle_to( passing_challenge.position.x( game.player_number() ) , passing_challenge.position.y( game.player_number() ) ) ;
    grab_and_dribble.dribble_forward  =  true ;
    grab_and_dribble.time_limit  =  ( selfloc.distance_to( passing_challenge.position.x( game.player_number() ) , passing_challenge.position.y( game.player_number() ) ) < 500 ? 0 : -1 ) ;
    grab_and_dribble.forward_kick  =  false ;
    grab_and_dribble.always_stop  =  true ;
    grab_and_dribble.regrab  =  true ;
 
The decision tree:
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Pseudo code of the decision tree:
 
/** */
if ( strategy.ball_is_grabbed)
{
  
/** */
if ( selfloc.distance_to( passing_challenge.position.x( game.player_number() ) , passing_challenge.position.y( game.player_number() ) ) < 300)
{
  
goto turn_to_receiver;
}
else
{
  
stay;
}
}
else
{
  
/** */
if ( ball.time_since_last_seen() > 2500)
{
  
goto search_ball;
}
else
{
  
stay;
}
}

State turn_to_receiver

If that state is active,
 >  The option turn_to_pass_partner is executed. Parameters:
    turn_to_pass_partner.angle  =  selfloc.angle_to( passing_challenge.position.x( passing_challenge.mate_number() ) , passing_challenge.position.y( passing_challenge.mate_number() ) ) ;
 
The decision tree:
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Pseudo code of the decision tree:
 
/** */
if ( action_done)
{
  
goto finished;
}
else
{
  
stay;
}

State finished

This state is a target state.



If that state is active,
 >  This enumerated output symbol is set:
    head.control_mode  = 
head.control_mode.grab_ball
 >  This boolean output symbol is set:
    strategy.ball_is_grabbed  = 
true
 >  This enumerated output symbol is set:
    motion.type  = 
motion.type.walk
 >  This enumerated output symbol is set:
    motion.walk_type  = 
motion.walk_type.walk_with_ball
 >  This decimal output symbol is set:
    motion.walk_speed.x  = 
0
 >  This decimal output symbol is set:
    motion.walk_speed.y  = 
0
 >  This decimal output symbol is set:
    motion.walk_speed.rot  = 
0
 
The decision tree:
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Pseudo code of the decision tree:
 
stay;