Add region-based filtering and route length diversity
- Add RegionMapSelector UI for geographic trip filtering (East/Central/West) - Add RouteFilters module for allowRepeatCities preference - Improve GameDAGRouter to preserve route length diversity - Routes now grouped by city count before scoring - Ensures 2-city trips appear alongside longer trips - Increased beam width and max options for better coverage - Add TripOptionsView filters (max cities slider, pace filter) - Remove TravelStyle section from trip creation (replaced by region selector) - Clean up debug logging from DataProvider and ScenarioAPlanner 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -7,7 +7,7 @@
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import Foundation
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enum Region: String, CaseIterable, Identifiable {
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enum Region: String, CaseIterable, Identifiable, Codable, Hashable {
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case east = "East Coast"
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case central = "Central"
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case west = "West Coast"
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@@ -227,7 +227,8 @@ struct TripPreferences: Codable, Hashable {
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var lodgingType: LodgingType
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var numberOfDrivers: Int
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var maxDrivingHoursPerDriver: Double?
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var maxTripOptions: Int
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var allowRepeatCities: Bool
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var selectedRegions: Set<Region>
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init(
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planningMode: PlanningMode = .dateRange,
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@@ -248,7 +249,8 @@ struct TripPreferences: Codable, Hashable {
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lodgingType: LodgingType = .hotel,
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numberOfDrivers: Int = 1,
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maxDrivingHoursPerDriver: Double? = nil,
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maxTripOptions: Int = 10
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allowRepeatCities: Bool = true,
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selectedRegions: Set<Region> = [.east, .central, .west]
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) {
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self.planningMode = planningMode
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self.startLocation = startLocation
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@@ -268,7 +270,8 @@ struct TripPreferences: Codable, Hashable {
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self.lodgingType = lodgingType
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self.numberOfDrivers = numberOfDrivers
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self.maxDrivingHoursPerDriver = maxDrivingHoursPerDriver
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self.maxTripOptions = maxTripOptions
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self.allowRepeatCities = allowRepeatCities
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self.selectedRegions = selectedRegions
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}
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var totalDriverHoursPerDay: Double {
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@@ -156,7 +156,7 @@ final class AppDataProvider: ObservableObject {
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let canonicalGames = try context.fetch(descriptor)
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// Filter by sport and convert to domain models
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return canonicalGames.compactMap { canonical -> Game? in
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let result = canonicalGames.compactMap { canonical -> Game? in
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guard sportStrings.contains(canonical.sport) else { return nil }
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let homeTeamUUID = canonicalTeamUUIDs[canonical.homeTeamCanonicalId] ?? UUID()
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@@ -169,6 +169,8 @@ final class AppDataProvider: ObservableObject {
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stadiumUUID: stadiumUUID
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)
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}
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return result
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}
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/// Fetch a single game by ID
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@@ -243,8 +243,7 @@ final class SuggestedTripsGenerator {
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sports: sports,
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startDate: tripStartDate,
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endDate: tripEndDate,
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leisureLevel: .moderate,
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maxTripOptions: 1
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leisureLevel: .moderate
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)
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let request = PlanningRequest(
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@@ -421,8 +420,7 @@ final class SuggestedTripsGenerator {
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sports: sports,
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startDate: tripStartDate,
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endDate: tripEndDate,
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leisureLevel: .moderate,
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maxTripOptions: 1
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leisureLevel: .moderate
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)
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// Generate travel segments between stops
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@@ -26,10 +26,6 @@ final class SettingsViewModel {
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didSet { savePreferences() }
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}
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var maxTripOptions: Int {
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didSet { savePreferences() }
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}
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// MARK: - Sync State
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private(set) var isSyncing = false
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@@ -61,9 +57,6 @@ final class SettingsViewModel {
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let savedDrivingHours = defaults.integer(forKey: "maxDrivingHoursPerDay")
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self.maxDrivingHoursPerDay = savedDrivingHours == 0 ? 8 : savedDrivingHours
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let savedMaxTripOptions = defaults.integer(forKey: "maxTripOptions")
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self.maxTripOptions = savedMaxTripOptions == 0 ? 10 : savedMaxTripOptions
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// Last sync
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self.lastSyncDate = defaults.object(forKey: "lastSyncDate") as? Date
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@@ -101,7 +94,6 @@ final class SettingsViewModel {
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selectedTheme = .teal
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selectedSports = Set(Sport.supported)
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maxDrivingHoursPerDay = 8
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maxTripOptions = 10
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}
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// MARK: - Persistence
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@@ -110,6 +102,5 @@ final class SettingsViewModel {
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let defaults = UserDefaults.standard
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defaults.set(selectedSports.map(\.rawValue), forKey: "selectedSports")
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defaults.set(maxDrivingHoursPerDay, forKey: "maxDrivingHoursPerDay")
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defaults.set(maxTripOptions, forKey: "maxTripOptions")
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}
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}
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@@ -141,22 +141,6 @@ struct SettingsView: View {
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)
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}
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VStack(alignment: .leading, spacing: 8) {
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HStack {
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Text("Trip Options to Show")
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Spacer()
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Text("\(viewModel.maxTripOptions)")
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.foregroundStyle(.secondary)
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}
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Slider(
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value: Binding(
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get: { Double(viewModel.maxTripOptions) },
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set: { viewModel.maxTripOptions = Int($0) }
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),
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in: 1...20,
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step: 1
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)
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}
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} header: {
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Text("Travel Preferences")
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} footer: {
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@@ -86,6 +86,10 @@ final class TripCreationViewModel {
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var numberOfDrivers: Int = 1
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var maxDrivingHoursPerDriver: Double = 8
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// Travel Preferences
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var allowRepeatCities: Bool = true
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var selectedRegions: Set<Region> = [.east, .central, .west]
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// MARK: - Dependencies
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private let planningEngine = TripPlanningEngine()
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@@ -273,10 +277,6 @@ final class TripCreationViewModel {
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await loadScheduleData()
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}
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// Read max trip options from settings (default 10)
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let savedMaxOptions = UserDefaults.standard.integer(forKey: "maxTripOptions")
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let maxTripOptions = savedMaxOptions > 0 ? min(20, savedMaxOptions) : 10
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// Build preferences
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let preferences = TripPreferences(
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planningMode: planningMode,
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@@ -297,7 +297,8 @@ final class TripCreationViewModel {
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lodgingType: lodgingType,
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numberOfDrivers: numberOfDrivers,
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maxDrivingHoursPerDriver: maxDrivingHoursPerDriver,
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maxTripOptions: maxTripOptions
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allowRepeatCities: allowRepeatCities,
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selectedRegions: selectedRegions
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)
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// Build planning request
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@@ -451,6 +452,17 @@ final class TripCreationViewModel {
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availableGames = []
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isLoadingGames = false
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currentPreferences = nil
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allowRepeatCities = true
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selectedRegions = [.east, .central, .west]
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}
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/// Toggles region selection. Any combination is allowed.
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func toggleRegion(_ region: Region) {
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if selectedRegions.contains(region) {
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selectedRegions.remove(region)
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} else {
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selectedRegions.insert(region)
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}
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}
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/// Select a specific itinerary option and navigate to its detail
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@@ -465,9 +477,6 @@ final class TripCreationViewModel {
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/// Convert an itinerary option to a Trip (public for use by TripOptionsView)
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func convertOptionToTrip(_ option: ItineraryOption) -> Trip {
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let savedMaxOptions = UserDefaults.standard.integer(forKey: "maxTripOptions")
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let maxOptions = savedMaxOptions > 0 ? min(20, savedMaxOptions) : 10
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let preferences = currentPreferences ?? TripPreferences(
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planningMode: planningMode,
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startLocation: nil,
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@@ -487,7 +496,8 @@ final class TripCreationViewModel {
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lodgingType: lodgingType,
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numberOfDrivers: numberOfDrivers,
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maxDrivingHoursPerDriver: maxDrivingHoursPerDriver,
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maxTripOptions: maxOptions
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allowRepeatCities: allowRepeatCities,
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selectedRegions: selectedRegions
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)
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return convertToTrip(option: option, preferences: preferences)
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}
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213
SportsTime/Features/Trip/Views/RegionMapSelector.swift
Normal file
213
SportsTime/Features/Trip/Views/RegionMapSelector.swift
Normal file
@@ -0,0 +1,213 @@
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//
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// RegionMapSelector.swift
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// SportsTime
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//
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// Interactive map for selecting travel regions.
