Complete rewrite of unit test suite using TDD methodology: Planning Engine Tests: - GameDAGRouterTests: Beam search, anchor games, transitions - ItineraryBuilderTests: Stop connection, validators, EV enrichment - RouteFiltersTests: Region, time window, scoring filters - ScenarioA/B/C/D PlannerTests: All planning scenarios - TravelEstimatorTests: Distance, duration, travel days - TripPlanningEngineTests: Orchestration, caching, preferences Domain Model Tests: - AchievementDefinitionsTests, AnySportTests, DivisionTests - GameTests, ProgressTests, RegionTests, StadiumTests - TeamTests, TravelSegmentTests, TripTests, TripPollTests - TripPreferencesTests, TripStopTests, SportTests Service Tests: - FreeScoreAPITests, RouteDescriptionGeneratorTests - SuggestedTripsGeneratorTests Export Tests: - ShareableContentTests (card types, themes, dimensions) Bug fixes discovered through TDD: - ShareCardDimensions: mapSnapshotSize exceeded available width (960x480) - ScenarioBPlanner: Added anchor game validation filter All tests include: - Specification tests (expected behavior) - Invariant tests (properties that must always hold) - Edge case tests (boundary conditions) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
93 lines
3.4 KiB
Swift
93 lines
3.4 KiB
Swift
//
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// ScenarioPlanner.swift
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// SportsTime
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//
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// Protocol for scenario-based trip planning.
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//
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import Foundation
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/// Protocol that all scenario planners must implement.
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/// Each scenario (A, B, C, D) has its own isolated implementation.
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///
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/// - Invariants:
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/// - Always returns either success or explicit failure, never throws
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/// - Success contains ranked itinerary options
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/// - Failure contains reason and any constraint violations
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protocol ScenarioPlanner {
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/// Plan itineraries for this scenario.
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/// - Parameter request: The planning request with all inputs
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/// - Returns: Success with ranked itineraries, or explicit failure
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func plan(request: PlanningRequest) -> ItineraryResult
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}
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/// Factory for creating the appropriate scenario planner.
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///
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/// - Expected Behavior:
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/// - followTeamId != nil → ScenarioDPlanner
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/// - selectedGames not empty → ScenarioBPlanner
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/// - startLocation AND endLocation != nil → ScenarioCPlanner
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/// - Otherwise → ScenarioAPlanner (default)
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///
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/// Priority order: D > B > C > A (first matching wins)
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enum ScenarioPlannerFactory {
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/// Creates the appropriate planner based on the request inputs.
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///
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/// - Expected Behavior:
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/// - followTeamId set → ScenarioDPlanner
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/// - selectedGames not empty → ScenarioBPlanner
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/// - Both start and end locations → ScenarioCPlanner
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/// - Otherwise → ScenarioAPlanner
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static func planner(for request: PlanningRequest) -> ScenarioPlanner {
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print("🔍 ScenarioPlannerFactory: Selecting planner...")
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print(" - followTeamId: \(request.preferences.followTeamId ?? "nil")")
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print(" - selectedGames.count: \(request.selectedGames.count)")
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print(" - startLocation: \(request.startLocation?.name ?? "nil")")
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print(" - endLocation: \(request.endLocation?.name ?? "nil")")
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// Scenario D: User wants to follow a specific team
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if request.preferences.followTeamId != nil {
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print("🔍 ScenarioPlannerFactory: → ScenarioDPlanner (follow team)")
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return ScenarioDPlanner()
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}
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// Scenario B: User selected specific games
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if !request.selectedGames.isEmpty {
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print("🔍 ScenarioPlannerFactory: → ScenarioBPlanner (selected games)")
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return ScenarioBPlanner()
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}
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// Scenario C: User specified start and end locations
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if request.startLocation != nil && request.endLocation != nil {
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print("🔍 ScenarioPlannerFactory: → ScenarioCPlanner (start/end locations)")
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return ScenarioCPlanner()
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}
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// Scenario A: Date range only (default)
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print("🔍 ScenarioPlannerFactory: → ScenarioAPlanner (default/date range)")
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return ScenarioAPlanner()
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}
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/// Classifies which scenario applies to this request.
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///
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/// - Expected Behavior:
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/// - followTeamId set → .scenarioD
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/// - selectedGames not empty → .scenarioB
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/// - Both start and end locations → .scenarioC
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/// - Otherwise → .scenarioA
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static func classify(_ request: PlanningRequest) -> PlanningScenario {
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if request.preferences.followTeamId != nil {
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return .scenarioD
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}
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if !request.selectedGames.isEmpty {
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return .scenarioB
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}
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if request.startLocation != nil && request.endLocation != nil {
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return .scenarioC
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}
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return .scenarioA
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}
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}
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