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elevator_core/dispatch/
mod.rs

1//! Pluggable dispatch strategies for assigning elevators to stops.
2//!
3//! Strategies express preferences as scores on `(car, stop)` pairs via
4//! [`DispatchStrategy::rank`]. The dispatch system then runs an optimal
5//! bipartite assignment (Kuhn–Munkres / Hungarian algorithm) so coordination
6//! — one car per hall call — is a library invariant, not a per-strategy
7//! responsibility. Cars left unassigned are handed to
8//! [`DispatchStrategy::fallback`] for per-car policy (idle, park, etc.).
9//!
10//! # Example: custom dispatch strategy
11//!
12//! ```rust
13//! use elevator_core::prelude::*;
14//! use elevator_core::dispatch::{
15//!     DispatchDecision, DispatchManifest, ElevatorGroup,
16//! };
17//!
18//! struct AlwaysFirstStop;
19//!
20//! impl DispatchStrategy for AlwaysFirstStop {
21//!     fn rank(
22//!         &mut self,
23//!         _car: EntityId,
24//!         car_position: f64,
25//!         stop: EntityId,
26//!         stop_position: f64,
27//!         group: &ElevatorGroup,
28//!         _manifest: &DispatchManifest,
29//!         _world: &elevator_core::world::World,
30//!     ) -> Option<f64> {
31//!         // Prefer the group's first stop; everything else is unavailable.
32//!         if Some(&stop) == group.stop_entities().first() {
33//!             Some((car_position - stop_position).abs())
34//!         } else {
35//!             None
36//!         }
37//!     }
38//! }
39//!
40//! let sim = SimulationBuilder::demo()
41//!     .dispatch(AlwaysFirstStop)
42//!     .build()
43//!     .unwrap();
44//! ```
45
46/// Hall-call destination dispatch algorithm.
47pub mod destination;
48/// Estimated Time to Destination dispatch algorithm.
49pub mod etd;
50/// LOOK dispatch algorithm.
51pub mod look;
52/// Nearest-car dispatch algorithm.
53pub mod nearest_car;
54/// Built-in repositioning strategies.
55pub mod reposition;
56/// SCAN dispatch algorithm.
57pub mod scan;
58/// Shared sweep-direction logic used by SCAN and LOOK.
59pub(crate) mod sweep;
60
61pub use destination::{AssignedCar, DestinationDispatch};
62pub use etd::EtdDispatch;
63pub use look::LookDispatch;
64pub use nearest_car::NearestCarDispatch;
65pub use scan::ScanDispatch;
66
67use serde::{Deserialize, Serialize};
68
69use crate::entity::EntityId;
70use crate::ids::GroupId;
71use crate::world::World;
72use std::collections::BTreeMap;
73
74/// Metadata about a single rider, available to dispatch strategies.
75#[derive(Debug, Clone)]
76#[non_exhaustive]
77pub struct RiderInfo {
78    /// Rider entity ID.
79    pub id: EntityId,
80    /// Rider's destination stop entity (from route).
81    pub destination: Option<EntityId>,
82    /// Rider weight.
83    pub weight: f64,
84    /// Ticks this rider has been waiting (0 if riding).
85    pub wait_ticks: u64,
86}
87
88/// Full demand picture for dispatch decisions.
89///
90/// Contains per-rider metadata grouped by stop, enabling entity-aware
91/// dispatch strategies (priority, weight-aware, VIP-first, etc.).
92///
93/// Uses `BTreeMap` for deterministic iteration order.
94#[derive(Debug, Clone, Default)]
95pub struct DispatchManifest {
96    /// Riders waiting at each stop, with full per-rider metadata.
97    pub waiting_at_stop: BTreeMap<EntityId, Vec<RiderInfo>>,
98    /// Riders currently aboard elevators, grouped by their destination stop.
99    pub riding_to_stop: BTreeMap<EntityId, Vec<RiderInfo>>,
100    /// Number of residents at each stop (read-only hint for dispatch strategies).
101    pub resident_count_at_stop: BTreeMap<EntityId, usize>,
102}
103
104impl DispatchManifest {
105    /// Number of riders waiting at a stop.
