/// <summary>
        /// Secondary maneuver outside minimum cap
        /// </summary>
        /// <param name="arbiterLane"></param>
        /// <param name="vehicleState"></param>
        /// <param name="roadPlan"></param>
        /// <param name="blockages"></param>
        /// <param name="ignorable"></param>
        /// <returns></returns>
        public Maneuver? AdvancedSecondaryOutsideMinCap(ArbiterLane lane, ArbiterWaypoint laneGoal, VehicleState vehicleState, RoadPlan roadPlan,
            List<ITacticalBlockage> blockages, List<ArbiterWaypoint> ignorable, TypeOfTasks bestTask)
        {
            // get proper reasoning component
            List<LateralReasoning> adjacentReasonings = new List<LateralReasoning>();
            if (bestTask != TypeOfTasks.Left)
            {
                if (this.rightLateralReasoning is LateralReasoning && this.rightLateralReasoning.Exists && this.rightLateralReasoning.ExistsExactlyHere(vehicleState))
                    adjacentReasonings.Add((LateralReasoning)this.rightLateralReasoning);
                else if (this.leftLateralReasoning is LateralReasoning && this.leftLateralReasoning.Exists && this.leftLateralReasoning.ExistsExactlyHere(vehicleState))
                    adjacentReasonings.Add((LateralReasoning)this.leftLateralReasoning);
            }
            else
            {
                if (this.leftLateralReasoning is LateralReasoning && this.leftLateralReasoning.Exists && this.leftLateralReasoning.ExistsExactlyHere(vehicleState))
                    adjacentReasonings.Add((LateralReasoning)this.leftLateralReasoning);
                else if (this.rightLateralReasoning is LateralReasoning && this.rightLateralReasoning.Exists && this.rightLateralReasoning.ExistsExactlyHere(vehicleState))
                    adjacentReasonings.Add((LateralReasoning)this.rightLateralReasoning);
            }

            // loop through possible
            foreach(LateralReasoning adjacentReasoning in adjacentReasonings)
            {
                // check if adjacent reasoning exists
                if (adjacentReasoning != null && adjacentReasoning.Exists)
                {
                    // update adjacent reasoning
                    adjacentReasoning.ForwardMonitor.Primary(adjacentReasoning.LateralLane, vehicleState, roadPlan, blockages, ignorable, false);

                    // otherwise check if forward vehicle slow
                    LaneChangeInformation forwardVehicleSecondary;

                    // check if should pass the forward vehicle
                    if (this.ForwardMonitor.ForwardVehicle.ShouldPass(out forwardVehicleSecondary, lane))
                    {
                        // check if forward vehicle failed
                        if (forwardVehicleSecondary.Reason == LaneChangeReason.FailedForwardVehicle)
                        {
                            ArbiterOutput.WriteToLog("AdvancedSecondaryOutsideMinCap: Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " failed");

                            // make sure the failed vehicle is not within 50m of the goal
                            double vehicleDistanceToGoal = lane.DistanceBetween(ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition, laneGoal.Position);
                            ArbiterOutput.Output("Failed FV: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + ", DistGoal: " + vehicleDistanceToGoal.ToString("f2") + ", speed: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f1"));
                            if ((vehicleDistanceToGoal > 50))
                            {
                                // check if adjacent has no forward vehicle
                                if (!adjacentReasoning.ForwardMonitor.ForwardVehicle.ShouldUseForwardTracker)
                                {
                                    // plan the lane change
                                    return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, forwardVehicleSecondary);
                                }
                                // otherwise a forward vehicle exists
                                else
                                {
                                    // otherwise check if forward vehicle slow
                                    LaneChangeInformation lateralVehicleInformation;

                                    // check if lateral vehicle fine
                                    if (!adjacentReasoning.ForwardMonitor.ForwardVehicle.ShouldPass(out lateralVehicleInformation, adjacentReasoning.LateralLane))
                                    {
                                        // plan the lane change
                                        return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                    }
                                    // check if lateral vehicle failed or slow
                                    else
                                    {
                                        // check distance to lateral > distance to forward + 25
                                        double distToAdjacent = lane.DistanceBetween(vehicleState.Front, adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                                        double distToForward = lane.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                                        if (distToAdjacent > distToForward + 25.0)
                                        {
                                            // plan the lane change
                                            return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                        }
                                    }
                                }
                            }
                        }
                        // otherwise check if they are slow
                        else if (forwardVehicleSecondary.Reason == LaneChangeReason.SlowForwardVehicle)
                        {
                            ArbiterOutput.WriteToLog("AdvancedSecondaryOutsideMinCap: Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " slow");

                            // make sure the slow vehicle is not within 50m of the goal if velocity is > 5mph
                            double vehicleDistanceToGoal = lane.DistanceBetween(ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition, laneGoal.Position);
                            ArbiterOutput.Output("Slow FV: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + ", DistGoal: " + vehicleDistanceToGoal.ToString("f2") + ", speed: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f1"));
                            if ((vehicleDistanceToGoal > 50 && this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed < 2.24) ||
                                (vehicleDistanceToGoal > 75 && this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed < 4.48) ||
                                (vehicleDistanceToGoal > 100 && this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed < 6.72) ||
                                (vehicleDistanceToGoal > 125 && this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed < 8.96))
                            {
                                // check if adjacent has no forward vehicle
                                if (!adjacentReasoning.ForwardMonitor.ForwardVehicle.ShouldUseForwardTracker)
                                {
                                    // plan the lane change
                                    ArbiterOutput.WriteToLog("AdvancedSecondaryOutsideMinCap: No vehicle in adjacent");
                                    return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                }
                                // otherwise a forward vehicle exists
                                else
                                {
                                    // otherwise check if forward vehicle slow
                                    LaneChangeInformation lateralVehicleInformation;

                                    // check if lateral vehicle fine
                                    if (!adjacentReasoning.ForwardMonitor.ForwardVehicle.ShouldPass(out lateralVehicleInformation, adjacentReasoning.LateralLane))
                                    {
                                        // check distance to lateral > distance to forward + 25
                                        double distToAdjacent = lane.DistanceBetween(vehicleState.Front, adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                                        double distToForward = lane.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                                        ArbiterOutput.WriteToLog("AdvancedSecondaryOutsideMinCap: Normal vehicle in adjacent: " + adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + "FV Dist: " + distToForward.ToString("f2") + ", Adj Dist: " + adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString());

                                        // check distance greater and adjacent speed greater than forward speed
                                        if (distToAdjacent > distToForward + 25.0 &&
                                            adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed > this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed)
                                        {
                                            // plan the lane change
                                            return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                        }

                                        // plan the lane change
                                        //return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                    }
                                    else if (
                                        lane.DistanceBetween(this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition,
                                        adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition) > 65.0 &&
                                        (this.ForwardMonitor.ForwardVehicle.CurrentVehicle.IsStopped ||
                                        (this.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed + 4.48 < adjacentReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed)))
                                    {
                                        // plan the lane change
                                        return this.PlanLaneChange(lane, laneGoal, adjacentReasoning, vehicleState, this.ForwardMonitor.ForwardVehicle.CurrentVehicle, new LaneChangeInformation(LaneChangeReason.Navigation, adjacentReasoning.LateralMonitor.CurrentVehicle));
                                    }
                                }
                            }
                        }
                    }
                }
            }

