Exemple #1
0
    def _set_parameters(self):
        """
        Parse the complete scenario definition file, and replace all parameter references
        with the actual values

        Set _global_parameters.
        """

        _global_params_overwrite = dict()
        if self._global_params_overwrite is not None:

            if isinstance(self._global_params_overwrite, type(dict)):
                _global_params_overwrite = dict([
                    tuple(m.strip() for m in mn.split(':'))
                    for mn in self._global_params_overwrite.split(',')
                ])
            else:
                _global_params_overwrite = self._global_params_overwrite
        print("Global parameters: ", _global_params_overwrite)
        self.xml_tree, self._global_parameters = OpenScenarioParser.set_parameters(
            self.xml_tree, _global_params_overwrite)

        for elem in self.xml_tree.iter():
            if elem.find('ParameterDeclarations') is not None:
                elem, _ = OpenScenarioParser.set_parameters(elem)

        OpenScenarioParser.set_global_parameters(self._global_parameters)
    def _set_scenario_name(self):
        """
        Extract the scenario name from the OpenSCENARIO header information
        """
        header = self.xml_tree.find("FileHeader")
        self.name = header.attrib.get('description', 'Unknown')

        if self.name.startswith("CARLA:"):
            OpenScenarioParser.set_use_carla_coordinate_system()
    def _set_parameters(self):
        """
        Parse the complete scenario definition file, and replace all parameter references
        with the actual values
        """

        self.xml_tree = OpenScenarioParser.set_parameters(self.xml_tree)

        for elem in self.xml_tree.iter():
            if elem.find('ParameterDeclarations') is not None:
                elem = OpenScenarioParser.set_parameters(elem)
    def _parse_openscenario_configuration(self):
        """
        Parse the given OpenSCENARIO config file, set and validate parameters
        """
        OpenScenarioParser.set_osc_filepath(os.path.dirname(self.filename))

        self._check_version()
        self._load_catalogs()
        self._set_scenario_name()
        self._set_carla_town()
        self._set_actor_information()

        self._validate_result()
Exemple #5
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    def _set_parameters(self):
        """
        Parse the complete scenario definition file, and replace all parameter references
        with the actual values

        Set _global_parameters.
        """
        self.xml_tree, self._global_parameters = OpenScenarioParser.set_parameters(self.xml_tree, self._custom_params)

        for elem in self.xml_tree.iter():
            if elem.find('ParameterDeclarations') is not None:
                elem, _ = OpenScenarioParser.set_parameters(elem)

        OpenScenarioParser.set_global_parameters(self._global_parameters)
    def _create_environment_behavior(self):
        # Set the appropriate weather conditions

        env_behavior = py_trees.composites.Parallel(
            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="EnvironmentBehavior")

        weather_update = ChangeWeather(
            OpenScenarioParser.get_weather_from_env_action(self.config.init, self.config.catalogs))
        road_friction = ChangeRoadFriction(
            OpenScenarioParser.get_friction_from_env_action(self.config.init, self.config.catalogs))
        env_behavior.add_child(oneshot_with_check(variable_name="InitialWeather", behaviour=weather_update))
        env_behavior.add_child(oneshot_with_check(variable_name="InitRoadFriction", behaviour=road_friction))

        return env_behavior
    def _create_condition_container(self, node, name='Conditions Group', oneshot=False):
        """
        This is a generic function to handle conditions utilising ConditionGroups
        Each ConditionGroup is represented as a Sequence of Conditions
        The ConditionGroups are grouped under a SUCCESS_ON_ONE Parallel
        If oneshot is set to True, oneshot_behaviour will be applied to conditions
        """

        parallel_condition_groups = py_trees.composites.Parallel(name,
                                                                 policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE)

        for condition_group in node.iter("ConditionGroup"):
            condition_group_sequence = py_trees.composites.Sequence(
                name="Condition Group")
            for condition in condition_group.iter("Condition"):
                criterion = OpenScenarioParser.convert_condition_to_atomic(
                    condition, self.other_actors + self.ego_vehicles)
                if oneshot:
                    criterion = oneshot_behavior(criterion)
                condition_group_sequence.add_child(criterion)

