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Visual referee update: Kicking team filtering #1647
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Co-authored-by: MaikRe <[email protected]>
Co-authored-by: MaikRe <[email protected]>
Co-authored-by: MaikRe <[email protected]>
Co-authored-by: MaikRe <[email protected]>
Readded removed functions for sending and receiving detection messages
With the updated version of the game controller, the `RoboCupGameControlData.h` now specifies a team number for `kicking_team = None`. This is now parsed correctly into the `GameControllerStateMessage`.
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Why? What?
This PR expands and depends on #1646. It uses the detected free kick signals and uses them to filter the kicking team. In the case, we are not sent a kicking team, the filter either determines it by use of the last ball position, or uses the detected free kick signal. This is then propagated to the
FilteredGameControllerState
.Fixes #1476
ToDo / Known Issues
kicking_team
kicking_team
and propagate to other Naos.kicking_team
to directly compute it in theSubState
sCornerKick
andGoalKick
.Action
s whilekicking_team
is not known yet (isNone
), i.e. that no NAO directly walks to the ball and tries to kick it.None
askicking_team
is handled correctlyKickingTeamFilter
works as intendedIdeas for Next Iterations (Not This PR)
kicking_team
directly by looking at thePenalty
set in the sameGameControllerMessage
as the transition to theSubState
PushingFreeKick
.team_ball
inKickingTeamFilter
. Depends on Time to reach rework #1634How to Test
CornerKick
,GoalKick
,KickIn
, andPushingFreeKick
.GoalKick
andCornerKick
the correctkicking_team
is produced byKickingTeamFilter
and is correctly propagated to all nodes readykicking_team
.kicking_team
is propagated correctly to all nodes importingkicking_team
.Please also test where behavior had to be adapted to not knowing the
kicking_team
some of the time: