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1 change: 1 addition & 0 deletions corrected_behavior_tree.svg
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184 changes: 183 additions & 1 deletion docs/learn-the-basics/images/FetchBeer.svg
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2 changes: 2 additions & 0 deletions docs/nodes-library/DecoratorNode.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,8 @@ A decorator is a node that must have a single child.
It is up to the Decorator to decide if, when and how many times the child should be
ticked.

> Some nodes are not listed yet. See [decorators](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/decorators) on Github for complete definitions.

## Inverter

Tick the child once and return SUCCESS if the child failed or FAILURE if
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4 changes: 3 additions & 1 deletion docs/nodes-library/FallbackNode.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Fallbacks
# Fallbacks (Controls)

This family of nodes are known as "Selector" or "Priority"
in other frameworks.
Expand Down Expand Up @@ -36,6 +36,8 @@ To understand how the two ControlNodes differ, refer to the following table:
same child is ticked again. Previous siblings, which returned FAILURE already,
are not ticked again.

> Some nodes are not listed yet. See [controls](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/controls) on Github for complete definitions.

## Fallback

In this example, we try different strategies to open the door.
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6 changes: 4 additions & 2 deletions docs/nodes-library/SequenceNode.md
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,8 @@ To understand how the three ControlNodes differ, refer to the following table:
same child is ticked again. Previous siblings, which returned SUCCESS already,
are not ticked again.

> Some nodes are not listed yet. See [controls](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/controls) on Github for complete definitions.

## Sequence

This tree represents the behavior of a sniper in a computer game.
Expand All @@ -45,7 +47,7 @@ This tree represents the behavior of a sniper in a computer game.

This node is particularly useful to continuously check Conditions; but
the user should also be careful when using asynchronous children, to be
sure that they are not ticked more often that expected.
sure that they are not ticked more often than expected.

Let's take a look at another example:

Expand All @@ -72,4 +74,4 @@ If the action __GoTo(B)__ fails, __GoTo(A)__ will not be ticked again.
On the other hand, __isBatteryOK__ must be checked at every tick,
for this reason its parent must be a `ReactiveSequence`.

![SequenceWithMemory](images/SequenceStar.svg)
![SequenceWithMemory](images/SequenceWithMemory.svg)
1 change: 0 additions & 1 deletion docs/nodes-library/images/SequenceStar.svg

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4 changes: 4 additions & 0 deletions docs/nodes-library/images/SequenceWithMemory.svg
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184 changes: 183 additions & 1 deletion versioned_docs/version-3.8/learn-the-basics/images/FetchBeer.svg
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2 changes: 1 addition & 1 deletion versioned_docs/version-3.8/nodes-library/SequenceNode.md
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ This tree represents the behavior of a sniper in a computer game.

This node is particularly useful to continuously check Conditions; but
the user should also be careful when using asynchronous children, to be
sure that they are not ticked more often that expected.
sure that they are not ticked more often than expected.

Let's take a look at another example:

Expand Down
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184 changes: 183 additions & 1 deletion versioned_docs/version-4.0.2/learn-the-basics/images/FetchBeer.svg
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2 changes: 1 addition & 1 deletion versioned_docs/version-4.0.2/nodes-library/SequenceNode.md
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ If the action __GoTo(B)__ fails, __GoTo(A)__ will not be ticked again.
On the other hand, __isBatteryOK__ must be checked at every tick,
for this reason its parent must be a `ReactiveSequence`.

![SequenceWithMemory](images/SequenceStar.svg)
![SequenceWithMemory](images/SequenceWithMemory.svg)



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