Removed unused Groot node definitions.
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67256759ad
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@ -24,50 +24,5 @@
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</Sequence>
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</Sequence>
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</Fallback>
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</Fallback>
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</BehaviorTree>
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</BehaviorTree>
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<!-- ////////// -->
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<TreeNodesModel>
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<Action ID="ActorAnimation">
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<input_port name="animation">Name of animation to play</input_port>
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</Action>
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<Action ID="ActorMovement">
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<input_port name="animation">Name of animation to play</input_port>
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<input_port name="target">Pose to move to</input_port>
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</Action>
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<Condition ID="IsCalled"/>
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<Action ID="SetCalledTo">
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<input_port name="state">state to set called to</input_port>
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</Action>
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<Action ID="GenerateXYPose">
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<input_port name="area">Area to generate pose in</input_port>
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<output_port name="pose">Generated pose in area</output_port>
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</Action>
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<Condition ID="InAreaTest">
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<input_port name="area">Bounds to check in</input_port>
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<input_port name="pose">Position of object</input_port>
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</Condition>
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<Action ID="MoveActorToTarget">
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<input_port name="current">Current actor position</input_port>
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<input_port name="target">Target to move actor to</input_port>
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</Action>
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<Action ID="PositionToPose">
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<input_port name="offset">offset as a Point</input_port>
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<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
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<input_port name="output">generated new pose</input_port>
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<input_port name="position">initial position as Position2D</input_port>
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</Action>
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<Action ID="SetRobotVelocity">
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<input_port name="velocity">Target velocity of robot</input_port>
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</Action>
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<Action ID="RandomFailure">
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<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
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</Action>
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<Action ID="RobotMove">
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<input_port name="target">Target pose of robot.</input_port>
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</Action>
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<Control ID="WeightedRandom">
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<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
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</Control>
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</TreeNodesModel>
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<!-- ////////// -->
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</root>
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</root>
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@ -24,50 +24,5 @@
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</Sequence>
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</Sequence>
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</Fallback>
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</Fallback>
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</BehaviorTree>
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</BehaviorTree>
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<!-- ////////// -->
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<TreeNodesModel>
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<Action ID="ActorAnimation">
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<input_port name="animation">Name of animation to play</input_port>
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</Action>
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<Action ID="ActorMovement">
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<input_port name="animation">Name of animation to play</input_port>
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<input_port name="target">Pose to move to</input_port>
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</Action>
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<Condition ID="IsCalled"/>
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<Action ID="SetCalledTo">
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<input_port name="state">state to set called to</input_port>
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</Action>
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<Action ID="GenerateXYPose">
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<input_port name="area">Area to generate pose in</input_port>
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<output_port name="pose">Generated pose in area</output_port>
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</Action>
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<Condition ID="InAreaTest">
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<input_port name="area">Bounds to check in</input_port>
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<input_port name="pose">Position of object</input_port>
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</Condition>
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<Action ID="MoveActorToTarget">
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<input_port name="current">Current actor position</input_port>
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<input_port name="target">Target to move actor to</input_port>
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</Action>
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<Action ID="PositionToPose">
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<input_port name="offset">offset as a Point</input_port>
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<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
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<input_port name="output">generated new pose</input_port>
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<input_port name="position">initial position as Position2D</input_port>
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</Action>
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<Action ID="SetRobotVelocity">
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<input_port name="velocity">Target velocity of robot</input_port>
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</Action>
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<Action ID="RandomFailure">
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<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
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</Action>
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<Action ID="RobotMove">
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<input_port name="target">Target pose of robot.</input_port>
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</Action>
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<Control ID="WeightedRandom">
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<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
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</Control>
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</TreeNodesModel>
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<!-- ////////// -->
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</root>
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</root>
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@ -26,48 +26,5 @@
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</Fallback>
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</Fallback>
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</ReactiveSequence>
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</ReactiveSequence>
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</BehaviorTree>
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</BehaviorTree>
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<!-- ////////// -->
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<TreeNodesModel>
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<Action ID="ActorAnimation">
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<input_port name="animation">Name of animation to play</input_port>
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</Action>
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<Action ID="ActorMovement">
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<input_port name="animation">Name of animation to play</input_port>
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<input_port name="target">Pose to move to</input_port>
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</Action>
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<Condition ID="IsCalled"/>
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<Action ID="SetCalledTo">
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<input_port name="state">state to set called to</input_port>
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</Action>
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<Action ID="GenerateXYPose">
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<input_port name="area">Area to generate pose in</input_port>
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<output_port name="pose">Generated pose in area</output_port>
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</Action>
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<Condition ID="InAreaTest">
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<input_port name="area">Bounds to check in</input_port>
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<input_port name="pose">Position of object</input_port>
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</Condition>
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<Action ID="OffsetPose">
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<input_port name="input">initial position as Pose</input_port>
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<input_port name="offset">offset as a Point</input_port>
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<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
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<output_port name="output">generated new pose</output_port>
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</Action>
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<Action ID="RandomFailure">
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<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
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</Action>
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<Action ID="RobotMove">
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<input_port name="target">Target pose of robot.</input_port>
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</Action>
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<Action ID="SetRobotVelocity">
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<input_port name="velocity">Target velocity of robot</input_port>
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</Action>
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<Control ID="WeightedRandom">
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<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
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</Control>
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<Control ID="InterruptableSequence">
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</Control>
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</TreeNodesModel>
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<!-- ////////// -->
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</root>
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</root>
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@ -30,48 +30,5 @@
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</Control>
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</Control>
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</ReactiveSequence>
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</ReactiveSequence>
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</BehaviorTree>
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</BehaviorTree>
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<!-- ////////// -->
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<TreeNodesModel>
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<Action ID="ActorAnimation">
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<input_port name="animation">Name of animation to play</input_port>
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</Action>
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<Action ID="ActorMovement">
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<input_port name="animation">Name of animation to play</input_port>
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<input_port name="target">Pose to move to</input_port>
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</Action>
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<Condition ID="IsCalled"/>
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<Action ID="SetCalledTo">
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<input_port name="state">state to set called to</input_port>
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</Action>
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<Action ID="GenerateXYPose">
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<input_port name="area">Area to generate pose in</input_port>
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<output_port name="pose">Generated pose in area</output_port>
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</Action>
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<Condition ID="InAreaTest">
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<input_port name="area">Bounds to check in</input_port>
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<input_port name="pose">Position of object</input_port>
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</Condition>
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<Action ID="OffsetPose">
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<input_port name="input">initial position as Pose</input_port>
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<input_port name="offset">offset as a Point</input_port>
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<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
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<output_port name="output">generated new pose</output_port>
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</Action>
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<Action ID="RandomFailure">
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<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
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</Action>
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<Action ID="RobotMove">
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<input_port name="target">Target pose of robot.</input_port>
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</Action>
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<Action ID="SetRobotVelocity">
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<input_port name="velocity">Target velocity of robot</input_port>
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</Action>
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<Control ID="WeightedRandom">
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<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
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</Control>
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<Control ID="InterruptableSequence">
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</Control>
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</TreeNodesModel>
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<!-- ////////// -->
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</root>
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</root>
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