106    #[must_use]
107    pub fn waiting_count_at(&self, stop: EntityId) -> usize {
108        self.waiting_at_stop.get(&stop).map_or(0, Vec::len)
109    }
110
111    /// Total weight of riders waiting at a stop.
112    #[must_use]
113    pub fn total_weight_at(&self, stop: EntityId) -> f64 {
114        self.waiting_at_stop
115            .get(&stop)
116            .map_or(0.0, |riders| riders.iter().map(|r| r.weight).sum())
117    }
118
119    /// Number of riders heading to a stop (aboard elevators).
120    #[must_use]
121    pub fn riding_count_to(&self, stop: EntityId) -> usize {
122        self.riding_to_stop.get(&stop).map_or(0, Vec::len)
123    }
124
125    /// Whether a stop has any demand (waiting riders or riders heading there).
126    #[must_use]
127    pub fn has_demand(&self, stop: EntityId) -> bool {
128        self.waiting_count_at(stop) > 0 || self.riding_count_to(stop) > 0
129    }
130
131    /// Number of residents at a stop (read-only hint, not active demand).
132    #[must_use]
133    pub fn resident_count_at(&self, stop: EntityId) -> usize {
134        self.resident_count_at_stop.get(&stop).copied().unwrap_or(0)
135    }
136}
137
138/// Serializable identifier for built-in dispatch strategies.
139///
140/// Used in snapshots and config files to restore the correct strategy
141/// without requiring the game to manually re-wire dispatch. Custom strategies
142/// are represented by the `Custom(String)` variant.
143#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
144#[non_exhaustive]
145pub enum BuiltinStrategy {
146    /// SCAN (elevator) algorithm — sweeps end-to-end.
147    Scan,
148    /// LOOK algorithm — reverses at last request.
149    Look,
150    /// Nearest-car — assigns closest idle elevator.
151    NearestCar,
152    /// Estimated Time to Destination — minimizes total cost.
153    Etd,
154    /// Hall-call destination dispatch — sticky per-rider assignment.
155    Destination,
156    /// Custom strategy identified by name. The game must provide a factory.
157    Custom(String),
158}
159
160impl std::fmt::Display for BuiltinStrategy {
161    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
162        match self {
163            Self::Scan => write!(f, "Scan"),
164            Self::Look => write!(f, "Look"),
165            Self::NearestCar => write!(f, "NearestCar"),
166            Self::Etd => write!(f, "Etd"),
167            Self::Destination => write!(f, "Destination"),
168            Self::Custom(name) => write!(f, "Custom({name})"),
169        }
170    }
171}
172
173impl BuiltinStrategy {
174    /// Instantiate the dispatch strategy for this variant.
175    ///
176    /// Returns `None` for `Custom` — the game must provide those via
177    /// a factory function.
178    #[must_use]
179    pub fn instantiate(&self) -> Option<Box<dyn DispatchStrategy>> {
180        match self {
181            Self::Scan => Some(Box::new(scan::ScanDispatch::new())),
182            Self::Look => Some(Box::new(look::LookDispatch::new())),
183            Self::NearestCar => Some(Box::new(nearest_car::NearestCarDispatch::new())),
184            Self::Etd => Some(Box::new(etd::EtdDispatch::new())),
185            Self::Destination => Some(Box::new(destination::DestinationDispatch::new())),
186            Self::Custom(_) => None,
187        }
188    }
189}
190
191/// Decision returned by a dispatch strategy.
192#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
193#[non_exhaustive]
194pub enum DispatchDecision {
195    /// Go to the specified stop entity.
196    GoToStop(EntityId),
197    /// Remain idle.
198    Idle,
199}
200
201/// Per-line relationship data within an [`ElevatorGroup`].
202///
203/// This is a denormalized cache maintained by [`Simulation`](crate::sim::Simulation).
204/// The source of truth for intrinsic line properties is the
205/// [`Line`](crate::components::Line) component in World.
206#[derive(Debug, Clone, Serialize, Deserialize)]
207pub struct LineInfo {
208    /// Line entity ID.
209    entity: EntityId,
210    /// Elevator entities on this line.
211    elevators: Vec<EntityId>,
212    /// Stop entities served by this line.
213    serves: Vec<EntityId>,
214}
215
216impl LineInfo {
217    /// Create a new `LineInfo`.
