feat: add Follow Team Mode (Scenario D) for road trip planning
Adds a new planning mode that lets users follow a team's schedule (home + away games) and builds multi-city routes accordingly. Key changes: - New ScenarioDPlanner with team filtering and route generation - Team picker UI with sport grouping and search - Fix TravelEstimator 5-day limit (was 2-day) for cross-country routes - Fix DateInterval end boundary to include games on last day - Comprehensive test suite covering edge cases: - Multi-city routes with adequate/insufficient time - Optimal game selection per city for feasibility - 5-day driving segment limits - Multiple driver scenarios Enables trips like Houston → Chicago → Anaheim following the Astros. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
405
SportsTime/Planning/Engine/ScenarioDPlanner.swift
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405
SportsTime/Planning/Engine/ScenarioDPlanner.swift
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//
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// ScenarioDPlanner.swift
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// SportsTime
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//
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// Scenario D: Follow Team planning.
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// User selects a team, we find all their games (home and away) and build routes.
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//
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import Foundation
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import CoreLocation
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/// Scenario D: Follow Team planning
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///
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/// This scenario builds trips around a specific team's schedule.
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///
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/// Input:
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/// - followTeamId: Required. The team to follow.
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/// - date_range: Required. The trip dates.
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/// - selectedRegions: Optional. Filter to specific regions.
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/// - useHomeLocation: Whether to start/end from user's home.
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/// - startLocation: Required if useHomeLocation is true.
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///
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/// Output:
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/// - Success: Ranked list of itinerary options
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/// - Failure: Explicit error with reason (no team, no games, etc.)
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///
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/// Example:
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/// User follows Yankees, Jan 5-15, 2026
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/// We find: @Red Sox (Jan 5), @Blue Jays (Jan 8), vs Orioles (Jan 12)
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/// Output: Route visiting Boston → Toronto → New York
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///
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final class ScenarioDPlanner: ScenarioPlanner {
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// MARK: - ScenarioPlanner Protocol
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/// Main entry point for Scenario D planning.
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///
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/// Flow:
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/// 1. Validate inputs (team must be selected)
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/// 2. Filter games to team's schedule (home and away)
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/// 3. Apply region and date filters
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/// 4. Apply repeat city constraints
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/// 5. Build routes and calculate travel
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/// 6. Return ranked itineraries
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///
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/// Failure cases:
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/// - No team selected → .missingTeamSelection
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/// - No date range → .missingDateRange
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/// - No games found → .noGamesInRange
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/// - Can't build valid route → .constraintsUnsatisfiable
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///
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func plan(request: PlanningRequest) -> ItineraryResult {
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// ──────────────────────────────────────────────────────────────────
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// Step 1: Validate team selection
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// ──────────────────────────────────────────────────────────────────
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guard let teamId = request.preferences.followTeamId else {
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return .failure(
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PlanningFailure(
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reason: .missingTeamSelection,
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violations: []
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)
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)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 2: Validate date range exists
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// ──────────────────────────────────────────────────────────────────
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guard let dateRange = request.dateRange else {
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return .failure(
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PlanningFailure(
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reason: .missingDateRange,
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violations: []
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)
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)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 3: Filter games to team's schedule (home and away)
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// ──────────────────────────────────────────────────────────────────
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let teamGames = filterToTeam(request.allGames, teamId: teamId)
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print("🔍 ScenarioD Step 3: allGames=\(request.allGames.count), teamGames=\(teamGames.count)")
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print("🔍 ScenarioD: Looking for teamId=\(teamId)")
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for game in teamGames.prefix(20) {
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let stadium = request.stadiums[game.stadiumId]
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let isHome = game.homeTeamId == teamId
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print("🔍 Game: \(stadium?.city ?? "?") on \(game.gameDate) (\(isHome ? "HOME" : "AWAY"))")
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}
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if teamGames.isEmpty {
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return .failure(
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PlanningFailure(
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reason: .noGamesInRange,
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violations: [
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ConstraintViolation(
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type: .selectedGames,
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description: "No games found for selected team",
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severity: .error
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)
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]
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)
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)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 4: Apply date range and region filters
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// ──────────────────────────────────────────────────────────────────
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let selectedRegions = request.preferences.selectedRegions
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print("🔍 ScenarioD Step 4: dateRange=\(dateRange.start) to \(dateRange.end), selectedRegions=\(selectedRegions)")
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let filteredGames = teamGames
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.filter { game in
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// Must be in date range
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let inDateRange = dateRange.contains(game.startTime)
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if !inDateRange {
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let stadium = request.stadiums[game.stadiumId]
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print("🔍 FILTERED OUT (date): \(stadium?.city ?? "?") on \(game.gameDate) - startTime=\(game.startTime)")
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return false
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}
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// Must be in selected region (if regions specified)
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if !selectedRegions.isEmpty {
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guard let stadium = request.stadiums[game.stadiumId] else { return false }
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let gameRegion = Region.classify(longitude: stadium.coordinate.longitude)
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let inRegion = selectedRegions.contains(gameRegion)
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if !inRegion {
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print("🔍 FILTERED OUT (region): \(stadium.city) on \(game.gameDate) - region=\(gameRegion)")
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}