            // normal secondary parameterization as a fall through on the naviagation lane changes
            return this.SecondaryManeuver(lane, vehicleState, roadPlan, blockages, ignorable, bestTask);
        }
        /// <summary>
        /// Secondary maneuver when current lane is the desired lane
        /// </summary>
        /// <param name="arbiterLane"></param>
        /// <param name="vehicleState"></param>
        /// <param name="roadPlan"></param>
        /// <param name="blockages"></param>
        /// <param name="ignorable"></param>
        /// <returns></returns>
        public Maneuver? AdvancedSecondaryNextCheck(ArbiterLane lane, ArbiterWaypoint laneGoal, VehicleState vehicleState, RoadPlan roadPlan,
            List<ITacticalBlockage> blockages, List<ArbiterWaypoint> ignorable, TypeOfTasks bestTask)
        {
            // check if the forward vehicle exists
            if (this.ForwardMonitor.ForwardVehicle.ShouldUseForwardTracker && this.ForwardMonitor.ForwardVehicle.CurrentVehicle.PassedLongDelayedBirth)
            {
                // distance to forward vehicle
                double distanceToForwardVehicle = lane.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);

                #region Distance From Forward Not Enough

                // check distance to forward vehicle
                if (this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.Queuing == QueuingState.Failed &&
                    distanceToForwardVehicle < 8.0 && this.ForwardMonitor.ForwardVehicle.StoppedBehindForwardVehicle)
                {
                    // set name
                    ArbiterLane al = lane;

                    // distance to forward vehicle too small
                    double distToForwards = al.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                    double distToReverse = Math.Max(1.0, 8.0 - distToForwards);
                    if (distToForwards < 8.0)
                    {
                        // notify
                        ArbiterOutput.Output("Secondary: NOT Properly Stopped Behind Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " distance: " + distToForwards.ToString("f2"));

                        this.RearMonitor = new RearQuadrantMonitor(al, SideObstacleSide.Driver);
                        this.RearMonitor.Update(vehicleState);
                        if (this.RearMonitor.CurrentVehicle != null)
                        {
                            double distToRearVehicle = al.DistanceBetween(this.RearMonitor.CurrentVehicle.ClosestPosition, vehicleState.Position) - TahoeParams.RL;
                            double distNeedClear = distToReverse + 2.0;
                            if (distToRearVehicle < distNeedClear)
                            {
                                // notify
                                ArbiterOutput.Output("Secondary: Rear: Not enough room to clear in rear: " + distToRearVehicle.ToString("f2") + " < " + distNeedClear.ToString("f2"));
                                return null;
                            }
                        }

                        double distToLaneStart = al.DistanceBetween(al.LanePath().StartPoint.Location, vehicleState.Position) - TahoeParams.RL;
                        if (distToReverse > distToLaneStart)
                        {
                            // notify
                            ArbiterOutput.Output("Secondary: Rear: Not enough room in lane to reverse in rear: " + distToLaneStart.ToString("f2") + " < " + distToReverse.ToString("f2"));
                            return null;
                        }
                        else
                        {
                            // notify
                            ArbiterOutput.Output("Secondary: Reversing to pass Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " reversing distance: " + distToReverse.ToString("f2"));
                            StopAtDistSpeedCommand sadsc = new StopAtDistSpeedCommand(distToReverse, true);
                            StayInLaneBehavior silb = new StayInLaneBehavior(al.LaneId, sadsc, new List<int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(vehicleState.Front, true), al.NumberOfLanesRight(vehicleState.Front, true));
                            return new Maneuver(silb, CoreCommon.CorePlanningState, TurnDecorators.HazardDecorator, vehicleState.Timestamp);
                        }
                    }
                }

                #endregion

                // get distance to next lane major
                List<WaypointType> wts = new List<WaypointType>(new WaypointType[] { WaypointType.Stop, WaypointType.End });
                ArbiterWaypoint nextWaypoint = lane.GetNext(lane.GetClosestPartition(vehicleState.Position).Final, wts, new List<ArbiterWaypoint>());

                // check if the vehicle occurs before the next major thing
                double distanceToNextMajor = lane.DistanceBetween(vehicleState.Front, nextWaypoint.Position);

                // check if vehicle occurs before the next lane major
                if (distanceToForwardVehicle < distanceToNextMajor)
                {
                    // check if forward vehicle exists in this lane and is closer then the lane goal
                    if (TacticalDirector.VehicleAreas.ContainsKey(lane) &&
                        TacticalDirector.VehicleAreas[lane].Contains(this.ForwardMonitor.ForwardVehicle.CurrentVehicle) &&
                        lane.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition) < lane.DistanceBetween(vehicleState.Front, laneGoal.Position))
                    {
                        // some constants
                        double desiredDistance = 50.0;

                        // get the lane goal distance
                        double distanceToLaneGoal = lane.DistanceBetween(vehicleState.Front, laneGoal.Position);

                        // check if necessary to be in current lane
                        if (distanceToLaneGoal <= desiredDistance)
                        {
                            // default secondary maneuver
                            ArbiterOutput.WriteToLog("AdvancedSecondaryNextCheck: DistToLaneGoal < 50: " + desiredDistance.ToString("f2"));
                            return this.SecondaryManeuver(lane, vehicleState, roadPlan, new List<ITacticalBlockage>(), new List<ArbiterWaypoint>(), bestTask);
                        }
                        // otherwise would be good but not necessary
                        else
                        {
                            // return the maneuver from the vehicle being outside the min cap
                            ArbiterOutput.WriteToLog("AdvancedSecondaryNextCheck: DistToLaneGoal > 50: " + desiredDistance.ToString("f2"));
                            return this.AdvancedSecondaryOutsideMinCap(lane, laneGoal, vehicleState, roadPlan, blockages, ignorable, bestTask);
                        }
                    }
                }
            }

            // no secondary
            return null;
        }
 /// <summary>
 /// Secondary maneuver inside our minimum cap
 /// </summary>
 /// <param name="arbiterLane"></param>
 /// <param name="vehicleState"></param>
 /// <param name="roadPlan"></param>
 /// <param name="blockages"></param>
 /// <param name="ignorable"></param>
 /// <returns></returns>
 public Maneuver? AdvancedSecondaryInsideMinCap(ArbiterLane lane, ArbiterWaypoint laneGoal, VehicleState vehicleState, RoadPlan roadPlan,
     List<ITacticalBlockage> blockages, List<ArbiterWaypoint> ignorable, TypeOfTasks bestTask)
 {
     return null;
 }
        /// <summary>
        /// Secondary maneuver when current lane is the desired lane
        /// </summary>
        /// <param name="arbiterLane"></param>
        /// <param name="vehicleState"></param>
        /// <param name="roadPlan"></param>
        /// <param name="blockages"></param>
        /// <param name="ignorable"></param>
        /// <returns></returns>
        public Maneuver? AdvancedSecondary(IFQMPlanable arbiterLane, VehicleState vehicleState, RoadPlan roadPlan,
            List<ITacticalBlockage> blockages, List<ArbiterWaypoint> ignorable, TypeOfTasks bestTask)
        {
            // check if we might be able to pass here
            bool validArea = arbiterLane is ArbiterLane || (((SupraLane)arbiterLane).ClosestComponent(vehicleState.Front) == SLComponentType.Initial);

            // check normal valid area
            if (validArea)
            {
                // get lane we are in
                ArbiterLane ourForwardLane = arbiterLane is ArbiterLane ? (ArbiterLane)arbiterLane : ((SupraLane)arbiterLane).Initial;

                // check sl
                if (arbiterLane is SupraLane)
                {
                    Dictionary<ArbiterLaneId, LanePlan> tmpPlans = new Dictionary<ArbiterLaneId,LanePlan>();
                    tmpPlans.Add(ourForwardLane.LaneId, roadPlan.LanePlans[ourForwardLane.LaneId]);
                    RoadPlan tmp = new RoadPlan(tmpPlans);
                    roadPlan = tmp;
                }

