Remove unused planning files
Deleted files replaced by new scenario-based planners: - RouteCandidateBuilder.swift - RouteOptimizer.swift (TSP solver) - ScheduleMatcher.swift (corridor logic) - LegacyPlanningTypes.swift - TripScorer.swift - DateRangeValidator.swift - DrivingFeasibilityValidator.swift - GeographicSanityChecker.swift - MustStopValidator.swift These were superseded by ScenarioA/B/C planners, GeographicRouteExplorer, and ItineraryBuilder. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,232 +0,0 @@
|
||||
//
|
||||
// RouteCandidateBuilder.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
/// Builds route candidates for different planning scenarios
|
||||
enum RouteCandidateBuilder {
|
||||
|
||||
// MARK: - Scenario A: Linear Candidates (Date Range)
|
||||
|
||||
/// Builds linear route candidates from games sorted chronologically
|
||||
/// - Parameters:
|
||||
/// - games: Available games sorted by start time
|
||||
/// - mustStop: Optional must-stop location
|
||||
/// - Returns: Array of route candidates
|
||||
static func buildLinearCandidates(
|
||||
games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
mustStop: LocationInput?
|
||||
) -> [RouteCandidate] {
|
||||
guard !games.isEmpty else {
|
||||
return []
|
||||
}
|
||||
|
||||
// Group games by stadium
|
||||
var stadiumGames: [UUID: [Game]] = [:]
|
||||
for game in games {
|
||||
stadiumGames[game.stadiumId, default: []].append(game)
|
||||
}
|
||||
|
||||
// Build stops from chronological game order
|
||||
var stops: [ItineraryStop] = []
|
||||
var processedStadiums: Set<UUID> = []
|
||||
|
||||
for game in games {
|
||||
guard !processedStadiums.contains(game.stadiumId) else { continue }
|
||||
processedStadiums.insert(game.stadiumId)
|
||||
|
||||
let gamesAtStop = stadiumGames[game.stadiumId] ?? [game]
|
||||
let sortedGames = gamesAtStop.sorted { $0.startTime < $1.startTime }
|
||||
|
||||
// Look up stadium for coordinates and city info
|
||||
let stadium = stadiums[game.stadiumId]
|
||||
let city = stadium?.city ?? "Unknown"
|
||||
let state = stadium?.state ?? ""
|
||||
let coordinate = stadium?.coordinate
|
||||
|
||||
let location = LocationInput(
|
||||
name: city,
|
||||
coordinate: coordinate,
|
||||
address: stadium?.fullAddress
|
||||
)
|
||||
|
||||
let stop = ItineraryStop(
|
||||
city: city,
|
||||
state: state,
|
||||
coordinate: coordinate,
|
||||
games: sortedGames.map { $0.id },
|
||||
arrivalDate: sortedGames.first?.gameDate ?? Date(),
|
||||
departureDate: sortedGames.last?.gameDate ?? Date(),
|
||||
location: location,
|
||||
firstGameStart: sortedGames.first?.startTime
|
||||
)
|
||||
stops.append(stop)
|
||||
}
|
||||
|
||||
guard !stops.isEmpty else {
|
||||
return []
|
||||
}
|
||||
|
||||
return [RouteCandidate(
|
||||
stops: stops,
|
||||
rationale: "Linear route through \(stops.count) cities"
|
||||
)]
|
||||
}
|
||||
|
||||
// MARK: - Scenario B: Expand Around Anchors (Selected Games)
|
||||
|
||||
/// Expands route around user-selected anchor games
|
||||
/// - Parameters:
|
||||
/// - anchors: User-selected games (must-see)
|
||||
/// - allGames: All available games
|
||||
/// - dateRange: Trip date range
|
||||
/// - mustStop: Optional must-stop location
|
||||
/// - Returns: Array of route candidates
|
||||
static func expandAroundAnchors(
|
||||
anchors: [Game],
|
||||
allGames: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
dateRange: DateInterval,
|
||||
mustStop: LocationInput?
|
||||
) -> [RouteCandidate] {
|
||||
guard !anchors.isEmpty else {
|
||||
return []
|
||||
}
|
||||
|
||||
// Start with anchor games as the core route
|
||||
let sortedAnchors = anchors.sorted { $0.startTime < $1.startTime }
|
||||
|
||||
// Build stops from anchor games
|
||||
var stops: [ItineraryStop] = []
|
||||
|
||||
for game in sortedAnchors {
|
||||
let stadium = stadiums[game.stadiumId]
|
||||
let city = stadium?.city ?? "Unknown"
|
||||
let state = stadium?.state ?? ""
|
||||
let coordinate = stadium?.coordinate
|
||||
|
||||
let location = LocationInput(
|
||||
name: city,
|
||||
coordinate: coordinate,
|
||||
address: stadium?.fullAddress
|
||||
)
|
||||
|
||||
let stop = ItineraryStop(
|
||||
city: city,
|
||||
state: state,
|
||||
coordinate: coordinate,
|
||||
games: [game.id],
|
||||
arrivalDate: game.gameDate,
|
||||
departureDate: game.gameDate,
|
||||
location: location,
|
||||
firstGameStart: game.startTime
|
||||
)
|
||||
stops.append(stop)
|
||||
}
|
||||
|
||||
guard !stops.isEmpty else {
|
||||
return []
|
||||
}
|
||||
|
||||
return [RouteCandidate(
|
||||
stops: stops,
|
||||
rationale: "Route connecting \(anchors.count) selected games"
|
||||
)]
|
||||
}
|
||||
|
||||
// MARK: - Scenario C: Directional Routes (Start + End)
|
||||
|
||||
/// Builds directional routes from start to end location
|
||||
/// - Parameters:
|
||||
/// - start: Start location
|
||||
/// - end: End location
|
||||
/// - games: Available games
|
||||
/// - dateRange: Optional trip date range
|
||||
/// - Returns: Array of route candidates
|
||||
static func buildDirectionalRoutes(
|
||||
start: LocationInput,
|
||||
end: LocationInput,
|
||||
games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
dateRange: DateInterval?
|
||||
) -> [RouteCandidate] {
|
||||
// Filter games by date range if provided
|
||||
let filteredGames: [Game]
|
||||
if let range = dateRange {
|
||||
filteredGames = games.filter { range.contains($0.startTime) }
|
||||
} else {
|
||||
filteredGames = games
|
||||
}
|
||||
|
||||
guard !filteredGames.isEmpty else {
|
||||
return []
|
||||
}
|
||||
|
||||
// Sort games chronologically
|
||||
let sortedGames = filteredGames.sorted { $0.startTime < $1.startTime }
|
||||
|
||||
// Build stops: start -> games -> end
|
||||
var stops: [ItineraryStop] = []
|
||||
|
||||
// Start stop (no games)
|
||||
let startStop = ItineraryStop(
|
||||
city: start.name,
|
||||
state: "",
|
||||
coordinate: start.coordinate,
|
||||
games: [],
|
||||
arrivalDate: sortedGames.first?.gameDate.addingTimeInterval(-86400) ?? Date(),
|
||||
departureDate: sortedGames.first?.gameDate.addingTimeInterval(-86400) ?? Date(),
|
||||
location: start,
|
||||
firstGameStart: nil
|
||||
)
|
||||
stops.append(startStop)
|
||||
|
||||
// Game stops
|
||||
for game in sortedGames {
|
||||
let stadium = stadiums[game.stadiumId]
|
||||
let city = stadium?.city ?? "Unknown"
|
||||
let state = stadium?.state ?? ""
|
||||
let coordinate = stadium?.coordinate
|
||||
|
||||
let location = LocationInput(
|
||||
name: city,
|
||||
coordinate: coordinate,
|
||||
address: stadium?.fullAddress
|
||||
)
|
||||
|
||||
let stop = ItineraryStop(
|
||||
city: city,
|
||||
state: state,
|
||||
coordinate: coordinate,
|
||||
games: [game.id],
|
||||
arrivalDate: game.gameDate,
|
||||
departureDate: game.gameDate,
|
||||
location: location,
|
||||
firstGameStart: game.startTime
|
||||
)
|
||||
stops.append(stop)
|
||||
}
|
||||
|
||||
// End stop (no games)
|
||||
let endStop = ItineraryStop(
|
||||
city: end.name,
|
||||
state: "",
|
||||
coordinate: end.coordinate,
|
||||
games: [],
|
||||
arrivalDate: sortedGames.last?.gameDate.addingTimeInterval(86400) ?? Date(),
|
||||
departureDate: sortedGames.last?.gameDate.addingTimeInterval(86400) ?? Date(),
|
||||
location: end,
|
||||
firstGameStart: nil
|
||||
)
|
||||
stops.append(endStop)
|
||||
|
||||
return [RouteCandidate(
|
||||
stops: stops,
|
||||
rationale: "Directional route from \(start.name) to \(end.name)"
|
||||
)]
|
||||
}
|
||||
}
|
||||
@@ -1,283 +0,0 @@
|
||||
//
|
||||
// RouteOptimizer.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
/// Optimization strategy for ranking itinerary options.
|
||||
enum OptimizationStrategy {
|
||||
case balanced // Balance games vs driving
|
||||
case maximizeGames // Prioritize seeing more games
|
||||
case minimizeDriving // Prioritize shorter routes
|
||||
case scenic // Prioritize scenic routes
|
||||
}
|
||||
|
||||
/// Route optimizer for ranking and scoring itinerary options.
