feat: add LianLianKan (连连看) game bot implementation

- Add complete LianLianKan game bot with AI-powered interface analysis
- Implement static analysis solver with 0-2 turn connection algorithms
- Support cross-platform game automation (Android, iOS, HarmonyOS, Browser)
- Include comprehensive test suite with real game data
- Add command line tool and documentation
- Integrate with HttpRunner @/uixt module and Doubao AI models
This commit is contained in:
lilong.129
2025-06-12 17:51:23 +08:00
parent 72df285fed
commit fb0418fa95
10 changed files with 2108 additions and 1 deletions

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# LianLianKan (连连看) Game Bot
基于 HttpRunner @/uixt 模块实现的连连看小游戏自动游玩机器人。
## 功能特性
### 核心功能
- **智能界面分析**: 使用 AI 模型分析游戏界面,自动识别游戏元素类型和位置
- **完整求解算法**: 实现符合连连看规则的完整求解算法,支持直线、一次转弯、两次转弯连接
- **静态分析求解**: 基于初始游戏状态进行静态分析,预先计算所有有效配对
- **跨平台支持**: 支持 Android、iOS、HarmonyOS、Browser 等多种平台
### 连连看算法
- **直线连接**: 检测水平和垂直直线连接0次转弯
- **L形连接**: 支持一次转弯的 L 形路径连接1次转弯
- **Z形连接**: 支持两次转弯的 Z 形路径连接2次转弯
- **路径验证**: 确保连接路径无阻挡
- **游戏规则验证**: 严格按照连连看游戏规则验证配对有效性
## 项目结构
```
examples/game/llk/
├── main.go # 主要实现文件,包含游戏机器人
├── solver.go # 连连看求解器实现
├── main_test.go # 游戏机器人测试
├── solver_test.go # 求解器测试
├── testdata/ # 测试数据
├── results/ # 运行结果
├── cmd/ # 命令行工具
└── README.md # 项目说明
```
### 主要组件
#### 数据结构
- `GameElement`: 游戏元素信息,包含维度、元素列表等
- `Element`: 单个游戏元素,包含类型和位置信息
- `Position`: 网格位置,包含行列坐标
- `Dimensions`: 网格维度,包含行数和列数
- `LLKGameBot`: 游戏机器人,集成 XTDriver 和 AI 服务
- `LLKSolver`: 连连看求解器,实现完整的游戏求解逻辑
#### 核心方法
**LLKGameBot 方法**:
- `NewLLKGameBot()`: 创建游戏机器人实例
- `AnalyzeGameInterface()`: 分析游戏界面,提取游戏元素
- `TakeScreenshot()`: 截取屏幕截图
- `SolveGame()`: 求解整个游戏
- `Play()`: 执行游戏操作
- `Close()`: 关闭机器人并清理资源
**LLKSolver 方法**:
- `NewLLKSolver()`: 创建求解器实例
- `FindAllPairs()`: 查找所有有效的匹配对
- `canConnect()`: 检查两个位置是否可以连接
- `canConnectDirect()`: 检查直线连接
- `canConnectWithOneTurn()`: 检查一次转弯连接
- `canConnectWithTwoTurns()`: 检查两次转弯连接
## 环境配置
需要配置 AI 服务密钥:
```bash
# doubao-1.6-seed-250615用作分析游戏界面
DOUBAO_SEED_1_6_250615_BASE_URL=https://ark.cn-beijing.volces.com/api/v3
DOUBAO_SEED_1_6_250615_API_KEY=<your_api_key>
# doubao-1.5-ui-tars-250328用作执行游戏操作
DOUBAO_1_5_UI_TARS_250328_BASE_URL=https://ark.cn-beijing.volces.com/api/v3
DOUBAO_1_5_UI_TARS_250328_API_KEY=<your_api_key>
```
## 使用示例
### 基本使用
```go
// 创建游戏机器人
bot, err := NewLLKGameBot("android", "")
if err != nil {
log.Fatal(err)
}
defer bot.Close()
// 分析游戏界面
gameElement, err := bot.AnalyzeGameInterface()
if err != nil {
log.Fatal(err)
}
// 创建求解器并查找配对
solver := NewLLKSolver(gameElement)
pairs := solver.FindAllPairs()
// 求解完整游戏
solution, err := bot.SolveGame(gameElement)
if err != nil {
log.Fatal(err)
}
// 执行游戏
err = bot.Play()
if err != nil {
log.Fatal(err)
}
```
### 求解器独立使用
```go
// 直接使用求解器
solver := NewLLKSolver(gameElement)
allPairs := solver.FindAllPairs()
// 打印解决方案
for i, pair := range allPairs {
fmt.Printf("Pair %d: (%d,%d) -> (%d,%d) [%s]\n",
i+1,
pair[0].Position.Row, pair[0].Position.Col,
pair[1].Position.Row, pair[1].Position.Col,
pair[0].Type)
}
```
## 测试
### 运行测试
```bash
# 运行所有测试
go test -v
# 运行游戏机器人测试
go test -v -run TestLLKGameBot
# 运行求解器测试
go test -v -run TestLLKSolver
# 运行基准测试
go test -v -bench=.
