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## TODO
-- see the current action (debug?)
-- spawner: show queue
-- keyboard config
-- bigger map
-- move the map view
-- ecs array: on delete, replace by last and update id->index map
-- collision based move w smaller accuracy
-- perf: look for nil comparison -> more data oriented
-- perf: keep a short array of selected and use it instead of `Value.IsSelected`
-- perf: component columns and systems
-- ecs: bitfield for fast checking
-- ecs: rename to systems
-- perf: measure frame budget
-- rename Selection to Selectable
-- extract todos in todo list
-- abstraction between ebiten and update to handle inputs in a simulation?
-- getMoveMap could be a maintained index
-- entityAt could be a maintained index
-- KeyPatrolRequest shortcut should be Q
+- [ ] see the current action (debug?)
+- [ ] spawner: show queue
+- [ ] keyboard config
+- [ ] bigger map
+- [ ] move the map view
+- [ ] ecs array: on delete, replace by last and update id->index map
+- [ ] collision based move w smaller accuracy
+- [ ] perf: look for nil comparison -> more data oriented
+- [ ] perf: keep a short array of selected and use it instead of `Value.IsSelected`
+- [ ] perf: component columns and systems
+- [ ] ecs: bitfield for fast checking
+- [ ] ecs: rename to systems
+- [ ] perf: measure frame budget
+- [ ] rename Selection to Selectable
+- [ ] extract todos in todo list
+- [ ] abstraction between ebiten and update to handle inputs in a simulation?
+- [ ] getMoveMap could be a maintained index
+- [ ] entityAt could be a maintained index
+- [ ] KeyPatrolRequest shortcut should be Q
## Bugs
-- if B is < 1 cell away, it will go and merge with A
-- stops moving if someone settles at destination
+- [ ] if B is < 1 cell away, it will go and merge with A
+- [ ] stops moving if someone settles at destination
## Dependencies