Exemplo n.º 1
0
    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
Exemplo n.º 2
0
    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
Exemplo n.º 3
0
    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