            if condition_group_sequence.children:
                parallel_condition_groups.add_child(condition_group_sequence)

        return parallel_condition_groups
    def _create_init_behavior(self):

        init_behavior = py_trees.composites.Parallel(
            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="InitBehaviour")

        for actor in self.config.other_actors + self.config.ego_vehicles:
            for carla_actor in self.other_actors + self.ego_vehicles:
                if (carla_actor is not None and 'role_name' in carla_actor.attributes and
                        carla_actor.attributes['role_name'] == actor.rolename):
                    actor_init_behavior = py_trees.composites.Sequence(name="InitActor{}".format(actor.rolename))

                    controller_atomic = None

                    for private in self.config.init.iter("Private"):
                        if private.attrib.get('entityRef', None) == actor.rolename:
                            for private_action in private.iter("PrivateAction"):
                                for controller_action in private_action.iter('ControllerAction'):
                                    module, args = OpenScenarioParser.get_controller(
                                        controller_action, self.config.catalogs)
                                    controller_atomic = ChangeActorControl(
                                        carla_actor, control_py_module=module, args=args,
                                        scenario_file_path=os.path.dirname(self.config.filename))

                    if controller_atomic is None:
                        controller_atomic = ChangeActorControl(carla_actor, control_py_module=None, args={})

                    actor_init_behavior.add_child(controller_atomic)

                    if actor.speed > 0:
                        actor_init_behavior.add_child(ChangeActorTargetSpeed(carla_actor, actor.speed, init_speed=True))

                    init_behavior.add_child(actor_init_behavior)
                    break

        return init_behavior
    def _get_actor_transform(self, actor_name):
        """
        Get the initial actor transform provided by the Init section

        Note: - The OpenScenario specification allows multiple definitions. We use the _first_ one
              - The OpenScenario specification allows different ways of specifying a position.
                We currently only support a specification with absolute world coordinates
        """

        actor_transform = carla.Transform()

        actor_found = False

        for private_action in self.init.iter("Private"):
            if private_action.attrib.get('object', None) == actor_name:
                if actor_found:
                    # pylint: disable=line-too-long
                    print(
                        "Warning: The actor '{}' was already assigned an initial position. Overwriting pose!"
                        .format(actor_name))
                    # pylint: enable=line-too-long
                actor_found = True
                for position in private_action.iter('Position'):
                    transform = OpenScenarioParser.convert_position_to_transform(
                        position)
                    if transform:
                        actor_transform = transform

        if not actor_found:
            print(
                "Warning: The actor '{}' was not assigned an initial position. Using (0,0,0)"
                .format(actor_name))

        return actor_transform
    def _create_condition_container(self, node, name='Conditions Group', sequence=None,
                                    maneuver=None, success_on_all=True):
        """
        This is a generic function to handle conditions utilising ConditionGroups
        Each ConditionGroup is represented as a Sequence of Conditions
        The ConditionGroups are grouped under a SUCCESS_ON_ONE Parallel
        """

        parallel_condition_groups = py_trees.composites.Parallel(name,
                                                                 policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE)

        for condition_group in node.iter("ConditionGroup"):
            if success_on_all:
                condition_group_sequence = py_trees.composites.Parallel(
                    name="Condition Group", policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL)
            else:
                condition_group_sequence = py_trees.composites.Parallel(
                    name="Condition Group", policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE)
            for condition in condition_group.iter("Condition"):
                criterion = OpenScenarioParser.convert_condition_to_atomic(
                    condition, self.other_actors + self.ego_vehicles)
                if sequence is not None and maneuver is not None:
                    xml_path = get_xml_path(self.config.story, sequence) + '>' + \
                        get_xml_path(maneuver, condition)  # See note in get_xml_path
                else:
                    xml_path = get_xml_path(self.config.story, condition)
                criterion = oneshot_behavior(variable_name=xml_path, behaviour=criterion)
                condition_group_sequence.add_child(criterion)

            if condition_group_sequence.children:
                parallel_condition_groups.add_child(condition_group_sequence)

        return parallel_condition_groups
Exemple #11
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    def _set_actor_information(self):
        """
        Extract all actors and their corresponding specification

