/// <summary>
        /// Gets parameterization
        /// </summary>
        /// <param name="lane"></param>
        /// <param name="speed"></param>
        /// <param name="distance"></param>
        /// <param name="state"></param>
        /// <returns></returns>
        public TravelingParameters GetParameters(ArbiterLane lane, double speed, double distance, VehicleState state)
        {
            double distanceCutOff = CoreCommon.OperationslStopLineSearchDistance;
            Maneuver m = new Maneuver();
            SpeedCommand sc;
            bool usingSpeed = true;

            #region Distance Cutoff

            // check if distance is less than cutoff
            if (distance < distanceCutOff)
            {
                // default behavior
                sc = new StopAtDistSpeedCommand(distance);
                Behavior b = new StayInLaneBehavior(lane.LaneId, sc, new List<int>(), lane.LanePath(), lane.Width, lane.NumberOfLanesLeft(state.Front, true), lane.NumberOfLanesRight(state.Front, true));

                // stopping so not using speed param
                usingSpeed = false;

                // standard behavior is fine for maneuver
                m = new Maneuver(b, new StayInLaneState(lane, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, state.Timestamp);
            }

            #endregion

            #region Outisde Distance Envelope

            // not inside distance envalope
            else
            {
                // get lane
                ArbiterLane al = lane;

                // default behavior
                sc = new ScalarSpeedCommand(speed);
                Behavior b = new StayInLaneBehavior(al.LaneId, sc, new List<int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true));

                // standard behavior is fine for maneuver
                m = new Maneuver(b, new StayInLaneState(al, CoreCommon.CorePlanningState), TurnDecorators.NoDecorators, state.Timestamp);
            }

            #endregion

            #region Parameterize

            // create new params
            TravelingParameters tp = new TravelingParameters();
            tp.Behavior = m.PrimaryBehavior;
            tp.Decorators = m.PrimaryBehavior.Decorators;
            tp.DistanceToGo = distance;
            tp.NextState = m.PrimaryState;
            tp.RecommendedSpeed = speed;
            tp.Type = TravellingType.Navigation;
            tp.UsingSpeed = usingSpeed;
            tp.SpeedCommand = sc;
            tp.VehiclesToIgnore = new List<int>();

            // return navigation params
            return tp;

            #endregion
        }
        /// <summary>
        /// Makes new parameterization for nav
        /// </summary>
        /// <param name="lane"></param>
        /// <param name="lanePlan"></param>
        /// <param name="speed"></param>
        /// <param name="distance"></param>
        /// <param name="stopType"></param>
        /// <returns></returns>
        public TravelingParameters NavStopParameterization(IFQMPlanable lane, RoadPlan roadPlan, double speed, double distance, 
            ArbiterWaypoint stopWaypoint, StopType stopType, VehicleState state)
        {
            // get min dist
            double distanceCutOff = stopType == StopType.StopLine ? CoreCommon.OperationslStopLineSearchDistance : CoreCommon.OperationalStopDistance;

            #region Get Decorators

            // turn direction default
            ArbiterTurnDirection atd = ArbiterTurnDirection.Straight;
            List<BehaviorDecorator> decorators = TurnDecorators.NoDecorators;

            // check if need decorators
            if (lane is ArbiterLane &&
                stopWaypoint.Equals(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest) &&
                roadPlan.BestPlan.laneWaypointOfInterest.IsExit &&
                distance < 40.0)
            {
                if (roadPlan.BestPlan.laneWaypointOfInterest.BestExit == null)
                    ArbiterOutput.Output("NAV BUG: lanePlan.laneWaypointOfInterest.BestExit: FQM NavStopParameterization");
                else
                {
                    switch (roadPlan.BestPlan.laneWaypointOfInterest.BestExit.TurnDirection)
                    {
                        case ArbiterTurnDirection.Left:
                            decorators = TurnDecorators.LeftTurnDecorator;
                            atd = ArbiterTurnDirection.Left;
                            break;
                        case ArbiterTurnDirection.Right:
                            atd = ArbiterTurnDirection.Right;
                            decorators = TurnDecorators.RightTurnDecorator;
                            break;
                        case ArbiterTurnDirection.Straight:
                            atd = ArbiterTurnDirection.Straight;
                            decorators = TurnDecorators.NoDecorators;
                            break;
                        case ArbiterTurnDirection.UTurn:
                            atd = ArbiterTurnDirection.UTurn;
                            decorators = TurnDecorators.LeftTurnDecorator;
                            break;
                    }
                }
            }
            else if (lane is SupraLane)
            {
                SupraLane sl = (SupraLane)lane;
                double distToInterconnect = sl.DistanceBetween(state.Front, sl.Interconnect.InitialGeneric.Position);

