use super::BasePlatformValidator;
use super::*;
pub struct SimulationValidator {
base: BasePlatformValidator,
#[allow(dead_code)]
logic_analyzer: LogicFlowAnalyzer,
#[allow(dead_code)]
state_validator: StateValidator,
#[allow(dead_code)]
decision_tree_analyzer: DecisionTreeAnalyzer,
#[allow(dead_code)]
simulation_engine: SimulationEngine,
}
impl Default for SimulationValidator {
fn default() -> Self {
Self::new()
}
}
impl SimulationValidator {
pub fn new() -> Self {
Self {
base: BasePlatformValidator::new(Platform::Simulation),
logic_analyzer: LogicFlowAnalyzer::new(),
state_validator: StateValidator::new(),
decision_tree_analyzer: DecisionTreeAnalyzer::new(),
simulation_engine: SimulationEngine::new(),
}
}
async fn validate_simulation_protocol(
&self,
protocol_content: &str,
config: &ValidationConfig,
) -> Result<SimulationValidationResult, VIBEError> {
let start_time = std::time::Instant::now();
let simulation_elements = self.extract_simulation_elements(protocol_content)?;
let logic_validation = self
.validate_logic_flow(&simulation_elements, config)
.await?;
let state_validation = self
.validate_state_management(&simulation_elements, config)
.await?;
let decision_validation = self
.validate_decision_trees(&simulation_elements, config)
.await?;
let edge_case_validation = self
.validate_edge_cases(&simulation_elements, config)
.await?;
let completeness_validation = self
.validate_completeness(&simulation_elements, config)
.await?;
let validation_time = start_time.elapsed().as_millis() as u64;
let overall_score = self.calculate_simulation_score(&[
&logic_validation,
&state_validation,
&decision_validation,
&edge_case_validation,
&completeness_validation,
])?;
let mut all_issues = Vec::new();
all_issues.extend(logic_validation.issues);
all_issues.extend(state_validation.issues);
all_issues.extend(decision_validation.issues);
all_issues.extend(edge_case_validation.issues);
all_issues.extend(completeness_validation.issues);
let recommendations =
self.generate_simulation_recommendations(&all_issues, overall_score)?;
Ok(SimulationValidationResult {
overall_score,
logic_score: logic_validation.score,
state_score: state_validation.score,
decision_score: decision_validation.score,
edge_case_score: edge_case_validation.score,
completeness_score: completeness_validation.score,
validation_time_ms: validation_time,
issues: all_issues,
recommendations,
simulation_metrics: SimulationMetrics {
logic_complexity: logic_validation.complexity_score,
state_transitions: state_validation.transition_count,
decision_depth: decision_validation.max_depth,
edge_cases_covered: edge_case_validation.covered_count,
simulation_completeness: completeness_validation.completeness_percentage,
},
})
}
fn extract_simulation_elements(&self, content: &str) -> Result<SimulationElements, VIBEError> {
let mut elements = SimulationElements::default();
let state_pattern = regex::Regex::new(r"(state|State)\s*:?\s*([A-Z][a-zA-Z_]*)").unwrap();
for cap in state_pattern.captures_iter(content) {
elements.states.insert(cap[2].to_string());
}
let transition_pattern = regex::Regex::new(
r"(transition|Transition|->|=>)\s*:?\s*([A-Z][a-zA-Z_]*)\s*(to|->)\s*([A-Z][a-zA-Z_]*)",
)
.unwrap();
for cap in transition_pattern.captures_iter(content) {
elements
.transitions
.insert((cap[2].to_string(), cap[4].to_string()));
}
let condition_pattern =
regex::Regex::new(r"(if|when|condition|Condition)\s*[:\(]?\s*([^,\n]+)").unwrap();
for cap in condition_pattern.captures_iter(content) {
elements.conditions.insert(cap[2].trim().to_string());
}
let action_pattern = regex::Regex::new(
r"(action|Action|execute|Execute|perform|Perform)\s*[:\(]?\s*([A-Za-z_][A-Za-z0-9_]*)",
)
.unwrap();
for cap in action_pattern.captures_iter(content) {
elements.actions.insert(cap[2].to_string());
}
let validation_pattern = regex::Regex::new(
r"(validate|Validate|check|Check)\s*[:\(]?\s*([A-Za-z_][A-Za-z0-9_]*)",
)
.unwrap();
for cap in validation_pattern.captures_iter(content) {
elements.validations.insert(cap[2].to_string());
}
let error_pattern = regex::Regex::new(
r"(error|Error|exception|Exception|catch|Catch)\s*[:\(]?\s*([A-Za-z_][A-Za-z0-9_]*)",
)
.unwrap();
for cap in error_pattern.captures_iter(content) {
