Files
Sportstime/SportsTime/Planning/Engine/ScheduleMatcher.swift
Trey t 9088b46563 Initial commit: SportsTime trip planning app
- Three-scenario planning engine (A: date range, B: selected games, C: directional routes)
- GeographicRouteExplorer with anchor game support for route exploration
- Shared ItineraryBuilder for travel segment calculation
- TravelEstimator for driving time/distance estimation
- SwiftUI views for trip creation and detail display
- CloudKit integration for schedule data
- Python scraping scripts for sports schedules

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-07 00:46:40 -06:00

397 lines
14 KiB
Swift

//
// ScheduleMatcher.swift
// SportsTime
//
import Foundation
import CoreLocation
/// Finds and scores candidate games for trip planning.
///
/// Updated for the new scenario-based planning:
/// - Scenario A (Date Range): Find games in date range, cluster by region
/// - Scenario B (Selected Games): Validate must-see games, find optional additions
/// - Scenario C (Start+End): Find games along directional corridor with progress check
struct ScheduleMatcher {
// MARK: - Find Candidate Games (Legacy + Scenario C Support)
/// Finds candidate games along a corridor between start and end.
/// Supports directional filtering for Scenario C.
///
/// - Parameters:
/// - request: Planning request with preferences and games
/// - startCoordinate: Starting location
/// - endCoordinate: Ending location
/// - enforceDirection: If true, only include games that make progress toward end
/// - Returns: Array of game candidates sorted by score
func findCandidateGames(
from request: PlanningRequest,
startCoordinate: CLLocationCoordinate2D,
endCoordinate: CLLocationCoordinate2D,
enforceDirection: Bool = false
) -> [GameCandidate] {
var candidates: [GameCandidate] = []
// Calculate the corridor between start and end
let corridor = RouteCorridorCalculator(
start: startCoordinate,
end: endCoordinate,
maxDetourFactor: detourFactorFor(request.preferences.leisureLevel)
)
for game in request.availableGames {
guard let stadium = request.stadiums[game.stadiumId],
let homeTeam = request.teams[game.homeTeamId],
let awayTeam = request.teams[game.awayTeamId] else {
continue
}
// Check if game is within date range
guard game.dateTime >= request.preferences.startDate,
game.dateTime <= request.preferences.endDate else {
continue
}
// Check sport filter
guard request.preferences.sports.contains(game.sport) else {
continue
}
// Calculate detour distance
let detourDistance = corridor.detourDistance(to: stadium.coordinate)
// For directional routes, check if this stadium makes progress
if enforceDirection {
let distanceToEnd = corridor.distanceToEnd(from: stadium.coordinate)
let startDistanceToEnd = corridor.directDistance
// Skip if stadium is behind the start (going backwards)
if distanceToEnd > startDistanceToEnd * 1.1 { // 10% tolerance
continue
}
}
// Skip if too far from route (unless must-see)
let isMustSee = request.preferences.mustSeeGameIds.contains(game.id)
if !isMustSee && detourDistance > corridor.maxDetourDistance {
continue
}
// Score the game
let score = scoreGame(
game: game,
homeTeam: homeTeam,
awayTeam: awayTeam,
detourDistance: detourDistance,
isMustSee: isMustSee,
request: request
)
let candidate = GameCandidate(
id: game.id,
game: game,
stadium: stadium,
homeTeam: homeTeam,
awayTeam: awayTeam,
detourDistance: detourDistance,
score: score
)
candidates.append(candidate)
}
// Sort by score (highest first)
return candidates.sorted { $0.score > $1.score }
}
// MARK: - Directional Game Filtering (Scenario C)
/// Finds games along a directional route from start to end.
/// Ensures monotonic progress toward destination.