                if ((distToInterconnect > 0 && distToInterconnect < 40.0) || sl.ClosestComponent(state.Front) == SLComponentType.Interconnect)
                {
                    switch (sl.Interconnect.TurnDirection)
                    {
                        case ArbiterTurnDirection.Left:
                            decorators = TurnDecorators.LeftTurnDecorator;
                            atd = ArbiterTurnDirection.Left;
                            break;
                        case ArbiterTurnDirection.Right:
                            atd = ArbiterTurnDirection.Right;
                            decorators = TurnDecorators.RightTurnDecorator;
                            break;
                        case ArbiterTurnDirection.Straight:
                            atd = ArbiterTurnDirection.Straight;
                            decorators = TurnDecorators.NoDecorators;
                            break;
                        case ArbiterTurnDirection.UTurn:
                            atd = ArbiterTurnDirection.UTurn;
                            decorators = TurnDecorators.LeftTurnDecorator;
                            break;
                    }
                }
            }

            #endregion

            #region Get Maneuver

            Maneuver m = new Maneuver();
            bool usingSpeed = true;
            SpeedCommand sc = new StopAtDistSpeedCommand(distance);

            #region Distance Cutoff

            // check if distance is less than cutoff
            if (distance < distanceCutOff && stopType != StopType.EndOfLane)
            {
                // default behavior
                Behavior b = new StayInLaneBehavior(stopWaypoint.Lane.LaneId, new StopAtDistSpeedCommand(distance), new List<int>(), lane.LanePath(), stopWaypoint.Lane.Width, stopWaypoint.Lane.NumberOfLanesLeft(state.Front, true), stopWaypoint.Lane.NumberOfLanesRight(state.Front, true));

                // stopping so not using speed param
                usingSpeed = false;

                // exit is next
                if (stopType == StopType.Exit)
                {
                    // exit means stopping at a good exit in our current lane
                    IState nextState = new StoppingAtExitState(stopWaypoint.Lane, stopWaypoint, atd, true, roadPlan.BestPlan.laneWaypointOfInterest.BestExit, state.Timestamp, state.Front);
                    m = new Maneuver(b, nextState, decorators, state.Timestamp);
                }

                // stop line is left
                else if (stopType == StopType.StopLine)
                {
                    // determine if hte stop line is the best exit
                    bool isNavExit = roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Equals(stopWaypoint);

                    // get turn direction
                    atd = isNavExit ? atd : ArbiterTurnDirection.Straight;

                    // predetermine interconnect if best exit
                    ArbiterInterconnect desired = null;
                    if (isNavExit)
                        desired = roadPlan.BestPlan.laneWaypointOfInterest.BestExit;
                    else if (stopWaypoint.NextPartition != null && state.Front.DistanceTo(roadPlan.BestPlan.laneWaypointOfInterest.PointOfInterest.Position) > 25)
                        desired = stopWaypoint.NextPartition.ToInterconnect;

                    // set decorators
                    decorators = isNavExit ? decorators : TurnDecorators.NoDecorators;

