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Copy file name to clipboardExpand all lines: behavior_trees/overview/detailed_behavior_tree_walkthrough.rst
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- Read the short explanation in `navigation concepts <../../concepts/index.html>`_
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- Read the general tutorial and guide (not Nav2 specific) on the `BehaviorTree CPP V3<https://www.behaviortree.dev/>`_ website. Specifically, the "Learn the Basics" section on the BehaviorTree CPP V3 website explains the basic generic nodes that will be used that this guide will build upon.
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- Read the general tutorial and guide (not Nav2 specific) on the `BehaviorTree CPP V4<https://www.behaviortree.dev/>`_ website. Specifically, the "Basic Concepts" section on the BehaviorTree CPP V4 website explains the basic generic nodes that will be used that this guide will build upon.
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- Become familiar with the custom `Nav2 specific BT nodes <nav2_specific_nodes.html>`_
Copy file name to clipboardExpand all lines: behavior_trees/trees/nav_to_pose_and_pause_near_goal_obstacle.rst
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Navigate To Pose and Pause Near Goal-Obstacle
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.. note:: As a prerequisite, we encourage the users to go through the `Behavior Tree documentation <https://behaviortree.github.io/BehaviorTree.CPP/>`_, which explains about different behaviors nodes used in these trees such as ``ReactiveSequence``, ``SequenceStar`` and ``RetryUntilSucessfull``.
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.. note:: As a prerequisite, we encourage the users to go through the `Behavior Tree documentation <https://behaviortree.github.io/BehaviorTree.CPP/>`_, which explains about different behaviors nodes used in these trees such as ``ReactiveSequence``, ``SequenceWithMemory`` and ``RetryUntilSuccessful``.
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This behavior tree is a soft extension to the :ref:`behavior_tree_nav_to_pose`.
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Apart from the functionalities of :ref:`behavior_tree_nav_to_pose`, this behavior tree allows the robot to efficiently handle an obstacle (e.g. forklift, person, or other temporary obstacles) close to the goal by pausing the robot's navigation and wait for a user-specified time to check if the obstacle has cleared.
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Once there is a significantly longer path, the child node for the ``PathLongerOnApproach`` node ticks.
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The child node is a ``RetryUntilSuccesfull`` decorator node, which inturns have a ``SequenceStar`` node as its child.
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Firstly, the ``SequenceStar`` node cancels the controller server by ticking the ``CancelControl`` node. The cancellation of the controller server halts the further navigation of the robot.
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Next, the ``SequenceStar`` node ticks the ``Wait`` node, which enables the robot to wait for the given user-specified time.
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The child node is a ``RetryUntilSuccesful`` decorator node, which inturns have a ``SequenceWithMemory`` node as its child.
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Firstly, the ``SequenceWithMemory`` node cancels the controller server by ticking the ``CancelControl`` node. The cancellation of the controller server halts the further navigation of the robot.
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Next, the ``SequenceWithMemory`` node ticks the ``Wait`` node, which enables the robot to wait for the given user-specified time.
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Here we need to note that, the ``MonitorAndFollowPath`` is a ``ReactiveSequence`` node, therefore the ``PathLongerOnApproach`` node needs to return SUCCESS, before the ``FollowPath`` node can be ticked once again.
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In the below GIF, it can be seen that the robot is approaching the goal location, but it found an obstacle in the goal proximity, because of which the global planner, plans a longer path around.
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