elements.error_handling.insert(cap[2].to_string());
}
if content.contains("simulate")
|| content.contains("simulation")
|| content.contains("mock")
{
elements.has_simulation_indicators = true;
}
if content.contains("deterministic") || content.contains("repeatable") {
elements.deterministic_behavior = true;
}
if content.contains("random") || content.contains("stochastic") {
elements.has_randomness = true;
}
if content.contains("test") || content.contains("validation") {
elements.has_testing_framework = true;
}
Ok(elements)
}
async fn validate_logic_flow(
&self,
elements: &SimulationElements,
_config: &ValidationConfig,
) -> Result<LogicValidationResult, VIBEError> {
let mut score: f32 = 100.0;
let mut issues = Vec::new();
let complexity_score = self.calculate_logic_complexity(elements);
if elements.states.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Critical,
category: IssueCategory::LogicError,
description: "No states defined in simulation".to_string(),
location: None,
suggestion: Some("Define simulation states clearly".to_string()),
});
score -= 30.0;
}
if elements.transitions.is_empty() && !elements.states.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::High,
category: IssueCategory::LogicError,
description: "No state transitions defined".to_string(),
location: None,
suggestion: Some("Define transitions between states".to_string()),
});
score -= 20.0;
}
let mut dangling_states = Vec::new();
for state in &elements.states {
let has_outgoing = elements.transitions.iter().any(|(from, _)| from == state);
let has_incoming = elements.transitions.iter().any(|(_, to)| to == state);
if !has_outgoing && !has_incoming {
dangling_states.push(state.clone());
}
}
if !dangling_states.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: format!("Dangling states detected: {}", dangling_states.join(", ")),
location: None,
suggestion: Some("Connect dangling states or remove unused states".to_string()),
});
score -= (dangling_states.len() as f32 * 5.0).min(20.0);
}
let has_cycles = self.detect_cycles(&elements.transitions);
if has_cycles {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::High,
category: IssueCategory::LogicError,
description: "Potential circular dependencies detected".to_string(),
location: None,
suggestion: Some("Review logic flow for circular dependencies".to_string()),
});
score -= 15.0;
}
if complexity_score > 7.0 {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Low,
category: IssueCategory::LogicError,
description: format!("High logic complexity score: {:.1}", complexity_score),
location: None,
suggestion: Some("Consider simplifying complex logic paths".to_string()),
});
score -= 5.0;
}
Ok(LogicValidationResult {
score: score.clamp(0.0, 100.0),
issues,
complexity_score,
})
}
async fn validate_state_management(
&self,
elements: &SimulationElements,
_config: &ValidationConfig,
) -> Result<StateValidationResult, VIBEError> {
let mut score: f32 = 100.0;
let mut issues = Vec::new();
let transition_count = elements.transitions.len();
if elements.validations.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: "No state validation rules found".to_string(),
location: None,
suggestion: Some("Add state validation rules".to_string()),
});
score -= 10.0;
}
if elements.error_handling.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::ErrorHandling,
description: "No error handling mechanisms found".to_string(),
location: None,
suggestion: Some("Implement error handling for state transitions".to_string()),
});
score -= 15.0;
}
let inconsistent_transitions = self.find_inconsistent_transitions(elements);
if !inconsistent_transitions.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::High,
category: IssueCategory::LogicError,
description: format!(
"Inconsistent transitions detected: {}",
inconsistent_transitions.join(", ")
),
location: None,
suggestion: Some("Review transition logic for consistency".to_string()),
});
score -= 20.0;
}
if !self.has_proper_initialization(elements) {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: "No clear state initialization detected".to_string(),
location: None,
suggestion: Some("Define proper state initialization".to_string()),
});
score -= 10.0;
}