|
||||
///
|
||||
/// The TSP-solving logic has been moved to scenario-specific candidate
|
||||
/// generation in TripPlanningEngine. This optimizer now focuses on:
|
||||
/// - Ranking multiple route options
|
||||
/// - Scoring routes based on optimization strategy
|
||||
/// - Reordering games within constraints
|
||||
struct RouteOptimizer {
|
||||
|
||||
// MARK: - Route Ranking
|
||||
|
||||
/// Ranks a list of itinerary options based on the optimization strategy.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - options: Unranked itinerary options
|
||||
/// - strategy: Optimization strategy for scoring
|
||||
/// - request: Planning request for context
|
||||
/// - Returns: Options sorted by score (best first) with rank assigned
|
||||
func rankOptions(
|
||||
_ options: [ItineraryOption],
|
||||
strategy: OptimizationStrategy = .balanced,
|
||||
request: PlanningRequest
|
||||
) -> [ItineraryOption] {
|
||||
// Score each option
|
||||
let scoredOptions = options.map { option -> (ItineraryOption, Double) in
|
||||
let score = scoreOption(option, strategy: strategy, request: request)
|
||||
return (option, score)
|
||||
}
|
||||
|
||||
// Sort by score (lower is better for our scoring system)
|
||||
let sorted = scoredOptions.sorted { $0.1 < $1.1 }
|
||||
|
||||
// Assign ranks
|
||||
return sorted.enumerated().map { index, scored in
|
||||
ItineraryOption(
|
||||
rank: index + 1,
|
||||
stops: scored.0.stops,
|
||||
travelSegments: scored.0.travelSegments,
|
||||
totalDrivingHours: scored.0.totalDrivingHours,
|
||||
totalDistanceMiles: scored.0.totalDistanceMiles,
|
||||
geographicRationale: scored.0.geographicRationale
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Scoring
|
||||
|
||||
/// Scores an itinerary option based on the optimization strategy.
|
||||
/// Lower scores are better.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - option: Itinerary option to score
|
||||
/// - strategy: Optimization strategy
|
||||
/// - request: Planning request for context
|
||||
/// - Returns: Score value (lower is better)
|
||||
func scoreOption(
|
||||
_ option: ItineraryOption,
|
||||
strategy: OptimizationStrategy,
|
||||
request: PlanningRequest
|
||||
) -> Double {
|
||||
switch strategy {
|
||||
case .balanced:
|
||||
return scoreBalanced(option, request: request)
|
||||
case .maximizeGames:
|
||||
return scoreMaximizeGames(option, request: request)
|
||||
case .minimizeDriving:
|
||||
return scoreMinimizeDriving(option, request: request)
|
||||
case .scenic:
|
||||
return scoreScenic(option, request: request)
|
||||
}
|
||||
}
|
||||
|
||||
/// Balanced scoring: trade-off between games and driving.
|
||||
private func scoreBalanced(_ option: ItineraryOption, request: PlanningRequest) -> Double {
|
||||
// Each game "saves" 2 hours of driving in value
|
||||
let gameValue = Double(option.totalGames) * 2.0
|
||||
let drivingPenalty = option.totalDrivingHours
|
||||
|
||||
// Also factor in must-see games coverage
|
||||
let mustSeeCoverage = calculateMustSeeCoverage(option, request: request)
|
||||
let mustSeeBonus = mustSeeCoverage * 10.0 // Strong bonus for must-see coverage
|
||||
|
||||
return drivingPenalty - gameValue - mustSeeBonus
|
||||
}
|
||||
|
||||
/// Maximize games scoring: prioritize number of games.
|
||||
private func scoreMaximizeGames(_ option: ItineraryOption, request: PlanningRequest) -> Double {
|
||||
// Heavily weight game count
|
||||
let gameScore = -Double(option.totalGames) * 100.0
|
||||
let drivingPenalty = option.totalDrivingHours * 0.1 // Minimal driving penalty
|
||||
|
||||
return gameScore + drivingPenalty
|
||||
}
|
||||
|
||||
/// Minimize driving scoring: prioritize shorter routes.
|
||||
private func scoreMinimizeDriving(_ option: ItineraryOption, request: PlanningRequest) -> Double {
|
||||
// Primarily driving time
|
||||
let drivingScore = option.totalDrivingHours
|
||||
let gameBonus = Double(option.totalGames) * 0.5 // Small bonus for games
|
||||
|
||||
return drivingScore - gameBonus
|
||||
}
|
||||
|
||||
/// Scenic scoring: balance games with route pleasantness.
|
||||
private func scoreScenic(_ option: ItineraryOption, request: PlanningRequest) -> Double {
|
||||
// More relaxed pacing is better
|
||||
let gamesPerDay = Double(option.totalGames) / Double(max(1, option.stops.count))
|
||||
let pacingScore = abs(gamesPerDay - 1.5) * 5.0 // Ideal is ~1.5 games per day
|
||||
|
||||
let drivingScore = option.totalDrivingHours * 0.3
|
||||
let gameBonus = Double(option.totalGames) * 2.0
|
||||
|
||||
return pacingScore + drivingScore - gameBonus
|
||||
}
|
||||
|
||||
/// Calculates what percentage of must-see games are covered.
|
||||
private func calculateMustSeeCoverage(
|
||||
_ option: ItineraryOption,
|
||||
request: PlanningRequest
|
||||
) -> Double {
|
||||
let mustSeeIds = request.preferences.mustSeeGameIds
|
||||
if mustSeeIds.isEmpty { return 1.0 }
|
||||
|
||||
let coveredGames = option.stops.flatMap { $0.games }
|
||||
let coveredMustSee = Set(coveredGames).intersection(mustSeeIds)
|
||||
|
||||
return Double(coveredMustSee.count) / Double(mustSeeIds.count)
|
||||
}
|
||||
|
||||
// MARK: - Route Improvement
|
||||
|
||||
/// Attempts to improve a route by swapping non-essential stops.
|
||||
/// Only applies to stops without must-see games.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - option: Itinerary option to improve
|
||||
/// - request: Planning request for context
|
||||
/// - Returns: Improved itinerary option, or original if no improvement found
|
||||
func improveRoute(
|
||||
_ option: ItineraryOption,
|
||||
request: PlanningRequest
|
||||
) -> ItineraryOption {
|
||||
// For now, return as-is since games must remain in chronological order
|
||||
// Future: implement swap logic for same-day games in different cities
|
||||
return option
|
||||
}
|
||||
|
||||
// MARK: - Validation Helpers
|
||||
|
||||
/// Checks if all must-see games are included in the option.
|
||||
func includesAllMustSeeGames(
|
||||
_ option: ItineraryOption,
|
||||
request: PlanningRequest
|
||||
) -> Bool {
|
||||
let includedGames = Set(option.stops.flatMap { $0.games })
|
||||
return request.preferences.mustSeeGameIds.isSubset(of: includedGames)
|
||||
}
|
||||
|
||||
/// Returns must-see games that are missing from the option.
|
||||
func missingMustSeeGames(
|
||||
_ option: ItineraryOption,
|
||||
request: PlanningRequest
|
||||
) -> Set<UUID> {
|
||||
let includedGames = Set(option.stops.flatMap { $0.games })
|
||||
return request.preferences.mustSeeGameIds.subtracting(includedGames)
|
||||
}
|
||||
|
||||
// MARK: - Distance Calculations
|
||||
|
||||
/// Calculates total route distance for a sequence of coordinates.
|
||||
func totalDistance(for coordinates: [CLLocationCoordinate2D]) -> Double {
|
||||
guard coordinates.count >= 2 else { return 0 }
|
||||
|
||||
var total: Double = 0
|
||||
for i in 0..<(coordinates.count - 1) {
|
||||
total += distance(from: coordinates[i], to: coordinates[i + 1])
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
/// Calculates distance between two coordinates in meters.
|
||||
private func distance(
|
||||
from: CLLocationCoordinate2D,
|
||||
to: CLLocationCoordinate2D
|
||||
) -> Double {
|
||||
let fromLoc = CLLocation(latitude: from.latitude, longitude: from.longitude)
|
||||
let toLoc = CLLocation(latitude: to.latitude, longitude: to.longitude)
|
||||
return fromLoc.distance(from: toLoc)
|
||||
}
|
||||
|
||||
// MARK: - Legacy Support
|
||||
|
||||
/// Legacy optimization method for backward compatibility.
|
||||
/// Delegates to the new TripPlanningEngine for actual routing.
|
||||
func optimize(
|
||||
graph: RouteGraph,
|
||||
request: PlanningRequest,
|
||||
candidates: [GameCandidate],
|
||||
strategy: OptimizationStrategy = .balanced
|
||||
) -> CandidateRoute {
|
||||
// Build a simple chronological route from candidates
|
||||
let sortedCandidates = candidates.sorted { $0.game.dateTime < $1.game.dateTime }
|
||||
|
||||
var route = CandidateRoute()
|
||||
|
||||
// Add start node
|
||||
if let startNode = graph.nodes.first(where: { $0.type == .start }) {
|
||||
route.nodeSequence.append(startNode.id)
|
||||
}
|
||||
|
||||
// Add stadium nodes in chronological order
|
||||
var visitedStadiums = Set<UUID>()
|
||||
for candidate in sortedCandidates {
|
||||
// Find the node for this stadium
|
||||
for node in graph.nodes {
|
||||
if case .stadium(let stadiumId) = node.type,
|
||||
stadiumId == candidate.stadium.id,
|
||||
!visitedStadiums.contains(stadiumId) {
|
||||
route.nodeSequence.append(node.id)
|
||||
route.games.append(candidate.game.id)
|
||||
visitedStadiums.insert(stadiumId)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add end node
|
||||
if let endNode = graph.nodes.first(where: { $0.type == .end }) {
|
||||
route.nodeSequence.append(endNode.id)
|
||||
}
|
||||
|
||||
// Calculate totals
|
||||
for i in 0..<(route.nodeSequence.count - 1) {
|
||||
if let edge = graph.edges(from: route.nodeSequence[i])
|
||||
.first(where: { $0.toNodeId == route.nodeSequence[i + 1] }) {
|
||||
route.totalDistance += edge.distanceMeters
|
||||
route.totalDuration += edge.durationSeconds
|
||||
}
|
||||
}
|
||||
|
||||
// Score the route
|
||||
route.score = scoreRoute(route, strategy: strategy, graph: graph)
|
||||
|
||||
return route
|
||||
}
|
||||
|
||||
/// Legacy route scoring for CandidateRoute.