        NOTE: The rolename property has to be unique!
        """
        for entity in self.xml_tree.iter("Entities"):
            for obj in entity.iter("ScenarioObject"):
                rolename = obj.attrib.get('name', 'simulation')
                args = {}
                for prop in obj.iter("Property"):
                    key = prop.get('name')
                    value = prop.get('value')
                    args[key] = value

                for catalog_reference in obj.iter("CatalogReference"):
                    entry = OpenScenarioParser.get_catalog_entry(self.catalogs, catalog_reference)
                    if entry.tag == "Vehicle":
                        self._extract_vehicle_information(entry, rolename, entry, args)
                    elif entry.tag == "Pedestrian":
                        self._extract_pedestrian_information(entry, rolename, entry, args)
                    elif entry.tag == "MiscObject":
                        self._extract_misc_information(entry, rolename, entry, args)
                    else:
                        self.logger.debug(
                            " A CatalogReference specifies a reference that is not an Entity. Skipping...")

                for vehicle in obj.iter("Vehicle"):
                    self._extract_vehicle_information(obj, rolename, vehicle, args)

                for pedestrian in obj.iter("Pedestrian"):
                    self._extract_pedestrian_information(obj, rolename, pedestrian, args)

                for misc in obj.iter("MiscObject"):
                    self._extract_misc_information(obj, rolename, misc, args)

        # Set transform for all actors
        # This has to be done in a multi-stage loop to resolve relative position settings
        all_actor_transforms_set = False
        while not all_actor_transforms_set:
            all_actor_transforms_set = True
            for actor in self.other_actors + self.ego_vehicles:
                if actor.transform is None:
                    try:
                        actor.transform = self._get_actor_transform(actor.rolename)
                    except AttributeError as e:
                        if "Object '" in str(e):
                            ref_actor_rolename = str(e).split('\'')[1]
                            for ref_actor in self.other_actors + self.ego_vehicles:
                                if ref_actor.rolename == ref_actor_rolename:
                                    if ref_actor.transform is not None:
                                        raise e
                                    break
                        else:
                            raise e
                    if actor.transform is None:
                        all_actor_transforms_set = False
    def _create_test_criteria(self):
        """
        A list of all test criteria will be created that is later used
        in parallel behavior tree.
        """
        parallel_criteria = py_trees.composites.Parallel("EndConditions (Criteria Group)",
                                                         policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE)

        for condition in self.config.criteria.iter("Condition"):

            criterion = OpenScenarioParser.convert_condition_to_atomic(condition, self.ego_vehicles)
            parallel_criteria.add_child(criterion)

        return parallel_criteria
    def _create_test_criteria(self):
        """
        A list of all test criteria will be created that is later used
        in parallel behavior tree.
        """
        parallel_criteria = py_trees.composites.Parallel("EndConditions (Criteria Group)",
                                                         policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE)

        criteria = []
        for endcondition in self.config.storyboard.iter("StopTrigger"):
            for condition in endcondition.iter("Condition"):
                if condition.attrib.get('name').startswith('criteria_'):
                    criteria.append(condition)

        for condition in criteria:
            criterion = OpenScenarioParser.convert_condition_to_atomic(condition, self.ego_vehicles)
            parallel_criteria.add_child(criterion)

        return parallel_criteria
    def _get_actor_transform(self, actor_name):
        """
        Get the initial actor transform provided by the Init section