                    // stop at the stop
                    IState nextState = new StoppingAtStopState(stopWaypoint.Lane, stopWaypoint, atd, isNavExit, desired);
                    b = new StayInLaneBehavior(stopWaypoint.Lane.LaneId, new StopAtLineSpeedCommand(), new List<int>(), lane.LanePath(), stopWaypoint.Lane.Width, stopWaypoint.Lane.NumberOfLanesLeft(state.Front, true), stopWaypoint.Lane.NumberOfLanesRight(state.Front, true));
                    m = new Maneuver(b, nextState, decorators, state.Timestamp);
                    sc = new StopAtLineSpeedCommand();
                }
                else if(stopType == StopType.LastGoal)
                {
                    // stop at the last goal
                    IState nextState = new StayInLaneState(stopWaypoint.Lane, CoreCommon.CorePlanningState);
                    m = new Maneuver(b, nextState, decorators, state.Timestamp);
                }
            }

            #endregion

            #region Outisde Distance Envelope

            // not inside distance envalope
            else
            {
                // set speed
                sc = new ScalarSpeedCommand(speed);

                // check if lane
                if (lane is ArbiterLane)
                {
                    // get lane
                    ArbiterLane al = (ArbiterLane)lane;

                    // default behavior
                    Behavior b = new StayInLaneBehavior(al.LaneId, new ScalarSpeedCommand(speed), new List<int>(), al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true));

                    // standard behavior is fine for maneuver
                    m = new Maneuver(b, new StayInLaneState(al, CoreCommon.CorePlanningState), decorators, state.Timestamp);
                }
                // check if supra lane
                else if (lane is SupraLane)
                {
                    // get lane
                    SupraLane sl = (SupraLane)lane;

                    // get sl state
                    StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState;

                    // get default beheavior
                    Behavior b = sisls.GetBehavior(new ScalarSpeedCommand(speed), state.Front, new List<int>());

                    // standard behavior is fine for maneuver
                    m = new Maneuver(b, sisls, decorators, state.Timestamp);
                }
            }

            #endregion

            #endregion

            #region Parameterize

            // create new params
            TravelingParameters tp = new TravelingParameters();
            tp.Behavior = m.PrimaryBehavior;
            tp.Decorators = m.PrimaryBehavior.Decorators;
            tp.DistanceToGo = distance;
            tp.NextState = m.PrimaryState;
            tp.RecommendedSpeed = speed;
            tp.Type = TravellingType.Navigation;
            tp.UsingSpeed = usingSpeed;
            tp.SpeedCommand = sc;
            tp.VehiclesToIgnore = new List<int>();

            // return navigation params
            return tp;

            #endregion
        }
        public override void Process(object param)
        {
            if (!base.BeginProcess()) {
                return;
            }

            if (param is ZoneTravelingBehavior) {
                HandleBaseBehavior((ZoneTravelingBehavior)param);
            }

            extraObstacles = GetPerimeterObstacles();

            if (reverseGear) {
                ProcessReverse();
                return;
            }

            AbsoluteTransformer absTransform = Services.StateProvider.GetAbsoluteTransformer(curTimestamp);

            // get the vehicle relative path
            LinePath relRecommendedPath = recommendedPath.Transform(absTransform);
            LinePath.PointOnPath zeroPoint = relRecommendedPath.ZeroPoint;

            // get the distance to the end point
            double distToEnd = relRecommendedPath.DistanceBetween(zeroPoint, relRecommendedPath.EndPoint);

            // get the planning distance
            double planningDist = GetPlanningDistance();
            planningDist = Math.Max(planningDist, 20);
            planningDist -= zeroPoint.Location.Length;
            if (planningDist < 2.5)
                planningDist = 2.5;

            if (distToEnd < planningDist) {
                // make the speed command at stop speed command
                behaviorTimestamp = curTimestamp;
                speedCommand = new StopAtDistSpeedCommand(distToEnd - TahoeParams.FL);
                planningDist = distToEnd;
                approachSpeed = recommendedSpeed.Speed;

                settings.endingHeading = relRecommendedPath.EndSegment.UnitVector.ArcTan;
                settings.endingPositionFixed = true;
                settings.endingPositionMax = 2;
                settings.endingPositionMin = -2;
            }
            else {
                speedCommand = new ScalarSpeedCommand(recommendedSpeed.Speed);
            }