                // return the advanced plan
                ArbiterWaypoint goalWp = arbiterLane is SupraLane ? (ArbiterWaypoint)((SupraLane)arbiterLane).Interconnect.InitialGeneric : roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest;
                return this.AdvancedSecondaryNextCheck(ourForwardLane, goalWp, vehicleState, roadPlan, blockages, ignorable, bestTask);
            }

            // fall through
            return null;
        }
        /// <summary>
        /// Makes use of parameterizations made from the initial forward maneuver plan
        /// </summary>
        /// <param name="arbiterLane"></param>
        /// <param name="vehicleState"></param>
        /// <param name="roadPlan"></param>
        /// <param name="blockages"></param>
        /// <param name="ignorable"></param>
        /// <returns></returns>
        public Maneuver? SecondaryManeuver(IFQMPlanable arbiterLane, VehicleState vehicleState, RoadPlan roadPlan,
            List<ITacticalBlockage> blockages, List<ArbiterWaypoint> ignorable, TypeOfTasks bestTask)
        {
            // check if we might be able to pass here
            bool validArea = arbiterLane is ArbiterLane || (((SupraLane)arbiterLane).ClosestComponent(vehicleState.Front) == SLComponentType.Initial);
            ArbiterLane ourForwardLane = arbiterLane is ArbiterLane ? (ArbiterLane)arbiterLane : ((SupraLane)arbiterLane).Initial;

            // check if the forward vehicle exists and we're in a valid area
            if (this.ForwardMonitor.ForwardVehicle.ShouldUseForwardTracker && validArea)
            {
                // check if we should pass the vehicle ahead
                LaneChangeInformation lci;
                bool sp = this.ForwardMonitor.ForwardVehicle.ShouldPass(out lci);

                // make sure we should do something before processing extras
                if(sp)
                {
                    // available parameterizations for the lane change
                    List<LaneChangeParameters> changeParams = new List<LaneChangeParameters>();

                    // get lane
                    ArbiterLane al = arbiterLane is ArbiterLane ? (ArbiterLane)arbiterLane : ((SupraLane)arbiterLane).Initial;

                    // get the location we need to return by
                    Coordinates absoluteUpperBound = arbiterLane is ArbiterLane ?
                        roadPlan.LanePlans[al.LaneId].laneWaypointOfInterest.PointOfInterest.Position :
                        ((SupraLane)arbiterLane).Interconnect.InitialGeneric.Position;

                    #region Failed Forward

                    // if failed, parameterize ourselved if we're following them
                    if (lci.Reason == LaneChangeReason.FailedForwardVehicle && this.ForwardMonitor.CurrentParameters.Type == TravellingType.Vehicle)
                    {
                        // notify
                        ArbiterOutput.Output("Failed Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.VehicleId.ToString());

                        // get traveling params from FQM to make sure we stopped for vehicle, behind vehicle
                        double v = CoreCommon.Communications.GetVehicleSpeed().Value;
                        TravelingParameters fqmParams = this.ForwardMonitor.CurrentParameters;
                        double d = this.ForwardMonitor.ForwardVehicle.DistanceToVehicle(arbiterLane, vehicleState.Front);
                        Coordinates departUpperBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d - 3.0).Location;

                        // check stopped behing failed forward
                        try
                        {
                            if (fqmParams.Type == TravellingType.Vehicle && this.ForwardMonitor.ForwardVehicle.StoppedBehindForwardVehicle)
                            {
                                // check for checkpoint within 4VL of front of failed vehicle
                                ArbiterCheckpoint acCurrecnt = CoreCommon.Mission.MissionCheckpoints.Peek();
                                if (acCurrecnt.WaypointId.AreaSubtypeId.Equals(al.LaneId))
                                {
                                    // check distance
                                    ArbiterWaypoint awCheckpoint = (ArbiterWaypoint)CoreCommon.RoadNetwork.ArbiterWaypoints[acCurrecnt.WaypointId];
                                    double cpDistacne = Lane.DistanceBetween(vehicleState.Front, awCheckpoint.Position);
                                    if (cpDistacne < d || cpDistacne - d < TahoeParams.VL * 4.5)
                                    {
                                        ArbiterOutput.Output("Removing checkpoint: " + acCurrecnt.WaypointId.ToString() + " as failed vehicle over it");
                                        CoreCommon.Mission.MissionCheckpoints.Dequeue();
                                        return new Maneuver(new NullBehavior(), CoreCommon.CorePlanningState, TurnDecorators.NoDecorators, vehicleState.Timestamp);
                                    }
                                }
                            }
                        }catch (Exception) { }

                        #region Right Lateral Reasoning Forwards

                        // check right lateral reasoning for existence, if so parametrize
                        if (rightLateralReasoning.Exists && fqmParams.Type == TravellingType.Vehicle && this.ForwardMonitor.ForwardVehicle.StoppedBehindForwardVehicle)
                        {
                            // get lane
                            ArbiterLane lane = al;

                            // determine failed vehicle lane change distance params
                            Coordinates defaultReturnLowerBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 2.0)).Location;
                            Coordinates minimumReturnComplete = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 3.0)).Location;
                            Coordinates defaultReturnUpperBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 5.0)).Location;

                            // get params for lane change
                            LaneChangeParameters? lcp = this.LaneChangeParameterization(
                                new LaneChangeInformation(LaneChangeReason.FailedForwardVehicle, null),
                                lane, lane.LaneOnRight, false, roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position,
                                departUpperBound, defaultReturnLowerBound, minimumReturnComplete, defaultReturnUpperBound, blockages, ignorable,
                                vehicleState, CoreCommon.Communications.GetVehicleSpeed().Value);

                            // check if exists to generate full param
                            if (lcp.HasValue)
                            {
                                // get param
                                LaneChangeParameters tp = lcp.Value;

                                // notify
                                ArbiterOutput.WriteToLog("Failed Forward: Right Lateral Reasoning Forwards: Available: " + tp.Available.ToString() + ", Feasable: " + tp.Feasible.ToString());

                                // get behavior
                                ChangeLaneBehavior clb = new ChangeLaneBehavior(
                                    al.LaneId, al.LaneOnRight.LaneId, false, al.DistanceBetween(vehicleState.Front, departUpperBound),
                                    new ScalarSpeedCommand(tp.Parameters.RecommendedSpeed), tp.Parameters.VehiclesToIgnore,
                                    al.LanePath(), al.LaneOnRight.LanePath(), al.Width, al.LaneOnRight.Width, al.NumberOfLanesLeft(vehicleState.Front, true), al.NumberOfLanesRight(vehicleState.Front, true));
                                tp.Behavior = clb;
                                tp.Decorators = TurnDecorators.RightTurnDecorator;

                                // next state
                                ChangeLanesState cls = new ChangeLanesState(tp);
                                tp.NextState = cls;

                                // add parameterization to possible
                                changeParams.Add(tp);
                            }
                        }

                        #endregion

                        #region Left Lateral Reasoning

                        // check left lateral reasoning
                        if(leftLateralReasoning.Exists)
                        {
                            #region Left Lateral Opposing

                            // check opposing
                            ArbiterLane closestOpposingLane = this.GetClosestOpposing(ourForwardLane, vehicleState);
                            if(closestOpposingLane != null && (leftLateralReasoning.IsOpposing || !closestOpposingLane.Equals(leftLateralReasoning.LateralLane)))
                            {
                                // check room of initial
                                bool enoughRoom =
                                    (arbiterLane is ArbiterLane && (!roadPlan.BestPlan.laneWaypointOfInterest.IsExit || ((ArbiterLane)arbiterLane).DistanceBetween(vehicleState.Front, roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position) > TahoeParams.VL * 5.0)) ||
                                    (arbiterLane is SupraLane && ((SupraLane)arbiterLane).DistanceBetween(vehicleState.Front, ((SupraLane)arbiterLane).Interconnect.InitialGeneric.Position) > TahoeParams.VL * 5.0);

