elevator_core/scenario.rs
1//! Scenario replay: timed rider spawns with pass/fail conditions.
2
3use crate::config::SimConfig;
4use crate::dispatch::DispatchStrategy;
5use crate::error::SimError;
6use crate::metrics::Metrics;
7use crate::sim::Simulation;
8use crate::stop::StopId;
9#[cfg(feature = "traffic")]
10use crate::traffic::TrafficPattern;
11#[cfg(feature = "traffic")]
12use rand::RngExt;
13use serde::{Deserialize, Serialize};
14
15/// A timed rider spawn event within a scenario.
16#[derive(Debug, Clone, Serialize, Deserialize)]
17pub struct TimedSpawn {
18 /// Tick at which to spawn this rider.
19 pub tick: u64,
20 /// Origin stop for the rider.
21 pub origin: StopId,
22 /// Destination stop for the rider.
23 pub destination: StopId,
24 /// Weight of the rider.
25 pub weight: f64,
26}
27
28/// A pass/fail condition for scenario evaluation.
29#[derive(Debug, Clone, Serialize, Deserialize)]
30#[non_exhaustive]
31pub enum Condition {
32 /// Average wait time must be below this value (ticks).
33 AvgWaitBelow(f64),
34 /// Maximum wait time must be below this value (ticks).
35 MaxWaitBelow(u64),
36 /// Throughput must be above this value (riders per window).
37 ThroughputAbove(u64),
38 /// All spawned riders must reach a terminal state (delivered or abandoned)
39 /// by this tick. Riders that failed to spawn (see
40 /// [`ScenarioRunner::skipped_spawns`]) are not counted — check that
41 /// value separately when replay fidelity matters.
42 AllDeliveredByTick(u64),
43 /// Abandonment rate must be below this value (0.0 - 1.0).
44 AbandonmentRateBelow(f64),
45}
46
47/// A complete scenario: config + timed spawns + success conditions.
48#[derive(Debug, Clone, Serialize, Deserialize)]
49pub struct Scenario {
50 /// Human-readable scenario name.
51 pub name: String,
52 /// Simulation configuration.
53 pub config: SimConfig,
54 /// Timed rider spawn events.
55 pub spawns: Vec<TimedSpawn>,
56 /// Pass/fail conditions for evaluation.
57 pub conditions: Vec<Condition>,
58 /// Max ticks to run before declaring timeout.
59 pub max_ticks: u64,
60}
61
62/// Result of evaluating a single condition.
63#[derive(Debug, Clone)]
64pub struct ConditionResult {
65 /// The condition that was evaluated.
66 pub condition: Condition,
67 /// Whether the condition passed.
68 pub passed: bool,
69 /// The actual observed value.
70 pub actual_value: f64,
71}
72
73/// Result of running a complete scenario.
74#[derive(Debug, Clone)]
75pub struct ScenarioResult {
76 /// Scenario name.
77 pub name: String,
78 /// Whether all conditions passed.
79 pub passed: bool,
80 /// Number of ticks run.
81 pub ticks_run: u64,
82 /// Per-condition results.
83 pub conditions: Vec<ConditionResult>,
84 /// Final simulation metrics.
85 pub metrics: Metrics,
86}
87
88/// Runs a scenario to completion and evaluates conditions.
89pub struct ScenarioRunner {
90 /// The underlying simulation.
91 sim: Simulation,
92 /// Timed spawn events.
93 spawns: Vec<TimedSpawn>,
94 /// Index of the next spawn to process.
95 spawn_cursor: usize,
96 /// Pass/fail conditions.
97 conditions: Vec<Condition>,
98 /// Maximum ticks before timeout.
99 max_ticks: u64,
100 /// Scenario name.
101 name: String,
102 /// Number of spawn attempts that failed (e.g. disabled/removed stops).
103 skipped_spawns: u64,
104}
105
106impl ScenarioRunner {
107 /// Create a new runner from a scenario definition and dispatch strategy.
108 ///
109 /// Returns `Err` if the scenario's config is invalid.
110 ///
111 /// # Errors
112 ///
113 /// Returns [`SimError::InvalidConfig`] if the scenario's simulation config is invalid.
