Skip to content

Commit

Permalink
Add some text to the README
Browse files Browse the repository at this point in the history
  • Loading branch information
ahasselbring committed Feb 19, 2024
1 parent d96607e commit a044563
Showing 1 changed file with 38 additions and 0 deletions.
38 changes: 38 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -136,6 +136,44 @@ Note that changing the sides or the kick-off team is not possible afterwards, so

### Main Interface

The team panels (i.e. the left and right columns of the layout) should be aligned with the goals the teams are defending (from the perspective of the GameController operator).
That is, the GameController operator's view defines what the *left* and the *right* team is, as it has been selected in the [launcher](#launcher).

The main interface is sometimes context-sensitive, i.e. some buttons only appear when they are useful in the current state of the game.
However, it is generally avoided that the layout or meaning of buttons changes without user interaction (because it would be bad if a button which the user is about to press changed its meaning in that instant).

#### Penalties

Penalties are applied by clicking the button labeled with the penalty call first and then clicking the button of the penalized player.
This will start a timer on the respective player's button which starts flashing once there are only 10 seconds remaining.
Players are not unpenalized automatically.
Instead they must be unpenalized by clicking their button once their penalty time is over and they have been placed correctly by the assistant referees.

Some penalties are special:
- The Pick-Up penalty can replace any existing penalty, although the timer is inherited from the original penalty.
- The Motion in Set penalty can be applied to multiple players without selecting it, accommodating the case that multiple players respond at once to a wrong whistle.
Furthermore, players are unpenalized automatically when the timer has elapsed, since they are never removed from the field.

#### Message Counting

As per the rule book, team messages are counted (based on the port that they are sent on) during the Ready, Set, and Playing states (but not in penalty shoot-outs).
When a team message arrives that is either too large or beyond the team's message budget, the score resets to 0 and future goals will not be counted.
The score and the message counter change to a different color then.

#### Timeouts

A timeout can be taken both by the teams and by the referee.
When a timeout is taken during the Ready or Set state, the clock is reset to the beginning of the stoppage of play, but not the message budget.

When a timeout is taken while the half-time break timer counts down, the timer is adjusted by the duration of a timeout.
This can cause confusion in so-called interleaved games because the half-time break is often longer than usual, so that even after taking a timeout that half-time break timer can still be negative.

#### Extra Time

A minute of extra time can be added by pressing the "+" button next to the main clock.
This button becomes available during stoppages of play once a minute of play has elapsed in the half.
Adding a minute of extra time also increases the message budget for both teams, unless a team had communicated illegally before.

#### Substitution

To substitute players, first click the "Substitute" button on the team's side.
Expand Down

0 comments on commit a044563

Please sign in to comment.