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//
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import SwiftUI
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/// A map-based selector for choosing geographic regions.
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/// Shows North America with three selectable zones: West, Central, East.
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///
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/// Selection rules:
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/// - Can select: East, Central, West, East+Central, Central+West
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/// - Cannot select: East+West (must have Central between them)
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struct RegionMapSelector: View {
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@Binding var selectedRegions: Set<Region>
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let onToggle: (Region) -> Void
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@Environment(\.colorScheme) private var colorScheme
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var body: some View {
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VStack(spacing: Theme.Spacing.sm) {
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// Map with regions
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GeometryReader { geometry in
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ZStack {
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// Background map outline
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mapBackground
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// Selectable regions
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HStack(spacing: 0) {
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regionButton(.west)
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regionButton(.central)
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regionButton(.east)
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}
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}
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}
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.frame(height: 140)
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.clipShape(RoundedRectangle(cornerRadius: Theme.CornerRadius.medium))
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.overlay(
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RoundedRectangle(cornerRadius: Theme.CornerRadius.medium)
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.stroke(Theme.textMuted(colorScheme).opacity(0.5), lineWidth: 1)
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)
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// Legend
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selectionLegend
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}
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}
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// MARK: - Map Background
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private var mapBackground: some View {
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ZStack {
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// Simple gradient background representing land
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LinearGradient(
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colors: [
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Color.green.opacity(0.15),
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Color.green.opacity(0.1),
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Color.green.opacity(0.15)
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],
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startPoint: .leading,
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endPoint: .trailing
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)
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// Subtle grid lines for visual separation
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HStack(spacing: 0) {
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Color.clear
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.frame(maxWidth: .infinity)
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Rectangle()
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.fill(Theme.textMuted(colorScheme).opacity(0.3))
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.frame(width: 1)
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Color.clear
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.frame(maxWidth: .infinity)
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Rectangle()
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.fill(Theme.textMuted(colorScheme).opacity(0.3))
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.frame(width: 1)
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Color.clear
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.frame(maxWidth: .infinity)
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}
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}
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}
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// MARK: - Region Button
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private func regionButton(_ region: Region) -> some View {
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let isSelected = selectedRegions.contains(region)
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let isDisabled = isRegionDisabled(region)
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return Button {
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onToggle(region)
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} label: {
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VStack(spacing: Theme.Spacing.xs) {
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// Region icon
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Image(systemName: iconForRegion(region))
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.font(.system(size: 24))
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.foregroundStyle(isSelected ? .white : Theme.textSecondary(colorScheme))
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// Region name
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Text(region.shortName)
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.font(.system(size: Theme.FontSize.caption, weight: .semibold))
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.foregroundStyle(isSelected ? .white : Theme.textPrimary(colorScheme))
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// Cities hint
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Text(citiesForRegion(region))
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.font(.system(size: Theme.FontSize.micro))
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.foregroundStyle(isSelected ? .white.opacity(0.8) : Theme.textMuted(colorScheme))
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.lineLimit(2)
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.multilineTextAlignment(.center)
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}
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.background(
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isSelected
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? regionColor(region)
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: Color.clear
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)
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.opacity(isDisabled ? 0.4 : 1.0)
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}
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.buttonStyle(.plain)
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.disabled(isDisabled)
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}
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// MARK: - Helpers
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private func iconForRegion(_ region: Region) -> String {
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switch region {
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case .west: return "sun.max.fill"
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case .central: return "building.2.fill"
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case .east: return "building.columns.fill"
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case .crossCountry: return "arrow.left.arrow.right"
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}
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}
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private func citiesForRegion(_ region: Region) -> String {
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switch region {
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case .west: return "LA, SF, Seattle"
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case .central: return "Chicago, Houston, Denver"
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case .east: return "NYC, Boston, Miami"
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case .crossCountry: return ""
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}
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}
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private func regionColor(_ region: Region) -> Color {
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switch region {
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case .west: return .orange
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case .central: return .blue
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case .east: return .green
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case .crossCountry: return .purple
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}
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}
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/// East and West cannot both be selected (not adjacent)
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private func isRegionDisabled(_ region: Region) -> Bool {
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// If trying to show East+West as disabled, we handle that in toggle logic instead
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// This is for visual indication only
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return false
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}
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// MARK: - Legend
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private var selectionLegend: some View {
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HStack(spacing: Theme.Spacing.md) {
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if selectedRegions.isEmpty {
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Text("Tap regions to select")
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.font(.system(size: Theme.FontSize.micro))
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.foregroundStyle(Theme.textMuted(colorScheme))
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} else {
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Text("Selected: \(selectedRegions.map { $0.shortName }.sorted().joined(separator: " + "))")
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.font(.system(size: Theme.FontSize.caption, weight: .medium))
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.foregroundStyle(Theme.textPrimary(colorScheme))
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Spacer()
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Button {
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selectedRegions.removeAll()
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} label: {
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Text("Clear")
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.font(.system(size: Theme.FontSize.micro))
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.foregroundStyle(Theme.warmOrange)
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}
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}
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}
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}
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}
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#Preview {
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struct PreviewWrapper: View {
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@State private var selected: Set<Region> = [.central]
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var body: some View {
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VStack(spacing: 20) {
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RegionMapSelector(selectedRegions: $selected) { region in
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if selected.contains(region) {
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selected.remove(region)
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} else {
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// Adjacency rule
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if region == .east {
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selected.remove(.west)
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} else if region == .west {
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selected.remove(.east)
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}
|
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selected.insert(region)
|
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}
|
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}
|
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.padding()
|
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Text("Selected: \(selected.map { $0.shortName }.joined(separator: ", "))")
|
||||
}
|
||||
.padding()
|
||||
}
|
||||
}
|
||||
|
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return PreviewWrapper()
|
||||
}
|
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@@ -78,7 +78,6 @@ struct TripCreationView: View {
|
||||
|
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// Common sections
|
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travelSection
|
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constraintsSection
|
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optionalSection
|
||||
|
||||
// Validation message
|
||||
@@ -591,6 +590,32 @@ struct TripCreationView: View {
|
||||
private var travelSection: some View {
|
||||
ThemedSection(title: "Travel") {
|
||||
VStack(spacing: Theme.Spacing.md) {
|
||||
// Region selector
|
||||
VStack(alignment: .leading, spacing: Theme.Spacing.xs) {
|
||||
Text("Regions")
|
||||
.font(.system(size: Theme.FontSize.caption))
|
||||
.foregroundStyle(Theme.textSecondary(colorScheme))
|
||||
|
||||
RegionMapSelector(
|
||||
selectedRegions: $viewModel.selectedRegions,
|
||||
onToggle: { region in
|
||||
viewModel.toggleRegion(region)
|
||||
}
|
||||
)
|
||||
|
||||
if viewModel.selectedRegions.isEmpty {
|
||||
Text("Select at least one region")
|
||||
.font(.system(size: Theme.FontSize.micro))
|
||||
.foregroundStyle(Theme.warmOrange)
|
||||
.padding(.top, Theme.Spacing.xxs)
|
||||
} else {
|
||||
Text("Games will be found in selected regions")
|
||||
.font(.system(size: Theme.FontSize.micro))
|
||||
.foregroundStyle(Theme.textMuted(colorScheme))
|
||||
.padding(.top, Theme.Spacing.xxs)
|
||||
}
|
||||
}
|
||||
|
||||
// Route preference
|
||||
VStack(alignment: .leading, spacing: Theme.Spacing.xs) {
|
||||
Text("Route Preference")
|
||||
@@ -604,53 +629,22 @@ struct TripCreationView: View {
|
||||
}
|
||||
.pickerStyle(.segmented)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private var constraintsSection: some View {
|
||||
ThemedSection(title: "Trip Style") {
|
||||
VStack(spacing: Theme.Spacing.md) {
|
||||
// Allow repeat cities
|
||||
ThemedToggle(
|
||||
label: "Limit Cities",
|
||||
isOn: $viewModel.useStopCount,
|
||||
icon: "mappin.and.ellipse"
|
||||
label: "Allow Repeat Cities",
|
||||
isOn: $viewModel.allowRepeatCities,
|
||||
icon: "arrow.triangle.2.circlepath"
|
||||
)
|
||||
|
||||
if viewModel.useStopCount {
|
||||
VStack(alignment: .leading, spacing: Theme.Spacing.xs) {
|
||||
ThemedStepper(
|
||||
label: "Number of Cities",
|
||||
value: viewModel.numberOfStops,
|
||||
range: 1...20,
|
||||
onIncrement: { viewModel.numberOfStops += 1 },
|
||||
onDecrement: { viewModel.numberOfStops -= 1 }
|
||||
)
|
||||
|
||||
Text("How many different cities to visit on your trip. More cities = more variety, but more driving between them.")