            // get the distance of the path segment we care about
            LinePath pathSegment = relRecommendedPath.SubPath(zeroPoint, planningDist);
            double avoidanceDist = planningDist + 5;
            avoidanceBasePath = relRecommendedPath.SubPath(zeroPoint, ref avoidanceDist);
            if (avoidanceDist > 0) {
                avoidanceBasePath.Add(avoidanceBasePath.EndPoint.Location + avoidanceBasePath.EndSegment.Vector.Normalize(avoidanceDist));
            }

            // test if we should clear out of arc mode
            if (arcMode) {
                if (TestNormalModeClear(relRecommendedPath, zeroPoint)) {
                    prevCurvature = double.NaN;
                    arcMode = false;
                }
            }

            if (Math.Abs(zeroPoint.AlongtrackDistance(Coordinates.Zero)) > 1) {
                pathSegment.Insert(0, Coordinates.Zero);
            }
            else {
                if (pathSegment[0].DistanceTo(pathSegment[1]) < 1) {
                    pathSegment.RemoveAt(0);
                }
                pathSegment[0] = Coordinates.Zero;
            }

            if (arcMode) {
                Coordinates relativeGoalPoint = relRecommendedPath.EndPoint.Location;
                ArcVoteZone(relativeGoalPoint, extraObstacles);
                return;
            }

            double pathLength = pathSegment.PathLength;
            if (pathLength < 6) {
                double additionalDist = 6.25 - pathLength;
                pathSegment.Add(pathSegment.EndPoint.Location + pathSegment.EndSegment.Vector.Normalize(additionalDist));
            }

            // determine if polygons are to the left or right of the path
            for (int i = 0; i < zoneBadRegions.Length; i++) {
                Polygon poly = zoneBadRegions[i].Transform(absTransform);

                int numLeft = 0;
                int numRight = 0;
                foreach (LineSegment ls in pathSegment.GetSegmentEnumerator()) {
                    for (int j = 0; j < poly.Count; j++) {
                        if (ls.IsToLeft(poly[j])) {
                            numLeft++;
                        }
                        else {
                            numRight++;
                        }
                    }
                }

                if (numLeft > numRight) {
                    // we'll consider this polygon on the left of the path
                    //additionalLeftBounds.Add(new Boundary(poly, 0.1, 0.1, 0));
                }
                else {
                    //additionalRightBounds.Add(new Boundary(poly, 0.1, 0.1, 0));
                }
            }

            // TODO: add zone perimeter
            disablePathAngleCheck = false;
            laneWidthAtPathEnd = 7;
            settings.Options.w_diff = 3;
            smootherBasePath = new LinePath();
            smootherBasePath.Add(Coordinates.Zero);
            smootherBasePath.Add(pathSegment.EndPoint.Location);
            AddTargetPath(pathSegment, 0.005);

            settings.maxSpeed = recommendedSpeed.Speed;
            useAvoidancePath = false;

            SmoothAndTrack(command_label, true);
        }
        /// <summary>
        /// Maneuver for recovering from a turn blockage
        /// </summary>
        /// <param name="lane"></param>
        /// <param name="vehicleState"></param>
        /// <param name="vehicleSpeed"></param>
        /// <param name="defcon"></param>
        /// <param name="saudi"></param>
        /// <returns></returns>
        private Maneuver TurnRecoveryManeuver(ArbiterInterconnect ai, VehicleState vehicleState,
            double vehicleSpeed, BlockageRecoveryState brs)
        {
            // get the blockage
            ITacticalBlockage turnBlockageReport = brs.EncounteredState.TacticalBlockage;

            // get the turn state
            TurnState turnState = (TurnState)brs.EncounteredState.PlanningState;

            // check the state of the recovery for being the initial state
            if (brs.Defcon == BlockageRecoveryDEFCON.INITIAL)
            {
                // determine if the reverse behavior is recommended
                if (turnBlockageReport.BlockageReport.ReverseRecommended)
                {
                    // get the path of the interconnect
                    LinePath interconnectPath = ai.InterconnectPath;

                    // check how much room there is to the start of the interconnect
                    double distanceToStart = interconnectPath.DistanceBetween(interconnectPath.StartPoint, interconnectPath.GetClosestPoint(vehicleState.Rear));

