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
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.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