        Note: - The OpenScenario specification allows multiple definitions. We use the _first_ one
              - The OpenScenario specification allows different ways of specifying a position.
                We currently support the specification with absolute world coordinates and the relative positions
                RelativeWorld, RelativeObject and RelativeLane
              - When using relative positions the relevant reference point (e.g. transform of another actor)
                should be defined before!
        """

        actor_transform = carla.Transform()

        actor_found = False

        for private_action in self.init.iter("Private"):
            if private_action.attrib.get('entityRef', None) == actor_name:
                if actor_found:
                    # pylint: disable=line-too-long
                    self.logger.warning(
                        " Warning: The actor '%s' was already assigned an initial position. Overwriting pose!",
                        actor_name)
                    # pylint: enable=line-too-long
                actor_found = True
                for position in private_action.iter('Position'):
                    transform = OpenScenarioParser.convert_position_to_transform(
                        position,
                        actor_list=self.other_actors + self.ego_vehicles)
                    if transform:
                        actor_transform = transform

        if not actor_found:
            # pylint: disable=line-too-long
            self.logger.warning(
                " Warning: The actor '%s' was not assigned an initial position. Using (0,0,0)",
                actor_name)
            # pylint: enable=line-too-long

        return actor_transform
    def _create_behavior(self):
        """
        Basic behavior do nothing, i.e. Idle
        """

        story_behavior = py_trees.composites.Sequence("Story")

        for act in self.config.story.iter("Act"):

            if act.attrib.get('name') != 'Behavior':
                continue

            parallel_behavior = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE,
                name="Maneuver + EndConditions Group")

            for sequence in act.iter("Sequence"):
                sequence_behavior = py_trees.composites.Sequence()
                repetitions = sequence.attrib.get('numberOfExecutions', 1)
                actor_ids = []
                for actor in sequence.iter("Actors"):
                    for entity in actor.iter("Entity"):
                        for k, _ in enumerate(self.other_actors):
                            if entity.attrib.get(
                                    'name', None
                            ) == self.config.other_actors[k].rolename:
                                actor_ids.append(k)
                                break

                tmp_sequence_behavior = py_trees.composites.Sequence(
                    name=sequence.attrib.get('name'))
                for maneuver in sequence.iter("Maneuver"):
                    maneuver_sequence = py_trees.composites.Sequence(
                        name="Maneuver " + maneuver.attrib.get('name'))
                    for event in maneuver.iter("Event"):
                        event_sequence = py_trees.composites.Sequence(
                            name="Event " + event.attrib.get('name'))
                        parallel_actions = py_trees.composites.Parallel(
                            policy=py_trees.common.ParallelPolicy.
                            SUCCESS_ON_ALL,
                            name="Actions")
                        for child in event.iter():
                            if child.tag == "Action":
                                for actor_id in actor_ids:
                                    maneuver_behavior = OpenScenarioParser.convert_maneuver_to_atomic(
                                        child, self.other_actors[actor_id])
                                    parallel_actions.add_child(
                                        maneuver_behavior)

                            if child.tag == "StartConditions":
                                # There is always on StartConditions block per Event
                                for condition in child.iter('Condition'):
                                    condition_behavior = OpenScenarioParser.convert_condition_to_atomic(
                                        condition,
                                        self.other_actors + self.ego_vehicles)

                                    condition_behavior.name += " for {}".format(
                                        parallel_actions.name)

                                    if condition_behavior:
                                        event_sequence.add_child(
                                            condition_behavior)

                        event_sequence.add_child(parallel_actions)
                        maneuver_sequence.add_child(event_sequence)
                    tmp_sequence_behavior.add_child(maneuver_sequence)

                for _ in range(int(repetitions)):
                    sequence_behavior.add_child(tmp_sequence_behavior)

                if sequence_behavior.children:
                    parallel_behavior.add_child(sequence_behavior)