|
||||
.font(.system(size: Theme.FontSize.micro))
|
||||
.foregroundStyle(Theme.textMuted(colorScheme))
|
||||
}
|
||||
}
|
||||
|
||||
VStack(alignment: .leading, spacing: Theme.Spacing.xs) {
|
||||
Text("Trip Pace")
|
||||
.font(.system(size: Theme.FontSize.caption))
|
||||
.foregroundStyle(Theme.textSecondary(colorScheme))
|
||||
|
||||
Picker("Pace", selection: $viewModel.leisureLevel) {
|
||||
ForEach(LeisureLevel.allCases) { level in
|
||||
Text(level.displayName).tag(level)
|
||||
}
|
||||
}
|
||||
.pickerStyle(.segmented)
|
||||
|
||||
Text(viewModel.leisureLevel.description)
|
||||
if !viewModel.allowRepeatCities {
|
||||
Text("Each city will only be visited on one day")
|
||||
.font(.system(size: Theme.FontSize.micro))
|
||||
.foregroundStyle(Theme.textMuted(colorScheme))
|
||||
.padding(.top, Theme.Spacing.xxs)
|
||||
.padding(.leading, 32)
|
||||
}
|
||||
}
|
||||
.animation(.easeInOut(duration: 0.2), value: viewModel.selectedRegions)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1220,6 +1214,48 @@ enum TripSortOption: String, CaseIterable, Identifiable {
|
||||
}
|
||||
}
|
||||
|
||||
enum TripPaceFilter: String, CaseIterable, Identifiable {
|
||||
case all = "All"
|
||||
case packed = "Packed"
|
||||
case moderate = "Moderate"
|
||||
case relaxed = "Relaxed"
|
||||
|
||||
var id: String { rawValue }
|
||||
|
||||
var icon: String {
|
||||
switch self {
|
||||
case .all: return "rectangle.stack"
|
||||
case .packed: return "flame"
|
||||
case .moderate: return "equal.circle"
|
||||
case .relaxed: return "leaf"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum CitiesFilter: Int, CaseIterable, Identifiable {
|
||||
case noLimit = 100
|
||||
case fifteen = 15
|
||||
case ten = 10
|
||||
case five = 5
|
||||
case four = 4
|
||||
case three = 3
|
||||
case two = 2
|
||||
|
||||
var id: Int { rawValue }
|
||||
|
||||
var displayName: String {
|
||||
switch self {
|
||||
case .noLimit: return "No Limit"
|
||||
case .fifteen: return "15"
|
||||
case .ten: return "10"
|
||||
case .five: return "5"
|
||||
case .four: return "4"
|
||||
case .three: return "3"
|
||||
case .two: return "2"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct TripOptionsView: View {
|
||||
let options: [ItineraryOption]
|
||||
let games: [UUID: RichGame]
|
||||
@@ -1229,23 +1265,55 @@ struct TripOptionsView: View {
|
||||
@State private var selectedTrip: Trip?
|
||||
@State private var showTripDetail = false
|
||||
@State private var sortOption: TripSortOption = .recommended
|
||||
@State private var citiesFilter: CitiesFilter = .noLimit
|
||||
@State private var paceFilter: TripPaceFilter = .all
|
||||
@Environment(\.colorScheme) private var colorScheme
|
||||
|
||||
private var sortedOptions: [ItineraryOption] {
|
||||
// MARK: - Computed Properties
|
||||
|
||||
private func uniqueCityCount(for option: ItineraryOption) -> Int {
|
||||
Set(option.stops.map { $0.city }).count
|
||||
}
|
||||
|
||||
private var filteredAndSortedOptions: [ItineraryOption] {
|
||||
// Apply filters first
|
||||
let filtered = options.filter { option in
|
||||
let cityCount = uniqueCityCount(for: option)
|
||||
|
||||
// City filter
|
||||
guard cityCount <= citiesFilter.rawValue else { return false }
|
||||
|
||||
// Pace filter based on games per day ratio
|
||||
switch paceFilter {
|
||||
case .all:
|
||||
return true
|
||||
case .packed:
|
||||
// High game density: > 0.8 games per day
|
||||
return gamesPerDay(for: option) >= 0.8
|
||||
case .moderate:
|
||||
// Medium density: 0.4-0.8 games per day
|
||||
let gpd = gamesPerDay(for: option)
|
||||
return gpd >= 0.4 && gpd < 0.8
|
||||
case .relaxed:
|
||||
// Low density: < 0.4 games per day
|
||||
return gamesPerDay(for: option) < 0.4
|
||||
}
|
||||
}
|
||||
|
||||
// Then apply sorting
|
||||
switch sortOption {
|
||||
case .recommended:
|
||||
return options
|
||||
return filtered
|
||||
case .mostGames:
|
||||
return options.sorted { $0.totalGames > $1.totalGames }
|
||||
return filtered.sorted { $0.totalGames > $1.totalGames }
|
||||
case .leastGames:
|
||||
return options.sorted { $0.totalGames < $1.totalGames }
|
||||
return filtered.sorted { $0.totalGames < $1.totalGames }
|
||||
case .mostMiles:
|
||||
return options.sorted { $0.totalDistanceMiles > $1.totalDistanceMiles }
|
||||
return filtered.sorted { $0.totalDistanceMiles > $1.totalDistanceMiles }
|
||||
case .leastMiles:
|
||||
return options.sorted { $0.totalDistanceMiles < $1.totalDistanceMiles }
|
||||
return filtered.sorted { $0.totalDistanceMiles < $1.totalDistanceMiles }
|
||||
case .bestEfficiency:
|
||||
// Games per driving hour (higher is better)
|
||||
return options.sorted {
|
||||
return filtered.sorted {
|
||||
let effA = $0.totalDrivingHours > 0 ? Double($0.totalGames) / $0.totalDrivingHours : 0
|
||||
let effB = $1.totalDrivingHours > 0 ? Double($1.totalGames) / $1.totalDrivingHours : 0
|
||||
return effA > effB
|
||||
@@ -1253,42 +1321,48 @@ struct TripOptionsView: View {
|
||||
}
|
||||
}
|
||||
|
||||
private func gamesPerDay(for option: ItineraryOption) -> Double {
|
||||
guard let first = option.stops.first,
|
||||
let last = option.stops.last else { return 0 }
|
||||
let days = max(1, Calendar.current.dateComponents([.day], from: first.arrivalDate, to: last.departureDate).day ?? 1)
|
||||
return Double(option.totalGames) / Double(days)
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ScrollView {
|
||||
LazyVStack(spacing: 20) {
|
||||
LazyVStack(spacing: 16) {
|
||||
// Hero header
|
||||
VStack(spacing: 12) {
|
||||
VStack(spacing: 8) {
|
||||
Image(systemName: "point.topright.arrow.triangle.backward.to.point.bottomleft.scurvepath.fill")
|
||||
.font(.system(size: 44))
|
||||
.font(.system(size: 40))
|
||||
.foregroundStyle(Theme.warmOrange)
|
||||
|
||||
Text("\(options.count) Routes Found")
|
||||
Text("\(filteredAndSortedOptions.count) of \(options.count) Routes")
|
||||
.font(.system(size: Theme.FontSize.sectionTitle, weight: .bold, design: .rounded))
|
||||
.foregroundStyle(Theme.textPrimary(colorScheme))
|
||||
|
||||
Text("Each route offers a unique adventure")
|
||||
.font(.system(size: Theme.FontSize.body))
|
||||
.foregroundStyle(Theme.textSecondary(colorScheme))
|
||||
}
|
||||
.padding(.top, Theme.Spacing.xl)
|
||||
.padding(.bottom, Theme.Spacing.sm)
|
||||
.padding(.top, Theme.Spacing.lg)
|
||||
|
||||
// Sort picker
|
||||
sortPicker
|
||||
// Filters section
|
||||
filtersSection
|
||||
.padding(.horizontal, Theme.Spacing.md)
|
||||
.padding(.bottom, Theme.Spacing.sm)
|
||||
|
||||
// Options list
|
||||
ForEach(sortedOptions) { option in
|
||||
TripOptionCard(
|
||||
option: option,
|
||||
games: games,
|
||||
onSelect: {
|
||||
selectedTrip = convertToTrip(option)
|
||||
showTripDetail = true
|
||||
}
|
||||
)
|
||||
.padding(.horizontal, Theme.Spacing.md)
|
||||
if filteredAndSortedOptions.isEmpty {
|
||||
emptyFilterState
|
||||
.padding(.top, Theme.Spacing.xl)
|
||||
} else {
|
||||
ForEach(filteredAndSortedOptions) { option in