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return inRegion
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}
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return true
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}
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.sorted { $0.startTime < $1.startTime }
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print("🔍 ScenarioD Step 4 result: \(filteredGames.count) games after date/region filter")
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for game in filteredGames {
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let stadium = request.stadiums[game.stadiumId]
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print("🔍 Kept: \(stadium?.city ?? "?") on \(game.gameDate)")
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}
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if filteredGames.isEmpty {
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return .failure(
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PlanningFailure(
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reason: .noGamesInRange,
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violations: [
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ConstraintViolation(
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type: .dateRange,
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description: "No team games found in selected date range and regions",
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severity: .error
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)
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]
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)
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)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 5: Prepare for routing
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// ──────────────────────────────────────────────────────────────────
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// NOTE: We do NOT filter by repeat city here. The GameDAGRouter handles
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// allowRepeatCities internally, which allows it to pick the optimal game
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// per city for route feasibility (e.g., pick July 29 Anaheim instead of
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// July 27 if it makes the driving from Chicago feasible).
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let finalGames = filteredGames
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print("🔍 ScenarioD Step 5: Passing \(finalGames.count) games to router (allowRepeatCities=\(request.preferences.allowRepeatCities))")
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print("🔍 ScenarioD: teamGames=\(teamGames.count), filteredGames=\(filteredGames.count), finalGames=\(finalGames.count)")
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// ──────────────────────────────────────────────────────────────────
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// Step 6: Find valid routes using DAG router
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// ──────────────────────────────────────────────────────────────────
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// Follow Team mode typically has fewer games than Scenario A,
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// so we can be more exhaustive in route finding.
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print("🔍 ScenarioD Step 6: Finding routes from \(finalGames.count) games")
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var validRoutes: [[Game]] = []
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let globalRoutes = GameDAGRouter.findAllSensibleRoutes(
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from: finalGames,
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stadiums: request.stadiums,
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allowRepeatCities: request.preferences.allowRepeatCities,
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stopBuilder: buildStops
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)
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print("🔍 ScenarioD Step 6: GameDAGRouter returned \(globalRoutes.count) routes")
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for (i, route) in globalRoutes.prefix(5).enumerated() {
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let cities = route.compactMap { request.stadiums[$0.stadiumId]?.city }.joined(separator: " → ")
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print("🔍 Route \(i+1): \(route.count) games - \(cities)")
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}
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validRoutes.append(contentsOf: globalRoutes)
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// Deduplicate routes
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validRoutes = deduplicateRoutes(validRoutes)
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print("🔍 ScenarioD Step 6 after dedup: \(validRoutes.count) valid routes")
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if validRoutes.isEmpty {
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return .failure(
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PlanningFailure(
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reason: .noValidRoutes,
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violations: [
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ConstraintViolation(
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type: .geographicSanity,
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description: "No geographically sensible route found for team's games",
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severity: .error
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)
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]
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)
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)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 7: Build itineraries for each valid route
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// ──────────────────────────────────────────────────────────────────
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var itineraryOptions: [ItineraryOption] = []
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for (index, routeGames) in validRoutes.enumerated() {
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// Build stops for this route
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let stops = buildStops(from: routeGames, stadiums: request.stadiums)
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guard !stops.isEmpty else { continue }
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// Calculate travel segments using shared ItineraryBuilder
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guard let itinerary = ItineraryBuilder.build(
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stops: stops,
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constraints: request.drivingConstraints
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) else {
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// This route fails driving constraints, skip it
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continue
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}
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// Create the option
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let cities = stops.map { $0.city }.joined(separator: " → ")
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let option = ItineraryOption(
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rank: index + 1,
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stops: itinerary.stops,
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travelSegments: itinerary.travelSegments,
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totalDrivingHours: itinerary.totalDrivingHours,
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totalDistanceMiles: itinerary.totalDistanceMiles,
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geographicRationale: "Follow Team: \(stops.count) games - \(cities)"
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)
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itineraryOptions.append(option)
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}
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// ──────────────────────────────────────────────────────────────────
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// Step 8: Return ranked results
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// ──────────────────────────────────────────────────────────────────
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if itineraryOptions.isEmpty {
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return .failure(
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PlanningFailure(
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reason: .constraintsUnsatisfiable,
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violations: [
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ConstraintViolation(
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type: .drivingTime,
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description: "No routes satisfy driving constraints for team's schedule",
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severity: .error
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)
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]
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)
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)
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}
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// Sort and rank based on leisure level
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let leisureLevel = request.preferences.leisureLevel
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let rankedOptions = ItineraryOption.sortByLeisure(
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itineraryOptions,
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leisureLevel: leisureLevel
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)
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print("🔍 ScenarioD: Returning \(rankedOptions.count) options")
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return .success(rankedOptions)
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}
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// MARK: - Team Filtering
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/// Filters games to those involving the followed team (home or away).