|
||||
private func scoreRoute(
|
||||
_ route: CandidateRoute,
|
||||
strategy: OptimizationStrategy,
|
||||
graph: RouteGraph
|
||||
) -> Double {
|
||||
switch strategy {
|
||||
case .balanced:
|
||||
return route.totalDuration - Double(route.games.count) * 3600 * 2
|
||||
|
||||
case .maximizeGames:
|
||||
return -Double(route.games.count) * 10000 + route.totalDuration
|
||||
|
||||
case .minimizeDriving:
|
||||
return route.totalDuration
|
||||
|
||||
case .scenic:
|
||||
return route.totalDuration * 0.5 - Double(route.games.count) * 3600
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,396 +0,0 @@
|
||||
//
|
||||
// ScheduleMatcher.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
/// Finds and scores candidate games for trip planning.
|
||||
///
|
||||
/// Updated for the new scenario-based planning:
|
||||
/// - Scenario A (Date Range): Find games in date range, cluster by region
|
||||
/// - Scenario B (Selected Games): Validate must-see games, find optional additions
|
||||
/// - Scenario C (Start+End): Find games along directional corridor with progress check
|
||||
struct ScheduleMatcher {
|
||||
|
||||
// MARK: - Find Candidate Games (Legacy + Scenario C Support)
|
||||
|
||||
/// Finds candidate games along a corridor between start and end.
|
||||
/// Supports directional filtering for Scenario C.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - request: Planning request with preferences and games
|
||||
/// - startCoordinate: Starting location
|
||||
/// - endCoordinate: Ending location
|
||||
/// - enforceDirection: If true, only include games that make progress toward end
|
||||
/// - Returns: Array of game candidates sorted by score
|
||||
func findCandidateGames(
|
||||
from request: PlanningRequest,
|
||||
startCoordinate: CLLocationCoordinate2D,
|
||||
endCoordinate: CLLocationCoordinate2D,
|
||||
enforceDirection: Bool = false
|
||||
) -> [GameCandidate] {
|
||||
var candidates: [GameCandidate] = []
|
||||
|
||||
// Calculate the corridor between start and end
|
||||
let corridor = RouteCorridorCalculator(
|
||||
start: startCoordinate,
|
||||
end: endCoordinate,
|
||||
maxDetourFactor: detourFactorFor(request.preferences.leisureLevel)
|
||||
)
|
||||
|
||||
for game in request.availableGames {
|
||||
guard let stadium = request.stadiums[game.stadiumId],
|
||||
let homeTeam = request.teams[game.homeTeamId],
|
||||
let awayTeam = request.teams[game.awayTeamId] else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Check if game is within date range
|
||||
guard game.dateTime >= request.preferences.startDate,
|
||||
game.dateTime <= request.preferences.endDate else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Check sport filter
|
||||
guard request.preferences.sports.contains(game.sport) else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Calculate detour distance
|
||||
let detourDistance = corridor.detourDistance(to: stadium.coordinate)
|
||||
|
||||
// For directional routes, check if this stadium makes progress
|
||||
if enforceDirection {
|
||||
let distanceToEnd = corridor.distanceToEnd(from: stadium.coordinate)
|
||||
let startDistanceToEnd = corridor.directDistance
|
||||
|
||||
// Skip if stadium is behind the start (going backwards)
|
||||
if distanceToEnd > startDistanceToEnd * 1.1 { // 10% tolerance
|
||||
continue
|
||||
}
|
||||
}
|
||||
|
||||
// Skip if too far from route (unless must-see)
|
||||
let isMustSee = request.preferences.mustSeeGameIds.contains(game.id)
|
||||
if !isMustSee && detourDistance > corridor.maxDetourDistance {
|
||||
continue
|
||||
}
|
||||
|
||||
// Score the game
|
||||
let score = scoreGame(
|
||||
game: game,
|
||||
homeTeam: homeTeam,
|
||||
awayTeam: awayTeam,
|
||||
detourDistance: detourDistance,
|
||||
isMustSee: isMustSee,
|
||||
request: request
|
||||
)
|
||||
|
||||
let candidate = GameCandidate(
|
||||
id: game.id,
|
||||
game: game,
|
||||
stadium: stadium,
|
||||
homeTeam: homeTeam,
|
||||
awayTeam: awayTeam,
|
||||
detourDistance: detourDistance,
|
||||
score: score
|
||||
)
|
||||
|
||||
candidates.append(candidate)
|
||||
}
|
||||
|
||||
// Sort by score (highest first)
|
||||
return candidates.sorted { $0.score > $1.score }
|
||||
}
|
||||
|
||||
// MARK: - Directional Game Filtering (Scenario C)
|
||||
|
||||
/// Finds games along a directional route from start to end.
|
||||
/// Ensures monotonic progress toward destination.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - request: Planning request
|
||||
/// - startCoordinate: Starting location
|
||||
/// - endCoordinate: Destination
|
||||
/// - corridorWidthPercent: Width of corridor as percentage of direct distance
|
||||
/// - Returns: Games sorted by their position along the route
|
||||
func findDirectionalGames(
|
||||
from request: PlanningRequest,
|
||||
startCoordinate: CLLocationCoordinate2D,
|
||||
endCoordinate: CLLocationCoordinate2D,
|
||||
corridorWidthPercent: Double = 0.3
|
||||
) -> [GameCandidate] {
|
||||
let corridor = RouteCorridorCalculator(
|
||||
start: startCoordinate,
|
||||
end: endCoordinate,
|
||||
maxDetourFactor: 1.0 + corridorWidthPercent
|
||||
)
|
||||
|
||||
var candidates: [GameCandidate] = []
|
||||
|
||||
for game in request.availableGames {
|
||||
guard let stadium = request.stadiums[game.stadiumId],
|
||||
let homeTeam = request.teams[game.homeTeamId],
|
||||
let awayTeam = request.teams[game.awayTeamId] else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Date and sport filter
|
||||
guard game.dateTime >= request.preferences.startDate,
|
||||
game.dateTime <= request.preferences.endDate,
|
||||
request.preferences.sports.contains(game.sport) else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Calculate progress along route (0 = start, 1 = end)
|
||||
let progress = corridor.progressAlongRoute(point: stadium.coordinate)
|
||||
|
||||
// Only include games that are along the route (positive progress, not behind start)
|
||||
guard progress >= -0.1 && progress <= 1.1 else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Check corridor width
|
||||
let detourDistance = corridor.detourDistance(to: stadium.coordinate)
|
||||
let isMustSee = request.preferences.mustSeeGameIds.contains(game.id)
|
||||
|
||||
if !isMustSee && detourDistance > corridor.maxDetourDistance {
|
||||
continue
|
||||
}
|
||||
|
||||
let score = scoreGame(
|
||||
game: game,
|
||||
homeTeam: homeTeam,
|
||||
awayTeam: awayTeam,
|
||||
detourDistance: detourDistance,
|
||||
isMustSee: isMustSee,
|
||||
request: request
|
||||
)
|
||||
|
||||
let candidate = GameCandidate(
|
||||
id: game.id,
|
||||
game: game,
|
||||
stadium: stadium,
|
||||
homeTeam: homeTeam,
|
||||
awayTeam: awayTeam,
|
||||
detourDistance: detourDistance,
|
||||
score: score
|
||||
)
|
||||
|
||||
candidates.append(candidate)
|
||||
}
|
||||
|
||||
// Sort by date (chronological order is the primary constraint)
|
||||
return candidates.sorted { $0.game.dateTime < $1.game.dateTime }
|
||||
}
|
||||
|
||||
// MARK: - Game Scoring
|
||||
|
||||
private func scoreGame(
|
||||
game: Game,
|
||||
homeTeam: Team,
|
||||
awayTeam: Team,
|
||||
detourDistance: Double,
|
||||
isMustSee: Bool,
|
||||
request: PlanningRequest
|
||||
) -> Double {
|
||||
var score: Double = 50.0 // Base score
|
||||
|
||||
// Must-see bonus
|
||||
if isMustSee {
|
||||
score += 100.0
|
||||
}
|
||||
|
||||
// Playoff bonus
|
||||
if game.isPlayoff {
|
||||
score += 30.0
|
||||
}
|
||||
|
||||
// Weekend bonus (more convenient)
|
||||
let weekday = Calendar.current.component(.weekday, from: game.dateTime)
|
||||
if weekday == 1 || weekday == 7 { // Sunday or Saturday
|
||||
score += 10.0
|
||||
}
|
||||
|
||||
// Evening game bonus (day games harder to schedule around)
|
||||
let hour = Calendar.current.component(.hour, from: game.dateTime)
|
||||
if hour >= 17 { // 5 PM or later
|
||||
score += 5.0
|
||||
}
|
||||
|
||||
// Detour penalty
|
||||
let detourMiles = detourDistance * 0.000621371
|
||||
score -= detourMiles * 0.1 // Lose 0.1 points per mile of detour
|
||||
|
||||
// Preferred city bonus
|
||||
if request.preferences.preferredCities.contains(homeTeam.city) {
|
||||
score += 15.0
|
||||
}
|
||||
|
||||
// Must-stop location bonus
|
||||
if request.preferences.mustStopLocations.contains(where: { $0.name.lowercased() == homeTeam.city.lowercased() }) {
|
||||
score += 25.0
|
||||
}
|
||||
|
||||
return max(0, score)
|
||||
}
|
||||
|
||||
private func detourFactorFor(_ leisureLevel: LeisureLevel) -> Double {
|
||||
switch leisureLevel {
|
||||
case .packed: return 1.3 // 30% detour allowed
|
||||
case .moderate: return 1.5 // 50% detour allowed
|
||||
case .relaxed: return 2.0 // 100% detour allowed
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Find Games at Location
|
||||
|
||||
func findGames(
|
||||
at stadium: Stadium,
|
||||
within dateRange: ClosedRange<Date>,
|
||||
from games: [Game]
|
||||
) -> [Game] {
|
||||
games.filter { game in
|
||||
game.stadiumId == stadium.id &&
|
||||
dateRange.contains(game.dateTime)
|
||||
}.sorted { $0.dateTime < $1.dateTime }
|
||||
}
|
||||
|
||||
// MARK: - Find Other Sports
|
||||
|
||||
func findOtherSportsGames(
|
||||
along route: [CLLocationCoordinate2D],
|
||||
excludingSports: Set<Sport>,
|
||||
within dateRange: ClosedRange<Date>,
|
||||
games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
teams: [UUID: Team],
|
||||
maxDetourMiles: Double = 50
|
||||
) -> [GameCandidate] {
|
||||
var candidates: [GameCandidate] = []
|
||||
|
||||
for game in games {
|
||||
// Skip if sport is already selected
|
||||
if excludingSports.contains(game.sport) { continue }
|
||||
|
||||
// Skip if outside date range
|
||||
if !dateRange.contains(game.dateTime) { continue }
|
||||
|
||||
guard let stadium = stadiums[game.stadiumId],
|
||||
let homeTeam = teams[game.homeTeamId],
|
||||
let awayTeam = teams[game.awayTeamId] else {
|
||||
continue
|
||||
}
|
||||
|
||||
// Check if stadium is near the route
|
||||
let minDistance = route.map { coord in
|
||||
CLLocation(latitude: coord.latitude, longitude: coord.longitude)
|
||||
.distance(from: stadium.location)
|
||||
}.min() ?? .greatestFiniteMagnitude
|
||||
|
||||
let distanceMiles = minDistance * 0.000621371
|
||||
|
||||
if distanceMiles <= maxDetourMiles {
|
||||
let candidate = GameCandidate(
|
||||
id: game.id,
|
||||
game: game,
|
||||
stadium: stadium,
|
||||
homeTeam: homeTeam,
|
||||
awayTeam: awayTeam,
|
||||
detourDistance: minDistance,
|
||||
score: 50.0 - distanceMiles // Score inversely proportional to detour
|
||||
)
|
||||
candidates.append(candidate)
|
||||
}
|
||||
}
|
||||
|
||||
return candidates.sorted { $0.score > $1.score }
|
||||
}
|
||||
|
||||
// MARK: - Validate Games for Scenarios
|
||||
|
||||
/// Validates that all must-see games are within the date range.
