solverforge_core/score/traits.rs
1// Core Score trait definition
2
3use std::cmp::Ordering;
4use std::fmt::{Debug, Display};
5use std::ops::{Add, Neg, Sub};
6
7use super::ScoreLevel;
8
9/// Core trait for all score types in SolverForge.
10///
11/// Scores represent the quality of a planning solution. They are used to:
12/// - Compare solutions (better/worse/equal)
13/// - Guide the optimization process
14/// - Determine feasibility
15///
16/// All score implementations must be:
17/// - Immutable (operations return new instances)
18/// - Thread-safe (Send + Sync)
19/// - Comparable (total ordering)
20///
21/// # Score Levels
22///
23/// Scores can have multiple levels (e.g., hard/soft constraints):
24/// - Hard constraints: Must be satisfied for a solution to be feasible
25/// - Soft constraints: Optimization objectives to maximize/minimize
26///
27/// When comparing scores, higher-priority levels are compared first.
28pub trait Score:
29 Copy
30 + Debug
31 + Display
32 + Default
33 + Send
34 + Sync
35 + PartialEq
36 + Eq
37 + PartialOrd
38 + Ord
39 + Add<Output = Self>
40 + Sub<Output = Self>
41 + Neg<Output = Self>
42 + 'static
43{
44 /* Returns true if this score represents a feasible solution.
45
46 A solution is feasible when all hard constraints are satisfied
47 (i.e., the hard score is >= 0).
48 */
49 fn is_feasible(&self) -> bool;
50
51 fn zero() -> Self;
52
53 /* Returns the number of score levels.
54
55 For example:
56 - SoftScore: 1 level
57 - HardSoftScore: 2 levels
58 - HardMediumSoftScore: 3 levels
59 */
60 fn levels_count() -> usize;
61
62 /* Returns the score value at a priority level.
63
64 Level indices follow the same order as `to_level_numbers()` and
65 `level_label()`: highest priority first. This is the primitive
66 allocation-free score-level accessor used by score-level search behavior.
67
68 # Panics
69 Panics if `index >= levels_count()`.
70 */
71 fn level_number(&self, index: usize) -> i64;
72
73 /* Returns the score values as a vector of i64.
74
75 The order is from highest priority to lowest priority.
76 For HardSoftScore: [hard, soft].
77
78 This is an allocating convenience view derived from `level_number()`.
79 */
80 fn to_level_numbers(&self) -> Vec<i64> {
81 let mut levels = Vec::with_capacity(Self::levels_count());
82 for index in 0..Self::levels_count() {
83 levels.push(self.level_number(index));
84 }
85 levels
86 }
87
88 /* Creates a score from level numbers.
89
90 # Panics
91 Panics if the number of levels doesn't match `levels_count()`.
92 */
93 fn from_level_numbers(levels: &[i64]) -> Self;
94
95 // Multiplies this score by a scalar.
96 fn multiply(&self, multiplicand: f64) -> Self;
97
98 // Divides this score by a scalar.
99 fn divide(&self, divisor: f64) -> Self;
100
101 fn abs(&self) -> Self;
102
103 /* Converts this score to a single f64 scalar value.
104
105 Higher-priority levels are weighted with larger multipliers to preserve
106 their dominance. Used for simulated annealing temperature calculations.
107 */
108 fn to_scalar(&self) -> f64;
109
110 /* Returns the semantic label for the score level at the given index.
111
112 Level indices follow the same order as `to_level_numbers()`:
113 highest priority first.
114
115 # Panics
116 Panics if `index >= levels_count()`.
117 */
118 fn level_label(index: usize) -> ScoreLevel;
119
120 /* Compares two scores, returning the ordering.
121
122 Default implementation uses the Ord trait.
123 */
124 fn compare(&self, other: &Self) -> Ordering {
125 self.cmp(other)
126 }
127
128 /* Returns true if this score is better than the other score.
129
130 In optimization, "better" typically means higher score.
131 */
132 fn is_better_than(&self, other: &Self) -> bool {
133 self > other
134 }
135
136 // Returns true if this score is worse than the other score.
137 fn is_worse_than(&self, other: &Self) -> bool {
138 self < other
139 }
140
141 // Returns true if this score is equal to the other score.
142 fn is_equal_to(&self, other: &Self) -> bool {
143 self == other
144 }
145
146 // Returns a score with 1 at the first Hard-labeled level and 0 elsewhere.
147 fn one_hard() -> Self {
148 let mut levels = vec![0i64; Self::levels_count()];
149 if let Some(i) =
150 (0..Self::levels_count()).find(|&i| Self::level_label(i) == ScoreLevel::Hard)
151 {
152 levels[i] = 1;
153 }
154 Self::from_level_numbers(&levels)
155 }
156
157 // Returns a score with 1 at the last Soft-labeled level and 0 elsewhere.
158 fn one_soft() -> Self {
159 let mut levels = vec![0i64; Self::levels_count()];
160 if let Some(i) = (0..Self::levels_count())
161 .rev()
162 .find(|&i| Self::level_label(i) == ScoreLevel::Soft)
163 {
164 levels[i] = 1;
165 }
166 Self::from_level_numbers(&levels)
167 }
168
169 // Returns a score with 1 at the first Medium-labeled level and 0 elsewhere.
170 fn one_medium() -> Self {
171 let mut levels = vec![0i64; Self::levels_count()];
172 if let Some(i) =
173 (0..Self::levels_count()).find(|&i| Self::level_label(i) == ScoreLevel::Medium)
174 {
175 levels[i] = 1;
176 }
177 Self::from_level_numbers(&levels)
178 }
179}
180
181/// Marker trait for scores that can be parsed from a string.
182pub trait ParseableScore: Score {
183 /* Parses a score from a string representation.
184
185 # Format
186 - SoftScore: "42" or "42init"
187 - HardSoftScore: "0hard/-100soft" or "-1hard/0soft"
188 - HardMediumSoftScore: "0hard/0medium/-100soft"
189 */
190 fn parse(s: &str) -> Result<Self, ScoreParseError>;
191
192 fn to_string_repr(&self) -> String;
193}
194
195// Error when parsing a score from string
196#[derive(Debug, Clone, PartialEq, Eq)]
197pub struct ScoreParseError {
198 pub message: String,
199}
200
201impl std::fmt::Display for ScoreParseError {
202 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
203 write!(f, "Score parse error: {}", self.message)
204 }
205}
206
207impl std::error::Error for ScoreParseError {}