                                // check opposing enough room
                                bool oppEnough = closestOpposingLane.DistanceBetween(closestOpposingLane.LanePath().StartPoint.Location, vehicleState.Front) > TahoeParams.VL * 5.0;

                                // check if enough room
                                if (enoughRoom && oppEnough)
                                {
                                    // check if we're stopped and the current trav params were for a vehicle and we're close to the vehicle
                                    bool stoppedBehindFV = fqmParams.Type == TravellingType.Vehicle && this.ForwardMonitor.ForwardVehicle.StoppedBehindForwardVehicle;

                                    // check that we're stopped behind forward vehicle before attempting to change lanes
                                    if (stoppedBehindFV)
                                    {
                                        #region Check Segment Blockage

                                        // check need to make uturn (hack)
                                        bool waitForUTurnCooldown;
                                        BlockageTactical bt = CoreCommon.BlockageDirector;
                                        StayInLaneBehavior tmpBlockBehavior = new StayInLaneBehavior(al.LaneId, new ScalarSpeedCommand(2.0), new List<int>(), al.LanePath(), al.Width, 0, 0);
                                        ITacticalBlockage itbTmp = new LaneBlockage(new TrajectoryBlockedReport(CompletionResult.Stopped, TahoeParams.VL, BlockageType.Static, -1, false, tmpBlockBehavior.GetType()));
                                        Maneuver tmpBlockManeuver = bt.LaneRecoveryManeuver(al, vehicleState, CoreCommon.Communications.GetVehicleSpeed().Value, roadPlan,
                                            new BlockageRecoveryState(tmpBlockBehavior,
                                            new StayInLaneState(al, CoreCommon.CorePlanningState), new StayInLaneState(al, CoreCommon.CorePlanningState), BlockageRecoveryDEFCON.REVERSE,
                                            new EncounteredBlockageState(itbTmp, CoreCommon.CorePlanningState, BlockageRecoveryDEFCON.REVERSE, SAUDILevel.None), BlockageRecoverySTATUS.ENCOUNTERED), true, out waitForUTurnCooldown);
                                        if (!waitForUTurnCooldown && tmpBlockManeuver.PrimaryBehavior is UTurnBehavior)
                                            return tmpBlockManeuver;
                                        else if (waitForUTurnCooldown)
                                            return null;

                                        #endregion

                                        // distance to forward vehicle too small
                                        double distToForwards = al.DistanceBetween(vehicleState.Front, this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ClosestPosition);
                                        double distToReverse = Math.Max(1.0, 8.0 - distToForwards);
                                        if (distToForwards < 8.0)
                                        {
                                            // notify
                                            ArbiterOutput.WriteToLog("Secondary: NOT Properly Stopped Behind Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " distance: " + distToForwards.ToString("f2"));

                                            this.RearMonitor = new RearQuadrantMonitor(al, SideObstacleSide.Driver);
                                            this.RearMonitor.Update(vehicleState);
                                            if (this.RearMonitor.CurrentVehicle != null)
                                            {
                                                double distToRearVehicle = al.DistanceBetween(this.RearMonitor.CurrentVehicle.ClosestPosition, vehicleState.Position) - TahoeParams.RL;
                                                double distNeedClear = distToReverse + 2.0;
                                                if (distToRearVehicle < distNeedClear)
                                                {
                                                    // notify
                                                    ArbiterOutput.Output("Secondary: Rear: Not enough room to clear in rear: " + distToRearVehicle.ToString("f2") + " < " + distNeedClear.ToString("f2"));
                                                    return null;
                                                }
                                            }

                                            double distToLaneStart = al.DistanceBetween(al.LanePath().StartPoint.Location, vehicleState.Position) - TahoeParams.RL;
                                            if (distToReverse > distToLaneStart)
                                            {
                                                // notify
                                                ArbiterOutput.Output("Secondary: Rear: Not enough room in lane to reverse in rear: " + distToLaneStart.ToString("f2") + " < " + distToReverse.ToString("f2"));
                                                return null;
                                            }
                                            else
                                            {
                                                // notify
                                                ArbiterOutput.Output("Secondary: Reversing to pass Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + " reversing distance: " + distToReverse.ToString("f2"));
                                                StopAtDistSpeedCommand sadsc = new StopAtDistSpeedCommand(distToReverse, true);
                                                StayInLaneBehavior silb = new StayInLaneBehavior(al.LaneId, sadsc, new List<int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(vehicleState.Front, true), al.NumberOfLanesRight(vehicleState.Front, true));
                                                return new Maneuver(silb, CoreCommon.CorePlanningState, TurnDecorators.HazardDecorator, vehicleState.Timestamp);
                                            }
                                        }
                                        else
                                        {
                                            // notify
                                            ArbiterOutput.WriteToLog("Secondary: Left Lateral Opposing: Properly Stopped Behind Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString());

                                            // determine failed vehicle lane change distance params
                                            Coordinates defaultReturnLowerBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 2.0)).Location;
                                            Coordinates minimumReturnComplete = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 3.5)).Location;
                                            Coordinates defaultReturnUpperBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 5.0)).Location;

                                            // check if enough room
                                            if (al.DistanceBetween(vehicleState.Front, defaultReturnUpperBound) >= d + TahoeParams.VL * 4.5)
                                            {
                                                // get hte closest oppoing
                                                ArbiterLane closestOpposing = this.GetClosestOpposing(al, vehicleState);

                                                // check exists
                                                if (closestOpposing != null)
                                                {
                                                    // set/check secondary
                                                    if (this.secondaryLeftLateralReasoning == null || !this.secondaryLeftLateralReasoning.LateralLane.Equals(closestOpposing))
                                                        this.secondaryLeftLateralReasoning = new OpposingLateralReasoning(closestOpposing, SideObstacleSide.Driver);

                                                    // check the state of hte lanes next to us
                                                    if (this.leftLateralReasoning.LateralLane.Equals(closestOpposing) && this.leftLateralReasoning.ExistsExactlyHere(vehicleState))
                                                    {
                                                        #region Plan

                                                        // need to make sure that we wait for 3 seconds with the blinker on (resetting with pause)
                                                        if (this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.ElapsedMilliseconds > 3000)
                                                        {
                                                            // notify
                                                            ArbiterOutput.Output("Scondary: Left Lateral Opposing: Wait Timer DONE");

                                                            // get parameterization
                                                            LaneChangeParameters? tp = this.LaneChangeParameterization(
                                                                new LaneChangeInformation(LaneChangeReason.FailedForwardVehicle, this.ForwardMonitor.ForwardVehicle.CurrentVehicle),
                                                                al,
                                                                leftLateralReasoning.LateralLane,
                                                                true,
                                                                roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position,
                                                                departUpperBound,
                                                                defaultReturnLowerBound,
                                                                minimumReturnComplete,
                                                                defaultReturnUpperBound,
                                                                blockages,
                                                                ignorable,
                                                                vehicleState,
                                                                CoreCommon.Communications.GetVehicleSpeed().Value);

                                                            // check if available and feasible
                                                            if (tp.HasValue && tp.Value.Available && tp.Value.Feasible)
                                                            {
                                                                // notify
                                                                ArbiterOutput.Output("Scondary: Left Lateral Opposing: AVAILABLE & FEASIBLE");

                                                                LaneChangeParameters lcp = tp.Value;
                                                                lcp.Behavior = this.ForwardMonitor.CurrentParameters.Behavior;
                                                                lcp.Decorators = TurnDecorators.LeftTurnDecorator;
                                                                lcp.Behavior.Decorators = lcp.Decorators;

                                                                // next state
                                                                ChangeLanesState cls = new ChangeLanesState(tp.Value);
                                                                lcp.NextState = cls;