|
||||
/// Used for Scenario B validation.
|
||||
func validateMustSeeGamesInRange(
|
||||
mustSeeGameIds: Set<UUID>,
|
||||
allGames: [Game],
|
||||
dateRange: ClosedRange<Date>
|
||||
) -> (valid: Bool, outOfRange: [UUID]) {
|
||||
var outOfRange: [UUID] = []
|
||||
|
||||
for gameId in mustSeeGameIds {
|
||||
guard let game = allGames.first(where: { $0.id == gameId }) else {
|
||||
continue
|
||||
}
|
||||
if !dateRange.contains(game.dateTime) {
|
||||
outOfRange.append(gameId)
|
||||
}
|
||||
}
|
||||
|
||||
return (outOfRange.isEmpty, outOfRange)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Route Corridor Calculator
|
||||
|
||||
struct RouteCorridorCalculator {
|
||||
let start: CLLocationCoordinate2D
|
||||
let end: CLLocationCoordinate2D
|
||||
let maxDetourFactor: Double
|
||||
|
||||
var directDistance: CLLocationDistance {
|
||||
CLLocation(latitude: start.latitude, longitude: start.longitude)
|
||||
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
|
||||
}
|
||||
|
||||
var maxDetourDistance: CLLocationDistance {
|
||||
directDistance * (maxDetourFactor - 1.0)
|
||||
}
|
||||
|
||||
func detourDistance(to point: CLLocationCoordinate2D) -> CLLocationDistance {
|
||||
let startToPoint = CLLocation(latitude: start.latitude, longitude: start.longitude)
|
||||
.distance(from: CLLocation(latitude: point.latitude, longitude: point.longitude))
|
||||
|
||||
let pointToEnd = CLLocation(latitude: point.latitude, longitude: point.longitude)
|
||||
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
|
||||
|
||||
let totalViaPoint = startToPoint + pointToEnd
|
||||
|
||||
return max(0, totalViaPoint - directDistance)
|
||||
}
|
||||
|
||||
func isWithinCorridor(_ point: CLLocationCoordinate2D) -> Bool {
|
||||
detourDistance(to: point) <= maxDetourDistance
|
||||
}
|
||||
|
||||
/// Returns the distance from a point to the end location.
|
||||
func distanceToEnd(from point: CLLocationCoordinate2D) -> CLLocationDistance {
|
||||
CLLocation(latitude: point.latitude, longitude: point.longitude)
|
||||
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
|
||||
}
|
||||
|
||||
/// Calculates progress along the route (0 = at start, 1 = at end).
|
||||
/// Can be negative (behind start) or > 1 (past end).
|
||||
func progressAlongRoute(point: CLLocationCoordinate2D) -> Double {
|
||||
guard directDistance > 0 else { return 0 }
|
||||
|
||||
let distFromStart = CLLocation(latitude: start.latitude, longitude: start.longitude)
|
||||
.distance(from: CLLocation(latitude: point.latitude, longitude: point.longitude))
|
||||
|
||||
let distFromEnd = CLLocation(latitude: point.latitude, longitude: point.longitude)
|
||||
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
|
||||
|
||||
// Use the law of cosines to project onto the line
|
||||
// progress = (d_start² + d_total² - d_end²) / (2 * d_total²)
|
||||
let dStart = distFromStart
|
||||
let dEnd = distFromEnd
|
||||
let dTotal = directDistance
|
||||
|
||||
let numerator = (dStart * dStart) + (dTotal * dTotal) - (dEnd * dEnd)
|
||||
let denominator = 2 * dTotal * dTotal
|
||||
|
||||
return numerator / denominator
|
||||
}
|
||||
}
|
||||
@@ -1,99 +0,0 @@
|
||||
//
|
||||
// LegacyPlanningTypes.swift
|
||||
// SportsTime
|
||||
//
|
||||
// Supporting types for legacy planning components.
|
||||
// These are used by ScheduleMatcher and RouteOptimizer.
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
// MARK: - Game Candidate
|
||||
|
||||
/// A game candidate with scoring information for route planning.
|
||||
struct GameCandidate: Identifiable {
|
||||
let id: UUID
|
||||
let game: Game
|
||||
let stadium: Stadium
|
||||
let homeTeam: Team
|
||||
let awayTeam: Team
|
||||
let detourDistance: Double
|
||||
let score: Double
|
||||
}
|
||||
|
||||
// MARK: - Route Graph
|
||||
|
||||
/// Graph representation of possible routes for optimization.
|
||||
struct RouteGraph {
|
||||
var nodes: [RouteNode]
|
||||
var edgesByFromNode: [UUID: [RouteEdge]]
|
||||
|
||||
init(nodes: [RouteNode] = [], edges: [RouteEdge] = []) {
|
||||
self.nodes = nodes
|
||||
self.edgesByFromNode = [:]
|
||||
for edge in edges {
|
||||
edgesByFromNode[edge.fromNodeId, default: []].append(edge)
|
||||
}
|
||||
}
|
||||
|
||||
func edges(from nodeId: UUID) -> [RouteEdge] {
|
||||
edgesByFromNode[nodeId] ?? []
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Route Node
|
||||
|
||||
struct RouteNode: Identifiable {
|
||||
let id: UUID
|
||||
let type: RouteNodeType
|
||||
let coordinate: CLLocationCoordinate2D?
|
||||
|
||||
init(id: UUID = UUID(), type: RouteNodeType, coordinate: CLLocationCoordinate2D? = nil) {
|
||||
self.id = id
|
||||
self.type = type
|
||||
self.coordinate = coordinate
|
||||
}
|
||||
}
|
||||
|
||||
enum RouteNodeType: Equatable {
|
||||
case start
|
||||
case end
|
||||
case stadium(UUID)
|
||||
case waypoint
|
||||
}
|
||||
|
||||
// MARK: - Route Edge
|
||||
|
||||
struct RouteEdge: Identifiable {
|
||||
let id: UUID
|
||||
let fromNodeId: UUID
|
||||
let toNodeId: UUID
|
||||
let distanceMeters: Double
|
||||
let durationSeconds: Double
|
||||
|
||||
init(
|
||||
id: UUID = UUID(),
|
||||
fromNodeId: UUID,
|
||||
toNodeId: UUID,
|
||||
distanceMeters: Double,
|
||||
durationSeconds: Double
|
||||
) {
|
||||
self.id = id
|
||||
self.fromNodeId = fromNodeId
|
||||
self.toNodeId = toNodeId
|
||||
self.distanceMeters = distanceMeters
|
||||
self.durationSeconds = durationSeconds
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Candidate Route
|
||||
|
||||
/// A candidate route for optimization.