|
||||
TripOptionCard(
|
||||
option: option,
|
||||
games: games,
|
||||
onSelect: {
|
||||
selectedTrip = convertToTrip(option)
|
||||
showTripDetail = true
|
||||
}
|
||||
)
|
||||
.padding(.horizontal, Theme.Spacing.md)
|
||||
}
|
||||
}
|
||||
}
|
||||
.padding(.bottom, Theme.Spacing.xxl)
|
||||
@@ -1337,6 +1411,115 @@ struct TripOptionsView: View {
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Filters Section
|
||||
|
||||
private var filtersSection: some View {
|
||||
VStack(spacing: Theme.Spacing.md) {
|
||||
// Sort and Pace row
|
||||
HStack(spacing: Theme.Spacing.sm) {
|
||||
sortPicker
|
||||
Spacer()
|
||||
pacePicker
|
||||
}
|
||||
|
||||
// Cities picker
|
||||
citiesPicker
|
||||
}
|
||||
.padding(Theme.Spacing.md)
|
||||
.background(Theme.cardBackground(colorScheme))
|
||||
.clipShape(RoundedRectangle(cornerRadius: Theme.CornerRadius.medium))
|
||||
}
|
||||
|
||||
private var pacePicker: some View {
|
||||
Menu {
|
||||
ForEach(TripPaceFilter.allCases) { pace in
|
||||
Button {
|
||||
withAnimation(.easeInOut(duration: 0.2)) {
|
||||
paceFilter = pace
|
||||
}
|
||||
} label: {
|
||||
Label(pace.rawValue, systemImage: pace.icon)
|
||||
}
|
||||
}
|
||||
} label: {
|
||||
HStack(spacing: 6) {
|
||||
Image(systemName: paceFilter.icon)
|
||||
.font(.system(size: 12))
|
||||
Text(paceFilter.rawValue)
|
||||
.font(.system(size: 13, weight: .medium))
|
||||
Image(systemName: "chevron.down")
|
||||
.font(.system(size: 10))
|
||||
}
|
||||
.foregroundStyle(paceFilter == .all ? Theme.textPrimary(colorScheme) : Theme.warmOrange)
|
||||
.padding(.horizontal, 12)
|
||||
.padding(.vertical, 8)
|
||||
.background(paceFilter == .all ? Theme.cardBackground(colorScheme) : Theme.warmOrange.opacity(0.15))
|
||||
.clipShape(Capsule())
|
||||
.overlay(
|
||||
Capsule()
|
||||
.strokeBorder(paceFilter == .all ? Theme.textMuted(colorScheme).opacity(0.2) : Theme.warmOrange.opacity(0.3), lineWidth: 1)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
private var citiesPicker: some View {
|
||||
VStack(alignment: .leading, spacing: Theme.Spacing.xs) {
|
||||
Label("Max Cities", systemImage: "mappin.circle")
|
||||
.font(.system(size: 13, weight: .medium))
|
||||
.foregroundStyle(Theme.textSecondary(colorScheme))
|
||||
|
||||
ScrollView(.horizontal, showsIndicators: false) {
|
||||
HStack(spacing: 8) {
|
||||
ForEach(CitiesFilter.allCases) { filter in
|
||||
Button {
|
||||
withAnimation(.easeInOut(duration: 0.2)) {
|
||||
citiesFilter = filter
|
||||
}
|
||||
} label: {
|
||||
Text(filter.displayName)
|
||||
.font(.system(size: 13, weight: citiesFilter == filter ? .semibold : .medium))
|
||||
.foregroundStyle(citiesFilter == filter ? .white : Theme.textPrimary(colorScheme))
|
||||
.padding(.horizontal, 12)
|
||||
.padding(.vertical, 6)
|
||||
.background(citiesFilter == filter ? Theme.warmOrange : Theme.cardBackground(colorScheme))
|
||||
.clipShape(Capsule())
|
||||
.overlay(
|
||||
Capsule()
|
||||
.strokeBorder(citiesFilter == filter ? Color.clear : Theme.textMuted(colorScheme).opacity(0.2), lineWidth: 1)
|
||||
)
|
||||
}
|
||||
.buttonStyle(.plain)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private var emptyFilterState: some View {
|
||||
VStack(spacing: Theme.Spacing.md) {
|
||||
Image(systemName: "line.3.horizontal.decrease.circle")
|
||||
.font(.system(size: 48))
|
||||
.foregroundStyle(Theme.textMuted(colorScheme))
|
||||
|
||||
Text("No routes match your filters")
|
||||
.font(.system(size: Theme.FontSize.body, weight: .medium))
|
||||
.foregroundStyle(Theme.textSecondary(colorScheme))
|
||||
|
||||
Button {
|
||||
withAnimation {
|
||||
citiesFilter = .noLimit
|
||||
paceFilter = .all
|
||||
}
|
||||
} label: {
|
||||
Text("Reset Filters")
|
||||
.font(.system(size: 14, weight: .medium))
|
||||
.foregroundStyle(Theme.warmOrange)
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.padding(.vertical, Theme.Spacing.xxl)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Trip Option Card
|
||||
|
||||
@@ -25,10 +25,11 @@ enum GameDAGRouter {
|
||||
// MARK: - Configuration
|
||||
|
||||
/// Default beam width - how many partial routes to keep at each step
|
||||
private static let defaultBeamWidth = 30
|
||||
/// Increased to ensure we preserve diverse route lengths (short and long trips)
|
||||
private static let defaultBeamWidth = 50
|
||||
|
||||
/// Maximum options to return
|
||||
private static let maxOptions = 10
|
||||
/// Maximum options to return (increased to provide more diverse trip lengths)
|
||||
private static let maxOptions = 50
|
||||
|
||||
/// Buffer time after game ends before we can depart (hours)
|
||||
private static let gameEndBufferHours: Double = 3.0
|
||||
@@ -47,6 +48,7 @@ enum GameDAGRouter {
|
||||
/// - stadiums: Dictionary mapping stadium IDs to Stadium objects
|
||||
/// - constraints: Driving constraints (number of drivers, max hours per day)
|
||||
/// - anchorGameIds: Games that MUST appear in every valid route (for Scenario B)
|
||||
/// - allowRepeatCities: If false, each city can only appear once in a route
|
||||
/// - beamWidth: How many partial routes to keep at each depth (default 30)
|
||||
///
|
||||
/// - Returns: Array of valid game combinations, sorted by score (most games, least driving)
|
||||
@@ -56,6 +58,7 @@ enum GameDAGRouter {
|
||||
stadiums: [UUID: Stadium],
|
||||
constraints: DrivingConstraints,
|
||||
anchorGameIds: Set<UUID> = [],
|
||||
allowRepeatCities: Bool = true,
|
||||
beamWidth: Int = defaultBeamWidth
|
||||
) -> [[Game]] {
|
||||
|
||||
@@ -130,6 +133,15 @@ enum GameDAGRouter {
|
||||
|
||||
// Try adding each of today's games
|
||||
for candidate in todaysGames {
|
||||
// Check for repeat city violation during route building
|
||||
if !allowRepeatCities {
|
||||
let candidateCity = stadiums[candidate.stadiumId]?.city ?? ""
|
||||
let pathCities = Set(path.compactMap { stadiums[$0.stadiumId]?.city })
|
||||
if pathCities.contains(candidateCity) {
|
||||
continue // Skip - would violate allowRepeatCities
|
||||
}
|
||||
}
|
||||
|
||||
if canTransition(from: lastGame, to: candidate, stadiums: stadiums, constraints: constraints) {
|
||||
let newPath = path + [candidate]
|
||||
nextBeam.append(newPath)
|
||||
@@ -169,6 +181,7 @@ enum GameDAGRouter {
|
||||
from games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
anchorGameIds: Set<UUID> = [],
|
||||
allowRepeatCities: Bool = true,
|
||||
stopBuilder: ([Game], [UUID: Stadium]) -> [ItineraryStop]
|
||||
) -> [[Game]] {
|
||||
// Use default driving constraints
|
||||
@@ -178,7 +191,8 @@ enum GameDAGRouter {
|
||||
games: games,
|
||||
stadiums: stadiums,
|
||||
constraints: constraints,
|
||||
anchorGameIds: anchorGameIds
|
||||
anchorGameIds: anchorGameIds,
|
||||
allowRepeatCities: allowRepeatCities
|
||||
)
|
||||
}
|
||||
|
||||
@@ -288,8 +302,9 @@ enum GameDAGRouter {
|
||||
|
||||
// MARK: - Geographic Diversity
|
||||
|
||||
/// Selects geographically diverse routes from the candidate set.