218    #[must_use]
219    pub const fn new(entity: EntityId, elevators: Vec<EntityId>, serves: Vec<EntityId>) -> Self {
220        Self {
221            entity,
222            elevators,
223            serves,
224        }
225    }
226
227    /// Line entity ID.
228    #[must_use]
229    pub const fn entity(&self) -> EntityId {
230        self.entity
231    }
232
233    /// Elevator entities on this line.
234    #[must_use]
235    pub fn elevators(&self) -> &[EntityId] {
236        &self.elevators
237    }
238
239    /// Stop entities served by this line.
240    #[must_use]
241    pub fn serves(&self) -> &[EntityId] {
242        &self.serves
243    }
244
245    /// Set the line entity ID (used during snapshot restore).
246    pub(crate) const fn set_entity(&mut self, entity: EntityId) {
247        self.entity = entity;
248    }
249
250    /// Mutable access to elevator entities on this line.
251    pub(crate) const fn elevators_mut(&mut self) -> &mut Vec<EntityId> {
252        &mut self.elevators
253    }
254
255    /// Mutable access to stop entities served by this line.
256    pub(crate) const fn serves_mut(&mut self) -> &mut Vec<EntityId> {
257        &mut self.serves
258    }
259}
260
261/// Runtime elevator group: a set of lines sharing a dispatch strategy.
262///
263/// A group is the logical dispatch unit. It contains one or more
264/// [`LineInfo`] entries, each representing a physical path with its
265/// elevators and served stops.
266///
267/// The flat `elevator_entities` and `stop_entities` fields are derived
268/// caches (union of all lines' elevators/stops), rebuilt automatically
269/// via [`rebuild_caches()`](Self::rebuild_caches).
270#[derive(Debug, Clone, Serialize, Deserialize)]
271pub struct ElevatorGroup {
272    /// Unique group identifier.
273    id: GroupId,
274    /// Human-readable group name.
275    name: String,
276    /// Lines belonging to this group.
277    lines: Vec<LineInfo>,
278    /// Derived flat cache — rebuilt by `rebuild_caches()`.
279    elevator_entities: Vec<EntityId>,
280    /// Derived flat cache — rebuilt by `rebuild_caches()`.
281    stop_entities: Vec<EntityId>,
282}
283
284impl ElevatorGroup {
285    /// Create a new group with the given lines. Caches are built automatically.
286    #[must_use]
287    pub fn new(id: GroupId, name: String, lines: Vec<LineInfo>) -> Self {
288        let mut group = Self {
289            id,
290            name,
291            lines,
292            elevator_entities: Vec::new(),
293            stop_entities: Vec::new(),
294        };
295        group.rebuild_caches();
296        group
297    }
298
299    /// Unique group identifier.
300    #[must_use]
301    pub const fn id(&self) -> GroupId {
302        self.id
303    }
304
305    /// Human-readable group name.
306    #[must_use]
307    pub fn name(&self) -> &str {
308        &self.name
309    }
310
311    /// Lines belonging to this group.
312    #[must_use]
313    pub fn lines(&self) -> &[LineInfo] {
314        &self.lines
315    }
316
317    /// Mutable access to lines (call [`rebuild_caches()`](Self::rebuild_caches) after mutating).
318    pub const fn lines_mut(&mut self) -> &mut Vec<LineInfo> {
319        &mut self.lines
320    }
321
322    /// Elevator entities belonging to this group (derived from lines).
323    #[must_use]
324    pub fn elevator_entities(&self) -> &[EntityId] {
325        &self.elevator_entities
326    }
327
328    /// Stop entities served by this group (derived from lines, deduplicated).
329    #[must_use]
330    pub fn stop_entities(&self) -> &[EntityId] {
331        &self.stop_entities
332    }
333
334    /// Push a stop entity directly into the group's stop cache.
335    ///
336    /// Use when a stop belongs to the group for dispatch purposes but is
337    /// not (yet) assigned to any line. Call `add_stop_to_line` later to
338    /// wire it into the topology graph.
339    pub(crate) fn push_stop(&mut self, stop: EntityId) {
340        if !self.stop_entities.contains(&stop) {
341            self.stop_entities.push(stop);
342        }
343    }
344
345    /// Push an elevator entity directly into the group's elevator cache
346    /// (in addition to the line it belongs to).
