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2 changes: 1 addition & 1 deletion source/audience-display/displays/match-displays.rst
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Expand Up @@ -16,7 +16,7 @@ Match Preview
.. image:: images/match-flow-1.png

The Match Preview screen displays team names and rankings for the teams scheduled to compete in the next match. The Match Preview is a mandatory screen in the
FCUI process and can even be selected again once the "Show Match Score Bar" button has been pressed until the Match is started.
match start, and can even be selected again once the "Show Match Score Bar" button has been pressed until the Match is started.

[*Left*] Qualification Matches - Team rankings are displayed next to their team name and avatar

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2 changes: 1 addition & 1 deletion source/audience-display/displays/specialty-displays.rst
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Expand Up @@ -38,7 +38,7 @@ Message
:width: 550

|
| A custom message can been displayed using the "Message" tab in :ref:`Match Test/Play <match-play-tabs>`
| A custom message can been displayed using the :ref:`Message tab <match-play-message>` in Match Play/Test

Qual Rank
----------
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11 changes: 10 additions & 1 deletion source/conf.py
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Expand Up @@ -33,9 +33,18 @@
extensions = [
'sphinx.ext.autosectionlabel',
'sphinxext.opengraph',
'hoverxref.extension'
'hoverxref.extension',
'sphinxext.rediraffe'
]

# Keep old URLs working after a page is renamed, merged away or split up. Each entry maps the
# source file that used to exist to the one that replaced it, and the HTML build writes a
# redirecting page at the old address. Add an entry whenever a page is deleted or renamed.
rediraffe_redirects = {
'event-manager/match-play-test/tabs.rst': 'event-manager/match-play-test/index.rst',
'event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst': 'event-manager/match-play-test/interface.rst',
}

# Configure OpenGraph support
ogp_site_url = 'https://fms-manual.readthedocs.io/en/latest/'
ogp_site_name = 'FMS Manual'
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17 changes: 0 additions & 17 deletions source/event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst

This file was deleted.

39 changes: 35 additions & 4 deletions source/event-manager/match-play-test/index.rst
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Expand Up @@ -3,12 +3,43 @@
Match Play/Test
======================

.. image:: images/match-play-interface.png

Match Play (and :doc:`Match Test <match-test>`) are the most commonly used environments during an FRC event. The
screen is used to start and stop matches, disable robots, and control the Audience Display, and it is divided into
three sections.

Robot Status
------------

[*Green Box*] The top of the screen shows the current match number, the match time, the score for each alliance, and a
row of detail for every station. The status of each robot is reported to FMS by the SCCs and Driver Stations, and the
box colors correspond to the two ends of the playing field. See :ref:`Match Play <match-play>`.

Match State
-----------

[*Blue Box*] The buttons down the center step the match through its states — Prestart, Match Start, Commit, Post
Results, and control the audience display. Many of the buttons have dropdowns with additional options.
See :ref:`Match Play <match-play>`.

Tabs
----

[*Red Box*] Tabs in the lower section provide more detailed information and allow for configuration of match play.

.. image:: images/tabs-0.png

* :doc:`Schedule <schedule-tab>` - the currently active schedule, and where the match to play is selected
* :doc:`Score <score-tab>` - the counts for each scoring element, as entered by referees or collected automatically
* :doc:`Status <status-tab>` - connection information for every robot currently on the playing field
* :doc:`Video Switch <video-switch-tab>` - manual control of the Audience Display(s)
* :doc:`Message <message-tab>` - display messages on the background of the Audience Display(s)
* :doc:`Options <options-tab>` - match timing and other configuration options

.. toctree::
:maxdepth: 1
:hidden:

interface
bypass-vs-dq-vs-red-card
tabs
status-tab
score-tab
match-test
53 changes: 38 additions & 15 deletions source/event-manager/match-play-test/interface.rst
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@@ -1,22 +1,19 @@
.. _match-play-interface:

Interface
===========
.. _match-play:

Match Play
-----------
===========

.. image:: images/match-play-interface.png

Match Play (and Match Test) are the most commonly used environments during an FRC event. The screen is used to start and stop matches, disable robots, and control the Audience Display.
Match Play (and :doc:`Match Test <match-test>`) are the most commonly used environments during an FRC event. The screen is used to start and stop matches, disable robots, and control the Audience Display.