|
||||
/// Groups routes by their primary city (where most games are) and picks the best from each region.
|
||||
/// Selects diverse routes from the candidate set.
|
||||
/// Ensures diversity by BOTH route length (city count) AND primary city.
|
||||
/// This guarantees users see 2-city trips alongside 5+ city trips.
|
||||
private static func selectDiverseRoutes(
|
||||
_ routes: [[Game]],
|
||||
stadiums: [UUID: Stadium],
|
||||
@@ -297,58 +312,88 @@ enum GameDAGRouter {
|
||||
) -> [[Game]] {
|
||||
guard !routes.isEmpty else { return [] }
|
||||
|
||||
// Group routes by primary city (the city with the most games in the route)
|
||||
var routesByRegion: [String: [[Game]]] = [:]
|
||||
|
||||
// Group routes by city count (route length)
|
||||
var routesByLength: [Int: [[Game]]] = [:]
|
||||
for route in routes {
|
||||
let primaryCity = getPrimaryCity(for: route, stadiums: stadiums)
|
||||
routesByRegion[primaryCity, default: []].append(route)
|
||||
let cityCount = Set(route.compactMap { stadiums[$0.stadiumId]?.city }).count
|
||||
routesByLength[cityCount, default: []].append(route)
|
||||
}
|
||||
|
||||
// Sort routes within each region by score (best first)
|
||||
for (region, regionRoutes) in routesByRegion {
|
||||
routesByRegion[region] = regionRoutes.sorted {
|
||||
// Sort routes within each length by score
|
||||
for (length, lengthRoutes) in routesByLength {
|
||||
routesByLength[length] = lengthRoutes.sorted {
|
||||
scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums)
|
||||
}
|
||||
}
|
||||
|
||||
// Sort regions by their best route's score (so best regions come first)
|
||||
let sortedRegions = routesByRegion.keys.sorted { region1, region2 in
|
||||
let score1 = routesByRegion[region1]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
|
||||
let score2 = routesByRegion[region2]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
|
||||
return score1 > score2
|
||||
}
|
||||
// Allocate slots to each length category
|
||||
// Goal: ensure at least 1 route per length category if available
|
||||
let sortedLengths = routesByLength.keys.sorted()
|
||||
let minPerLength = max(1, maxCount / max(1, sortedLengths.count))
|
||||
|
||||
|
||||
// Pick routes round-robin from each region to ensure diversity
|
||||
var selectedRoutes: [[Game]] = []
|
||||
var regionIndices: [String: Int] = [:]
|
||||
var selectedIds = Set<String>()
|
||||
|
||||
// First pass: get best route from each region
|
||||
for region in sortedRegions {
|
||||
// First pass: take best route(s) from each length category
|
||||
for length in sortedLengths {
|
||||
if selectedRoutes.count >= maxCount { break }
|
||||
if let regionRoutes = routesByRegion[region], !regionRoutes.isEmpty {
|
||||
selectedRoutes.append(regionRoutes[0])
|
||||
regionIndices[region] = 1
|
||||
}
|
||||
}
|
||||
|
||||
// Second pass: fill remaining slots with next-best routes from top regions
|
||||
var round = 1
|
||||
while selectedRoutes.count < maxCount {
|
||||
var addedAny = false
|
||||
for region in sortedRegions {
|
||||
if selectedRoutes.count >= maxCount { break }
|
||||
let idx = regionIndices[region] ?? 0
|
||||
if let regionRoutes = routesByRegion[region], idx < regionRoutes.count {
|
||||
selectedRoutes.append(regionRoutes[idx])
|
||||
regionIndices[region] = idx + 1
|
||||
addedAny = true
|
||||
if let lengthRoutes = routesByLength[length] {
|
||||
let toTake = min(minPerLength, lengthRoutes.count, maxCount - selectedRoutes.count)
|
||||
for route in lengthRoutes.prefix(toTake) {
|
||||
let key = route.map { $0.id.uuidString }.joined(separator: "-")
|
||||
if !selectedIds.contains(key) {
|
||||
selectedRoutes.append(route)
|
||||
selectedIds.insert(key)
|
||||
}
|
||||
}
|
||||
}
|
||||
if !addedAny { break }
|
||||
round += 1
|
||||
if round > 5 { break } // Safety limit
|
||||
}
|
||||
|
||||
// Second pass: fill remaining slots, prioritizing geographic diversity
|
||||
if selectedRoutes.count < maxCount {
|
||||
// Group remaining routes by primary city
|
||||
var remainingByCity: [String: [[Game]]] = [:]
|
||||
for route in routes {
|
||||
let key = route.map { $0.id.uuidString }.joined(separator: "-")
|
||||
if !selectedIds.contains(key) {
|
||||
let city = getPrimaryCity(for: route, stadiums: stadiums)
|
||||
remainingByCity[city, default: []].append(route)
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by score within each city
|
||||
for (city, cityRoutes) in remainingByCity {
|
||||
remainingByCity[city] = cityRoutes.sorted {
|
||||
scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums)
|
||||
}
|
||||
}
|
||||
|
||||
// Round-robin from each city
|
||||
let sortedCities = remainingByCity.keys.sorted { city1, city2 in
|
||||
let score1 = remainingByCity[city1]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
|
||||
let score2 = remainingByCity[city2]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
|
||||
return score1 > score2
|
||||
}
|
||||
|
||||
var cityIndices: [String: Int] = [:]
|
||||
while selectedRoutes.count < maxCount {
|
||||
var addedAny = false
|
||||
for city in sortedCities {
|
||||
if selectedRoutes.count >= maxCount { break }
|
||||
let idx = cityIndices[city] ?? 0
|
||||
if let cityRoutes = remainingByCity[city], idx < cityRoutes.count {
|
||||
let route = cityRoutes[idx]
|
||||
let key = route.map { $0.id.uuidString }.joined(separator: "-")
|
||||
if !selectedIds.contains(key) {
|
||||
selectedRoutes.append(route)
|
||||
selectedIds.insert(key)
|
||||
addedAny = true
|
||||
}
|
||||
cityIndices[city] = idx + 1
|
||||
}
|
||||
}
|
||||
if !addedAny { break }
|
||||
}
|
||||
}
|
||||
|
||||
return selectedRoutes
|
||||
@@ -412,6 +457,7 @@ enum GameDAGRouter {
|
||||
}
|
||||
|
||||
/// Prunes dominated paths and truncates to beam width.