114 pub fn new(
115 scenario: Scenario,
116 dispatch: impl DispatchStrategy + 'static,
117 ) -> Result<Self, SimError> {
118 let sim = Simulation::new(&scenario.config, dispatch)?;
119 // Sort spawns by tick so the cursor advance in `tick()` cannot
120 // gate an earlier spawn behind a later one. `sort_by_key` is
121 // stable, so spawns with the same tick keep their declaration
122 // order — important for replay determinism (#271).
123 let mut spawns = scenario.spawns;
124 spawns.sort_by_key(|s| s.tick);
125 Ok(Self {
126 sim,
127 spawns,
128 spawn_cursor: 0,
129 conditions: scenario.conditions,
130 max_ticks: scenario.max_ticks,
131 name: scenario.name,
132 skipped_spawns: 0,
133 })
134 }
135
136 /// Access the underlying simulation.
137 #[must_use]
138 pub const fn sim(&self) -> &Simulation {
139 &self.sim
140 }
141
142 /// Mutable access to the underlying simulation.
143 ///
144 /// Lets scenario drivers toggle service modes, set manual velocities, or
145 /// tweak per-elevator state between ticks — for example, switching a car
146 /// to [`ServiceMode::Inspection`](crate::components::ServiceMode::Inspection)
147 /// mid-run before continuing to call [`tick`](Self::tick).
148 pub const fn sim_mut(&mut self) -> &mut Simulation {
149 &mut self.sim
150 }
151
152 /// Number of rider spawn attempts that were skipped due to errors
153 /// (e.g. referencing disabled or removed stops).
154 #[must_use]
155 pub const fn skipped_spawns(&self) -> u64 {
156 self.skipped_spawns
157 }
158
159 /// Run one tick: spawn scheduled riders, then tick simulation.
160 pub fn tick(&mut self) {
161 // Spawn any riders scheduled for this tick.
162 while self.spawn_cursor < self.spawns.len()
163 && self.spawns[self.spawn_cursor].tick <= self.sim.current_tick()
164 {
165 let spawn = &self.spawns[self.spawn_cursor];
166 // Spawn errors are expected: scenario files may reference stops
167 // that were removed or disabled during the run. We skip the
168 // spawn but track the count so callers can detect divergence.
169 if self
170 .sim
171 .spawn_rider(spawn.origin, spawn.destination, spawn.weight)
172 .is_err()
173 {
174 self.skipped_spawns += 1;
175 }
176 self.spawn_cursor += 1;
177 }
178
179 self.sim.step();
180 }
181
182 /// Run to completion (all riders delivered or `max_ticks` reached).
183 pub fn run_to_completion(&mut self) -> ScenarioResult {
184 use crate::components::RiderPhase;
185
186 for _ in 0..self.max_ticks {
187 self.tick();
188
189 // Check if all spawns have happened and all riders are done.
190 if self.spawn_cursor >= self.spawns.len() {
191 let all_done =
192 self.sim.world().iter_riders().all(|(_, r)| {
193 matches!(r.phase, RiderPhase::Arrived | RiderPhase::Abandoned)
194 });
195 if all_done {
196 break;
197 }
198 }
199 }
200
201 self.evaluate()
202 }
203
204 /// Evaluate conditions against current metrics.
205 #[must_use]
206 pub fn evaluate(&self) -> ScenarioResult {
207 let metrics = self.sim.metrics().clone();
208 let condition_results: Vec<ConditionResult> = self
209 .conditions
210 .iter()
211 .map(|cond| evaluate_condition(cond, &metrics, self.sim.current_tick()))
212 .collect();
213
214 let passed = condition_results.iter().all(|r| r.passed);
215
216 ScenarioResult {
217 name: self.name.clone(),
218 passed,
219 ticks_run: self.sim.current_tick(),
220 conditions: condition_results,
221 metrics,
222 }
223 }
224}
225
226/// Evaluate a single condition against metrics and the current tick.