[*Green Box*] The top part of the screen shows the current match number, match time, score for the alliances and detail by station. Match time is updated in real time and will correspond with
the same information shown on the LED Displays. The status of the robots at each end of the playing field is communicated to FMS by the SCCs and DSs. The color of each box corresponds to each
end of the playing field, blue for the Blue Alliance, and red for the Red Alliance. Each box includes information on the status of the three robots on each alliance.
[*Green Box*] The top part of the screen shows the current match number, match time, score for the alliances and detail by station. The status of the robots at each end of the playing field is communicated to FMS by the SCCs and DSs.
The color of each box corresponds to each end of the playing field, blue for the Blue Alliance, and red for the Red Alliance.
Each box includes information on the status of the three robots on each alliance.

[*Blue Box*] Match Control is handled using the buttons in the center of the Match Play and Match Test screens.
[*Blue Box*] The match is stepped through its states using the buttons in the center of the Match Play and Match Test screens.

[*Red Box*] The lower portion of the screen changes based on the selected tab to display schedule information, detailed scoring, and more (described later)
[*Red Box*] The lower portion of the screen changes based on the selected tab to display schedule information, detailed scoring, and more (each tab has its own article)

Robot Status
--------------
Expand Down Expand Up @@ -75,17 +72,32 @@ The fields left to right indicate information about the connection state of each
All E-Stops and A-Stops need to be in the up (released) position to prestart or begin a match. Prestarting a match with any Stop down will prompt a dialog box to be shown indicated in which Player Station the Stop(s) are down.


Match Control (FCUI)
.. _match-play-bypass-dq-red-card:

Bypass vs DQ vs Red Card
------------------------

Bypass and DQ essentially perform the same function to the Driver's Station, but have different outcomes with respect to event Rankings.

The bypass checkbox is selected when a team is unable to compete due to a malfunctioning robot, but still chooses to participate in
the match by standing in the Alliance Station or utilizing a Human Player. For this participation, the team is awarded full ranking
points. Bypass disables any inputs from the corresponding team's Driver Station and cause the Team Light to flash at a 1Hz rate.

The DQ checkbox is used to disqualify a team from a match. A DQ is given to a team which plays a qualification match without having passed Inspection, or simply chooses not to participate in the match.

The referee will issue a Red Card for a number of reasons, such as rules violations or inappropriate conduct during a match.
If the Red Card indicator is showing when "Commit Score" is pressed the team receives 0 (zero) ranking points for that match (or, in a Playoff match, their alliance loses).

Match State
---------------------

.. image:: images/interface-2.png

The buttons in the middle section are used to step through the Match process. In order to be available for use, a match must be selected from the Schedule tab.
This bar is commonly referred to as the "FCUI" or Field Control User Interface (which came from the former version, which was a piece of hardware on the scoring table).

* *Prestart* - prepares the field for the upcoming match by configuring the field hardware for the upcoming match

*Prestart can be cancelled if necessary while it's running*
*Once Prestart begins, this button becomes "Prestart Cancel." Pressing it while Prestart is running cancels it immediately. Pressing it after Prestart has completed backs the field out to the pre-Prestart state, and asks for confirmation first. This is the "Back Out" referred to elsewhere in this article.*

*In Match Test/Practice/Playoff matches, clicking Prestart will allow for entry of team numbers (in playoff matches this is also used to move teams between stations)*

Expand Down Expand Up @@ -216,6 +228,17 @@ Alternate Flow

.. image:: images/interface-2.png

Some elements of the FCUI have "alternate flows". Above are examples are alternate flows for "Show Match Preview," clicking an alternate (yellow) button will return the FCUI to that step.
Some buttons have "alternate flows". Above are examples are alternate flows for "Show Match Preview," clicking an alternate (yellow) button will return to that step.
Also shown is the style for Match Start, which has additional highlighting and padding due to the dangerous nature of enabling robots and starting a Match.

