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docs/intro.md

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![](intro_build_trees.svg)
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In the image above, you can see as we are arranging these actions in a simple Sequence;
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actions will be executed in order from left to right. To learn mode, visit the page
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actions will be executed in order from left to right. To learn more, visit the page
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[Introduction to BTs](learn-the-basics/BT_basics.md).
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### Main Advantages of Behavior Trees
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- __They are intrinsically Hierarchical__: we can _compose_
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- __They are intrinsically hierarchical__: we can _compose_
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complex behaviors, including entire trees as sub-branches of a bigger tree.
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For instance, the behavior "Fetch Beer" may reuse the tree
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"Grasp Object".

docs/learn-the-basics/BT_basics.md

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- If a TreeNode has one or more children, it is its
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responsibility to propagate the tick; each Node type may
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have different rules about children are ticked.
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have different rules about if, when and how many times children are ticked.
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- The __LeafNodes__, those TreeNodes which don't have any children,
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are the actual commands, i.e. the Nodes where the behavior tree
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3. As a result, the second child "Walk" and later "CloseDoor"
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are ticked.
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4. Once the last child is completed, the entire Sequence
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switch from RUNNING to SUCCESS.
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switches from RUNNING to SUCCESS.
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## Types of nodes
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docs/learn-the-basics/main_concepts.md

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## Instantiate trees at run-time using the XML format
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Despite the fact that the library is written in C++, trees themselves
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can be created and composed at _run-time_, more specifically, at _deployment-time_, using an XML base scriping language.
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can be created and composed at _run-time_, more specifically, at _deployment-time_, using an XML base scripting language.
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An XML format is described in details [here](xml_format.md), but the best way to
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learn the syntax is following the tutorials.

docs/tutorial-advanced/asynchronous_nodes.md

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# Asynchronous Actions
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When designing reactive Behavior Trees, it is important to understand 2two main concepts:
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When designing reactive Behavior Trees, it is important to understand two main concepts:
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- what we mean by **"Asynchronous"** Actions VS **"Synchronous"** ones.
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- The difference between **Concurrency** and **Parallelism** in the context of BT.CPP.

docs/tutorial-advanced/pre_post_conditions.md

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| Name | Description |
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|-------------|---------|
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| **_skipIf** | Skip the execution of this Node, if the condition is true |
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| **_failureIf** | Skip and return FAILURE, if the condition os true |
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| **_successIf** | Skip and return SUCCESS, if the condition os true |
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| **_failureIf** | Skip and return FAILURE, if the condition is true |
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| **_successIf** | Skip and return SUCCESS, if the condition is true |
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| **_while** | Same as _skipIf, but may also interrupt a RUNNING Node if the condition becomes false. |
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### Example

docs/tutorial-basics/tutorial_08_additional_args.md

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// Create the whole tree. Instances of Action_B are not initialized yet
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auto tree = factory.createTreeFromText(xml_text);
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if (auto action_B_node = dynamic_cast<Action_B*>(node))
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// visitor will initialize the instances of
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auto visitor = [](TreeNode* node)
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{

versioned_docs/version-3.8/intro.md

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@@ -42,12 +42,12 @@ These blocks are implemented in C++ and are "composable": in other words, they c
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![](intro_build_trees.svg)
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In the image above, you can see as we are arranging these actions in a simple Sequence;
45-
actions will be executed in order from left to right. To learn mode, visit the page
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actions will be executed in order from left to right. To learn more, visit the page
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[Introduction to BTs](learn-the-basics/BT_basics.md).
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### Main Advantages of Behavior Trees
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50-
- __They are intrinsically Hierarchical__: we can _compose_
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- __They are intrinsically hierarchical__: we can _compose_
5151
complex behaviors, including entire trees as sub-branches of a bigger tree.
5252
For instance, the behavior "Fetch Beer" may reuse the tree
5353
"Grasp Object".

versioned_docs/version-3.8/learn-the-basics/BT_basics.md

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Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ more time to return a valid result.
2020

2121
- If a TreeNode has one or more children, it is its
2222
responsibility to propagate the tick; each Node type may
23-
have different rules about children are ticked.
23+
have different rules about if, when and how many times children are ticked.
2424

2525
- The __LeafNodes__, those TreeNodes which don't have any children,
2626
are the actual commands, i.e. the Nodes where the behavior tree
@@ -53,7 +53,7 @@ it returns SUCCESS too.
5353
3. As a result, the second child "Walk" and later "CloseDoor"
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are ticked.
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4. Once the last child is completed, the entire Sequence
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switch from RUNNING to SUCCESS.
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switches from RUNNING to SUCCESS.
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## Types of nodes
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versioned_docs/version-3.8/learn-the-basics/main_concepts.md

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@@ -22,7 +22,7 @@ By definition, your custom Nodes are (or should be) highly __reusable__.
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## Instantiate trees at run-time using the XML format
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Despite the fact that the library is written in C++, trees themselves
25-
can be created and composed at _run-time_, more specifically, at _deployment-time_, using an XML base scriping language.
25+
can be created and composed at _run-time_, more specifically, at _deployment-time_, using an XML base scripting language.
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An XML format is described in details [here](xml_format.md), but the best way to
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learn the syntax is following the tutorials.

versioned_docs/version-3.8/tutorial-advanced/asynchronous_nodes.md

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@@ -4,7 +4,7 @@ sidebar_position: 3
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# Asynchronous Actions
66

7-
When designing reactive Behavior Trees, it is important to understand 2two main concepts:
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When designing reactive Behavior Trees, it is important to understand two main concepts:
88

99
- what we mean by **"Asynchronous"** Actions VS **"Synchronous"** ones.
1010
- The difference between **Concurrency** and **Parallelism** in the context of BT.CPP.

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