                                                                // add parameterization to possible
                                                                changeParams.Add(lcp);
                                                            }
                                                            // check if not available now but still feasible
                                                            else if (tp.HasValue && !tp.Value.Available && tp.Value.Feasible)
                                                            {
                                                                // notify
                                                                ArbiterOutput.Output("Scondary: Left Lateral Opposing: NOT Available, Still FEASIBLE, WAITING");

                                                                // wait and blink maneuver
                                                                TravelingParameters tp2 = this.ForwardMonitor.CurrentParameters;
                                                                tp2.Decorators = TurnDecorators.LeftTurnDecorator;
                                                                tp2.Behavior.Decorators = tp2.Decorators;

                                                                // create parameterization
                                                                LaneChangeParameters lcp = new LaneChangeParameters(false, true, al, false, al.LaneOnLeft,
                                                                    true, true, tp2.Behavior, 0.0, CoreCommon.CorePlanningState, tp2.Decorators, tp2, new Coordinates(),
                                                                    new Coordinates(), new Coordinates(), new Coordinates(), LaneChangeReason.FailedForwardVehicle);

                                                                // add parameterization to possible
                                                                changeParams.Add(lcp);
                                                            }
                                                        }
                                                        // otherwise timer not running or not been long enough
                                                        else
                                                        {
                                                            // check if timer running
                                                            if (!this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.IsRunning)
                                                                this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Start();

                                                            double waited = (double)(this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.ElapsedMilliseconds / 1000.0);
                                                            ArbiterOutput.Output("Waited for failed forwards: " + waited.ToString("F2") + " seconds");

                                                            // wait and blink maneuver
                                                            TravelingParameters tp = this.ForwardMonitor.CurrentParameters;
                                                            tp.Decorators = TurnDecorators.LeftTurnDecorator;
                                                            tp.Behavior.Decorators = tp.Decorators;

                                                            // create parameterization
                                                            LaneChangeParameters lcp = new LaneChangeParameters(false, true, al, false, al.LaneOnLeft,
                                                                true, true, tp.Behavior, 0.0, CoreCommon.CorePlanningState, tp.Decorators, tp, new Coordinates(),
                                                                new Coordinates(), new Coordinates(), new Coordinates(), LaneChangeReason.FailedForwardVehicle);

                                                            // add parameterization to possible
                                                            changeParams.Add(lcp);
                                                        }

                                                        #endregion
                                                    }
                                                    else if (!this.leftLateralReasoning.LateralLane.Equals(closestOpposing) && !this.leftLateralReasoning.ExistsRelativelyHere(vehicleState))
                                                    {
                                                        // set and notify
                                                        ArbiterOutput.Output("superceeded left lateral reasoning with override for non adjacent left lateral reasoning");
                                                        ILateralReasoning tmpReasoning = this.leftLateralReasoning;
                                                        this.leftLateralReasoning = this.secondaryLeftLateralReasoning;

                                                        try
                                                        {
                                                            #region Plan

                                                            // need to make sure that we wait for 3 seconds with the blinker on (resetting with pause)
                                                            if (this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.ElapsedMilliseconds > 3000)
                                                            {
                                                                // notify
                                                                ArbiterOutput.Output("Scondary: Left Lateral Opposing: Wait Timer DONE");

                                                                // get parameterization
                                                                LaneChangeParameters? tp = this.LaneChangeParameterization(
                                                                    new LaneChangeInformation(LaneChangeReason.FailedForwardVehicle, this.ForwardMonitor.ForwardVehicle.CurrentVehicle),
                                                                    al,
                                                                    leftLateralReasoning.LateralLane,
                                                                    true,
                                                                    roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position,
                                                                    departUpperBound,
                                                                    defaultReturnLowerBound,
                                                                    minimumReturnComplete,
                                                                    defaultReturnUpperBound,
                                                                    blockages,
                                                                    ignorable,
                                                                    vehicleState,
                                                                    CoreCommon.Communications.GetVehicleSpeed().Value);

                                                                // check if available and feasible
                                                                if (tp.HasValue && tp.Value.Available && tp.Value.Feasible)
                                                                {
                                                                    // notify
                                                                    ArbiterOutput.Output("Scondary: Left Lateral Opposing: AVAILABLE & FEASIBLE");

                                                                    LaneChangeParameters lcp = tp.Value;
                                                                    lcp.Behavior = this.ForwardMonitor.CurrentParameters.Behavior;
                                                                    lcp.Decorators = TurnDecorators.LeftTurnDecorator;
                                                                    lcp.Behavior.Decorators = TurnDecorators.LeftTurnDecorator;

                                                                    // next state
                                                                    ChangeLanesState cls = new ChangeLanesState(tp.Value);
                                                                    lcp.NextState = cls;

                                                                    // add parameterization to possible
                                                                    changeParams.Add(lcp);
                                                                }
                                                                // check if not available now but still feasible
                                                                else if (tp.HasValue && !tp.Value.Available && tp.Value.Feasible)
                                                                {
                                                                    // notify
                                                                    ArbiterOutput.Output("Scondary: Left Lateral Opposing: NOT Available, Still FEASIBLE, WAITING");

                                                                    // wait and blink maneuver
                                                                    TravelingParameters tp2 = this.ForwardMonitor.CurrentParameters;
                                                                    tp2.Decorators = TurnDecorators.LeftTurnDecorator;
                                                                    tp2.Behavior.Decorators = tp2.Decorators;

                                                                    // create parameterization
                                                                    LaneChangeParameters lcp = new LaneChangeParameters(false, true, al, false, this.leftLateralReasoning.LateralLane,
                                                                        true, true, tp2.Behavior, 0.0, CoreCommon.CorePlanningState, tp2.Decorators, tp2, new Coordinates(),
                                                                        new Coordinates(), new Coordinates(), new Coordinates(), LaneChangeReason.FailedForwardVehicle);

                                                                    // add parameterization to possible
                                                                    changeParams.Add(lcp);
                                                                }
                                                            }
                                                            // otherwise timer not running or not been long enough
                                                            else
                                                            {
                                                                // check if timer running
                                                                if (!this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.IsRunning)
                                                                    this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Start();

                                                                double waited = (double)(this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.ElapsedMilliseconds / 1000.0);
                                                                ArbiterOutput.Output("Waited for failed forwards: " + waited.ToString("F2") + " seconds");

                                                                // wait and blink maneuver
                                                                TravelingParameters tp = this.ForwardMonitor.CurrentParameters;
                                                                tp.Decorators = TurnDecorators.LeftTurnDecorator;
                                                                tp.Behavior.Decorators = tp.Decorators;

                                                                // create parameterization
                                                                LaneChangeParameters lcp = new LaneChangeParameters(false, true, al, false, this.leftLateralReasoning.LateralLane,
                                                                    true, true, tp.Behavior, 0.0, CoreCommon.CorePlanningState, tp.Decorators, tp, new Coordinates(),
                                                                    new Coordinates(), new Coordinates(), new Coordinates(), LaneChangeReason.FailedForwardVehicle);

                                                                // add parameterization to possible
                                                                changeParams.Add(lcp);
                                                            }

                                                            #endregion
                                                        }
                                                        catch (Exception ex)
                                                        {
                                                            ArbiterOutput.Output("Core intelligence thread caught exception in forward reasoning secondary maneuver when non-standard adjacent left: " + ex.ToString());
                                                        }

                                                        // restore
                                                        this.leftLateralReasoning = tmpReasoning;
                                                    }
                                                }
                                                else
                                                {
                                                    // do nuttin
                                                    ArbiterOutput.Output("no opposing adjacent");
                                                }
                                            }
                                            else
                                            {
                                                // notify
                                                ArbiterOutput.Output("Secondary: LeftLatOpp: Stopped Behind FV: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString() + ", but not enough room to pass");
                                            }
                                        }
                                    }
                                    else
                                    {
                                        this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Stop();
                                        this.ForwardMonitor.ForwardVehicle.CurrentVehicle.QueuingState.WaitTimer.Reset();