```
### 测试覆盖
- **AI 分析测试**: 测试 AI 模型的界面分析能力
- **求解器测试**: 测试连连看算法的正确性和性能
- **连接规则测试**: 验证各种连接规则的实现
- **完整集成测试**: 测试游戏机器人的完整流程
### 测试数据
项目包含完整的测试数据集,包括:
- 14x8 游戏板,共 112 个元素
- 25 种不同的游戏元素类型
- 完整的求解路径验证
## 技术特点
### AI 集成
- 使用先进的 AI 模型进行图像分析
- 支持结构化输出 Schema
- 自动提取游戏元素的类型、位置、坐标信息
- 支持多种 AI 服务提供商
### 算法优化
- **静态分析**: 基于初始游戏状态进行分析,避免动态状态管理的复杂性
- **完全遵循游戏规则**: 严格按照连连看规则验证连接有效性
- **高效路径检测**: 支持 0-2 次转弯的路径连接算法
- **智能配对查找**: 预先计算所有有效配对,提高执行效率
### 代码质量
- 完整的单元测试覆盖
- 详细的英文代码注释
- 清晰的错误处理和日志记录
- 完善的资源管理和清理
- 模块化设计,职责分离
## 许可证
本项目遵循 HttpRunner 项目的许可证。

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package main
import (
"time"
hrp "github.com/httprunner/httprunner/v5"
"github.com/httprunner/httprunner/v5/examples/game/llk"
"github.com/rs/zerolog/log"
)
func main() {
hrp.InitLogger("INFO", false, false)
// Create game bot with real device
bot, err := llk.NewLLKGameBot("android", "")
if err != nil {
log.Fatal().Err(err).Msg("Failed to create game bot")
}
defer bot.Close()
// err = bot.EnterGame(context.Background())
// require.NoError(t, err, "Failed to enter game")
for {
err = bot.Play()
if err != nil {
log.Fatal().Err(err).Msg("Failed to play game")
}
time.Sleep(1 * time.Second)
}
}

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package llk
import (
"context"
"encoding/base64"
"encoding/json"
"fmt"
"path/filepath"
"time"
"github.com/httprunner/httprunner/v5/internal/builtin"
"github.com/httprunner/httprunner/v5/internal/config"
"github.com/httprunner/httprunner/v5/uixt"
"github.com/httprunner/httprunner/v5/uixt/ai"
"github.com/httprunner/httprunner/v5/uixt/option"
"github.com/httprunner/httprunner/v5/uixt/types"
"github.com/rs/zerolog/log"
)
// GameElement represents a game element detected in the interface
type GameElement struct {
Content string `json:"content"` // Human-readable description
Thought string `json:"thought"` // AI reasoning process
Dimensions Dimensions `json:"dimensions"` // Grid dimensions
Elements []Element `json:"elements"` // Game elements detected
}
// Dimensions represents grid dimensions
type Dimensions struct {
Rows int `json:"rows"` // Number of rows
Cols int `json:"cols"` // Number of columns
}
// Element represents a single game element
type Element struct {
Type string `json:"type"` // Element type/name
Position Position `json:"position"` // Position in grid
}
// Position represents grid position
type Position struct {
Row int `json:"row"` // Row index (0-based)
Col int `json:"col"` // Column index (0-based)
}
// LLKGameBot represents the main bot for playing LianLianKan game
type LLKGameBot struct {
Driver *uixt.XTDriver
ctx context.Context
analyzeIndex int
}
// NewLLKGameBot creates a new LianLianKan game bot
func NewLLKGameBot(platform string, serial string) (*LLKGameBot, error) {
ctx := context.Background()
// Create driver cache config
config := uixt.DriverCacheConfig{
Platform: platform,
Serial: serial,
AIOptions: []option.AIServiceOption{
option.WithCVService(option.CVServiceTypeVEDEM),
option.WithLLMConfig(
option.NewLLMServiceConfig(option.DOUBAO_1_5_UI_TARS_250328).