|
||||
struct CandidateRoute {
|
||||
var nodeSequence: [UUID] = []
|
||||
var games: [UUID] = []
|
||||
var totalDistance: Double = 0
|
||||
var totalDuration: Double = 0
|
||||
var score: Double = 0
|
||||
}
|
||||
@@ -1,196 +0,0 @@
|
||||
//
|
||||
// TripScorer.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
struct TripScorer {
|
||||
|
||||
// MARK: - Score Trip
|
||||
|
||||
func score(trip: Trip, request: PlanningRequest) -> Trip {
|
||||
let gameQuality = calculateGameQualityScore(trip: trip, request: request)
|
||||
let routeEfficiency = calculateRouteEfficiencyScore(trip: trip, request: request)
|
||||
let leisureBalance = calculateLeisureBalanceScore(trip: trip, request: request)
|
||||
let preferenceAlignment = calculatePreferenceAlignmentScore(trip: trip, request: request)
|
||||
|
||||
// Weighted average
|
||||
let weights = (game: 0.35, route: 0.25, leisure: 0.20, preference: 0.20)
|
||||
|
||||
let overall = (
|
||||
gameQuality * weights.game +
|
||||
routeEfficiency * weights.route +
|
||||
leisureBalance * weights.leisure +
|
||||
preferenceAlignment * weights.preference
|
||||
)
|
||||
|
||||
let score = TripScore(
|
||||
overallScore: overall,
|
||||
gameQualityScore: gameQuality,
|
||||
routeEfficiencyScore: routeEfficiency,
|
||||
leisureBalanceScore: leisureBalance,
|
||||
preferenceAlignmentScore: preferenceAlignment
|
||||
)
|
||||
|
||||
var scoredTrip = trip
|
||||
scoredTrip.score = score
|
||||
return scoredTrip
|
||||
}
|
||||
|
||||
// MARK: - Game Quality Score
|
||||
|
||||
private func calculateGameQualityScore(trip: Trip, request: PlanningRequest) -> Double {
|
||||
var score: Double = 0
|
||||
|
||||
let totalPossibleGames = Double(max(1, request.availableGames.count))
|
||||
let gamesAttended = Double(trip.totalGames)
|
||||
|
||||
// Base score from number of games
|
||||
let gameRatio = gamesAttended / min(totalPossibleGames, Double(trip.tripDuration))
|
||||
score += gameRatio * 50
|
||||
|
||||
// Bonus for including must-see games
|
||||
let mustSeeIncluded = trip.stops.flatMap { $0.games }
|
||||
.filter { request.preferences.mustSeeGameIds.contains($0) }
|
||||
.count
|
||||
let mustSeeRatio = Double(mustSeeIncluded) / Double(max(1, request.preferences.mustSeeGameIds.count))
|
||||
score += mustSeeRatio * 30
|
||||
|
||||
// Bonus for sport variety
|
||||
let sportsAttended = Set(request.availableGames
|
||||
.filter { trip.stops.flatMap { $0.games }.contains($0.id) }
|
||||
.map { $0.sport }
|
||||
)
|
||||
let varietyBonus = Double(sportsAttended.count) / Double(max(1, request.preferences.sports.count)) * 20
|
||||
score += varietyBonus
|
||||
|
||||
return min(100, score)
|
||||
}
|
||||
|
||||
// MARK: - Route Efficiency Score
|
||||
|
||||
private func calculateRouteEfficiencyScore(trip: Trip, request: PlanningRequest) -> Double {
|
||||
guard let startLocation = request.preferences.startLocation,
|
||||
let endLocation = request.preferences.endLocation,
|
||||
let startCoord = startLocation.coordinate,
|
||||
let endCoord = endLocation.coordinate else {
|
||||
return 50.0
|
||||
}
|
||||
|
||||
// Calculate direct distance
|
||||
let directDistance = CLLocation(latitude: startCoord.latitude, longitude: startCoord.longitude)
|
||||
.distance(from: CLLocation(latitude: endCoord.latitude, longitude: endCoord.longitude))
|
||||
|
||||
guard trip.totalDistanceMeters > 0, directDistance > 0 else {
|
||||
return 50.0
|
||||
}
|
||||
|
||||
// Efficiency ratio (direct / actual)
|
||||
let efficiency = directDistance / trip.totalDistanceMeters
|
||||
|
||||
// Score: 100 for perfect efficiency, lower for longer routes
|
||||
// Allow up to 3x direct distance before score drops significantly
|
||||
let normalizedEfficiency = min(1.0, efficiency * 2)
|
||||
|
||||
return normalizedEfficiency * 100
|
||||
}
|
||||
|
||||
// MARK: - Leisure Balance Score
|
||||
|
||||
private func calculateLeisureBalanceScore(trip: Trip, request: PlanningRequest) -> Double {
|
||||
let leisureLevel = request.preferences.leisureLevel
|
||||
var score: Double = 100
|
||||
|
||||
// Check average driving hours
|
||||
let avgDrivingHours = trip.averageDrivingHoursPerDay
|
||||
let targetDrivingHours: Double = switch leisureLevel {
|
||||
case .packed: 8.0
|
||||
case .moderate: 6.0
|
||||
case .relaxed: 4.0
|
||||
}
|
||||
|
||||
if avgDrivingHours > targetDrivingHours {
|
||||
let excess = avgDrivingHours - targetDrivingHours
|
||||
score -= excess * 10
|
||||
}
|
||||
|
||||
// Check rest day ratio
|
||||
let restDays = trip.stops.filter { $0.isRestDay }.count
|
||||
let targetRestRatio = leisureLevel.restDaysPerWeek / 7.0
|
||||
let actualRestRatio = Double(restDays) / Double(max(1, trip.tripDuration))
|
||||
|
||||
let restDifference = abs(actualRestRatio - targetRestRatio)
|
||||
score -= restDifference * 50
|
||||
|
||||
// Check games per day vs target
|
||||
let gamesPerDay = Double(trip.totalGames) / Double(max(1, trip.tripDuration))
|
||||
let targetGamesPerDay = Double(leisureLevel.maxGamesPerWeek) / 7.0
|
||||
|
||||
if gamesPerDay > targetGamesPerDay {
|
||||
let excess = gamesPerDay - targetGamesPerDay
|
||||
score -= excess * 20
|
||||
}
|
||||
|
||||
return max(0, min(100, score))
|
||||
}
|
||||
|
||||
// MARK: - Preference Alignment Score
|
||||
|
||||
private func calculatePreferenceAlignmentScore(trip: Trip, request: PlanningRequest) -> Double {
|
||||
var score: Double = 100
|
||||
|
||||
// Check if must-stop locations are visited
|
||||
let visitedCities = Set(trip.stops.map { $0.city.lowercased() })
|
||||
for location in request.preferences.mustStopLocations {
|
||||
if !visitedCities.contains(location.name.lowercased()) {
|
||||
score -= 15
|
||||
}
|
||||
}
|
||||
|
||||
// Bonus for preferred cities
|
||||
for city in request.preferences.preferredCities {
|
||||
if visitedCities.contains(city.lowercased()) {
|
||||
score += 5
|
||||
}
|
||||
}
|
||||
|
||||
// Check EV charging if needed
|
||||
if request.preferences.needsEVCharging {
|
||||
let hasEVStops = trip.travelSegments.contains { !$0.evChargingStops.isEmpty }
|
||||
if !hasEVStops && trip.travelSegments.contains(where: { $0.distanceMiles > 200 }) {
|
||||
score -= 20 // Long drive without EV stops
|
||||
}
|
||||
}
|
||||
|
||||
// Check lodging type alignment
|
||||
let lodgingMatches = trip.stops.filter { stop in
|
||||
stop.lodging?.type == request.preferences.lodgingType
|
||||
}.count
|
||||
let lodgingRatio = Double(lodgingMatches) / Double(max(1, trip.stops.count))
|
||||
score = score * (0.5 + lodgingRatio * 0.5)
|
||||
|
||||
// Check if within stop limit
|
||||
if let maxStops = request.preferences.numberOfStops {
|
||||
if trip.stops.count > maxStops {
|
||||
score -= Double(trip.stops.count - maxStops) * 10
|
||||
}
|
||||
}
|
||||
|
||||
return max(0, min(100, score))
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - CoreML Integration (Placeholder)
|
||||
|
||||
extension TripScorer {
|
||||
|
||||
/// Score using CoreML model if available
|
||||
func scoreWithML(trip: Trip, request: PlanningRequest) -> Trip {
|
||||
// In production, this would use a CoreML model for personalized scoring
|
||||
// For now, fall back to rule-based scoring
|
||||
return score(trip: trip, request: request)
|
||||
}
|
||||
}
|
||||
|
||||
import CoreLocation
|
||||
@@ -1,127 +0,0 @@
|
||||
//
|
||||
// DateRangeValidator.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
/// Validates that all games fall within the specified date range.
|
||||
/// Priority 1 in the rule hierarchy - checked first before any other constraints.
|
||||
struct DateRangeValidator {
|
||||
|
||||
// MARK: - Validation Result
|
||||
|
||||
struct ValidationResult {
|
||||
let isValid: Bool
|
||||
let violations: [ConstraintViolation]
|
||||
let gamesOutsideRange: [UUID]
|
||||
|
||||
static let valid = ValidationResult(isValid: true, violations: [], gamesOutsideRange: [])
|
||||
|
||||
static func invalid(games: [UUID]) -> ValidationResult {
|
||||
let violations = games.map { gameId in
|
||||
ConstraintViolation(
|
||||
type: .dateRange,
|
||||
description: "Game \(gameId.uuidString.prefix(8)) falls outside the specified date range",
|
||||
severity: .error
|
||||
)
|
||||
}
|
||||
return ValidationResult(isValid: false, violations: violations, gamesOutsideRange: games)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Validation
|
||||
|
||||
/// Validates that ALL selected games (must-see games) fall within the date range.