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private func filterToTeam(_ games: [Game], teamId: UUID) -> [Game] {
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games.filter { game in
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game.homeTeamId == teamId || game.awayTeamId == teamId
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}
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}
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// MARK: - Repeat City Filtering
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/// When `allowRepeatCities = false`, keeps only the first game per city.
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private func applyRepeatCityFilter(
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_ games: [Game],
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allowRepeat: Bool,
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stadiums: [UUID: Stadium]
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) -> [Game] {
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guard !allowRepeat else {
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print("🔍 applyRepeatCityFilter: allowRepeat=true, returning all \(games.count) games")
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return games
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}
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print("🔍 applyRepeatCityFilter: allowRepeat=false, filtering duplicates")
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var seenCities: Set<String> = []
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return games.filter { game in
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guard let stadium = stadiums[game.stadiumId] else {
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print("🔍 Game \(game.id): NO STADIUM FOUND - filtered out")
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return false
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}
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if seenCities.contains(stadium.city) {
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print("🔍 Game in \(stadium.city) on \(game.gameDate): DUPLICATE CITY - filtered out")
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return false
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}
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print("🔍 Game in \(stadium.city) on \(game.gameDate): KEPT (first in this city)")
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seenCities.insert(stadium.city)
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return true
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}
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}
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// MARK: - Stop Building
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/// Converts a list of games into itinerary stops.
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/// Same logic as ScenarioAPlanner.
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private func buildStops(
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from games: [Game],
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stadiums: [UUID: Stadium]
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) -> [ItineraryStop] {
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guard !games.isEmpty else { return [] }
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let sortedGames = games.sorted { $0.startTime < $1.startTime }
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var stops: [ItineraryStop] = []
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var currentStadiumId: UUID? = nil
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var currentGames: [Game] = []
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for game in sortedGames {
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if game.stadiumId == currentStadiumId {
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currentGames.append(game)
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} else {
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if let stadiumId = currentStadiumId, !currentGames.isEmpty {
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if let stop = createStop(from: currentGames, stadiumId: stadiumId, stadiums: stadiums) {
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stops.append(stop)
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}
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}
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currentStadiumId = game.stadiumId
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currentGames = [game]
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}
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}
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// Don't forget the last group
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if let stadiumId = currentStadiumId, !currentGames.isEmpty {
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if let stop = createStop(from: currentGames, stadiumId: stadiumId, stadiums: stadiums) {
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stops.append(stop)
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}
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}
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return stops
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}
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/// Creates an ItineraryStop from a group of games at the same stadium.
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private func createStop(
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from games: [Game],
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stadiumId: UUID,
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stadiums: [UUID: Stadium]
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) -> ItineraryStop? {
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guard !games.isEmpty else { return nil }
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let sortedGames = games.sorted { $0.startTime < $1.startTime }
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let stadium = stadiums[stadiumId]
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let city = stadium?.city ?? "Unknown"
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let state = stadium?.state ?? ""
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let coordinate = stadium?.coordinate
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let location = LocationInput(
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name: city,
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coordinate: coordinate,
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address: stadium?.fullAddress
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)
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let lastGameDate = sortedGames.last?.gameDate ?? Date()
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return ItineraryStop(
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city: city,
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state: state,
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coordinate: coordinate,
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games: sortedGames.map { $0.id },
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arrivalDate: sortedGames.first?.gameDate ?? Date(),
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departureDate: lastGameDate,
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location: location,
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firstGameStart: sortedGames.first?.startTime
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)
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}
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// MARK: - Route Deduplication
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/// Removes duplicate routes (routes with identical game IDs).
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private func deduplicateRoutes(_ routes: [[Game]]) -> [[Game]] {
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var seen = Set<String>()
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var unique: [[Game]] = []
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for route in routes {
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let key = route.map { $0.id.uuidString }.sorted().joined(separator: "-")
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if !seen.contains(key) {
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seen.insert(key)
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unique.append(route)
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}
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}
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return unique
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}
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}
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Block a user