Ok(StateValidationResult {
score: score.clamp(0.0, 100.0),
issues,
transition_count,
})
}
async fn validate_decision_trees(
&self,
elements: &SimulationElements,
_config: &ValidationConfig,
) -> Result<DecisionValidationResult, VIBEError> {
let mut score: f32 = 100.0;
let mut issues = Vec::new();
let max_depth = self.calculate_decision_depth(elements);
if elements.conditions.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::High,
category: IssueCategory::LogicError,
description: "No decision conditions found".to_string(),
location: None,
suggestion: Some("Define clear decision conditions".to_string()),
});
score -= 20.0;
}
if max_depth > 5 {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Low,
category: IssueCategory::LogicError,
description: format!("Deep decision tree detected (depth: {})", max_depth),
location: None,
suggestion: Some("Consider flattening deep decision trees".to_string()),
});
score -= 5.0;
} else if max_depth == 0 {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: "No decision tree structure detected".to_string(),
location: None,
suggestion: Some("Implement decision tree logic".to_string()),
});
score -= 15.0;
}
let incomplete_decisions = self.find_incomplete_decisions(elements);
if !incomplete_decisions.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: format!("Incomplete decisions: {}", incomplete_decisions.join(", ")),
location: None,
suggestion: Some("Complete all decision branches".to_string()),
});
score -= 10.0;
}
let ambiguous_conditions = self.find_ambiguous_conditions(elements);
if !ambiguous_conditions.is_empty() {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: format!("Ambiguous conditions: {}", ambiguous_conditions.join(", ")),
location: None,
suggestion: Some("Clarify ambiguous decision conditions".to_string()),
});
score -= 8.0;
}
Ok(DecisionValidationResult {
score: score.clamp(0.0, 100.0),
issues,
max_depth,
})
}
async fn validate_edge_cases(
&self,
elements: &SimulationElements,
_config: &ValidationConfig,
) -> Result<EdgeCaseValidationResult, VIBEError> {
let mut score: f32 = 100.0;
let mut issues = Vec::new();
let covered_count = self.count_edge_cases_covered(elements);
if !self.has_boundary_conditions(elements) {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: "No boundary condition handling detected".to_string(),
location: None,
suggestion: Some("Add boundary condition validation".to_string()),
});
score -= 15.0;
}
if !self.has_error_scenarios(elements) {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::ErrorHandling,
description: "No error scenario handling detected".to_string(),
location: None,
suggestion: Some("Implement error scenario handling".to_string()),
});
score -= 15.0;
}
if !self.has_timeout_handling(elements) {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Low,
category: IssueCategory::ErrorHandling,
description: "No timeout handling detected".to_string(),
location: None,
suggestion: Some("Consider adding timeout handling".to_string()),
});
score -= 8.0;
}
if elements.has_randomness && !self.has_concurrency_handling(elements) {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: "Randomness detected but no concurrency handling".to_string(),
location: None,
suggestion: Some("Add concurrency handling for random operations".to_string()),
});
score -= 12.0;
}
Ok(EdgeCaseValidationResult {
score: score.clamp(0.0, 100.0),
issues,
covered_count,
})
}
async fn validate_completeness(
&self,
elements: &SimulationElements,
_config: &ValidationConfig,
) -> Result<CompletenessValidationResult, VIBEError> {
let mut score: f32 = 100.0;
let mut issues = Vec::new();
let completeness_percentage = self.calculate_completeness(elements);
if completeness_percentage < 70.0 {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: format!(
"Simulation completeness at {}% (below 70% threshold)",
completeness_percentage
),
location: None,
suggestion: Some("Add missing simulation components".to_string()),
});
score = completeness_percentage;
}
let required_components = vec![
(!elements.states.is_empty(), "States"),
(!elements.transitions.is_empty(), "Transitions"),
(!elements.conditions.is_empty(), "Conditions"),
(!elements.actions.is_empty(), "Actions"),