227fn evaluate_condition(
228 condition: &Condition,
229 metrics: &Metrics,
230 current_tick: u64,
231) -> ConditionResult {
232 match condition {
233 Condition::AvgWaitBelow(threshold) => ConditionResult {
234 condition: condition.clone(),
235 passed: metrics.avg_wait_time() < *threshold,
236 actual_value: metrics.avg_wait_time(),
237 },
238 Condition::MaxWaitBelow(threshold) => ConditionResult {
239 condition: condition.clone(),
240 passed: metrics.max_wait_time() < *threshold,
241 actual_value: metrics.max_wait_time() as f64,
242 },
243 Condition::ThroughputAbove(threshold) => ConditionResult {
244 condition: condition.clone(),
245 passed: metrics.throughput() > *threshold,
246 actual_value: metrics.throughput() as f64,
247 },
248 Condition::AllDeliveredByTick(deadline) => ConditionResult {
249 condition: condition.clone(),
250 passed: current_tick <= *deadline
251 && metrics.total_delivered() + metrics.total_abandoned() == metrics.total_spawned(),
252 actual_value: current_tick as f64,
253 },
254 Condition::AbandonmentRateBelow(threshold) => ConditionResult {
255 condition: condition.clone(),
256 passed: metrics.abandonment_rate() < *threshold,
257 actual_value: metrics.abandonment_rate(),
258 },
259 }
260}
261
262// ── SpawnSchedule builder ───────────────────────────────────────────
263
264/// Fluent builder for [`TimedSpawn`] sequences that feed [`Scenario::spawns`].
265///
266/// Unifies two common authoring shapes in one place:
267/// - Deterministic bursts (fixed origin/destination, fixed tick or regular
268/// cadence), where exact tick counts matter — e.g. "20 riders leave the
269/// lobby at tick 0", "1 rider every 600 ticks for 10 minutes".
270/// - Poisson draws from a [`TrafficPattern`], where the origin/destination
271/// pair is stochastic but the arrival process is exponential.
272///
273/// The final [`Vec<TimedSpawn>`] is extracted via [`into_spawns`](Self::into_spawns)
274/// and handed to [`Scenario::spawns`]. Scenarios with mixed shapes chain
275/// builders via [`merge`](Self::merge):
276///
277/// ```
278/// use elevator_core::scenario::SpawnSchedule;
279/// use elevator_core::stop::StopId;
280///
281/// let schedule = SpawnSchedule::new()
282/// .burst(StopId(0), StopId(5), 10, 0, 70.0)
283/// .staggered(StopId(0), StopId(3), 5, 1_000, 300, 70.0);
284/// assert_eq!(schedule.len(), 15);
285/// ```
286#[derive(Debug, Clone, Default)]
287pub struct SpawnSchedule {
288 /// Accumulated spawns. Order is authoring order;
289 /// [`ScenarioRunner::new`] sorts by tick on construction.
290 spawns: Vec<TimedSpawn>,
291}
292
293impl SpawnSchedule {
294 /// Create an empty schedule.
295 #[must_use]
296 pub const fn new() -> Self {
297 Self { spawns: Vec::new() }
298 }
299
300 /// Append `count` identical spawns, all firing on `at_tick`. Use this
301 /// for the classic "crowd appears simultaneously" shape (morning
302 /// stand-up, event dismissal).
303 #[must_use]
304 pub fn burst(
305 mut self,
306 origin: StopId,
307 destination: StopId,
308 count: usize,
309 at_tick: u64,
310 weight: f64,
311 ) -> Self {
312 self.spawns.reserve(count);
313 for _ in 0..count {
314 self.spawns.push(TimedSpawn {
315 tick: at_tick,
316 origin,
317 destination,
318 weight,
319 });
320 }
321 self
322 }
323
324 /// Append `count` spawns starting at `start_tick`, each `stagger_ticks`
325 /// apart. A `stagger_ticks = 0` degenerates to [`burst`](Self::burst).
326 /// Use this for deterministic arrival cadences — e.g. "one rider every
327 /// 10 seconds" — where Poisson variance would obscure the test signal.
328 #[must_use]
329 pub fn staggered(
330 mut self,
331 origin: StopId,
332 destination: StopId,
333 count: usize,
334 start_tick: u64,
335 stagger_ticks: u64,
336 weight: f64,
337 ) -> Self {
338 self.spawns.reserve(count);
339 for i in 0..count as u64 {
340 self.spawns.push(TimedSpawn {
341 tick: start_tick + i * stagger_ticks,
342 origin,
343 destination,
344 weight,
345 });
346 }
347 self
348 }
349
350 /// Append Poisson-distributed spawns from a [`TrafficPattern`] over
351 /// `duration_ticks`, with exponential inter-arrival times of mean
352 /// `mean_interval_ticks`. `weight_range` is a uniform draw per spawn.
353 /// The supplied `rng` advances but is not taken — callers can continue
354 /// using it for other deterministic draws.