///
/// - Parameters:
/// - request: Planning request
/// - startCoordinate: Starting location
/// - endCoordinate: Destination
/// - corridorWidthPercent: Width of corridor as percentage of direct distance
/// - Returns: Games sorted by their position along the route
func findDirectionalGames(
from request: PlanningRequest,
startCoordinate: CLLocationCoordinate2D,
endCoordinate: CLLocationCoordinate2D,
corridorWidthPercent: Double = 0.3
) -> [GameCandidate] {
let corridor = RouteCorridorCalculator(
start: startCoordinate,
end: endCoordinate,
maxDetourFactor: 1.0 + corridorWidthPercent
)
var candidates: [GameCandidate] = []
for game in request.availableGames {
guard let stadium = request.stadiums[game.stadiumId],
let homeTeam = request.teams[game.homeTeamId],
let awayTeam = request.teams[game.awayTeamId] else {
continue
}
// Date and sport filter
guard game.dateTime >= request.preferences.startDate,
game.dateTime <= request.preferences.endDate,
request.preferences.sports.contains(game.sport) else {
continue
}
// Calculate progress along route (0 = start, 1 = end)
let progress = corridor.progressAlongRoute(point: stadium.coordinate)
// Only include games that are along the route (positive progress, not behind start)
guard progress >= -0.1 && progress <= 1.1 else {
continue
}
// Check corridor width
let detourDistance = corridor.detourDistance(to: stadium.coordinate)
let isMustSee = request.preferences.mustSeeGameIds.contains(game.id)
if !isMustSee && detourDistance > corridor.maxDetourDistance {
continue
}
let score = scoreGame(
game: game,
homeTeam: homeTeam,
awayTeam: awayTeam,
detourDistance: detourDistance,
isMustSee: isMustSee,
request: request
)
let candidate = GameCandidate(
id: game.id,
game: game,
stadium: stadium,
homeTeam: homeTeam,
awayTeam: awayTeam,
detourDistance: detourDistance,
score: score
)
candidates.append(candidate)
}
// Sort by date (chronological order is the primary constraint)
return candidates.sorted { $0.game.dateTime < $1.game.dateTime }
}
// MARK: - Game Scoring
private func scoreGame(
game: Game,
homeTeam: Team,
awayTeam: Team,
detourDistance: Double,
isMustSee: Bool,
request: PlanningRequest
) -> Double {
var score: Double = 50.0 // Base score
// Must-see bonus
if isMustSee {
score += 100.0
}
// Playoff bonus
if game.isPlayoff {
score += 30.0
}
// Weekend bonus (more convenient)
let weekday = Calendar.current.component(.weekday, from: game.dateTime)
if weekday == 1 || weekday == 7 { // Sunday or Saturday
score += 10.0
}
// Evening game bonus (day games harder to schedule around)
let hour = Calendar.current.component(.hour, from: game.dateTime)
if hour >= 17 { // 5 PM or later
score += 5.0
}
// Detour penalty
let detourMiles = detourDistance * 0.000621371
score -= detourMiles * 0.1 // Lose 0.1 points per mile of detour
// Preferred city bonus
if request.preferences.preferredCities.contains(homeTeam.city) {
score += 15.0
}
// Must-stop location bonus
if request.preferences.mustStopLocations.contains(where: { $0.name.lowercased() == homeTeam.city.lowercased() }) {
score += 25.0
}
return max(0, score)
}
private func detourFactorFor(_ leisureLevel: LeisureLevel) -> Double {
switch leisureLevel {
case .packed: return 1.3 // 30% detour allowed
case .moderate: return 1.5 // 50% detour allowed
case .relaxed: return 2.0 // 100% detour allowed
}
}
// MARK: - Find Games at Location
func findGames(
at stadium: Stadium,
within dateRange: ClosedRange<Date>,
from games: [Game]
) -> [Game] {
games.filter { game in
game.stadiumId == stadium.id &&
dateRange.contains(game.dateTime)
}.sorted { $0.dateTime < $1.dateTime }
}
// MARK: - Find Other Sports
func findOtherSportsGames(
along route: [CLLocationCoordinate2D],
excludingSports: Set<Sport>,
within dateRange: ClosedRange<Date>,