            for conditions in act.iter("Conditions"):
                start_condition_behavior = py_trees.composites.Parallel(
                    policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL,
                    name="StartConditions Group")
                for start_condition in conditions.iter("Start"):
                    for condition in start_condition.iter('Condition'):
                        condition_behavior = OpenScenarioParser.convert_condition_to_atomic(
                            condition, self.other_actors + self.ego_vehicles)
                        oneshot_idiom = oneshot_behavior(
                            name=condition_behavior.name,
                            variable_name=condition_behavior.name,
                            behaviour=condition_behavior)
                        start_condition_behavior.add_child(oneshot_idiom)
                for end_condition in conditions.iter("End"):
                    for condition in end_condition.iter('Condition'):
                        condition_behavior = OpenScenarioParser.convert_condition_to_atomic(
                            condition, self.other_actors + self.ego_vehicles)
                        parallel_behavior.add_child(condition_behavior)
                for end_condition in conditions.iter("Cancel"):
                    for condition in end_condition.iter('Condition'):
                        condition_behavior = OpenScenarioParser.convert_condition_to_atomic(
                            condition, self.other_actors + self.ego_vehicles)
                        parallel_behavior.add_child(condition_behavior)

            if start_condition_behavior.children:
                story_behavior.add_child(start_condition_behavior)

            if parallel_behavior.children:
                story_behavior.add_child(parallel_behavior)

        # Build behavior tree
        # sequence.add_child(maneuver_behavior)

        return story_behavior
    def _create_behavior(self):
        """
        Basic behavior do nothing, i.e. Idle
        """

        story_behavior = py_trees.composites.Parallel(
            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Story")

        joint_actor_list = self.other_actors + self.ego_vehicles

        for act in self.config.story.iter("Act"):

            act_sequence = py_trees.composites.Sequence(
                name="Act StartConditions and behaviours")

            start_conditions = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE, name="StartConditions Group")

            parallel_behavior = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE, name="Maneuver + EndConditions Group")

            parallel_sequences = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Maneuvers")

            for sequence in act.iter("ManeuverGroup"):
                sequence_behavior = py_trees.composites.Sequence(name=sequence.attrib.get('name'))
                repetitions = sequence.attrib.get('maximumExecutionCount', 1)

                for _ in range(int(repetitions)):

                    actor_ids = []
                    for actor in sequence.iter("Actors"):
                        for entity in actor.iter("EntityRef"):
                            for k, _ in enumerate(joint_actor_list):
                                if entity.attrib.get('entityRef', None) == joint_actor_list[k].attributes['role_name']:
                                    actor_ids.append(k)
                                    break

                    if not actor_ids:
                        print("Warning: Maneuvergroup does not use reference actors!")

                   # Collect catalog reference maneuvers in order to process them at the same time as normal maneuvers
                    catalog_maneuver_list = []
                    for catalog_reference in sequence.iter("CatalogReference"):
                        catalog_maneuver = self.config.catalogs[catalog_reference.attrib.get(
                            "catalogName")][catalog_reference.attrib.get("entryName")]
                        catalog_maneuver_list.append(catalog_maneuver)
                    all_maneuvers = itertools.chain(iter(catalog_maneuver_list), sequence.iter("Maneuver"))
                    single_sequence_iteration = py_trees.composites.Parallel(
                        policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name=sequence_behavior.name)
                    for maneuver in all_maneuvers:  # Iterates through both CatalogReferences and Maneuvers
                        maneuver_parallel = py_trees.composites.Parallel(
                            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL,
                            name="Maneuver " + maneuver.attrib.get('name'))
                        for event in maneuver.iter("Event"):
                            event_sequence = py_trees.composites.Sequence(
                                name="Event " + event.attrib.get('name'))
                            parallel_actions = py_trees.composites.Parallel(
                                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Actions")
                            for child in event.iter():
                                if child.tag == "Action":
                                    for actor_id in actor_ids:
                                        maneuver_behavior = OpenScenarioParser.convert_maneuver_to_atomic(
                                            child, joint_actor_list[actor_id])
                                        maneuver_behavior = StoryElementStatusToBlackboard(
                                            maneuver_behavior, "ACTION", child.attrib.get('name'))

                                        parallel_actions.add_child(
                                            oneshot_behavior(variable_name=  # See note in get_xml_path
                                                             get_xml_path(self.config.story, sequence) + '>' + \
                                                             get_xml_path(maneuver, child),
                                                             behaviour=maneuver_behavior))