                                        // notify
                                        ArbiterOutput.Output("Secondary: Left Lateral Opposing: NOT Stopped Behind Forward Vehicle: " + this.ForwardMonitor.ForwardVehicle.CurrentVehicle.ToString());
                                    }
                                }
                                else
                                {
                                    ArbiterOutput.Output("Secondary Opposing: enough room to pass opposing: initial: " + enoughRoom.ToString() + ", opposing: " + oppEnough.ToString());
                                }
                            }

                            #endregion

                            #region Left Lateral Forwards

                            // otherwise parameterize
                            else if(fqmParams.Type == TravellingType.Vehicle && this.ForwardMonitor.ForwardVehicle.StoppedBehindForwardVehicle)
                            {
                                // get lane
                                ArbiterLane lane = al;

                                // determine failed vehicle lane change distance params
                                Coordinates defaultReturnLowerBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 2.0)).Location;
                                Coordinates minimumReturnComplete = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 3.0)).Location;
                                Coordinates defaultReturnUpperBound = al.LanePath().AdvancePoint(al.LanePath().GetClosestPoint(vehicleState.Front), d + (TahoeParams.VL * 5.0)).Location;

                                // get params for lane change
                                LaneChangeParameters? lcp = this.LaneChangeParameterization(
                                    new LaneChangeInformation(LaneChangeReason.FailedForwardVehicle, null),
                                    lane, lane.LaneOnLeft, false, roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position,
                                    departUpperBound, defaultReturnLowerBound, minimumReturnComplete, defaultReturnUpperBound,
                                    blockages, ignorable, vehicleState, CoreCommon.Communications.GetVehicleSpeed().Value);

                                // check if exists to generate full param
                                if (lcp.HasValue)
                                {
                                    // set param
                                    LaneChangeParameters tp = lcp.Value;

                                    // notify
                                    ArbiterOutput.Output("Secondary Failed Forward Reasoning Forwards: Available: " + tp.Available.ToString() + ", Feasible: " + tp.Feasible.ToString());

                                    // get behavior
                                    ChangeLaneBehavior clb = new ChangeLaneBehavior(
                                        al.LaneId, al.LaneOnLeft.LaneId, true, al.DistanceBetween(vehicleState.Front, departUpperBound),
                                        new ScalarSpeedCommand(tp.Parameters.RecommendedSpeed), tp.Parameters.VehiclesToIgnore,
                                        al.LanePath(), al.LaneOnLeft.LanePath(), al.Width, al.LaneOnLeft.Width, al.NumberOfLanesLeft(vehicleState.Front, true), al.NumberOfLanesRight(vehicleState.Front, true));
                                    tp.Behavior = clb;
                                    tp.Decorators = TurnDecorators.LeftTurnDecorator;

                                    // next state
                                    ChangeLanesState cls = new ChangeLanesState(tp);
                                    tp.NextState = cls;

                                    // add parameterization to possible
                                    changeParams.Add(tp);
                                }
                            }

                            #endregion
                        }

                        #endregion
                    }

                    #endregion

                    #region Slow Forward

                    // if pass, determine if should pass in terms or vehicles adjacent and in front then call lane change function for maneuver
                    else if (lci.Reason == LaneChangeReason.SlowForwardVehicle)
                    {
                        // if left exists and is not opposing, parameterize
                        if (leftLateralReasoning.Exists && !leftLateralReasoning.IsOpposing)
                        {
                            throw new Exception("slow forward vehicle pass not implemented yet");
                        }

                        // if right exists and is not opposing, parameterize
                        if (rightLateralReasoning.Exists && !rightLateralReasoning.IsOpposing)
                        {
                            throw new Exception("slow forward vehicle pass not implemented yet");
                        }
                    }

                    #endregion

                    #region Parameterize

                    // check params to see if any are good and available
                    if(changeParams != null && changeParams.Count > 0)
                    {
                        // sort the parameterizations
                        changeParams.Sort();

                        // get first
                        LaneChangeParameters final = changeParams[0];

                        // notify
                        ArbiterOutput.Output("Secondary Reasoning Final: Available: " + final.Available.ToString() + ", Feasible: " + final.Feasible.ToString());

                        // make sure ok
                        if (final.Available && final.Feasible)
                        {
                            // return best param
                            return new Maneuver(changeParams[0].Behavior, changeParams[0].NextState, changeParams[0].Decorators, vehicleState.Timestamp);
                        }
                    }
                    #endregion
                }
            }

            // fallout is null
            return null;
        }
        /// <summary>
        /// Plans what maneuer we should take next
        /// </summary>
        /// <param name="planningState"></param>
        /// <param name="navigationalPlan"></param>
        /// <param name="vehicleState"></param>
        /// <param name="vehicles"></param>
        /// <param name="obstacles"></param>
        /// <param name="blockage"></param>
        /// <returns></returns>
        public Maneuver Plan(IState planningState, RoadPlan navigationalPlan, VehicleState vehicleState,
                             SceneEstimatorTrackedClusterCollection vehicles, SceneEstimatorUntrackedClusterCollection obstacles,
                             List <ITacticalBlockage> blockages, double vehicleSpeed)
        {
            // assign vehicles to their lanes
            this.roadMonitor.Assign(vehicles);

            // navigation tasks
            this.taskReasoning.navigationPlan = navigationalPlan;

            #region Stay in lane

            // maneuver given we are in a lane
            if (planningState is StayInLaneState)
            {
                // get state
                StayInLaneState sils = (StayInLaneState)planningState;

                // check reasoning if needs to be different
                if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(sils.Lane))
                {
                    if (sils.Lane.LaneOnLeft == null)
                    {
                        this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver);
                    }
                    else if (sils.Lane.LaneOnLeft.Way.Equals(sils.Lane.Way))
                    {
                        this.leftLateralReasoning = new LateralReasoning(sils.Lane.LaneOnLeft, SideObstacleSide.Driver);
                    }
                    else
                    {
                        this.leftLateralReasoning = new OpposingLateralReasoning(sils.Lane.LaneOnLeft, SideObstacleSide.Driver);
                    }

                    if (sils.Lane.LaneOnRight == null)
                    {
                        this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger);
                    }
                    else if (sils.Lane.LaneOnRight.Way.Equals(sils.Lane.Way))
                    {
                        this.rightLateralReasoning = new LateralReasoning(sils.Lane.LaneOnRight, SideObstacleSide.Passenger);
                    }
                    else
                    {
                        this.rightLateralReasoning = new OpposingLateralReasoning(sils.Lane.LaneOnRight, SideObstacleSide.Passenger);
                    }

                    this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, sils.Lane);
                }

                // populate navigation with road plan
                taskReasoning.SetRoadPlan(navigationalPlan, sils.Lane);

                // as penalties for lane changes already taken into account, can just look at
                // best lane plan to figure out what to do
                TypeOfTasks bestTask = taskReasoning.Best;

                // get the forward lane plan
                Maneuver forwardManeuver = forwardReasoning.ForwardManeuver(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore);

                // get the secondary
                Maneuver?secondaryManeuver = forwardReasoning.AdvancedSecondary(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore, bestTask);                   //forwardReasoning.SecondaryManeuver(sils.Lane, vehicleState, navigationalPlan, blockages, sils.WaypointsToIgnore, bestTask);

                // check behavior type for uturn
                if (secondaryManeuver.HasValue && secondaryManeuver.Value.PrimaryBehavior is UTurnBehavior)
                {
                    return(secondaryManeuver.Value);
                }