355 ///
356 /// `stops` must be sorted by position (lobby first) to match
357 /// [`TrafficPattern`]'s lobby-origin peak-pattern assumption. See
358 /// [`TrafficPattern::sample_stop_ids`].
359 ///
360 /// Returns the schedule with generated spawns appended. If `stops`
361 /// has fewer than 2 entries, no spawns are generated (pattern
362 /// sampling requires at least two stops).
363 ///
364 /// Requires the `traffic` feature — gated so no-default-features
365 /// builds (notably the wasm32 gate CI job) don't pull in `rand`
366 /// and the `traffic` module transitively.
367 #[cfg(feature = "traffic")]
368 #[must_use]
369 pub fn from_pattern(
370 mut self,
371 pattern: TrafficPattern,
372 stops: &[StopId],
373 duration_ticks: u64,
374 mean_interval_ticks: u32,
375 weight_range: (f64, f64),
376 rng: &mut impl RngExt,
377 ) -> Self {
378 if stops.len() < 2 || mean_interval_ticks == 0 {
379 return self;
380 }
381 let (wlo, whi) = if weight_range.0 > weight_range.1 {
382 (weight_range.1, weight_range.0)
383 } else {
384 weight_range
385 };
386 let mut tick = 0u64;
387 loop {
388 // Exponential inter-arrival time, clamped to avoid ln(0).
389 let u: f64 = rng.random_range(0.0001..1.0);
390 let interval = -(f64::from(mean_interval_ticks)) * u.ln();
391 #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
392 let step = (interval as u64).max(1);
393 tick = tick.saturating_add(step);
394 if tick >= duration_ticks {
395 break;
396 }
397 if let Some((origin, destination)) = pattern.sample_stop_ids(stops, rng) {
398 let weight = rng.random_range(wlo..=whi);
399 self.spawns.push(TimedSpawn {
400 tick,
401 origin,
402 destination,
403 weight,
404 });
405 }
406 }
407 self
408 }
409
410 /// Append a single spawn. Useful for one-off riders mixed into a
411 /// larger pattern (e.g. a "stranded top-floor" rider sitting atop
412 /// a [`from_pattern`](Self::from_pattern) stream).
413 #[must_use]
414 pub fn push(mut self, spawn: TimedSpawn) -> Self {
415 self.spawns.push(spawn);
416 self
417 }
418
419 /// Absorb another schedule's spawns. Chainable drop-in for
420 /// composing heterogeneous arrival shapes — e.g. up-peak burst
421 /// plus a uniform inter-floor background:
422 ///
423 /// ```
424 /// # use elevator_core::scenario::SpawnSchedule;
425 /// # use elevator_core::stop::StopId;
426 /// # use elevator_core::traffic::TrafficPattern;
427 /// # use rand::SeedableRng;
428 /// let mut rng = rand::rngs::StdRng::seed_from_u64(7);
429 /// let stops = vec![StopId(0), StopId(1), StopId(2)];
430 /// let background = SpawnSchedule::new().from_pattern(
431 /// TrafficPattern::Uniform, &stops, 10_000, 300, (70.0, 80.0), &mut rng,
432 /// );
433 /// let up_peak = SpawnSchedule::new().burst(StopId(0), StopId(2), 20, 0, 70.0);
434 /// let combined = up_peak.merge(background);
435 /// assert!(combined.len() >= 20);
436 /// ```
437 #[must_use]
438 pub fn merge(mut self, other: Self) -> Self {
439 self.spawns.extend(other.spawns);
440 self
441 }
442
443 /// Number of spawns currently in the schedule.
444 #[must_use]
445 pub const fn len(&self) -> usize {
446 self.spawns.len()
447 }
448
449 /// Whether the schedule has no spawns.
450 #[must_use]
451 pub const fn is_empty(&self) -> bool {
452 self.spawns.is_empty()
453 }
454
455 /// Borrow the underlying spawns (useful for inspection in tests).
456 #[must_use]
457 pub fn spawns(&self) -> &[TimedSpawn] {
458 &self.spawns
459 }
460
461 /// Consume the builder and return the spawns, ready to drop into
462 /// [`Scenario::spawns`]. [`ScenarioRunner::new`] sorts them by tick
463 /// on construction, so builders don't need to maintain a sorted
464 /// invariant.
465 #[must_use]
466 pub fn into_spawns(self) -> Vec<TimedSpawn> {
467 self.spawns
468 }
469}