(!elements.validations.is_empty(), "Validations"),
];
for (has_component, component_name) in required_components {
if !has_component {
issues.push(ValidationIssue {
platform: Platform::Simulation,
severity: Severity::Medium,
category: IssueCategory::LogicError,
description: format!("Missing required component: {}", component_name),
location: None,
suggestion: Some(format!("Add {}", component_name)),
});
score -= 10.0;
}
}
Ok(CompletenessValidationResult {
score: score.clamp(0.0, 100.0),
issues,
completeness_percentage,
})
}
fn calculate_logic_complexity(&self, elements: &SimulationElements) -> f32 {
let state_complexity = elements.states.len() as f32 * 0.5;
let transition_complexity = elements.transitions.len() as f32 * 0.3;
let condition_complexity = elements.conditions.len() as f32 * 0.2;
state_complexity + transition_complexity + condition_complexity
}
fn detect_cycles(&self, transitions: &HashSet<(String, String)>) -> bool {
let mut visited = HashSet::new();
let mut recursion_stack = HashSet::new();
for (from, _) in transitions {
if self.has_cycle_from(from, transitions, &mut visited, &mut recursion_stack) {
return true;
}
}
false
}
#[allow(clippy::only_used_in_recursion)]
fn has_cycle_from(
&self,
current: &str,
transitions: &HashSet<(String, String)>,
visited: &mut HashSet<String>,
recursion_stack: &mut HashSet<String>,
) -> bool {
if recursion_stack.contains(current) {
return true;
}
if visited.contains(current) {
return false;
}
visited.insert(current.to_string());
recursion_stack.insert(current.to_string());
for (from, to) in transitions {
if from == current && self.has_cycle_from(to, transitions, visited, recursion_stack) {
return true;
}
}
recursion_stack.remove(current);
false
}
fn find_inconsistent_transitions(&self, elements: &SimulationElements) -> Vec<String> {
let mut inconsistencies = Vec::new();
for (from, to) in &elements.transitions {
if !elements.states.contains(to) {
inconsistencies.push(format!("Transition to undefined state: {} -> {}", from, to));
}
}
inconsistencies
}
fn has_proper_initialization(&self, elements: &SimulationElements) -> bool {
elements.states.contains("Initial")
|| elements.states.contains("Start")
|| elements.states.contains("Ready")
|| elements.validations.contains("initialization")
}
fn calculate_decision_depth(&self, elements: &SimulationElements) -> usize {
let max_nested_conditions = elements
.conditions
.iter()
.map(|c| c.matches("&&|\\|\\|").count())
.max()
.unwrap_or(0);
max_nested_conditions + 1
}
fn find_incomplete_decisions(&self, elements: &SimulationElements) -> Vec<String> {
let mut incomplete = Vec::new();
for condition in &elements.conditions {
let condition_base = condition.split("&&|\\|\\|").next().unwrap_or(condition);
if !elements
.actions
.iter()
.any(|action| action.contains(condition_base))
{
incomplete.push(condition_base.trim().to_string());
}
}
incomplete
}
fn find_ambiguous_conditions(&self, elements: &SimulationElements) -> Vec<String> {
let mut ambiguous = Vec::new();
for condition in &elements.conditions {
if condition.to_lowercase().contains("maybe")
|| condition.to_lowercase().contains("possibly")
|| condition.to_lowercase().contains("probably")
{
ambiguous.push(condition.clone());
}
}
ambiguous
}
fn has_boundary_conditions(&self, elements: &SimulationElements) -> bool {
elements.validations.iter().any(|v| {
v.to_lowercase().contains("min")
|| v.to_lowercase().contains("max")
|| v.to_lowercase().contains("boundary")
})
}
fn has_error_scenarios(&self, elements: &SimulationElements) -> bool {
!elements.error_handling.is_empty()
|| elements
.validations
.iter()
.any(|v| v.to_lowercase().contains("error"))
}
fn has_timeout_handling(&self, elements: &SimulationElements) -> bool {
elements
.validations
.iter()
.any(|v| v.to_lowercase().contains("timeout"))
}
fn has_concurrency_handling(&self, elements: &SimulationElements) -> bool {
elements.validations.iter().any(|v| {
v.to_lowercase().contains("lock")
|| v.to_lowercase().contains("sync")
|| v.to_lowercase().contains("concurrent")
})
}
fn count_edge_cases_covered(&self, elements: &SimulationElements) -> usize {
let mut count = 0;
if self.has_boundary_conditions(elements) {
count += 1;
}
if self.has_error_scenarios(elements) {