|
||||
/// Maintains diversity by both ending city AND route length to ensure short trips aren't eliminated.
|
||||
private static func pruneAndTruncate(
|
||||
_ paths: [[Game]],
|
||||
beamWidth: Int,
|
||||
@@ -429,32 +475,47 @@ enum GameDAGRouter {
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by score (best first)
|
||||
let sorted = uniquePaths.sorted { scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums) }
|
||||
// Group paths by unique city count (route length)
|
||||
// This ensures we keep short trips (2 cities) alongside long trips (5+ cities)
|
||||
var pathsByLength: [Int: [[Game]]] = [:]
|
||||
for path in uniquePaths {
|
||||
let cityCount = Set(path.compactMap { stadiums[$0.stadiumId]?.city }).count
|
||||
pathsByLength[cityCount, default: []].append(path)
|
||||
}
|
||||
|
||||
// Sort paths within each length group by score
|
||||
for (length, lengthPaths) in pathsByLength {
|
||||
pathsByLength[length] = lengthPaths.sorted {
|
||||
scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums)
|
||||
}
|
||||
}
|
||||
|
||||
// Allocate beam slots proportionally to length groups, with minimum per group
|
||||
let sortedLengths = pathsByLength.keys.sorted()
|
||||
let minPerLength = max(2, beamWidth / max(1, sortedLengths.count))
|
||||
|
||||
// Dominance pruning: within same ending city, keep only best paths
|
||||
var pruned: [[Game]] = []
|
||||
var bestByEndCity: [String: Double] = [:]
|
||||
|
||||
for path in sorted {
|
||||
guard let lastGame = path.last else { continue }
|
||||
let endCity = stadiums[lastGame.stadiumId]?.city ?? "Unknown"
|
||||
let score = scorePath(path, stadiums: stadiums)
|
||||
|
||||
// Keep if this is the best path ending in this city, or if score is within 20% of best
|
||||
if let bestScore = bestByEndCity[endCity] {
|
||||
if score >= bestScore * 0.8 {
|
||||
pruned.append(path)
|
||||
}
|
||||
} else {
|
||||
bestByEndCity[endCity] = score
|
||||
pruned.append(path)
|
||||
// First pass: take minimum from each length group
|
||||
for length in sortedLengths {
|
||||
if let lengthPaths = pathsByLength[length] {
|
||||
let toTake = min(minPerLength, lengthPaths.count)
|
||||
pruned.append(contentsOf: lengthPaths.prefix(toTake))
|
||||
}
|
||||
}
|
||||
|
||||
// Stop if we have enough
|
||||
if pruned.count >= beamWidth * 2 {
|
||||
break
|
||||
// Second pass: fill remaining slots with best paths overall
|
||||
if pruned.count < beamWidth {
|
||||
let remaining = beamWidth - pruned.count
|
||||
let prunedIds = Set(pruned.map { $0.map { $0.id.uuidString }.joined(separator: "-") })
|
||||
|
||||
// Get all paths not yet added, sorted by score
|
||||
var additional = uniquePaths.filter {
|
||||
!prunedIds.contains($0.map { $0.id.uuidString }.joined(separator: "-"))
|
||||
}
|
||||
additional.sort { scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums) }
|
||||
|
||||
pruned.append(contentsOf: additional.prefix(remaining))
|
||||
}
|
||||
|
||||
// Final truncation
|
||||
|
||||
60
SportsTime/Planning/Engine/RouteFilters.swift
Normal file
60
SportsTime/Planning/Engine/RouteFilters.swift
Normal file
@@ -0,0 +1,60 @@
|
||||
//
|
||||
// RouteFilters.swift
|
||||
// SportsTime
|
||||
//
|
||||
// Filters itinerary results based on user preferences.
|
||||
// Applied in TripPlanningEngine AFTER scenario planners return.
|
||||
//
|
||||
|
||||
import Foundation
|
||||
import CoreLocation
|
||||
|
||||
enum RouteFilters {
|
||||
|
||||
// MARK: - Repeat Cities Filter
|
||||
|
||||
/// Filter itinerary options that violate repeat city rules.
|
||||
/// When allowRepeatCities=false, each city must be visited on exactly ONE day.
|
||||
static func filterRepeatCities(
|
||||
_ options: [ItineraryOption],
|
||||
allow: Bool
|
||||
) -> [ItineraryOption] {
|
||||
guard !allow else { return options }
|
||||
return options.filter { !hasRepeatCityViolation($0) }
|
||||
}
|
||||
|
||||
/// Check if an itinerary visits any city on multiple days.
|
||||
static func hasRepeatCityViolation(_ option: ItineraryOption) -> Bool {
|
||||
let calendar = Calendar.current
|
||||
var cityDays: [String: Set<Date>] = [:]
|
||||
|
||||
for stop in option.stops {
|
||||
let city = stop.city
|
||||
let day = calendar.startOfDay(for: stop.arrivalDate)
|
||||
cityDays[city, default: []].insert(day)
|
||||
}
|
||||
|
||||
// Violation if any city has more than 1 day
|
||||
return cityDays.values.contains(where: { $0.count > 1 })
|
||||
}
|
||||
|
||||
/// Get cities that are visited on multiple days (for error reporting).
|
||||
static func findRepeatCities(in options: [ItineraryOption]) -> [String] {
|
||||
var violatingCities = Set<String>()
|
||||
let calendar = Calendar.current
|
||||
|
||||
for option in options {
|
||||
var cityDays: [String: Set<Date>] = [:]
|
||||
for stop in option.stops {
|
||||
let day = calendar.startOfDay(for: stop.arrivalDate)
|
||||
cityDays[stop.city, default: []].insert(day)
|
||||
}
|
||||
for (city, days) in cityDays where days.count > 1 {
|
||||
violatingCities.insert(city)
|
||||
}
|
||||
}
|
||||
|
||||
return Array(violatingCities).sorted()
|
||||
}
|
||||
|
||||
}
|
||||
@@ -60,12 +60,24 @@ final class ScenarioAPlanner: ScenarioPlanner {
|
||||
}
|
||||
|
||||
// ──────────────────────────────────────────────────────────────────
|
||||
// Step 2: Filter games within date range
|
||||
// Step 2: Filter games within date range and selected regions
|
||||
// ──────────────────────────────────────────────────────────────────
|
||||
// Get all games that fall within the user's travel dates.
|
||||
// Sort by start time so we visit them in chronological order.
|
||||
let selectedRegions = request.preferences.selectedRegions
|
||||
let gamesInRange = request.allGames
|
||||
.filter { dateRange.contains($0.startTime) }
|
||||
.filter { game in
|
||||
// Must be in date range
|
||||
guard dateRange.contains(game.startTime) else { return false }
|
||||
|
||||
// Must be in selected region (if regions specified)
|
||||
if !selectedRegions.isEmpty {
|
||||
guard let stadium = request.stadiums[game.stadiumId] else { return false }
|
||||
let gameRegion = Region.classify(longitude: stadium.coordinate.longitude)
|
||||
return selectedRegions.contains(gameRegion)
|
||||
}
|
||||
return true
|
||||
}
|
||||
.sorted { $0.startTime < $1.startTime }
|
||||
|
||||
// No games? Nothing to plan.
|
||||
@@ -91,11 +103,32 @@ final class ScenarioAPlanner: ScenarioPlanner {
|
||||
// We explore ALL valid combinations and return multiple options.
|
||||
// Uses GameDAGRouter for polynomial-time beam search.
|
||||
//
|
||||
let validRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
// Run beam search BOTH globally AND per-region to get diverse routes:
|
||||
// - Global search finds cross-region routes
|
||||
// - Per-region search ensures we have good regional options too
|
||||
// Travel style filtering happens at UI layer.