games: [Game],
stadiums: [UUID: Stadium],
teams: [UUID: Team],
maxDetourMiles: Double = 50
) -> [GameCandidate] {
var candidates: [GameCandidate] = []
for game in games {
// Skip if sport is already selected
if excludingSports.contains(game.sport) { continue }
// Skip if outside date range
if !dateRange.contains(game.dateTime) { continue }
guard let stadium = stadiums[game.stadiumId],
let homeTeam = teams[game.homeTeamId],
let awayTeam = teams[game.awayTeamId] else {
continue
}
// Check if stadium is near the route
let minDistance = route.map { coord in
CLLocation(latitude: coord.latitude, longitude: coord.longitude)
.distance(from: stadium.location)
}.min() ?? .greatestFiniteMagnitude
let distanceMiles = minDistance * 0.000621371
if distanceMiles <= maxDetourMiles {
let candidate = GameCandidate(
id: game.id,
game: game,
stadium: stadium,
homeTeam: homeTeam,
awayTeam: awayTeam,
detourDistance: minDistance,
score: 50.0 - distanceMiles // Score inversely proportional to detour
)
candidates.append(candidate)
}
}
return candidates.sorted { $0.score > $1.score }
}
// MARK: - Validate Games for Scenarios
/// Validates that all must-see games are within the date range.
/// Used for Scenario B validation.
func validateMustSeeGamesInRange(
mustSeeGameIds: Set<UUID>,
allGames: [Game],
dateRange: ClosedRange<Date>
) -> (valid: Bool, outOfRange: [UUID]) {
var outOfRange: [UUID] = []
for gameId in mustSeeGameIds {
guard let game = allGames.first(where: { $0.id == gameId }) else {
continue
}
if !dateRange.contains(game.dateTime) {
outOfRange.append(gameId)
}
}
return (outOfRange.isEmpty, outOfRange)
}
}
// MARK: - Route Corridor Calculator
struct RouteCorridorCalculator {
let start: CLLocationCoordinate2D
let end: CLLocationCoordinate2D
let maxDetourFactor: Double
var directDistance: CLLocationDistance {
CLLocation(latitude: start.latitude, longitude: start.longitude)
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
}
var maxDetourDistance: CLLocationDistance {
directDistance * (maxDetourFactor - 1.0)
}
func detourDistance(to point: CLLocationCoordinate2D) -> CLLocationDistance {
let startToPoint = CLLocation(latitude: start.latitude, longitude: start.longitude)
.distance(from: CLLocation(latitude: point.latitude, longitude: point.longitude))
let pointToEnd = CLLocation(latitude: point.latitude, longitude: point.longitude)
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
let totalViaPoint = startToPoint + pointToEnd
return max(0, totalViaPoint - directDistance)
}
func isWithinCorridor(_ point: CLLocationCoordinate2D) -> Bool {
detourDistance(to: point) <= maxDetourDistance
}
/// Returns the distance from a point to the end location.
func distanceToEnd(from point: CLLocationCoordinate2D) -> CLLocationDistance {
CLLocation(latitude: point.latitude, longitude: point.longitude)
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
}
/// Calculates progress along the route (0 = at start, 1 = at end).
/// Can be negative (behind start) or > 1 (past end).
func progressAlongRoute(point: CLLocationCoordinate2D) -> Double {
guard directDistance > 0 else { return 0 }
let distFromStart = CLLocation(latitude: start.latitude, longitude: start.longitude)
.distance(from: CLLocation(latitude: point.latitude, longitude: point.longitude))
let distFromEnd = CLLocation(latitude: point.latitude, longitude: point.longitude)
.distance(from: CLLocation(latitude: end.latitude, longitude: end.longitude))
// Use the law of cosines to project onto the line
// progress = (d_start² + d_total² - d_end²) / (2 * d_total²)
let dStart = distFromStart
let dEnd = distFromEnd
let dTotal = directDistance
let numerator = (dStart * dStart) + (dTotal * dTotal) - (dEnd * dEnd)
let denominator = 2 * dTotal * dTotal
return numerator / denominator
}
}