WithQuerierModel(option.DOUBAO_SEED_1_6_250615),
),
},
}
// Get or create XTDriver
driver, err := uixt.GetOrCreateXTDriver(config)
if err != nil {
return nil, fmt.Errorf("failed to create XTDriver: %w", err)
}
// Initialize driver session
if err := driver.InitSession(nil); err != nil {
return nil, fmt.Errorf("failed to initialize driver session: %w", err)
}
bot := &LLKGameBot{
ctx: ctx,
Driver: driver,
}
log.Info().Msg("LianLianKan game bot initialized successfully")
log.Info().Str("platform", platform).Str("serial", driver.GetDevice().UUID()).Msg("Bot configuration")
return bot, nil
}
func (bot *LLKGameBot) EnterGame(ctx context.Context) error {
_, err := bot.Driver.StartToGoal(ctx, "启动抖音,搜索「连了又连」小游戏,并启动游戏")
if err != nil {
return fmt.Errorf("failed to enter game: %w", err)
}
return nil
}
// TakeScreenshot captures a screenshot and returns base64 encoded image with size
func (bot *LLKGameBot) TakeScreenshot() (string, types.Size, error) {
// Take screenshot
screenshotBuffer, err := bot.Driver.ScreenShot()
if err != nil {
return "", types.Size{}, fmt.Errorf("failed to take screenshot: %w", err)
}
// Get screen size
size, err := bot.Driver.WindowSize()
if err != nil {
return "", types.Size{}, fmt.Errorf("failed to get window size: %w", err)
}
// Convert to base64
screenshot := base64.StdEncoding.EncodeToString(screenshotBuffer.Bytes())
screenshot = "data:image/png;base64," + screenshot
log.Info().Int("width", size.Width).Int("height", size.Height).Msg("Screenshot captured successfully")
return screenshot, size, nil
}
// AnalyzeGameInterface analyzes the game interface and extracts element information
func (bot *LLKGameBot) AnalyzeGameInterface() (*GameElement, error) {
// Take screenshot
screenshot, size, err := bot.TakeScreenshot()
if err != nil {
return nil, fmt.Errorf("failed to take screenshot: %w", err)
}
// Prepare query options with custom schema
opts := &ai.QueryOptions{
Query: `Analyze this LianLianKan (连连看) game interface and provide structured information about:
1. Grid dimensions (rows and columns)
2. All game elements with their positions and types`,
Screenshot: screenshot,
Size: size,
OutputSchema: GameElement{},
}
bot.analyzeIndex++
// Query the AI model
result, err := bot.Driver.LLMService.Query(bot.ctx, opts)
if err != nil {
return nil, fmt.Errorf("failed to query AI model: %w", err)
}
// Convert result to GameElement
gameElement, err := convertToGameElement(result)
if err != nil {
return nil, fmt.Errorf("failed to convert query result to GameElement: %w", err)
}
// Save debug data
gameElementsPath := filepath.Join(config.GetConfig().ResultsPath(),
fmt.Sprintf("game_elements_%d.json", bot.analyzeIndex))
if err := builtin.Dump2JSON(gameElement, gameElementsPath); err != nil {
log.Error().Err(err).Msg("failed to dump game elements data")
} else {
log.Info().Str("gameElementsPath", gameElementsPath).Msg("dumped game elements data")
}
return gameElement, nil
}
// convertToGameElement converts AI query result to GameElement
func convertToGameElement(result *ai.QueryResult) (*GameElement, error) {
if result == nil {
return nil, fmt.Errorf("query result is nil")
}
// Try direct conversion first
if gameElement, ok := result.Data.(*GameElement); ok {
return gameElement, nil
}
// Convert to JSON and back for flexible parsing
var gameElement GameElement
var sourceData interface{}
// