A new GUI application is developed to run and control simspark simulations. Additionally, there are a number changes to the soccer rules enforced in the simulator. More details about changes in this release follows:
Rules for charging involving agents' relative positions to the ball are only active for agents within 1 meter (ChargingMaxBallRulesDist) of the ball
Players are immune to committing a charging foul after touching the ball for 1 second (ChargingImmunityTime)
There is no maximum distance from the ball that a charging foul will be called -- charging fouls can be called at any position on or off the field
After a player is moved/beamed by the server no charging fouls in any collision involving that agent will be called for 1 second after the player is moved.
There is no longer a concept of ChargingMinCollisionPoint. Instead a threshold of velocity exerted in a collision (ChargingMinCollisionSpeed with a default value of 0.2) must be exceeded for a charging foul to be called. This value is calculated as a cross product between an agent's velocity vector and the normalized vector from the agent to the average of the opponent agent and collision point.
General foul changes:
For visualization purposes after any foul (charging, crowding, illegal defense, touching, incapable) agents are lifted up in the air for FoulHoldTime (default 0.5 seconds) before being beamed to the sideline.
Touching fouls in groups of three or more are no longer called on goalies (a goalie's teammate will be called for a touching foul instead).
New kick rules:
The following is a summary of the rule changes for kicking:
A player taking a kick can't touch the ball more than once before another player touches the ball -- touching the ball more than once results in an indirect free kick for the opponent (same as in human soccer). Note that a goal kick doesn't count as having been taken until the ball leaves the penalty area
You can never score an own goal directly off your own kick -- the result of such an own goal is a corner kick for the opponent (same as in human soccer).
Kick-ins are indirect (same as throw-ins in human soccer).
Goal kicks and corner kicks are direct (same as in human soccer).
Scoring a goal directly from an indirect kick results in a goal kick for the opponent (same as in human soccer).
Kickoffs are still indirect and the ball must be touched outside the center circle, or an opponent must first touch the ball, before the team taking a kickoff can score (in human soccer kickoffs are direct, but this artificial rule is needed to prevent "kickoff taking contests").
Players within KickRepelDist (defined in naosoccersim.rb) of the ball when it is placed for a kick are moved back to a position exactly KickRepelDist from the ball to prevent players from accidentally touching the ball and losing a kick if the ball is placed right underneath their current position on the field.
Two new direct kick playmodes have been added (direct_free_kick_[left|right]). While there is no plan to use these playmodes at this year's competition, shift+L and shift+R key bindings for them have been added to rcssmonitor3d and roboviz.
The keepaway playmode sets the playmode to GameOver if a player on the right team touches the ball or if the ball leaves a predefined keepaway
area. During keepaway no charging fouls will be called on agents on the right team (the team trying to take the ball).
The keepaway mode adds the following parameters to naosoccersim.rb:
// if in keepaway mode Keepaway// center X value of keepaway boxKeepawayCenterX// center Y value of keepaway boxKeepawayCenterY// length of keepaway boxKeepawayLength// width of keepaway boxKeepawayWidth// reduction rate of length of keepaway box per minuteKeepawayLengthReductionRate// reduction rate of width of keepaway box per minuteKeepawayWidthReductionRate
Blocking of say messages with illegal characters:
While most agents have been sending legal say messages, there have been a few instances of agents sending say messages with illegal characters. The
server now throws out say messages containing illegal characters (space, parenthesis, and those outside the range [0x20-0x7E]). The server also
prints an error message containing the illegal say message and the agent who said it. When running in sync mode the proxy still needs to be used
to protect against bad say messages that break parsing (or really any unparseable messages sent to the server) -- this change only throws out
say messages with illegal that were able to be parsed.
Plugin for drawing objects in roboviz:
You can activate a new plugin (rvdraw) within rcssserver3d allowing it to draw objects in roboviz by using the -DRVDRAW=ON command line argument
when running cmake before building rcssserver3d. The plugin likely only works in linux which is why it isn't enabled by default. Currently this
plugin is set to draw debugging information for the charging foul model, but one might find it useful to add their own code to the server to draw
things in roboviz.
After rcssserver3d is compiled with the rvdraw plugin enabled use the following command line argument when running the server to have it send
draw commands to roboviz: