# Constants
an opponent bot has crashed with one of your bots.
an opponent bot has pushed one of your bots.
default value when not set.
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Law 12.3: Attacker in defense area.
Law 13-17: Attacker not too close to the opponent's penalty area when ball enters play.
Law 12: Touching the opponent goalkeeper.
Law 12: Maximum dribbling distance.
Law 12: A robot holds the ball deliberately.
Law 9: Ball out of play.
Law 9.2: Ball placement.
Law 12: Ball speed.
Law 12: Pushing / Substantial Contact.
Law 10: A goal is only scored if the ball has not exceeded a robot height (150mm) between the last kick of an attacker and the time the ball crossed the goal line.
an event that is not listed in this enum yet.
Law 13-17: Keeping the correct distance to the ball during opponents freekicks.
Law 12: Double touch.
Law 10: Team scored a goal.
Law 12: Icing (kicking over midline and opponent goal line).
Law 12: The ball entered the goal directly after an indirect kick was performed.
Law 9.3: lack of progress while bringing the ball into play.
Law 12.2: Defender is completely inside penalty area.
Law 12: Defender is partially inside penalty area.
Law ?: There is no progress in game for (10|15)? seconds.
Law 3: Number of players.
Law 12: Robot speed during STOP.
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not set.
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Equivalent to STOP, but the blue team must pick up the ball and drop it in the Designated Position.
Equivalent to STOP, but the yellow team must pick up the ball and drop it in the Designated Position.
The blue team may take a direct free kick.
The yellow team may take a direct free kick.
The first half of extra time.
The first half of extra time is about to start.
Half time between first and second extra halves.
The second half of extra time.
The second half of extra time is about to start.
The break before extra time.
The ball is dropped and free for either team.
Deprecated: Do not use.
Deprecated: Do not use.
All robots should completely stop moving.
The blue team may take an indirect free kick.
The yellow team may take an indirect free kick.
The first half of the normal game, before half time.
The first half is about to start.
Half time between first and second halves.
The second half of the normal game, after half time.
The second half is about to start.
A prepared kickoff or penalty may now be taken.
The penalty shootout.
The break before penalty shootout.
The game is over.
The blue team may move into kickoff position.
The yellow team may move into kickoff position.
The blue team may move into penalty position.
The yellow team may move into penalty position.
Robots must keep 50 cm from the ball.
The blue team is currently in a timeout.
The yellow team is currently in a timeout.
blue team.
team not set.
yellow team.
continue the game until the next stop of the game, then handle the foul.
stop the game and handle the foul immediately.
no choice -> will default to STOP.
# Variables
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# Structs
information about the advantage choice that is offered to a team.
a message from autoRef, describing the current state or situation.
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the bots that is waited for.
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AutoRefRegistration is the first message that a client must send to the controller to identify itself.
AutoRefToController is the wrapper message for all subsequent messages from the autoRef to the controller.
BallSpeedMeasurement is a single measurement sample of the ball speed.
BotId is the combination of a team and a robot id.
a reply that is sent by the controller for each request from teams or autoRefs.
ControllerToAutoRef is the wrapper message for all messages from controller to autoRef.
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wrapper for all messages from controller to a team's computer.
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a game event that caused a referee command.
information about an originator.
GameEvent contains exactly one game event Each game event has optional and required fields.
the ball left the field via goal line and a team committed an aimless kick.
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an attacker touched the ball multiple times when it was not allowed to.
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an attacker touched the ball inside the opponent defense area.
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an attacker was located too near to the opponent defense area when ball entered play.
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an attacker touched the opponent keeper.
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the ball left the field normally.
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two robots crashed into each other with similar speeds.
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two robots crashed into each other and one team was found guilty to due significant speed difference.
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a bot dribbled to ball too far.
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a bot held the ball for too long.
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a bot interfered the ball placement of the other team.
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a bot kicked the ball too fast.
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a bot pushed another bot over a significant distance.
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bots are being substituted by at least one team.
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a bot tipped over.
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a bot moved too fast while the game was stopped.
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the ball entered the goal, but was initially chipped.
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a defender other than the keeper was fully located inside its own defense and touched the ball.
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a defender other than the keeper was partially located inside its own defense area and touched the ball.
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a bot of the defending team got too close to the kick point during a free kick.
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a team shot a goal.
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the ball entered the goal directly during an indirect free kick.
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a keeper held the ball in its defense area for too long.
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timeout waiting for the attacking team to perform the free kick.
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a team collected multiple cards (yellow and red), which results in a penalty kick.
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a team collected multiple fouls, which results in a yellow card.
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a team failed to place the ball multiple times in a row.
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game was stuck.
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ball placement failed.
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a team successfully placed the ball.
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both teams are prepared - all conditions are met to continue (with kickoff or penalty kick).
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a team has too many robots on the field.
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a team was found guilty for major unsporting behavior.
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a team was found guilty for minor unsporting behavior.
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Location is a 2d-coordinate on the field in ssl-vision coordinate system.
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Each UDP packet contains one of these messages.
The coordinates of the Designated Position.
Information about a single team.
Signature can be added to a request to let it be verfied by the controller.
a registration that must be send by teams and autoRefs to the controller as the very first message.
wrapper for all messages from a team's computer to the controller.
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# Type aliases
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a team.
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These are the "fine" states of play on the field.
These are the "coarse" stages of the game.
Team is either blue or yellow.
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