                // check if we wish to change lanes here
                if (bestTask != TypeOfTasks.Straight)
                {
                    // parameters
                    LaneChangeParameters parameters;
                    secondaryManeuver = this.forwardReasoning.AdvancedDesiredLaneChangeManeuver(sils.Lane, bestTask == TypeOfTasks.Left ? true : false, navigationalPlan.BestPlan.laneWaypointOfInterest.PointOfInterest,
                                                                                                navigationalPlan, vehicleState, blockages, sils.WaypointsToIgnore, new LaneChangeInformation(LaneChangeReason.Navigation, this.forwardReasoning.ForwardMonitor.ForwardVehicle.CurrentVehicle), secondaryManeuver, out parameters);
                }

                // final maneuver
                Maneuver finalManeuver = secondaryManeuver.HasValue ? secondaryManeuver.Value : forwardManeuver;

                // set opposing vehicle flag
                if (false && this.leftLateralReasoning != null && this.leftLateralReasoning is OpposingLateralReasoning && finalManeuver.PrimaryBehavior is StayInLaneBehavior)
                {
                    StayInLaneBehavior       silb = (StayInLaneBehavior)finalManeuver.PrimaryBehavior;
                    OpposingLateralReasoning olr  = (OpposingLateralReasoning)this.leftLateralReasoning;
                    olr.ForwardMonitor.ForwardVehicle.Update(olr.lane, vehicleState);
                    if (olr.ForwardMonitor.ForwardVehicle.CurrentVehicle != null)
                    {
                        ForwardVehicleTrackingControl fvtc = olr.ForwardMonitor.ForwardVehicle.GetControl(olr.lane, vehicleState);
                        BehaviorDecorator[]           bds  = new BehaviorDecorator[finalManeuver.PrimaryBehavior.Decorators.Count];
                        finalManeuver.PrimaryBehavior.Decorators.CopyTo(bds);
                        finalManeuver.PrimaryBehavior.Decorators = new List <BehaviorDecorator>(bds);
                        silb.Decorators.Add(new OpposingLaneDecorator(fvtc.xSeparation, olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed));
                        ArbiterOutput.Output("Added Opposing Lane Decorator: " + fvtc.xSeparation.ToString("F2") + "m, " + olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f2") + "m/s");
                    }
                    finalManeuver.PrimaryBehavior = silb;
                }

                // return the final
                return(finalManeuver);
            }

            #endregion

            #region Stay in supra lane

            else if (CoreCommon.CorePlanningState is StayInSupraLaneState)
            {
                // get state
                StayInSupraLaneState sisls = (StayInSupraLaneState)planningState;

                // check reasoning
                if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(sisls.Lane))
                {
                    if (sisls.Lane.Initial.LaneOnLeft == null)
                    {
                        this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver);
                    }
                    else if (sisls.Lane.Initial.LaneOnLeft.Way.Equals(sisls.Lane.Initial.Way))
                    {
                        this.leftLateralReasoning = new LateralReasoning(sisls.Lane.Initial.LaneOnLeft, SideObstacleSide.Driver);
                    }
                    else
                    {
                        this.leftLateralReasoning = new OpposingLateralReasoning(sisls.Lane.Initial.LaneOnLeft, SideObstacleSide.Driver);
                    }

                    if (sisls.Lane.Initial.LaneOnRight == null)
                    {
                        this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger);
                    }
                    else if (sisls.Lane.Initial.LaneOnRight.Way.Equals(sisls.Lane.Initial.Way))
                    {
                        this.rightLateralReasoning = new LateralReasoning(sisls.Lane.Initial.LaneOnRight, SideObstacleSide.Passenger);
                    }
                    else
                    {
                        this.rightLateralReasoning = new OpposingLateralReasoning(sisls.Lane.Initial.LaneOnRight, SideObstacleSide.Passenger);
                    }

                    this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, sisls.Lane);
                }

                // populate navigation with road plan
                taskReasoning.SetSupraRoadPlan(navigationalPlan, sisls.Lane);

                // as penalties for lane changes already taken into account, can just look at
                // best lane plan to figure out what to do
                // TODO: NOTE THAT THIS BEST TASK SHOULD BE IN THE SUPRA LANE!! (DO WE NEED THIS)
                TypeOfTasks bestTask = taskReasoning.Best;

                // get the forward lane plan
                Maneuver forwardManeuver = forwardReasoning.ForwardManeuver(sisls.Lane, vehicleState, navigationalPlan, blockages, sisls.WaypointsToIgnore);

                // get hte secondary
                Maneuver?secondaryManeuver = forwardReasoning.AdvancedSecondary(sisls.Lane, vehicleState, navigationalPlan, blockages, new List <ArbiterWaypoint>(), bestTask);                //forwardReasoning.SecondaryManeuver(sisls.Lane, vehicleState, navigationalPlan, blockages, sisls.WaypointsToIgnore, bestTask);

                // final maneuver
                Maneuver finalManeuver = secondaryManeuver.HasValue ? secondaryManeuver.Value : forwardManeuver;

                // check if stay in lane
                if (false && this.leftLateralReasoning != null && this.leftLateralReasoning is OpposingLateralReasoning && finalManeuver.PrimaryBehavior is SupraLaneBehavior)
                {
                    SupraLaneBehavior        silb = (SupraLaneBehavior)finalManeuver.PrimaryBehavior;
                    OpposingLateralReasoning olr  = (OpposingLateralReasoning)this.leftLateralReasoning;
                    olr.ForwardMonitor.ForwardVehicle.Update(olr.lane, vehicleState);
                    if (olr.ForwardMonitor.ForwardVehicle.CurrentVehicle != null)
                    {
                        ForwardVehicleTrackingControl fvtc = olr.ForwardMonitor.ForwardVehicle.GetControl(olr.lane, vehicleState);
                        BehaviorDecorator[]           bds  = new BehaviorDecorator[finalManeuver.PrimaryBehavior.Decorators.Count];
                        finalManeuver.PrimaryBehavior.Decorators.CopyTo(bds);
                        finalManeuver.PrimaryBehavior.Decorators = new List <BehaviorDecorator>(bds);
                        silb.Decorators.Add(new OpposingLaneDecorator(fvtc.xSeparation, olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed));
                        ArbiterOutput.Output("Added Opposing Lane Decorator: " + fvtc.xSeparation.ToString("F2") + "m, " + olr.ForwardMonitor.ForwardVehicle.CurrentVehicle.Speed.ToString("f2") + "m/s");
                    }
                    finalManeuver.PrimaryBehavior = silb;
                }

                // return the final
                return(finalManeuver);

                // notify

                /*if (secondaryManeuver.HasValue)
                 *      ArbiterOutput.Output("Secondary Maneuver");
                 *
                 * // check for forward's secondary maneuver for desired behavior other than going straight
                 * if (secondaryManeuver.HasValue)
                 * {
                 *      // return the secondary maneuver
                 *      return secondaryManeuver.Value;
                 * }
                 * // otherwise our default behavior and posibly desired is going straight
                 * else
                 * {
                 *      // return default forward maneuver
                 *      return forwardManeuver;
                 * }*/
            }

            #endregion

            #region Change Lanes State

            // maneuver given we are changing lanes
            else if (planningState is ChangeLanesState)
            {
                // get state
                ChangeLanesState    cls   = (ChangeLanesState)planningState;
                LaneChangeReasoning lcr   = new LaneChangeReasoning();
                Maneuver            final = lcr.PlanLaneChange(cls, vehicleState, navigationalPlan, blockages, new List <ArbiterWaypoint>());

                                #warning need to filter through waypoints to ignore so don't get stuck by a stop line
                //Maneuver final = new Maneuver(cls.Resume(vehicleState, vehicleSpeed), cls, cls.DefaultStateDecorators, vehicleState.Timestamp);