                                if child.tag == "StartTrigger":
                                    # There is always one StartConditions block per Event
                                    parallel_condition_groups = self._create_condition_container(
                                        child, "Parallel Condition Groups", sequence, maneuver)
                                    event_sequence.add_child(
                                        parallel_condition_groups)

                            parallel_actions = StoryElementStatusToBlackboard(
                                parallel_actions, "EVENT", event.attrib.get('name'))
                            event_sequence.add_child(parallel_actions)
                            maneuver_parallel.add_child(
                                oneshot_behavior(variable_name=get_xml_path(self.config.story, sequence) + '>' +
                                                 get_xml_path(maneuver, event),  # See get_xml_path
                                                 behaviour=event_sequence))
                        maneuver_parallel = StoryElementStatusToBlackboard(
                            maneuver_parallel, "MANEUVER", maneuver.attrib.get('name'))
                        single_sequence_iteration.add_child(
                            oneshot_behavior(variable_name=get_xml_path(self.config.story, sequence) + '>' +
                                             get_xml_path(maneuver, maneuver),  # See get_xml_path
                                             behaviour=maneuver_parallel))

                    # OpenSCENARIO refers to Sequences as Scenes in this instance
                    single_sequence_iteration = StoryElementStatusToBlackboard(
                        single_sequence_iteration, "SCENE", sequence.attrib.get('name'))
                    single_sequence_iteration = repeatable_behavior(
                        single_sequence_iteration, get_xml_path(self.config.story, sequence))

                    sequence_behavior.add_child(single_sequence_iteration)

                if sequence_behavior.children:
                    parallel_sequences.add_child(
                        oneshot_behavior(variable_name=get_xml_path(self.config.story, sequence),
                                         behaviour=sequence_behavior))

            if parallel_sequences.children:
                parallel_sequences = StoryElementStatusToBlackboard(
                    parallel_sequences, "ACT", act.attrib.get('name'))
                parallel_behavior.add_child(parallel_sequences)

            start_triggers = act.find("StartTrigger")
            if list(start_triggers) is not None:
                for start_condition in start_triggers:
                    parallel_start_criteria = self._create_condition_container(start_condition, "StartConditions")
                    if parallel_start_criteria.children:
                        start_conditions.add_child(parallel_start_criteria)
            end_triggers = act.find("StopTrigger")
            if end_triggers is not None and list(end_triggers) is not None:
                for end_condition in end_triggers:
                    parallel_end_criteria = self._create_condition_container(
                        end_condition, "EndConditions", success_on_all=False)
                    if parallel_end_criteria.children:
                        parallel_behavior.add_child(parallel_end_criteria)

            if start_conditions.children:
                act_sequence.add_child(start_conditions)
            if parallel_behavior.children:
                act_sequence.add_child(parallel_behavior)

            if act_sequence.children:
                story_behavior.add_child(act_sequence)

        # Build behavior tree
        behavior = py_trees.composites.Parallel(
            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="behavior")

        init_behavior = self._create_init_behavior()
        if init_behavior is not None:
            behavior.add_child(oneshot_behavior(variable_name=get_xml_path(
                self.config.story, self.config.story), behaviour=init_behavior))

        behavior.add_child(story_behavior)

        return behavior
    def _create_behavior(self):
        """
        Basic behavior do nothing, i.e. Idle
        """

        story_behavior = py_trees.composites.Parallel(
            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Story")

        joint_actor_list = self.other_actors + self.ego_vehicles

        for act in self.config.story.iter("Act"):

            if act.attrib.get('name') != 'Behavior':
                continue

            act_sequence = py_trees.composites.Sequence(
                name="Act StartConditions and behaviours")

            start_conditions = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE, name="StartConditions Group")

            parallel_behavior = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ONE, name="Maneuver + EndConditions Group")

            parallel_sequences = py_trees.composites.Parallel(
                policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Maneuvers")