count += 1;
}
if self.has_timeout_handling(elements) {
count += 1;
}
if elements.has_testing_framework {
count += 1;
}
if elements.deterministic_behavior {
count += 1;
}
count
}
fn calculate_completeness(&self, elements: &SimulationElements) -> f32 {
let mut score = 0.0;
let total_checks = 8;
if !elements.states.is_empty() {
score += 1.0;
}
if !elements.transitions.is_empty() {
score += 1.0;
}
if !elements.conditions.is_empty() {
score += 1.0;
}
if !elements.actions.is_empty() {
score += 1.0;
}
if !elements.validations.is_empty() {
score += 1.0;
}
if !elements.error_handling.is_empty() {
score += 1.0;
}
if elements.has_simulation_indicators {
score += 1.0;
}
if elements.has_testing_framework {
score += 1.0;
}
(score / total_checks as f32) * 100.0
}
fn calculate_simulation_score(
&self,
scores: &[&dyn SimulationScoreComponent],
) -> Result<f32, VIBEError> {
if scores.is_empty() {
return Err(VIBEError::ValidationError(
"No validation components provided".to_string(),
));
}
let weights = [0.25, 0.20, 0.20, 0.20, 0.15];
let mut weighted_sum = 0.0;
let mut total_weight = 0.0;
for (i, component) in scores.iter().enumerate() {
if i < weights.len() {
let score = component.get_score();
let weight = weights[i];
weighted_sum += score * weight;
total_weight += weight;
}
}
Ok(weighted_sum / total_weight)
}
fn generate_simulation_recommendations(
&self,
issues: &[ValidationIssue],
overall_score: f32,
) -> Result<Vec<String>, VIBEError> {
let mut recommendations = Vec::new();
if overall_score < 70.0 {
recommendations.push("Improve simulation logic flow and state management".to_string());
}
let logic_issues = issues
.iter()
.filter(|i| i.category == IssueCategory::LogicError && i.description.contains("state"))
.count();
if logic_issues > 0 {
recommendations.push("Focus on state management improvements".to_string());
}
let error_issues = issues
.iter()
.filter(|i| i.category == IssueCategory::ErrorHandling)
.count();
if error_issues > 0 {
recommendations.push("Enhance error handling and edge case coverage".to_string());
}
if overall_score < 60.0 {
recommendations.push("Implement comprehensive testing framework".to_string());
recommendations.push("Add deterministic behavior controls".to_string());
}
Ok(recommendations)
}
}
#[async_trait::async_trait]
impl PlatformValidator for SimulationValidator {
async fn validate_protocol(
&self,
protocol_content: &str,
config: &ValidationConfig,
platform: Platform,
) -> Result<PlatformValidationResult, VIBEError> {
if platform != Platform::Simulation {
return Err(VIBEError::PlatformError(
"SimulationValidator can only validate Simulation platform protocols".to_string(),
));
}
let common_result = self
.base
.perform_common_validation(protocol_content, config)
.await?;
let simulation_result = self
.validate_simulation_protocol(protocol_content, config)
.await?;
let final_score = (common_result.score + simulation_result.overall_score) / 2.0;
let mut all_issues = common_result.issues;
all_issues.extend(simulation_result.issues);
let recommendations = self.generate_simulation_recommendations(&all_issues, final_score)?;
Ok(PlatformValidationResult {
platform: Platform::Simulation,
score: final_score,
status: if final_score >= config.minimum_score {
ValidationStatus::Passed
} else {
ValidationStatus::Failed
},
issues: all_issues,
performance_metrics: PlatformPerformanceMetrics {
average_response_time_ms: simulation_result.validation_time_ms,
memory_usage_mb: 80,
cpu_usage_percent: 20.0,
error_rate_percent: 3.0,
throughput_requests_per_second: 50.0,
},
recommendations,
})
}
fn get_capabilities(&self) -> PlatformCapabilities {
self.base.capabilities.clone()
}
fn get_requirements(&self) -> PlatformRequirements {
self.base.requirements.clone()
}
fn estimate_complexity(&self, protocol_content: &str) -> ValidationComplexity {
self.base
.complexity_estimator
.estimate_complexity(protocol_content)
}
fn get_scoring_criteria(&self) -> PlatformScoringCriteria {
PlatformScoringCriteria {
primary_criteria: vec![
"Logic Flow Quality".to_string(),
"State Management".to_string(),
"Decision Tree Structure".to_string(),
],
secondary_criteria: vec![
"Edge Case Coverage".to_string(),
"Simulation Completeness".to_string(),