                    // check distance to start from the rear bumper is large enough
                    if (distanceToStart > 0)
                    {
                        // notify
                        ArbiterOutput.Output("Initial encounter of turn blockage with reverse recommended, reversing");

                        // get hte reverse path
                        LinePath reversePath = vehicleState.VehicleLinePath;

                        // generate the reverse recovery behavior
                        StopAtDistSpeedCommand sadsc = new StopAtDistSpeedCommand(TahoeParams.VL, true);
                        StayInLaneBehavior silb = new StayInLaneBehavior(null, sadsc, new List<int>(), reversePath, TahoeParams.T * 2.0, 0, 0);

                        // update the state
                        BlockageRecoveryState brsUpdated = new BlockageRecoveryState(
                            silb, brs.CompletionState, brs.AbortState, BlockageRecoveryDEFCON.REVERSE,
                            brs.EncounteredState, BlockageRecoverySTATUS.EXECUTING);

                        // chill out
                        BlockageHandler.SetDefaultBlockageCooldown();

                        // send the maneuver
                        Maneuver recoveryManeuver = new Maneuver(
                            silb, brsUpdated, TurnDecorators.HazardDecorator, vehicleState.Timestamp);
                        return recoveryManeuver;
                    }
                }
            }

            // get the default turn behavior
            TurnBehavior defaultTurnBehavior = (TurnBehavior)turnState.Resume(vehicleState, vehicleSpeed);

            // check that we are not already ignoring small obstacles
            if (turnState.Saudi == SAUDILevel.None)
            {
                // check the turn ignoring small obstacles
                ShutUpAndDoItDecorator saudiDecorator = new ShutUpAndDoItDecorator(SAUDILevel.L1);
                defaultTurnBehavior.Decorators.Add(saudiDecorator);
                turnState.Saudi = SAUDILevel.L1;

                // notify
                ArbiterOutput.Output("Attempting test of turn behavior ignoring small obstacles");

                // test execute the turn
                CompletionReport saudiCompletionReport;
                bool completedSaudiTurn = CoreCommon.Communications.TestExecute(defaultTurnBehavior, out saudiCompletionReport);

                // if the turn worked with ignorimg small obstacles, execute that
                if (completedSaudiTurn)
                {
                    // notify
                    ArbiterOutput.Output("Test of turn behavior ignoring small obstacles successful");

                    // chill out
                    BlockageHandler.SetDefaultBlockageCooldown();

                    // return the recovery maneuver
                    return new Maneuver(defaultTurnBehavior, turnState, TurnDecorators.NoDecorators, vehicleState.Timestamp);
                }
            }

            // notify
            ArbiterOutput.Output("Turn behavior reached last level of using no turn boundaries");

            // when ignoring small obstacles does not work, send the turn without boundaries and ignore small obstacles
            turnState.UseTurnBounds = false;
            turnState.LeftBound = null;
            turnState.RightBound = null;
            defaultTurnBehavior.RightBound = null;
            defaultTurnBehavior.LeftBound = null;

            // ignoring small obstacles
            ShutUpAndDoItDecorator saudiNoBoundsDecorator = new ShutUpAndDoItDecorator(SAUDILevel.L1);
            defaultTurnBehavior.Decorators.Add(saudiNoBoundsDecorator);
            turnState.Saudi = SAUDILevel.L1;

            // chill out
            BlockageHandler.SetDefaultBlockageCooldown();

            // go to the turn state
            return new Maneuver(defaultTurnBehavior, turnState, TurnDecorators.NoDecorators, vehicleState.Timestamp);
        }
        private void InitializeReverse()
        {
            // reverse one vehicle length
            reverseDist = TahoeParams.VL;
            reverseTimestamp = curTimestamp;
            prevCurvature = double.NaN;

            reverseGear = true;

            behaviorTimestamp = curTimestamp;
            approachSpeed = 1;
            speedCommand = new StopAtDistSpeedCommand(reverseDist, true);
        }
        /// <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>
        /// 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>
        /// Parameters to follow the forward vehicle
        /// </summary>
        /// <param name="lane"></param>
        /// <param name="state"></param>
        /// <returns></returns>
        public TravelingParameters Follow(ArbiterLane lane, VehicleState state)
        {
            // travelling parameters
            TravelingParameters tp = new TravelingParameters();