347    pub(crate) fn push_elevator(&mut self, elevator: EntityId) {
348        if !self.elevator_entities.contains(&elevator) {
349            self.elevator_entities.push(elevator);
350        }
351    }
352
353    /// Rebuild derived caches from lines. Call after mutating lines.
354    pub fn rebuild_caches(&mut self) {
355        self.elevator_entities = self
356            .lines
357            .iter()
358            .flat_map(|li| li.elevators.iter().copied())
359            .collect();
360        let mut stops: Vec<EntityId> = self
361            .lines
362            .iter()
363            .flat_map(|li| li.serves.iter().copied())
364            .collect();
365        stops.sort_unstable();
366        stops.dedup();
367        self.stop_entities = stops;
368    }
369}
370
371/// Pluggable dispatch algorithm.
372///
373/// Strategies implement [`rank`](Self::rank) to score each `(car, stop)`
374/// pair; the dispatch system then performs an optimal assignment across
375/// the whole group, guaranteeing that no two cars are sent to the same
376/// hall call.
377///
378/// Returning `None` from `rank` excludes a pair from assignment — useful
379/// for capacity limits, direction preferences, restricted stops, or
380/// sticky commitments.
381///
382/// Cars that receive no stop fall through to [`fallback`](Self::fallback),
383/// which returns the policy for that car (idle, park, etc.).
384pub trait DispatchStrategy: Send + Sync {
385    /// Optional hook called once per group before the assignment pass.
386    ///
387    /// Strategies that need to mutate [`World`] extension storage (e.g.
388    /// [`DestinationDispatch`] writing sticky rider → car assignments)
389    /// or pre-populate [`crate::components::DestinationQueue`] entries
390    /// override this. Default: no-op.
391    fn pre_dispatch(
392        &mut self,
393        _group: &ElevatorGroup,
394        _manifest: &DispatchManifest,
395        _world: &mut World,
396    ) {
397    }
398
399    /// Optional hook called once per candidate car, before any
400    /// [`rank`](Self::rank) calls for that car in the current pass.
401    ///
402    /// Strategies whose ranking depends on stable per-car state (e.g. the
403    /// sweep direction used by SCAN/LOOK) set that state here so later
404    /// `rank` calls see a consistent view regardless of iteration order.
405    /// The default is a no-op.
406    fn prepare_car(
407        &mut self,
408        _car: EntityId,
409        _car_position: f64,
410        _group: &ElevatorGroup,
411        _manifest: &DispatchManifest,
412        _world: &World,
413    ) {
414    }
415
416    /// Score the cost of sending `car` to `stop`. Lower is better.
417    ///
418    /// Returning `None` marks this `(car, stop)` pair as unavailable;
419    /// the assignment algorithm will never pair them. Use this for
420    /// capacity limits, wrong-direction stops, stops outside the line's
421    /// topology, or pairs already committed via a sticky assignment.
422    ///
423    /// Must return a finite, non-negative value if `Some` — infinities
424    /// and NaN can destabilize the underlying Hungarian solver.
425    ///
426    /// Implementations must not mutate per-car state inside `rank`: the
427    /// dispatch system calls `rank(car, stop_0..stop_m)` in a loop, so
428    /// mutating `self` on one call affects subsequent calls for the same
429    /// car within the same pass and produces an asymmetric cost matrix
430    /// whose results depend on iteration order. Use
431    /// [`prepare_car`](Self::prepare_car) to compute and store any
432    /// per-car state before `rank` is called.
433    #[allow(clippy::too_many_arguments)]
434    fn rank(
435        &mut self,
436        car: EntityId,
437        car_position: f64,
438        stop: EntityId,
439        stop_position: f64,
440        group: &ElevatorGroup,
441        manifest: &DispatchManifest,
442        world: &World,
443    ) -> Option<f64>;
444
445    /// Decide what an idle car should do when no stop was assigned to it.
446    ///
447    /// Called for each car the assignment phase could not pair with a
448    /// stop (because there were no stops, or all candidate stops had
449    /// rank `None` for this car). Default: [`DispatchDecision::Idle`].
450    fn fallback(
451        &mut self,
452        _car: EntityId,
453        _car_position: f64,
454        _group: &ElevatorGroup,
455        _manifest: &DispatchManifest,
456        _world: &World,
457    ) -> DispatchDecision {
458        DispatchDecision::Idle
459    }
460
461    /// Notify the strategy that an elevator has been removed.