|
||||
//
|
||||
var validRoutes: [[Game]] = []
|
||||
|
||||
// Global beam search (finds cross-region routes)
|
||||
let globalRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
from: gamesInRange,
|
||||
stadiums: request.stadiums,
|
||||
allowRepeatCities: request.preferences.allowRepeatCities,
|
||||
stopBuilder: buildStops
|
||||
)
|
||||
validRoutes.append(contentsOf: globalRoutes)
|
||||
|
||||
// Per-region beam search (ensures good regional options)
|
||||
let regionalRoutes = findRoutesPerRegion(
|
||||
games: gamesInRange,
|
||||
stadiums: request.stadiums,
|
||||
allowRepeatCities: request.preferences.allowRepeatCities
|
||||
)
|
||||
validRoutes.append(contentsOf: regionalRoutes)
|
||||
|
||||
// Deduplicate routes (same game IDs)
|
||||
validRoutes = deduplicateRoutes(validRoutes)
|
||||
|
||||
print("🔍 ScenarioA: gamesInRange=\(gamesInRange.count), validRoutes=\(validRoutes.count)")
|
||||
if let firstRoute = validRoutes.first {
|
||||
@@ -201,11 +234,10 @@ final class ScenarioAPlanner: ScenarioPlanner {
|
||||
|
||||
let rankedOptions = ItineraryOption.sortByLeisure(
|
||||
itineraryOptions,
|
||||
leisureLevel: leisureLevel,
|
||||
limit: request.preferences.maxTripOptions
|
||||
leisureLevel: leisureLevel
|
||||
)
|
||||
|
||||
print("🔍 ScenarioA: Returning \(rankedOptions.count) options after sorting (limit=\(request.preferences.maxTripOptions))")
|
||||
print("🔍 ScenarioA: Returning \(rankedOptions.count) options after sorting")
|
||||
if let first = rankedOptions.first {
|
||||
print("🔍 ScenarioA: First option has \(first.stops.count) stops")
|
||||
}
|
||||
@@ -310,4 +342,69 @@ final class ScenarioAPlanner: ScenarioPlanner {
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Route Deduplication
|
||||
|
||||
/// Removes duplicate routes (routes with identical game IDs).
|
||||
private func deduplicateRoutes(_ routes: [[Game]]) -> [[Game]] {
|
||||
var seen = Set<String>()
|
||||
var unique: [[Game]] = []
|
||||
|
||||
for route in routes {
|
||||
let key = route.map { $0.id.uuidString }.sorted().joined(separator: "-")
|
||||
if !seen.contains(key) {
|
||||
seen.insert(key)
|
||||
unique.append(route)
|
||||
}
|
||||
}
|
||||
|
||||
return unique
|
||||
}
|
||||
|
||||
// MARK: - Regional Route Finding
|
||||
|
||||
/// Finds routes by running beam search separately for each geographic region.
|
||||
/// This ensures we get diverse options from East, Central, and West coasts.
|
||||
private func findRoutesPerRegion(
|
||||
games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
allowRepeatCities: Bool
|
||||
) -> [[Game]] {
|
||||
// Partition games by region
|
||||
var gamesByRegion: [Region: [Game]] = [:]
|
||||
|
||||
for game in games {
|
||||
guard let stadium = stadiums[game.stadiumId] else { continue }
|
||||
let coord = stadium.coordinate
|
||||
let region = Region.classify(longitude: coord.longitude)
|
||||
// Only consider actual regions, not cross-country
|
||||
if region != .crossCountry {
|
||||
gamesByRegion[region, default: []].append(game)
|
||||
}
|
||||
}
|
||||
|
||||
print("🔍 ScenarioA Regional: Partitioned \(games.count) games into \(gamesByRegion.count) regions")
|
||||
for (region, regionGames) in gamesByRegion {
|
||||
print(" \(region.shortName): \(regionGames.count) games")
|
||||
}
|
||||
|
||||
// Run beam search for each region
|
||||
var allRoutes: [[Game]] = []
|
||||
|
||||
for (region, regionGames) in gamesByRegion {
|
||||
guard !regionGames.isEmpty else { continue }
|
||||
|
||||
let regionRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
from: regionGames,
|
||||
stadiums: stadiums,
|
||||
allowRepeatCities: allowRepeatCities,
|
||||
stopBuilder: buildStops
|
||||
)
|
||||
|
||||
print("🔍 ScenarioA Regional: \(region.shortName) produced \(regionRoutes.count) routes")
|
||||
allRoutes.append(contentsOf: regionRoutes)
|
||||
}
|
||||
|
||||
return allRoutes
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -85,12 +85,25 @@ final class ScenarioBPlanner: ScenarioPlanner {
|
||||
// Step 3: For each date range, find routes with anchors
|
||||
// ──────────────────────────────────────────────────────────────────
|
||||
let anchorGameIds = Set(selectedGames.map { $0.id })
|
||||
let selectedRegions = request.preferences.selectedRegions
|
||||
var allItineraryOptions: [ItineraryOption] = []
|
||||
|
||||
for dateRange in dateRanges {
|
||||
// Find all games in this date range
|
||||
// Find all games in this date range and selected regions
|
||||
let gamesInRange = request.allGames
|
||||
.filter { dateRange.contains($0.startTime) }
|
||||
.filter { game in
|
||||
// Must be in date range
|
||||
guard dateRange.contains(game.startTime) else { return false }
|
||||
|
||||
// Must be in selected region (if regions specified)
|
||||
// Note: Anchor games are always included regardless of region
|
||||
if !selectedRegions.isEmpty && !anchorGameIds.contains(game.id) {
|
||||
guard let stadium = request.stadiums[game.stadiumId] else { return false }
|
||||
let gameRegion = Region.classify(longitude: stadium.coordinate.longitude)
|
||||
return selectedRegions.contains(gameRegion)
|
||||
}
|
||||
return true
|
||||
}
|
||||
.sorted { $0.startTime < $1.startTime }
|
||||
|
||||
// Skip if no games (shouldn't happen if date range is valid)
|
||||
@@ -104,12 +117,30 @@ final class ScenarioBPlanner: ScenarioPlanner {
|
||||
|
||||
// Find all sensible routes that include the anchor games
|
||||
// Uses GameDAGRouter for polynomial-time beam search
|
||||
let validRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
// Run BOTH global and per-region search for diverse routes
|
||||
var validRoutes: [[Game]] = []
|
||||
|
||||
// Global beam search (finds cross-region routes)
|
||||
let globalRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
from: gamesInRange,
|
||||
stadiums: request.stadiums,
|
||||
anchorGameIds: anchorGameIds,
|
||||
allowRepeatCities: request.preferences.allowRepeatCities,
|
||||
stopBuilder: buildStops
|
||||
)
|
||||
validRoutes.append(contentsOf: globalRoutes)
|
||||
|
||||
// Per-region beam search (ensures good regional options)
|
||||
let regionalRoutes = findRoutesPerRegion(
|
||||
games: gamesInRange,
|
||||
stadiums: request.stadiums,
|
||||
anchorGameIds: anchorGameIds,
|
||||
allowRepeatCities: request.preferences.allowRepeatCities
|
||||
)
|
||||
validRoutes.append(contentsOf: regionalRoutes)
|
||||
|
||||
// Deduplicate
|
||||
validRoutes = deduplicateRoutes(validRoutes)
|
||||
|
||||
// Build itineraries for each valid route
|
||||
for routeGames in validRoutes {
|
||||
@@ -164,8 +195,7 @@ final class ScenarioBPlanner: ScenarioPlanner {
|
||||
let leisureLevel = request.preferences.leisureLevel
|
||||
let rankedOptions = ItineraryOption.sortByLeisure(
|
||||
allItineraryOptions,
|
||||
leisureLevel: leisureLevel,
|
||||
limit: request.preferences.maxTripOptions
|
||||
leisureLevel: leisureLevel
|
||||
)
|
||||
|
||||
return .success(Array(rankedOptions))
|
||||
@@ -354,4 +384,84 @@ final class ScenarioBPlanner: ScenarioPlanner {
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Regional Route Finding
|
||||
|
||||
/// Finds routes by running beam search separately for each geographic region.
|
||||
/// This ensures we get diverse options from East, Central, and West coasts.
|
||||
/// For Scenario B, routes must still contain all anchor games.