"Error Handling".to_string(),
],
penalty_factors: HashMap::from([
("dangling_states".to_string(), 0.15),
("circular_dependencies".to_string(), 0.2),
("incomplete_decisions".to_string(), 0.1),
]),
bonus_factors: HashMap::from([
("comprehensive_testing".to_string(), 0.1),
("deterministic_behavior".to_string(), 0.05),
("edge_case_coverage".to_string(), 0.08),
]),
}
}
}
#[derive(Debug, Default)]
struct SimulationElements {
states: HashSet<String>,
transitions: HashSet<(String, String)>,
conditions: HashSet<String>,
actions: HashSet<String>,
validations: HashSet<String>,
error_handling: HashSet<String>,
has_simulation_indicators: bool,
deterministic_behavior: bool,
has_randomness: bool,
has_testing_framework: bool,
}
#[derive(Debug)]
struct LogicValidationResult {
score: f32,
issues: Vec<ValidationIssue>,
complexity_score: f32,
}
#[derive(Debug)]
struct StateValidationResult {
score: f32,
issues: Vec<ValidationIssue>,
transition_count: usize,
}
#[derive(Debug)]
struct DecisionValidationResult {
score: f32,
issues: Vec<ValidationIssue>,
max_depth: usize,
}
#[derive(Debug)]
struct EdgeCaseValidationResult {
score: f32,
issues: Vec<ValidationIssue>,
covered_count: usize,
}
#[derive(Debug)]
struct CompletenessValidationResult {
score: f32,
issues: Vec<ValidationIssue>,
completeness_percentage: f32,
}
#[derive(Debug)]
struct SimulationValidationResult {
overall_score: f32,
#[allow(dead_code)]
logic_score: f32,
#[allow(dead_code)]
state_score: f32,
#[allow(dead_code)]
decision_score: f32,
#[allow(dead_code)]
edge_case_score: f32,
#[allow(dead_code)]
completeness_score: f32,
validation_time_ms: u64,
issues: Vec<ValidationIssue>,
#[allow(dead_code)]
recommendations: Vec<String>,
#[allow(dead_code)]
simulation_metrics: SimulationMetrics,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
struct SimulationMetrics {
logic_complexity: f32,
state_transitions: usize,
decision_depth: usize,
edge_cases_covered: usize,
simulation_completeness: f32,
}
trait SimulationScoreComponent {
fn get_score(&self) -> f32;
}
impl SimulationScoreComponent for LogicValidationResult {
fn get_score(&self) -> f32 {
self.score
}
}
impl SimulationScoreComponent for StateValidationResult {
fn get_score(&self) -> f32 {
self.score
}
}
impl SimulationScoreComponent for DecisionValidationResult {
fn get_score(&self) -> f32 {
self.score
}
}
impl SimulationScoreComponent for EdgeCaseValidationResult {
fn get_score(&self) -> f32 {
self.score
}
}
impl SimulationScoreComponent for CompletenessValidationResult {
fn get_score(&self) -> f32 {
self.score
}
}
struct LogicFlowAnalyzer;
struct StateValidator;
struct DecisionTreeAnalyzer;
struct SimulationEngine;
impl LogicFlowAnalyzer {
fn new() -> Self {
Self
}
}
impl StateValidator {
fn new() -> Self {
Self
}
}
impl DecisionTreeAnalyzer {
fn new() -> Self {
Self
}
}
impl SimulationEngine {
fn new() -> Self {
Self
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_simulation_validator_creation() {
let validator = SimulationValidator::new();
assert_eq!(validator.base.platform, Platform::Simulation);
}
#[test]
fn test_simulation_elements_extraction() {
let validator = SimulationValidator::new();
let content =
"State: Initial -> State: Processing\nIf condition: user_input\nAction: validate_input";
let elements = validator.extract_simulation_elements(content).unwrap();
assert!(elements.states.contains("Initial"));
assert!(elements.states.contains("Processing"));
assert!(elements.conditions.contains("user_input"));
assert!(elements.actions.contains("validate_input"));
}
#[test]
fn test_logic_complexity_calculation() {
let validator = SimulationValidator::new();
let elements = SimulationElements {
states: HashSet::from(["Initial".to_string(), "Processing".to_string()]),
transitions: HashSet::from([("Initial".to_string(), "Processing".to_string())]),
conditions: HashSet::from(["condition1".to_string(), "condition2".to_string()]),
actions: HashSet::new(),
validations: HashSet::new(),
error_handling: HashSet::new(),
has_simulation_indicators: true,
deterministic_behavior: false,
has_randomness: false,
has_testing_framework: false,
};
let complexity = validator.calculate_logic_complexity(&elements);
assert!(complexity > 0.0);
}
}