            for sequence in act.iter("Sequence"):
                sequence_behavior = py_trees.composites.Sequence()
                repetitions = sequence.attrib.get('numberOfExecutions', 1)
                actor_ids = []
                for actor in sequence.iter("Actors"):
                    for entity in actor.iter("Entity"):
                        for k, _ in enumerate(joint_actor_list):
                            if entity.attrib.get('name', None) == joint_actor_list[k].attributes['role_name']:
                                actor_ids.append(k)
                                break

                single_sequence_iteration = py_trees.composites.Parallel(
                    policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name=sequence.attrib.get('name'))
                for maneuver in sequence.iter("Maneuver"):
                    maneuver_parallel = py_trees.composites.Parallel(
                        policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL,
                        name="Maneuver " + maneuver.attrib.get('name'))
                    for event in maneuver.iter("Event"):
                        event_sequence = py_trees.composites.Sequence(
                            name="Event " + event.attrib.get('name'))
                        parallel_actions = py_trees.composites.Parallel(
                            policy=py_trees.common.ParallelPolicy.SUCCESS_ON_ALL, name="Actions")
                        for child in event.iter():
                            if child.tag == "Action":
                                for actor_id in actor_ids:
                                    maneuver_behavior = OpenScenarioParser.convert_maneuver_to_atomic(
                                        child, joint_actor_list[actor_id])
                                    maneuver_behavior = StoryElementStatusToBlackboard(
                                        maneuver_behavior, "ACTION", child.attrib.get('name'))
                                    parallel_actions.add_child(
                                        oneshot_behavior(maneuver_behavior))

                            if child.tag == "StartConditions":
                                # There is always one StartConditions block per Event
                                parallel_condition_groups = self._create_condition_container(
                                    child, "Parallel Condition Groups")
                                event_sequence.add_child(
                                    parallel_condition_groups)

                        parallel_actions = StoryElementStatusToBlackboard(
                            parallel_actions, "EVENT", event.attrib.get('name'))
                        event_sequence.add_child(parallel_actions)
                        maneuver_parallel.add_child(
                            oneshot_behavior(event_sequence))
                    maneuver_parallel = StoryElementStatusToBlackboard(
                        maneuver_parallel, "MANEUVER", maneuver.attrib.get('name'))
                    single_sequence_iteration.add_child(
                        oneshot_behavior(maneuver_parallel))

                # OpenSCENARIO refers to Sequences as Scenes in this instance
                single_sequence_iteration = StoryElementStatusToBlackboard(
                    single_sequence_iteration, "SCENE", sequence.attrib.get('name'))
                single_sequence_iteration = repeatable_behavior(
                    single_sequence_iteration)
                for _ in range(int(repetitions)):
                    sequence_behavior.add_child(single_sequence_iteration)

                if sequence_behavior.children:
                    parallel_sequences.add_child(
                        oneshot_behavior(sequence_behavior))

            if parallel_sequences.children:
                parallel_sequences = StoryElementStatusToBlackboard(
                    parallel_sequences, "ACT", act.attrib.get('name'))
                parallel_behavior.add_child(parallel_sequences)

            for conditions in act.iter("Conditions"):
                for start_condition in conditions.iter("Start"):
                    parallel_start_criteria = self._create_condition_container(
                        start_condition, "StartConditions", oneshot=True)
                    if parallel_start_criteria.children:
                        start_conditions.add_child(parallel_start_criteria)
                for end_condition in conditions.iter("End"):
                    parallel_end_criteria = self._create_condition_container(
                        end_condition, "EndConditions")
                    if parallel_end_criteria.children:
                        parallel_behavior.add_child(parallel_end_criteria)
                for cancel_condition in conditions.iter("Cancel"):
                    parallel_cancel_criteria = self._create_condition_container(
                        cancel_condition, "CancelConditions")
                    if parallel_cancel_criteria.children:
                        parallel_behavior.add_child(parallel_cancel_criteria)

            if start_conditions.children:
                act_sequence.add_child(start_conditions)
            if parallel_behavior.children:
                act_sequence.add_child(parallel_behavior)

            if act_sequence.children:
                story_behavior.add_child(act_sequence)

        # Build behavior tree
        # sequence.add_child(maneuver_behavior)

        return story_behavior