462    ///
463    /// Implementations with per-elevator state (e.g. direction tracking)
464    /// should clean up here to prevent unbounded memory growth.
465    fn notify_removed(&mut self, _elevator: EntityId) {}
466}
467
468/// Resolution of a single dispatch assignment pass for one group.
469///
470/// Produced by [`assign`] and consumed by
471/// [`crate::systems::dispatch::run`] to apply decisions to the world.
472#[derive(Debug, Clone)]
473pub struct AssignmentResult {
474    /// `(car, decision)` pairs for every idle car in the group.
475    pub decisions: Vec<(EntityId, DispatchDecision)>,
476}
477
478/// Sentinel weight used to pad unavailable `(car, stop)` pairs when
479/// building the cost matrix for the Hungarian solver. Chosen so that
480/// `n · SENTINEL` can't overflow `i64`: the Kuhn–Munkres implementation
481/// sums weights and potentials across each row/column internally, so
482/// headroom of ~2¹⁵ above the sentinel lets groups scale past 30 000
483/// cars or stops before any arithmetic risk appears.
484const ASSIGNMENT_SENTINEL: i64 = 1 << 48;
485/// Fixed-point scale for converting `f64` costs to the `i64` values the
486/// Hungarian solver requires. One unit ≈ one micro-tick / millimeter.
487const ASSIGNMENT_SCALE: f64 = 1_000_000.0;
488
489/// Convert a `f64` rank cost into the fixed-point `i64` the Hungarian
490/// solver consumes. Non-finite, negative, or overflow-prone inputs map
491/// to the unavailable sentinel.
492fn scale_cost(cost: f64) -> i64 {
493    if !cost.is_finite() || cost < 0.0 {
494        return ASSIGNMENT_SENTINEL;
495    }
496    // Cap at just below sentinel so any real rank always beats unavailable.
497    (cost * ASSIGNMENT_SCALE)
498        .round()
499        .clamp(0.0, (ASSIGNMENT_SENTINEL - 1) as f64) as i64
500}
501
502/// Run one group's assignment pass: build the cost matrix, solve the
503/// optimal bipartite matching, then resolve unassigned cars via
504/// [`DispatchStrategy::fallback`].
505///
506/// Visible to the `systems` module; not part of the public API.
507pub(crate) fn assign(
508    strategy: &mut dyn DispatchStrategy,
509    idle_cars: &[(EntityId, f64)],
510    group: &ElevatorGroup,
511    manifest: &DispatchManifest,
512    world: &World,
513) -> AssignmentResult {
514    // Collect stops with active demand and known positions.
515    let pending_stops: Vec<(EntityId, f64)> = group
516        .stop_entities()
517        .iter()
518        .filter(|s| manifest.has_demand(**s))
519        .filter_map(|s| world.stop_position(*s).map(|p| (*s, p)))
520        .collect();
521
522    let n = idle_cars.len();
523    let m = pending_stops.len();
524
525    if n == 0 {
526        return AssignmentResult {
527            decisions: Vec::new(),
528        };
529    }
530
531    let mut decisions: Vec<(EntityId, DispatchDecision)> = Vec::with_capacity(n);
532
533    if m == 0 {
534        for &(eid, pos) in idle_cars {
535            let d = strategy.fallback(eid, pos, group, manifest, world);
536            decisions.push((eid, d));
537        }
538        return AssignmentResult { decisions };
539    }
540
541    // Build cost matrix. Hungarian requires rows <= cols.
542    let cols = n.max(m);
543    let mut data: Vec<i64> = vec![ASSIGNMENT_SENTINEL; n * cols];
544    for (i, &(car_eid, car_pos)) in idle_cars.iter().enumerate() {
545        strategy.prepare_car(car_eid, car_pos, group, manifest, world);
546        for (j, &(stop_eid, stop_pos)) in pending_stops.iter().enumerate() {
547            let scaled = strategy
548                .rank(car_eid, car_pos, stop_eid, stop_pos, group, manifest, world)
549                .map_or(ASSIGNMENT_SENTINEL, scale_cost);
550            data[i * cols + j] = scaled;
551        }
552    }
553    // `from_vec` only fails if `n * cols != data.len()` — both derived
554    // from `n` and `cols` above, so the construction is infallible. Fall
555    // back to an empty-result shape in the unlikely event the invariant
556    // is violated in future refactors.