.. toctree::
:maxdepth: 1
:hidden:

schedule-tab
score-tab
status-tab
video-switch-tab
message-tab
options-tab

27 changes: 21 additions & 6 deletions source/event-manager/match-play-test/match-test.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,12 +5,27 @@ Match Test

.. image:: images/match-test-0.png

The Match Test functionally is nearly identical to Match Play. When using Match Test FMS will automatically assigns the match number to 999 (or 998 for multi-field events) and the
team numbers to "Test 1" through 6 (unless changed in Settings) and no schedule is displayed. Match Test is used to verify all electrical and scoring components connected to the FMS are operating correctly.
Match Test verifies that the electrical and scoring components connected to FMS are working correctly. It behaves
almost exactly like Match Play, so see :ref:`Match Play <match-play>` for the screen, its controls and its tabs — only
the differences are described here.

Note that Match Test uses a specific set of WPA Keys for the corresponding Test Robots, but will use the corresponding WPA key for a team registered for the event when its number is entered into a Player Station.
Note that alternate sets of test robots are available for events with multiple fields, such as the *FIRST* Championship, by contacting support.
In Match Test, FMS assigns the match number 999 (998 for multi-field events) and names the teams "Test 1" through
"Test 6", unless those names have been changed in Settings. No schedule is loaded, so the Schedule tab stays blank.

The schedule tab will remain blank in Match Test.
Match Test cannot consume a schedule and therefore cannot play matches that "count." Use Match Play for Practice,
Qualification and Playoff matches.

Match Test cannot consume a schedule, and therefore cannot be used to play Matches that "count." To play Matches in the Practice/Qual/Playoff tournament, Match Play must be used.
Match Test uses its own set of WPA keys for the test robots. Enter the number of a team registered for the event into a
Player Station and that team's own WPA key is used instead. Alternate sets of test robots are available for events with
multiple fields, such as the *FIRST* Championship — contact support to arrange them.

Naming a Test Match
-------------------

The Prestart Enter Teams dialog shows a text box for the match description, which appears only in Match Test. Type a
name of up to 100 characters and it replaces "Test Match" when Prestart is confirmed: FMS writes it to the match's
schedule detail, and it appears in the FMS header and on the Audience Display — the match preview, the lower third of
the score bar, and the results screen.

This is intended for off-season events that run a playoff tournament in Match Test, where each match can be given a
meaningful name such as "Quarterfinal 1" rather than showing as "Test Match" to the audience.
8 changes: 8 additions & 0 deletions source/event-manager/match-play-test/message-tab.rst
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@@ -0,0 +1,8 @@
.. _match-play-message:

Message Tab
============

.. image:: images/tabs-3.png

Messages can be displayed on all Audience Display instances by typing a title and subtitle and clicking *Send Message*. Messages will be displayed on all instances of Audience Display running on the FMS Network.
24 changes: 24 additions & 0 deletions source/event-manager/match-play-test/options-tab.rst
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.. _match-play-options:

Options Tab
============

.. image:: images/tabs-4.png

Match timing can be adjusted from this screen, for use in such things as demo matches. Clicking *Restore Defaults* will return all three fields to their season-specific standards.
Select *save* after any adjustments for the timing to take effect. Timing can only be changed prior to Prestart.