|
||||
private func findRoutesPerRegion(
|
||||
games: [Game],
|
||||
stadiums: [UUID: Stadium],
|
||||
anchorGameIds: Set<UUID>,
|
||||
allowRepeatCities: Bool
|
||||
) -> [[Game]] {
|
||||
// First, determine which region(s) the anchor games are in
|
||||
var anchorRegions = Set<Region>()
|
||||
for game in games where anchorGameIds.contains(game.id) {
|
||||
guard let stadium = stadiums[game.stadiumId] else { continue }
|
||||
let coord = stadium.coordinate
|
||||
let region = Region.classify(longitude: coord.longitude)
|
||||
if region != .crossCountry {
|
||||
anchorRegions.insert(region)
|
||||
}
|
||||
}
|
||||
|
||||
// Partition all games by region
|
||||
var gamesByRegion: [Region: [Game]] = [:]
|
||||
for game in games {
|
||||
guard let stadium = stadiums[game.stadiumId] else { continue }
|
||||
let coord = stadium.coordinate
|
||||
let region = Region.classify(longitude: coord.longitude)
|
||||
if region != .crossCountry {
|
||||
gamesByRegion[region, default: []].append(game)
|
||||
}
|
||||
}
|
||||
|
||||
print("🔍 ScenarioB Regional: Anchor games in regions: \(anchorRegions.map { $0.shortName })")
|
||||
|
||||
// Run beam search for each region that has anchor games
|
||||
// (Other regions without anchor games would produce routes that don't satisfy anchors)
|
||||
var allRoutes: [[Game]] = []
|
||||
|
||||
for region in anchorRegions {
|
||||
guard let regionGames = gamesByRegion[region], !regionGames.isEmpty else { continue }
|
||||
|
||||
// Get anchor games in this region
|
||||
let regionAnchorIds = anchorGameIds.filter { anchorId in
|
||||
regionGames.contains { $0.id == anchorId }
|
||||
}
|
||||
|
||||
let regionRoutes = GameDAGRouter.findAllSensibleRoutes(
|
||||
from: regionGames,
|
||||
stadiums: stadiums,
|
||||
anchorGameIds: regionAnchorIds,
|
||||
allowRepeatCities: allowRepeatCities,
|
||||
stopBuilder: buildStops
|
||||
)
|
||||
|
||||
print("🔍 ScenarioB Regional: \(region.shortName) produced \(regionRoutes.count) routes")
|
||||
allRoutes.append(contentsOf: regionRoutes)
|
||||
}
|
||||
|
||||
return allRoutes
|
||||
}
|
||||
|
||||
// MARK: - Route Deduplication
|
||||
|
||||
/// Removes duplicate routes (routes with identical game IDs).
|
||||
private func deduplicateRoutes(_ routes: [[Game]]) -> [[Game]] {
|
||||
var seen = Set<String>()
|
||||
var unique: [[Game]] = []
|
||||
|
||||
for route in routes {
|
||||
let key = route.map { $0.id.uuidString }.sorted().joined(separator: "-")
|
||||
if !seen.contains(key) {
|
||||
seen.insert(key)
|
||||
unique.append(route)
|
||||
}
|
||||
}
|
||||
|
||||
return unique
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -261,8 +261,7 @@ final class ScenarioCPlanner: ScenarioPlanner {
|
||||
let leisureLevel = request.preferences.leisureLevel
|
||||
let rankedOptions = ItineraryOption.sortByLeisure(
|
||||
allItineraryOptions,
|
||||
leisureLevel: leisureLevel,
|
||||
limit: request.preferences.maxTripOptions
|
||||
leisureLevel: leisureLevel
|
||||
)
|
||||
|
||||
return .success(Array(rankedOptions))
|
||||
|
||||
@@ -22,6 +22,41 @@ final class TripPlanningEngine {
|
||||
let planner = ScenarioPlannerFactory.planner(for: request)
|
||||
|
||||
// Delegate to the scenario planner
|
||||
return planner.plan(request: request)
|
||||
let result = planner.plan(request: request)
|
||||
|
||||
// Apply preference filters to successful results
|
||||
return applyPreferenceFilters(to: result, request: request)
|
||||
}
|
||||
|
||||
// MARK: - Private
|
||||
|
||||
/// Applies allowRepeatCities filter after scenario planners return.
|
||||
/// Note: Region filtering is done during game selection in scenario planners.
|
||||
private func applyPreferenceFilters(
|
||||
to result: ItineraryResult,
|
||||
request: PlanningRequest
|
||||
) -> ItineraryResult {
|
||||
guard case .success(let originalOptions) = result else {
|
||||
return result
|
||||
}
|
||||
|
||||
var options = originalOptions
|
||||
|
||||
// Filter repeat cities (this is enforced during beam search, but double-check here)
|
||||
options = RouteFilters.filterRepeatCities(
|
||||
options,
|
||||
allow: request.preferences.allowRepeatCities
|
||||
)
|
||||
|
||||
if options.isEmpty && !request.preferences.allowRepeatCities {
|
||||
let violatingCities = RouteFilters.findRepeatCities(in: originalOptions)
|
||||
return .failure(PlanningFailure(
|
||||
reason: .repeatCityViolation(cities: violatingCities)
|
||||
))
|
||||
}
|
||||
|
||||
// Region filtering is applied during game selection in scenario planners
|
||||
|
||||
return .success(options)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,6 +35,7 @@ struct PlanningFailure: Error {
|
||||
case travelSegmentMissing
|
||||
case constraintsUnsatisfiable
|
||||
case geographicBacktracking
|
||||
case repeatCityViolation(cities: [String])
|
||||
|
||||
static func == (lhs: FailureReason, rhs: FailureReason) -> Bool {
|
||||
switch (lhs, rhs) {
|
||||
@@ -50,6 +51,8 @@ struct PlanningFailure: Error {
|
||||
return true
|
||||
case (.dateRangeViolation(let g1), .dateRangeViolation(let g2)):
|
||||
return g1.map { $0.id } == g2.map { $0.id }
|
||||
case (.repeatCityViolation(let c1), .repeatCityViolation(let c2)):
|
||||
return c1 == c2
|
||||
default:
|
||||
return false
|
||||
}
|
||||
@@ -74,6 +77,10 @@ struct PlanningFailure: Error {
|
||||
case .travelSegmentMissing: return "Travel segment could not be created"
|
||||
case .constraintsUnsatisfiable: return "Cannot satisfy all trip constraints"
|
||||
case .geographicBacktracking: return "Route requires excessive backtracking"
|
||||
case .repeatCityViolation(let cities):
|
||||
let cityList = cities.prefix(3).joined(separator: ", ")
|
||||
let suffix = cities.count > 3 ? " and \(cities.count - 3) more" : ""
|
||||
return "Cannot visit cities on multiple days: \(cityList)\(suffix)"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -182,8 +189,7 @@ struct ItineraryOption: Identifiable {
|
||||
/// - Parameters:
|
||||
/// - options: The itinerary options to sort
|
||||
/// - leisureLevel: The user's leisure preference
|
||||
/// - limit: Maximum number of options to return (default 10)
|
||||
/// - Returns: Sorted and ranked options
|
||||
/// - Returns: Sorted and ranked options (all options, no limit)
|
||||
///
|
||||
/// Sorting behavior:
|
||||
/// - Packed: Most games first, then least driving
|
||||
@@ -191,8 +197,7 @@ struct ItineraryOption: Identifiable {
|
||||
/// - Relaxed: Least driving first, then fewer games
|
||||
static func sortByLeisure(
|
||||
_ options: [ItineraryOption],
|
||||
leisureLevel: LeisureLevel,
|
||||
limit: Int = 10
|
||||
leisureLevel: LeisureLevel
|
||||
) -> [ItineraryOption] {
|
||||
let sorted = options.sorted { a, b in
|
||||
let aGames = a.totalGames
|
||||
@@ -220,8 +225,8 @@ struct ItineraryOption: Identifiable {
|
||||
}
|
||||
}
|
||||
|
||||
// Re-rank after sorting
|
||||
return Array(sorted.prefix(limit)).enumerated().map { index, option in
|
||||
// Re-rank after sorting (no limit - return all options)
|
||||
return sorted.enumerated().map { index, option in
|
||||
ItineraryOption(
|
||||
rank: index + 1,
|
||||
stops: option.stops,
|
||||
|
||||
Reference in New Issue
Block a user