|
||||
/// This is a HARD constraint - if any selected game is outside the range, planning fails.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - mustSeeGameIds: Set of game IDs that MUST be included in the trip
|
||||
/// - allGames: All available games to check against
|
||||
/// - startDate: Start of the valid date range (inclusive)
|
||||
/// - endDate: End of the valid date range (inclusive)
|
||||
/// - Returns: ValidationResult indicating success or failure with specific violations
|
||||
func validate(
|
||||
mustSeeGameIds: Set<UUID>,
|
||||
allGames: [Game],
|
||||
startDate: Date,
|
||||
endDate: Date
|
||||
) -> ValidationResult {
|
||||
// If no must-see games, validation passes
|
||||
guard !mustSeeGameIds.isEmpty else {
|
||||
return .valid
|
||||
}
|
||||
|
||||
// Find all must-see games that fall outside the range
|
||||
let gamesOutsideRange = allGames
|
||||
.filter { mustSeeGameIds.contains($0.id) }
|
||||
.filter { game in
|
||||
game.dateTime < startDate || game.dateTime > endDate
|
||||
}
|
||||
.map { $0.id }
|
||||
|
||||
if gamesOutsideRange.isEmpty {
|
||||
return .valid
|
||||
} else {
|
||||
return .invalid(games: gamesOutsideRange)
|
||||
}
|
||||
}
|
||||
|
||||
/// Validates games for Scenario B (Selected Games mode).
|
||||
/// ALL selected games MUST be within the date range - no exceptions.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - request: The planning request containing preferences and games
|
||||
/// - Returns: ValidationResult with explicit failure if any selected game is out of range
|
||||
func validateForScenarioB(_ request: PlanningRequest) -> ValidationResult {
|
||||
return validate(
|
||||
mustSeeGameIds: request.preferences.mustSeeGameIds,
|
||||
allGames: request.availableGames,
|
||||
startDate: request.preferences.startDate,
|
||||
endDate: request.preferences.endDate
|
||||
)
|
||||
}
|
||||
|
||||
/// Checks if there are any games available within the date range.
|
||||
/// Used to determine if planning can proceed at all.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - games: All available games
|
||||
/// - startDate: Start of the valid date range
|
||||
/// - endDate: End of the valid date range
|
||||
/// - sports: Sports to filter by
|
||||
/// - Returns: True if at least one game exists in the range
|
||||
func hasGamesInRange(
|
||||
games: [Game],
|
||||
startDate: Date,
|
||||
endDate: Date,
|
||||
sports: Set<Sport>
|
||||
) -> Bool {
|
||||
games.contains { game in
|
||||
game.dateTime >= startDate &&
|
||||
game.dateTime <= endDate &&
|
||||
sports.contains(game.sport)
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns all games that fall within the specified date range.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - games: All available games
|
||||
/// - startDate: Start of the valid date range
|
||||
/// - endDate: End of the valid date range
|
||||
/// - sports: Sports to filter by
|
||||
/// - Returns: Array of games within the range
|
||||
func gamesInRange(
|
||||
games: [Game],
|
||||
startDate: Date,
|
||||
endDate: Date,
|
||||
sports: Set<Sport>
|
||||
) -> [Game] {
|
||||
games.filter { game in
|
||||
game.dateTime >= startDate &&
|
||||
game.dateTime <= endDate &&
|
||||
sports.contains(game.sport)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,200 +0,0 @@
|
||||
//
|
||||
// DrivingFeasibilityValidator.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
/// Validates driving feasibility based on daily hour limits.
|
||||
/// Priority 4 in the rule hierarchy.
|
||||
///
|
||||
/// A route is valid ONLY IF:
|
||||
/// - Daily driving time ≤ maxDailyDrivingHours for EVERY day
|
||||
/// - Games are reachable between scheduled times
|
||||
struct DrivingFeasibilityValidator {
|
||||
|
||||
// MARK: - Validation Result
|
||||
|
||||
struct ValidationResult {
|
||||
let isValid: Bool
|
||||
let violations: [ConstraintViolation]
|
||||
let failedSegment: SegmentFailure?
|
||||
|
||||
static let valid = ValidationResult(isValid: true, violations: [], failedSegment: nil)
|
||||
|
||||
static func drivingExceeded(
|
||||
segment: String,
|
||||
requiredHours: Double,
|
||||
limitHours: Double
|
||||
) -> ValidationResult {
|
||||
let violation = ConstraintViolation(
|
||||
type: .drivingTime,
|
||||
description: "\(segment) requires \(String(format: "%.1f", requiredHours)) hours driving (limit: \(String(format: "%.1f", limitHours)) hours)",
|
||||
severity: .error
|
||||
)
|
||||
let failure = SegmentFailure(
|
||||
segmentDescription: segment,
|
||||
requiredHours: requiredHours,
|
||||
limitHours: limitHours
|
||||
)
|
||||
return ValidationResult(isValid: false, violations: [violation], failedSegment: failure)
|
||||
}
|
||||
|
||||
static func gameUnreachable(
|
||||
gameId: UUID,
|
||||
arrivalTime: Date,
|
||||
gameTime: Date
|
||||
) -> ValidationResult {
|
||||
let formatter = DateFormatter()
|
||||
formatter.dateStyle = .short
|
||||
formatter.timeStyle = .short
|
||||
let violation = ConstraintViolation(
|
||||
type: .gameReachability,
|
||||
description: "Cannot arrive (\(formatter.string(from: arrivalTime))) before game starts (\(formatter.string(from: gameTime)))",
|
||||
severity: .error
|
||||
)
|
||||
return ValidationResult(isValid: false, violations: [violation], failedSegment: nil)
|
||||
}
|
||||
}
|
||||
|
||||
struct SegmentFailure {
|
||||
let segmentDescription: String
|
||||
let requiredHours: Double
|
||||
let limitHours: Double
|
||||
}
|
||||
|
||||
// MARK: - Properties
|
||||
|
||||
let constraints: DrivingConstraints
|
||||
|
||||
// MARK: - Initialization
|
||||
|
||||
init(constraints: DrivingConstraints = .default) {
|
||||
self.constraints = constraints
|
||||
}
|
||||
|
||||
init(from preferences: TripPreferences) {
|
||||
self.constraints = DrivingConstraints(from: preferences)
|
||||
}
|
||||
|
||||
// MARK: - Validation
|
||||
|
||||
/// Validates that a single travel segment is feasible within daily driving limits.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - drivingHours: Required driving hours for this segment
|
||||
/// - origin: Description of the origin location
|
||||
/// - destination: Description of the destination location
|
||||
/// - Returns: ValidationResult indicating if the segment is feasible
|
||||
func validateSegment(
|
||||
drivingHours: Double,
|
||||
origin: String,
|
||||
destination: String
|
||||
) -> ValidationResult {
|
||||
let maxDaily = constraints.maxDailyDrivingHours
|
||||
|
||||
// A segment is valid if it can be completed in one day OR
|
||||
// can be split across multiple days with overnight stops
|
||||
if drivingHours <= maxDaily {
|
||||
return .valid
|
||||
}
|
||||
|
||||
// Check if it can be reasonably split across multiple days
|
||||
// We allow up to 2 driving days for a single segment
|
||||
let maxTwoDayDriving = maxDaily * 2
|
||||
if drivingHours <= maxTwoDayDriving {
|
||||
return .valid
|
||||
}
|
||||
|
||||
// Segment requires more than 2 days of driving - too long
|
||||
return .drivingExceeded(
|
||||
segment: "\(origin) → \(destination)",
|
||||
requiredHours: drivingHours,
|
||||
limitHours: maxDaily
|
||||
)
|
||||
}
|
||||
|
||||
/// Validates that a game can be reached in time given departure time and driving duration.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - gameId: ID of the game to reach
|
||||
/// - gameTime: When the game starts
|
||||
/// - departureTime: When we leave the previous stop
|
||||
/// - drivingHours: Hours of driving required
|
||||
/// - bufferHours: Buffer time needed before game (default 1 hour for parking, etc.)
|
||||
/// - Returns: ValidationResult indicating if we can reach the game in time
|
||||
func validateGameReachability(
|
||||
gameId: UUID,
|
||||
gameTime: Date,
|
||||
departureTime: Date,
|
||||
drivingHours: Double,
|
||||
bufferHours: Double = 1.0
|
||||
) -> ValidationResult {
|
||||
// Calculate arrival time
|
||||
let drivingSeconds = drivingHours * 3600
|
||||
let bufferSeconds = bufferHours * 3600
|
||||
let arrivalTime = departureTime.addingTimeInterval(drivingSeconds)
|
||||
let requiredArrivalTime = gameTime.addingTimeInterval(-bufferSeconds)
|
||||
|
||||
if arrivalTime <= requiredArrivalTime {
|
||||
return .valid
|
||||
} else {
|
||||
return .gameUnreachable(
|
||||
gameId: gameId,
|
||||
arrivalTime: arrivalTime,
|
||||
gameTime: gameTime
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/// Validates an entire itinerary's travel segments for driving feasibility.
|
||||
///
|
||||
/// - Parameter segments: Array of travel segments to validate
|
||||
/// - Returns: ValidationResult with first failure found, or valid if all pass
|
||||
func validateItinerary(segments: [TravelSegment]) -> ValidationResult {
|
||||
for segment in segments {
|
||||
let result = validateSegment(
|
||||
drivingHours: segment.estimatedDrivingHours,
|
||||
origin: segment.fromLocation.name,
|
||||
destination: segment.toLocation.name
|
||||
)
|
||||
if !result.isValid {
|
||||
return result
|
||||
}
|
||||
}
|
||||
return .valid
|
||||
}
|
||||
|
||||
/// Calculates how many travel days are needed for a given driving distance.
