check Check spacing Spacing action Action advantage Advantage shot Shot rebound Rebound dead Dead ball
Step Reset
Events
check_ball Check ball swing Swing screen Screen drive Drive kick Kickout shoot Shoot make Make miss Miss oreb Offensive board dreb Defensive board turnover Turnover foul Foul reset Reset
D H Top / check
D W Left wing / slot
D C Right corner / space
check_ball check | dead ready swing spacing | action | advantage locked screen spacing | action locked drive spacing | action | advantage locked kick advantage | action locked shoot advantage | spacing | action locked make shot locked miss shot locked oreb rebound locked dreb rebound locked turnover spacing | action | advantage locked foul spacing | action | advantage | shot | rebound locked reset check | spacing | action | advantage | shot | rebound | dead ready
A possession is treated as a finite state machine. Events are only executable when their source state matches the current state; locked rows stay visible so the transition surface can be inspected.