557    let Ok(matrix) = pathfinding::matrix::Matrix::from_vec(n, cols, data) else {
558        for &(car_eid, car_pos) in idle_cars {
559            let d = strategy.fallback(car_eid, car_pos, group, manifest, world);
560            decisions.push((car_eid, d));
561        }
562        return AssignmentResult { decisions };
563    };
564    let (_, assignments) = pathfinding::kuhn_munkres::kuhn_munkres_min(&matrix);
565
566    for (i, &(car_eid, car_pos)) in idle_cars.iter().enumerate() {
567        let col = assignments[i];
568        // A real assignment is: col points to a real stop (col < m) AND
569        // the cost isn't sentinel-padded (meaning rank() returned Some).
570        if col < m && matrix[(i, col)] < ASSIGNMENT_SENTINEL {
571            let (stop_eid, _) = pending_stops[col];
572            decisions.push((car_eid, DispatchDecision::GoToStop(stop_eid)));
573        } else {
574            let d = strategy.fallback(car_eid, car_pos, group, manifest, world);
575            decisions.push((car_eid, d));
576        }
577    }
578
579    AssignmentResult { decisions }
580}
581
582/// Pluggable strategy for repositioning idle elevators.
583///
584/// After the dispatch phase, elevators that remain idle (no pending
585/// assignments) are candidates for repositioning. The strategy decides
586/// where each idle elevator should move to improve coverage and reduce
587/// expected response times.
588///
589/// Implementations receive the set of idle elevator positions and the
590/// group's stop positions, then return a target stop for each elevator
591/// (or `None` to leave it in place).
592pub trait RepositionStrategy: Send + Sync {
593    /// Decide where to reposition idle elevators.
594    ///
595    /// Returns a vec of `(elevator_entity, target_stop_entity)` pairs.
596    /// Elevators not in the returned vec remain idle.
597    fn reposition(
598        &mut self,
599        idle_elevators: &[(EntityId, f64)],
600        stop_positions: &[(EntityId, f64)],
601        group: &ElevatorGroup,
602        world: &World,
603    ) -> Vec<(EntityId, EntityId)>;
604}
605
606/// Serializable identifier for built-in repositioning strategies.
607///
608/// Used in config and snapshots to restore the correct strategy.
609#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
610#[non_exhaustive]
611pub enum BuiltinReposition {
612    /// Distribute idle elevators evenly across stops.
613    SpreadEvenly,
614    /// Return idle elevators to a configured home stop.
615    ReturnToLobby,
616    /// Position near stops with historically high demand.
617    DemandWeighted,
618    /// Keep idle elevators where they are (no-op).
619    NearestIdle,
620    /// Custom strategy identified by name.
621    Custom(String),
622}
623
624impl std::fmt::Display for BuiltinReposition {
625    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
626        match self {
627            Self::SpreadEvenly => write!(f, "SpreadEvenly"),
628            Self::ReturnToLobby => write!(f, "ReturnToLobby"),
629            Self::DemandWeighted => write!(f, "DemandWeighted"),
630            Self::NearestIdle => write!(f, "NearestIdle"),
631            Self::Custom(name) => write!(f, "Custom({name})"),
632        }
633    }
634}
635
636impl BuiltinReposition {
637    /// Instantiate the reposition strategy for this variant.
638    ///
639    /// Returns `None` for `Custom` — the game must provide those via
640    /// a factory function. `ReturnToLobby` uses stop index 0 as default.
641    #[must_use]
642    pub fn instantiate(&self) -> Option<Box<dyn RepositionStrategy>> {
643        match self {
644            Self::SpreadEvenly => Some(Box::new(reposition::SpreadEvenly)),
645            Self::ReturnToLobby => Some(Box::new(reposition::ReturnToLobby::new())),
646            Self::DemandWeighted => Some(Box::new(reposition::DemandWeighted)),
647            Self::NearestIdle => Some(Box::new(reposition::NearestIdle)),
648            Self::Custom(_) => None,
649        }
650    }
651}