# TODO for Phase 3 (Simulation) ## cars - code cleanup - figure out responsibility btwn agents and managers, then fix up visibility - things like ParkingSimState have so many methods -- some are only meant for spawner, or driving/walking to query. separate out some traits. - on a lane vs turn permeates so many places - better visualization - draw moving / blocked colors (gradually more red as they wait longer) - make lookahead buffer follow the shape of the road and extend into other lanes and stuff - reversible sim ## bikes - model bikes as slow cars ## pedestrians - render overlapping peds reasonably ## General - savestating a sim has nondet output due to hashes; switching to btree is kind of weird - consider overriding encoding for TurnID and such, instead of remembering to stick maps everywhere - diffing two sim states is tedious no matter what; is there a nice macro-driven deep equals we could do instead? - will need programmatic diffs later for pointing out changes to players in A/B tests - consider refactoring car/ped sim - basic structure with actions, react, stepping is same. SimQueue, lookahead, can goto? differs.