            // ignorable obstacles
            List<int> ignoreVehicle = new List<int>();
            ignoreVehicle.Add(CurrentVehicle.VehicleId);

            // get control parameters
            ForwardVehicleTrackingControl fvtc = GetControl(lane, state);

            // init params
            tp.DistanceToGo = fvtc.xDistanceToGood;
            tp.NextState = CoreCommon.CorePlanningState;
            tp.RecommendedSpeed = fvtc.vFollowing;
            tp.Type = TravellingType.Vehicle;
            tp.Decorators = TurnDecorators.NoDecorators;

            // flag to ignore forward vehicle
            bool ignoreForward = false;

            // reversed lane path
            LinePath lp = lane.LanePath().Clone();
            lp.Reverse();

            #region Following Control

            #region Immediate Stop

            // need to stop immediately
            if (fvtc.vFollowing == 0.0)
            {
                // don't ignore forward
                ignoreForward = false;

                // speed command
                SpeedCommand sc = new ScalarSpeedCommand(0.0);
                tp.UsingSpeed = true;

                // standard path following behavior
                Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false));
                tp.Behavior = final;
                tp.SpeedCommand = sc;
            }

            #endregion

            #region Distance Stop

            // stop at distance
            else if (fvtc.vFollowing < 0.7 &&
                CoreCommon.Communications.GetVehicleSpeed().Value <= 2.24 &&
                fvtc.xSeparation > fvtc.xAbsMin)
            {
                // ignore forward vehicle
                ignoreForward = true;

                // speed command
                SpeedCommand sc = new StopAtDistSpeedCommand(fvtc.xDistanceToGood);
                tp.UsingSpeed = false;

                // standard path following behavior
                Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false));
                tp.Behavior = final;
                tp.SpeedCommand = sc;
            }

            #endregion

            #region Normal Following

            // else normal
            else
            {
                // ignore the forward vehicle as we are tracking properly
                ignoreForward = true;

                // speed command
                SpeedCommand sc = new ScalarSpeedCommand(fvtc.vFollowing);
                tp.DistanceToGo = fvtc.xDistanceToGood;
                tp.NextState = CoreCommon.CorePlanningState;
                tp.RecommendedSpeed = fvtc.vFollowing;
                tp.Type = TravellingType.Vehicle;
                tp.UsingSpeed = true;

                // standard path following behavior
                Behavior final = new StayInLaneBehavior(lane.LaneId, sc, ignoreVehicle, lp, lane.Width, lane.NumberOfLanesLeft(state.Front, false), lane.NumberOfLanesRight(state.Front, false));
                tp.Behavior = final;
                tp.SpeedCommand = sc;
            }

            #endregion

            #endregion

            // check ignore
            if (ignoreForward)
            {
                List<int> ignorable = new List<int>();
                ignorable.Add(this.CurrentVehicle.VehicleId);
                tp.VehiclesToIgnore = ignorable;
            }
            else
                tp.VehiclesToIgnore = new List<int>();

            // return parameterization
            return tp;
        }
        /// <summary>
        /// Parameters to follow the forward vehicle
        /// </summary>
        /// <param name="lane"></param>
        /// <param name="state"></param>
        /// <returns></returns>
        public TravelingParameters Follow(IFQMPlanable lane, VehicleState state, List<ArbiterWaypoint> ignorable)
        {
            // travelling parameters
            TravelingParameters tp = new TravelingParameters();

            // get control parameters
            ForwardVehicleTrackingControl fvtc = GetControl(lane, state, ignorable);
            this.ForwardControl = fvtc;

            // initialize the parameters
            tp.DistanceToGo = fvtc.xDistanceToGood;
            tp.NextState = CoreCommon.CorePlanningState;
            tp.RecommendedSpeed = fvtc.vFollowing;
            tp.Type = TravellingType.Vehicle;
            tp.Decorators = new List<BehaviorDecorator>();