|
||||
///
|
||||
/// - Parameter drivingHours: Total hours of driving required
|
||||
/// - Returns: Number of calendar days the travel will span
|
||||
func travelDaysRequired(for drivingHours: Double) -> Int {
|
||||
let maxDaily = constraints.maxDailyDrivingHours
|
||||
if drivingHours <= maxDaily {
|
||||
return 1
|
||||
}
|
||||
return Int(ceil(drivingHours / maxDaily))
|
||||
}
|
||||
|
||||
/// Determines if an overnight stop is needed between two points.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - drivingHours: Hours of driving between points
|
||||
/// - departureTime: When we plan to leave
|
||||
/// - Returns: True if an overnight stop is recommended
|
||||
func needsOvernightStop(drivingHours: Double, departureTime: Date) -> Bool {
|
||||
// If driving exceeds daily limit, we need an overnight
|
||||
if drivingHours > constraints.maxDailyDrivingHours {
|
||||
return true
|
||||
}
|
||||
|
||||
// Also check if arrival would be unreasonably late
|
||||
let arrivalTime = departureTime.addingTimeInterval(drivingHours * 3600)
|
||||
let calendar = Calendar.current
|
||||
let arrivalHour = calendar.component(.hour, from: arrivalTime)
|
||||
|
||||
// Arriving after 11 PM suggests we should have stopped
|
||||
return arrivalHour >= 23
|
||||
}
|
||||
}
|
||||
@@ -1,229 +0,0 @@
|
||||
//
|
||||
// GeographicSanityChecker.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
/// Validates geographic sanity of routes - no zig-zagging or excessive backtracking.
|
||||
/// Priority 5 in the rule hierarchy.
|
||||
///
|
||||
/// For Scenario C (directional routes with start+end):
|
||||
/// - Route MUST make net progress toward the end location
|
||||
/// - Temporary increases in distance are allowed only if minor and followed by progress
|
||||
/// - Large backtracking or oscillation is prohibited
|
||||
///
|
||||
/// For all scenarios:
|
||||
/// - Detects obvious zig-zag patterns (e.g., Chicago → Dallas → San Diego → Minnesota → NY)
|
||||
struct GeographicSanityChecker {
|
||||
|
||||
// MARK: - Validation Result
|
||||
|
||||
struct ValidationResult {
|
||||
let isValid: Bool
|
||||
let violations: [ConstraintViolation]
|
||||
let backtrackingDetails: BacktrackingInfo?
|
||||
|
||||
static let valid = ValidationResult(isValid: true, violations: [], backtrackingDetails: nil)
|
||||
|
||||
static func backtracking(info: BacktrackingInfo) -> ValidationResult {
|
||||
let violation = ConstraintViolation(
|
||||
type: .geographicSanity,
|
||||
description: info.description,
|
||||
severity: .error
|
||||
)
|
||||
return ValidationResult(isValid: false, violations: [violation], backtrackingDetails: info)
|
||||
}
|
||||
}
|
||||
|
||||
struct BacktrackingInfo {
|
||||
let fromCity: String
|
||||
let toCity: String
|
||||
let distanceIncreasePercent: Double
|
||||
let description: String
|
||||
|
||||
init(fromCity: String, toCity: String, distanceIncreasePercent: Double) {
|
||||
self.fromCity = fromCity
|
||||
self.toCity = toCity
|
||||
self.distanceIncreasePercent = distanceIncreasePercent
|
||||
self.description = "Route backtracks from \(fromCity) to \(toCity) (distance to destination increased by \(String(format: "%.0f", distanceIncreasePercent))%)"
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Configuration
|
||||
|
||||
/// Maximum allowed distance increase before flagging as backtracking (percentage)
|
||||
private let maxAllowedDistanceIncrease: Double = 0.15 // 15%
|
||||
|
||||
/// Number of consecutive distance increases before flagging as zig-zag
|
||||
private let maxConsecutiveIncreases: Int = 2
|
||||
|
||||
// MARK: - Scenario C: Directional Route Validation
|
||||
|
||||
/// Validates that a route makes monotonic progress toward the end location.
|
||||
/// This is the primary validation for Scenario C (start + end location).
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - stops: Ordered array of stops in the route
|
||||
/// - endCoordinate: The target destination coordinate
|
||||
/// - Returns: ValidationResult indicating if route has valid directional progress
|
||||
func validateDirectionalProgress(
|
||||
stops: [ItineraryStop],
|
||||
endCoordinate: CLLocationCoordinate2D
|
||||
) -> ValidationResult {
|
||||
guard stops.count >= 2 else {
|
||||
return .valid // Single stop or empty route is trivially valid
|
||||
}
|
||||
|
||||
var consecutiveIncreases = 0
|
||||
var previousDistance: CLLocationDistance?
|
||||
var previousCity: String?
|
||||
|
||||
for stop in stops {
|
||||
guard let coordinate = stop.coordinate else { continue }
|
||||
|
||||
let currentDistance = distance(from: coordinate, to: endCoordinate)
|
||||
|
||||
if let prevDist = previousDistance, let prevCity = previousCity {
|
||||
if currentDistance > prevDist {
|
||||
// Distance to end increased - potential backtracking
|
||||
let increasePercent = (currentDistance - prevDist) / prevDist
|
||||
consecutiveIncreases += 1
|
||||
|
||||
// Check if this increase is too large
|
||||
if increasePercent > maxAllowedDistanceIncrease {
|
||||
return .backtracking(info: BacktrackingInfo(
|
||||
fromCity: prevCity,
|
||||
toCity: stop.city,
|
||||
distanceIncreasePercent: increasePercent * 100
|
||||
))
|
||||
}
|
||||
|
||||
// Check for oscillation (too many consecutive increases)
|
||||
if consecutiveIncreases >= maxConsecutiveIncreases {
|
||||
return .backtracking(info: BacktrackingInfo(
|
||||
fromCity: prevCity,
|
||||
toCity: stop.city,
|
||||
distanceIncreasePercent: increasePercent * 100
|
||||
))
|
||||
}
|
||||
} else {
|
||||
// Making progress - reset counter
|
||||
consecutiveIncreases = 0
|
||||
}
|
||||
}
|
||||
|
||||
previousDistance = currentDistance
|
||||
previousCity = stop.city
|
||||
}
|
||||
|
||||
return .valid
|
||||
}
|
||||
|
||||
// MARK: - General Geographic Sanity
|
||||
|
||||
/// Validates that a route doesn't have obvious zig-zag patterns.
|
||||
/// Uses compass bearing analysis to detect direction reversals.
|
||||
///
|
||||
/// - Parameter stops: Ordered array of stops in the route
|
||||
/// - Returns: ValidationResult indicating if route is geographically sane
|
||||
func validateNoZigZag(stops: [ItineraryStop]) -> ValidationResult {
|
||||
guard stops.count >= 3 else {
|
||||
return .valid // Need at least 3 stops to detect zig-zag
|
||||
}
|
||||
|
||||
var bearingReversals = 0
|
||||
var previousBearing: Double?
|
||||
|
||||
for i in 0..<(stops.count - 1) {
|
||||
guard let from = stops[i].coordinate,
|
||||
let to = stops[i + 1].coordinate else { continue }
|
||||
|
||||
let currentBearing = bearing(from: from, to: to)
|
||||
|
||||
if let prevBearing = previousBearing {
|
||||
// Check if we've reversed direction (>90 degree change)
|
||||
let bearingChange = abs(normalizedBearingDifference(prevBearing, currentBearing))
|
||||
if bearingChange > 90 {
|
||||
bearingReversals += 1
|
||||
}
|
||||
}
|
||||
|
||||
previousBearing = currentBearing
|
||||
}
|
||||
|
||||
// Allow at most one major direction change (e.g., going east then north is fine)
|
||||
// But multiple reversals indicate zig-zagging
|
||||
if bearingReversals > 1 {
|
||||
return .backtracking(info: BacktrackingInfo(
|
||||
fromCity: stops.first?.city ?? "Start",
|
||||
toCity: stops.last?.city ?? "End",
|
||||
distanceIncreasePercent: Double(bearingReversals) * 30 // Rough estimate
|
||||
))
|
||||
}
|
||||
|
||||
return .valid
|
||||
}
|
||||
|
||||
/// Validates a complete route for both directional progress (if end is specified)
|
||||
/// and general geographic sanity.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - stops: Ordered array of stops
|
||||
/// - endCoordinate: Optional end coordinate for directional validation
|
||||
/// - Returns: Combined validation result
|
||||
func validate(
|
||||
stops: [ItineraryStop],
|
||||
endCoordinate: CLLocationCoordinate2D?
|
||||
) -> ValidationResult {
|
||||
// If we have an end coordinate, validate directional progress
|
||||
if let end = endCoordinate {
|
||||
let directionalResult = validateDirectionalProgress(stops: stops, endCoordinate: end)
|
||||
if !directionalResult.isValid {
|
||||
return directionalResult
|
||||
}
|
||||
}
|
||||
|
||||
// Always check for zig-zag patterns
|
||||
return validateNoZigZag(stops: stops)
|
||||
}
|
||||
|
||||
// MARK: - Helper Methods
|
||||
|
||||
/// Calculates distance between two coordinates in meters.
|
||||
private func distance(
|
||||
from: CLLocationCoordinate2D,
|
||||
to: CLLocationCoordinate2D
|
||||
) -> CLLocationDistance {
|
||||
let fromLocation = CLLocation(latitude: from.latitude, longitude: from.longitude)
|
||||
let toLocation = CLLocation(latitude: to.latitude, longitude: to.longitude)
|
||||
return fromLocation.distance(from: toLocation)
|
||||
}
|
||||
|
||||
/// Calculates bearing (direction) from one coordinate to another in degrees.
|
||||
private func bearing(
|
||||
from: CLLocationCoordinate2D,
|
||||
to: CLLocationCoordinate2D
|
||||
) -> Double {
|
||||
let lat1 = from.latitude * .pi / 180
|
||||
let lat2 = to.latitude * .pi / 180
|
||||
let dLon = (to.longitude - from.longitude) * .pi / 180
|
||||
|
||||
let y = sin(dLon) * cos(lat2)
|
||||
let x = cos(lat1) * sin(lat2) - sin(lat1) * cos(lat2) * cos(dLon)
|
||||
|
||||
var bearing = atan2(y, x) * 180 / .pi
|
||||
bearing = (bearing + 360).truncatingRemainder(dividingBy: 360)
|
||||
|
||||
return bearing
|
||||
}
|
||||
|
||||
/// Calculates the normalized difference between two bearings (-180 to 180).