* *Timing Items* - Adjust the corresponding time
* *Hide/Unhide Scores in Playoffs* - Hide the red and blue alliance final scores at the end of teleop in Playoff matches
* *Hide Scores* - Hide and unhide red and blue alliance scores on demand
* *Practice Field Mode* - Bypasses some restrictions such as requiring valid scores in order to commit a match

On the right side of the display there are options for some common operations:

* *Force Cleanup Lights On* - When not in-match, force the purple "cleanup" lights to illuminate and indicate field staff may begin clearing the field. Cannot be used once the green lights are on (or in games where cleanup lights are not applicable).
* *Force Field Reset Lights On* - When not in-match, force the green field reset lights to illuminate and indicate to teams and field staff that the field is "safe to enter"
* *Awards Mode* - Change the state of lights and motors on the field into a photogenic mode worthy of the awards ceremony
* *Force Event Database Backup* - Force a copy of the event database to be made and written to the USB Drive specified in :doc:`Settings <../settings/backup-config>`
* *Re-calculate Current Rankings* - Runs all teams through the calculator for the given tournament phase
* *Re-calculate District Rankings* - Runs all teams through the calculator for the distirct rankings at the selected event
* *Clear Access Point* - Remove the team number programming from the AP (does not change the 2.4 GHz radio). Useful in situations where a team needs to connect to their machine, but the AP is currently programmed to their team number (such as between finals matches)
28 changes: 28 additions & 0 deletions source/event-manager/match-play-test/schedule-tab.rst
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@@ -0,0 +1,28 @@
.. _match-play-schedule:

Schedule Tab
=============

.. image:: images/tabs-1.png

Currently active tournament level schedule, in match number order. To play a Match, click on it in the list (the list is disabled once Pre-Start is complete).
The event will automatically advance to the next unplayed Match at the conclusion of each Match (no need to "re-click" each time). To replay a Match, manually select it from the list and confirm the replay upon Prestart.

* Time - Date/time the Match is scheduled to begin
* Field - Field on which the Match is scheduled to be played
* Match - Number of the Match
* Status - Match Status of one of the following values:

* Played - Match Complete
* In Progress - Match Running (on any field)
* Aborted - Match was canceled or E-stopped
* (Blank) - Match not yet played

* Description - Short summary of the Match type
* Blue Alliance / Red Alliance:

* Score - Alliance score (once Match is complete)
* 1/2/3 - Team numbers in their matching stations

.. note::
The schedule tab remains blank in :doc:`Match Test <match-test>`, which cannot consume a schedule.
13 changes: 7 additions & 6 deletions source/event-manager/match-play-test/score-tab.rst
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Expand Up @@ -14,12 +14,13 @@ At official *FIRST* events, all of the data on the score tab comes from automate

.. image:: images/score-tab-0.png

All input values are quantities, not points. It is not necesary for the Scorekeeper to know the underlying score calculations as FMS will automatically convert any quantity inputs to point values. For additional information about each scoring element please see the official game manual or consult your Head Referee at your event. Values in the "Ranking Point Progress" section are read-only progression indicators relative to the associated ranking point.

All input values are quantities, not points. It is not necesary for the Scorekeeper to know the underlying score calculations as FMS will automatically convert any quantity inputs to point values.
For additional information about each scoring element please see the official game manual or consult your Head Referee at your event. Values in the "Ranking Point Progress" section are read-only
progression indicators relative to the associated ranking point.

.. warning::
Notice that Major and Minor Foul Pts are points credited to the alliance, which means they're calculated off the other alliance's violations. Changing the Major/Minor Foul counts on a given alliance will change the score of the *opposite* alliance.

Notice that Major and Minor Foul Pts are points credited to the alliance, which means they're calculated off the other alliance's violations. Changing the Major/Minor Foul counts on a given
alliance will change the score of the *opposite* alliance.

Referee Completion Warning
--------------------------
Expand All @@ -37,7 +38,7 @@ Post-Match Comments
:align: center

|
| If a match is edited by the scorekeeper after the clock expires, or any cards were assigned in the match, a comment window is automatically opened when the Commit button is pressed on the FCUI.
| If a match is edited by the scorekeeper after the clock expires, or any cards were assigned in the match, a comment window is automatically opened when the match is committed.
This box can be used for comments regarding why the score was edited after the match ended and these comments will be saved and available later, should a review be necessary.
The box can also be manually requested using the dropdown arrow on the commit button in the FCUI.
The box can also be manually requested using the dropdown arrow on the Commit button.

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