            // ignore the forward vehicles
            tp.VehiclesToIgnore = this.VehiclesToIgnore;

            #region Following Control

            #region Immediate Stop

            // need to stop immediately
            if (fvtc.vFollowing == 0.0)
            {
                // speed command
                SpeedCommand sc = new ScalarSpeedCommand(0.0);
                tp.SpeedCommand = sc;
                tp.UsingSpeed = true;

                if (lane is ArbiterLane)
                {
                    // standard path following behavior
                    ArbiterLane al = ((ArbiterLane)lane);
                    Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, al.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true));
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
                else
                {
                    SupraLane sl = (SupraLane)lane;
                    StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState;
                    Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore);
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
            }

            #endregion

            #region Stopping at Distance

            // stop at distance
            else if (fvtc.vFollowing < 0.7 &&
                CoreCommon.Communications.GetVehicleSpeed().Value <= 2.24 &&
                fvtc.xSeparation > fvtc.xAbsMin)
            {
                // speed command
                SpeedCommand sc = new StopAtDistSpeedCommand(fvtc.xDistanceToGood);
                tp.SpeedCommand = sc;
                tp.UsingSpeed = false;

                if (lane is ArbiterLane)
                {
                    ArbiterLane al = (ArbiterLane)lane;

                    // standard path following behavior
                    Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, lane.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true));
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
                else
                {
                    SupraLane sl = (SupraLane)lane;
                    StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState;
                    Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore);
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
            }

            #endregion

            #region Normal Following

            // else normal
            else
            {
                // speed command
                SpeedCommand sc = new ScalarSpeedCommand(fvtc.vFollowing);
                tp.DistanceToGo = fvtc.xDistanceToGood;
                tp.NextState = CoreCommon.CorePlanningState;
                tp.RecommendedSpeed = fvtc.vFollowing;
                tp.Type = TravellingType.Vehicle;
                tp.UsingSpeed = true;
                tp.SpeedCommand = sc;

                if (lane is ArbiterLane)
                {
                    ArbiterLane al = ((ArbiterLane)lane);
                    // standard path following behavior
                    Behavior final = new StayInLaneBehavior(al.LaneId, sc, this.VehiclesToIgnore, lane.LanePath(), al.Width, al.NumberOfLanesLeft(state.Front, true), al.NumberOfLanesRight(state.Front, true));
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
                else
                {
                    SupraLane sl = (SupraLane)lane;
                    StayInSupraLaneState sisls = (StayInSupraLaneState)CoreCommon.CorePlanningState;
                    Behavior final = sisls.GetBehavior(sc, state.Front, this.VehiclesToIgnore);
                    final.Decorators = tp.Decorators;
                    tp.Behavior = final;
                }
            }

            #endregion

            #endregion

            #region Check for Oncoming Vehicles

            // check if need to add current lane oncoming vehicle decorator
            if (false && this.CurrentVehicle.PassedDelayedBirth && fvtc.forwardOncoming && fvtc.xSeparation > TahoeParams.VL && fvtc.xSeparation < 30)
            {
                // check valid lane area
                if (lane is ArbiterLane || ((SupraLane)lane).ClosestComponent(this.CurrentVehicle.ClosestPosition) == SLComponentType.Initial)
                {
                    // get distance to and speed of the forward vehicle
                    double fvDistance = fvtc.xSeparation;
                    double fvSpeed = fvtc.vTarget;

                    // create the 5mph behavior
                    ScalarSpeedCommand updated = new ScalarSpeedCommand(2.24);

                    // set that we are using speed
                    tp.UsingSpeed = true;
                    tp.RecommendedSpeed = updated.Speed;
                    tp.DistanceToGo = fvtc.xSeparation;

                    // create the decorator
                    OncomingVehicleDecorator ovd = new OncomingVehicleDecorator(updated, fvDistance, fvSpeed);

                    // add the decorator
                    tp.Behavior.Decorators.Add(ovd);
                    tp.Decorators.Add(ovd);
                }
            }

            #endregion

            // set current
            this.followingParameters = tp;

            // return parameterization
            return tp;
        }