                // return the final planned maneuver
                return(final);

                /*if (!cls.parameters..TargetIsOnComing)
                 * {
                 *      // check reasoning
                 *      if (this.forwardReasoning == null || !this.forwardReasoning.Lane.Equals(cls.TargetLane))
                 *      {
                 *              if (cls.TargetLane.LaneOnLeft.Way.Equals(cls.TargetLane.Way))
                 *                      this.leftLateralReasoning = new LateralReasoning(cls.TargetLane.LaneOnLeft);
                 *              else
                 *                      this.leftLateralReasoning = new OpposingLateralReasoning(cls.TargetLane.LaneOnLeft);
                 *
                 *              if (cls.TargetLane.LaneOnRight.Way.Equals(cls.TargetLane.Way))
                 *                      this.rightLateralReasoning = new LateralReasoning(cls.TargetLane.LaneOnRight);
                 *              else
                 *                      this.rightLateralReasoning = new OpposingLateralReasoning(cls.TargetLane.LaneOnRight);
                 *
                 *              this.forwardReasoning = new ForwardReasoning(this.leftLateralReasoning, this.rightLateralReasoning, cls.TargetLane);
                 *      }
                 *
                 *
                 *      // get speed command
                 *      double speed;
                 *      double distance;
                 *      this.forwardReasoning.ForwardMonitor.StoppingParams(new ArbiterWaypoint(cls.TargetUpperBound.pt, null), cls.TargetLane, vehicleState.Front, vehicleState.ENCovariance, out speed, out distance);
                 *      SpeedCommand sc = new ScalarSpeedCommand(Math.Max(speed, 0.0));
                 *      cls.distanceLeft = distance;
                 *
                 *      // get behavior
                 *      ChangeLaneBehavior clb = new ChangeLaneBehavior(cls.InitialLane.LaneId, cls.TargetLane.LaneId, cls.InitialLane.LaneOnLeft != null && cls.InitialLane.LaneOnLeft.Equals(cls.TargetLane),
                 *              distance, sc, new List<int>(), cls.InitialLane.PartitionPath, cls.TargetLane.PartitionPath, cls.InitialLane.Width, cls.TargetLane.Width);
                 *
                 *      // plan over the target lane
                 *      //Maneuver targetManeuver = forwardReasoning.ForwardManeuver(cls.TargetLane, vehicleState, !cls.TargetIsOnComing, blockage, cls.InitialLaneState.IgnorableWaypoints);
                 *
                 *      // plan over the initial lane
                 *      //Maneuver initialManeuver = forwardReasoning.ForwardManeuver(cls.InitialLane, vehicleState, !cls.InitialIsOncoming, blockage, cls.InitialLaneState.IgnorableWaypoints);
                 *
                 *      // generate the change lanes command
                 *      //Maneuver final = laneChangeReasoning.PlanLaneChange(cls, initialManeuver, targetManeuver);
                 *
                 * }
                 * else
                 * {
                 *      throw new Exception("Change lanes into oncoming not supported yet by road tactical");
                 * }*/
            }

            #endregion

            #region Opposing Lanes State

            // maneuver given we are in an opposing lane
            else if (planningState is OpposingLanesState)
            {
                // get state
                OpposingLanesState ols         = (OpposingLanesState)planningState;
                ArbiterWayId       opposingWay = ols.OpposingWay;

                ols.SetClosestGood(vehicleState);
                ols.ResetLaneAgent = false;

                // check reasoning
                if (this.opposingReasoning == null || !this.opposingReasoning.Lane.Equals(ols.OpposingLane))
                {
                    if (ols.OpposingLane.LaneOnRight == null)
                    {
                        this.leftLateralReasoning = new LateralReasoning(null, SideObstacleSide.Driver);
                    }
                    else if (!ols.OpposingLane.LaneOnRight.Way.Equals(ols.OpposingLane.Way))
                    {
                        this.leftLateralReasoning = new LateralReasoning(ols.OpposingLane.LaneOnRight, SideObstacleSide.Driver);
                    }
                    else
                    {
                        this.leftLateralReasoning = new OpposingLateralReasoning(ols.OpposingLane.LaneOnRight, SideObstacleSide.Driver);
                    }

                    if (ols.OpposingLane.LaneOnLeft == null)
                    {
                        this.rightLateralReasoning = new LateralReasoning(null, SideObstacleSide.Passenger);
                    }
                    else if (!ols.OpposingLane.LaneOnLeft.Way.Equals(ols.OpposingLane.Way))
                    {
                        this.rightLateralReasoning = new LateralReasoning(ols.OpposingLane.LaneOnLeft, SideObstacleSide.Passenger);
                    }
                    else
                    {
                        this.rightLateralReasoning = new OpposingLateralReasoning(ols.OpposingLane.LaneOnLeft, SideObstacleSide.Passenger);
                    }

                    this.opposingReasoning = new OpposingReasoning(this.leftLateralReasoning, this.rightLateralReasoning, ols.OpposingLane);
                }

                // get the forward lane plan
                Maneuver forwardManeuver = this.opposingReasoning.ForwardManeuver(ols.OpposingLane, ols.ClosestGoodLane, vehicleState, navigationalPlan, blockages);

                // get the secondary maneuver
                Maneuver?secondaryManeuver = null;
                if (ols.ClosestGoodLane != null)
                {
                    secondaryManeuver = this.opposingReasoning.SecondaryManeuver(ols.OpposingLane, ols.ClosestGoodLane, vehicleState, blockages, ols.EntryParameters);
                }

                // check for reasonings secondary maneuver for desired behavior other than going straight
                if (secondaryManeuver != null)
                {
                    // return the secondary maneuver
                    return(secondaryManeuver.Value);
                }
                // otherwise our default behavior and posibly desired is going straight
                else
                {
                    // return default forward maneuver
                    return(forwardManeuver);
                }
            }

            #endregion

            #region not imp

            /*
             #region Uturn
             *
             * // we are making a uturn
             * else if (planningState is uTurnState)
             * {
             *      // get the uturn state
             *      uTurnState uts = (uTurnState)planningState;
             *
             *      // get the final lane we wish to be in
             *      ArbiterLane targetLane = uts.TargetLane;
             *
             *      // get operational state
             *      Type operationalBehaviorType = CoreCommon.Communications.GetCurrentOperationalBehavior();
             *
             *      // check if we have completed the uturn
             *      bool complete = operationalBehaviorType == typeof(StayInLaneBehavior);
             *
             *      // default next behavior
             *      Behavior nextBehavior = new StayInLaneBehavior(targetLane.LaneId, new ScalarSpeedCommand(CoreCommon.OperationalStopSpeed), new List<int>());
             *      nextBehavior.Decorators = TurnDecorators.NoDecorators;
             *
             *      // check if complete
             *      if (complete)
             *      {
             *              // stay in lane
             *              List<ArbiterLaneId> aprioriLanes = new List<ArbiterLaneId>();
             *              aprioriLanes.Add(targetLane.LaneId);
             *              return new Maneuver(nextBehavior, new StayInLaneState(targetLane), null, null, aprioriLanes, true);
             *      }
             *      // otherwise keep same
             *      else
             *      {
             *              // set abort behavior
             *              ((StayInLaneBehavior)nextBehavior).SpeedCommand = new ScalarSpeedCommand(0.0);
             *
             *              // maneuver
             *              return new Maneuver(uts.DefaultBehavior, uts, nextBehavior, new StayInLaneState(targetLane));
             *      }
             * }
             *
             #endregion*/

            #endregion

            #region Unknown

            // unknown state
            else
            {
                throw new Exception("Unknown Travel State type: planningState: " + planningState.ToString() + "\n with type: " + planningState.GetType().ToString());
            }

            #endregion
        }