|
||||
private func normalizedBearingDifference(_ bearing1: Double, _ bearing2: Double) -> Double {
|
||||
var diff = bearing2 - bearing1
|
||||
while diff > 180 { diff -= 360 }
|
||||
while diff < -180 { diff += 360 }
|
||||
return diff
|
||||
}
|
||||
}
|
||||
@@ -1,253 +0,0 @@
|
||||
//
|
||||
// MustStopValidator.swift
|
||||
// SportsTime
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
/// Validates that must-stop locations are reachable by the route.
|
||||
/// Priority 6 in the rule hierarchy (lowest priority).
|
||||
///
|
||||
/// A route "passes" a must-stop location if:
|
||||
/// - Any travel segment comes within the proximity threshold (default 25 miles)
|
||||
/// - The must-stop does NOT require a separate overnight stay
|
||||
struct MustStopValidator {
|
||||
|
||||
// MARK: - Validation Result
|
||||
|
||||
struct ValidationResult {
|
||||
let isValid: Bool
|
||||
let violations: [ConstraintViolation]
|
||||
let unreachableLocations: [String]
|
||||
|
||||
static let valid = ValidationResult(isValid: true, violations: [], unreachableLocations: [])
|
||||
|
||||
static func unreachable(locations: [String]) -> ValidationResult {
|
||||
let violations = locations.map { location in
|
||||
ConstraintViolation(
|
||||
type: .mustStop,
|
||||
description: "Required stop '\(location)' is not reachable within \(Int(MustStopConfig.defaultProximityMiles)) miles of any route segment",
|
||||
severity: .error
|
||||
)
|
||||
}
|
||||
return ValidationResult(isValid: false, violations: violations, unreachableLocations: locations)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Properties
|
||||
|
||||
let config: MustStopConfig
|
||||
|
||||
// MARK: - Initialization
|
||||
|
||||
init(config: MustStopConfig = MustStopConfig()) {
|
||||
self.config = config
|
||||
}
|
||||
|
||||
// MARK: - Validation
|
||||
|
||||
/// Validates that all must-stop locations can be reached by the route.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - mustStopLocations: Array of locations that must be visited/passed
|
||||
/// - stops: The planned stops in the itinerary
|
||||
/// - segments: The travel segments between stops
|
||||
/// - Returns: ValidationResult indicating if all must-stops are reachable
|
||||
func validate(
|
||||
mustStopLocations: [LocationInput],
|
||||
stops: [ItineraryStop],
|
||||
segments: [TravelSegment]
|
||||
) -> ValidationResult {
|
||||
guard !mustStopLocations.isEmpty else {
|
||||
return .valid
|
||||
}
|
||||
|
||||
var unreachable: [String] = []
|
||||
|
||||
for mustStop in mustStopLocations {
|
||||
if !isReachable(mustStop: mustStop, stops: stops, segments: segments) {
|
||||
unreachable.append(mustStop.name)
|
||||
}
|
||||
}
|
||||
|
||||
if unreachable.isEmpty {
|
||||
return .valid
|
||||
} else {
|
||||
return .unreachable(locations: unreachable)
|
||||
}
|
||||
}
|
||||
|
||||
/// Validates must-stop locations from a planning request.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - request: The planning request with must-stop preferences
|
||||
/// - stops: The planned stops
|
||||
/// - segments: The travel segments
|
||||
/// - Returns: ValidationResult
|
||||
func validate(
|
||||
request: PlanningRequest,
|
||||
stops: [ItineraryStop],
|
||||
segments: [TravelSegment]
|
||||
) -> ValidationResult {
|
||||
return validate(
|
||||
mustStopLocations: request.preferences.mustStopLocations,
|
||||
stops: stops,
|
||||
segments: segments
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Reachability Check
|
||||
|
||||
/// Checks if a must-stop location is reachable by the route.
|
||||
/// A location is reachable if:
|
||||
/// 1. It's within proximity of any stop, OR
|
||||
/// 2. It's within proximity of any travel segment path
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - mustStop: The location to check
|
||||
/// - stops: Planned stops
|
||||
/// - segments: Travel segments
|
||||
/// - Returns: True if the location is reachable
|
||||
private func isReachable(
|
||||
mustStop: LocationInput,
|
||||
stops: [ItineraryStop],
|
||||
segments: [TravelSegment]
|
||||
) -> Bool {
|
||||
guard let mustStopCoord = mustStop.coordinate else {
|
||||
// If we don't have coordinates, we can't validate - assume reachable
|
||||
return true
|
||||
}
|
||||
|
||||
// Check if any stop is within proximity
|
||||
for stop in stops {
|
||||
if let stopCoord = stop.coordinate {
|
||||
let distance = distanceInMiles(from: mustStopCoord, to: stopCoord)
|
||||
if distance <= config.proximityMiles {
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if any segment passes within proximity
|
||||
for segment in segments {
|
||||
if isNearSegment(point: mustStopCoord, segment: segment) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
/// Checks if a point is near a travel segment.
|
||||
/// Uses perpendicular distance to the segment line.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - point: The point to check
|
||||
/// - segment: The travel segment
|
||||
/// - Returns: True if within proximity
|
||||
private func isNearSegment(
|
||||
point: CLLocationCoordinate2D,
|
||||
segment: TravelSegment
|
||||
) -> Bool {
|
||||
guard let originCoord = segment.fromLocation.coordinate,
|
||||
let destCoord = segment.toLocation.coordinate else {
|
||||
return false
|
||||
}
|
||||
|
||||
// Calculate perpendicular distance from point to segment
|
||||
let distance = perpendicularDistance(
|
||||
point: point,
|
||||
lineStart: originCoord,
|
||||
lineEnd: destCoord
|
||||
)
|
||||
|
||||
return distance <= config.proximityMiles
|
||||
}
|
||||
|
||||
/// Calculates the minimum distance from a point to a line segment in miles.
|
||||
/// Uses the perpendicular distance if the projection falls on the segment,
|
||||
/// otherwise uses the distance to the nearest endpoint.
|
||||
private func perpendicularDistance(
|
||||
point: CLLocationCoordinate2D,
|
||||
lineStart: CLLocationCoordinate2D,
|
||||
lineEnd: CLLocationCoordinate2D
|
||||
) -> Double {
|
||||
let pointLoc = CLLocation(latitude: point.latitude, longitude: point.longitude)
|
||||
let startLoc = CLLocation(latitude: lineStart.latitude, longitude: lineStart.longitude)
|
||||
let endLoc = CLLocation(latitude: lineEnd.latitude, longitude: lineEnd.longitude)
|
||||
|
||||
let lineLength = startLoc.distance(from: endLoc)
|
||||
|
||||
// Handle degenerate case where start == end
|
||||
if lineLength < 1 {
|
||||
return pointLoc.distance(from: startLoc) / 1609.34 // meters to miles
|
||||
}
|
||||
|
||||
// Calculate projection parameter t
|
||||
// t = ((P - A) · (B - A)) / |B - A|²
|
||||
let dx = endLoc.coordinate.longitude - startLoc.coordinate.longitude
|
||||
let dy = endLoc.coordinate.latitude - startLoc.coordinate.latitude
|
||||
let px = point.longitude - lineStart.longitude
|
||||
let py = point.latitude - lineStart.latitude
|
||||
|
||||
let t = max(0, min(1, (px * dx + py * dy) / (dx * dx + dy * dy)))
|
||||
|
||||
// Calculate closest point on segment
|
||||
let closestLat = lineStart.latitude + t * dy
|
||||
let closestLon = lineStart.longitude + t * dx
|
||||
let closestLoc = CLLocation(latitude: closestLat, longitude: closestLon)
|
||||
|
||||
// Return distance in miles
|
||||
return pointLoc.distance(from: closestLoc) / 1609.34
|
||||
}
|
||||
|
||||
/// Calculates distance between two coordinates in miles.
|
||||
private func distanceInMiles(
|
||||
from: CLLocationCoordinate2D,
|
||||
to: CLLocationCoordinate2D
|
||||
) -> Double {
|
||||
let fromLoc = CLLocation(latitude: from.latitude, longitude: from.longitude)
|
||||
let toLoc = CLLocation(latitude: to.latitude, longitude: to.longitude)
|
||||
return fromLoc.distance(from: toLoc) / 1609.34 // meters to miles
|
||||
}
|
||||
|
||||
// MARK: - Route Modification
|
||||
|
||||
/// Finds the best position to insert a must-stop location into an itinerary.
|
||||
/// Used when we need to add an explicit stop for a must-stop location.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - mustStop: The location to insert
|
||||
/// - stops: Current stops in order
|
||||
/// - Returns: The index where the stop should be inserted (1-based, between existing stops)
|
||||
func bestInsertionIndex(
|
||||
for mustStop: LocationInput,
|
||||
in stops: [ItineraryStop]
|
||||
) -> Int {
|
||||
guard let mustStopCoord = mustStop.coordinate, stops.count >= 2 else {
|
||||
return 1 // Insert after first stop
|
||||
}
|
||||
|
||||
var bestIndex = 1
|
||||
var minDetour = Double.greatestFiniteMagnitude
|
||||
|
||||
for i in 0..<(stops.count - 1) {
|
||||
guard let fromCoord = stops[i].coordinate,
|
||||
let toCoord = stops[i + 1].coordinate else { continue }
|
||||
|
||||
// Calculate detour: (from→mustStop + mustStop→to) - (from→to)
|
||||
let direct = distanceInMiles(from: fromCoord, to: toCoord)
|
||||
let via = distanceInMiles(from: fromCoord, to: mustStopCoord) +
|
||||
distanceInMiles(from: mustStopCoord, to: toCoord)
|
||||
let detour = via - direct
|
||||
|
||||
if detour < minDetour {
|
||||
minDetour = detour
|
||||
bestIndex = i + 1
|
||||
}
|
||||
}
|
||||
|
||||
return bestIndex
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user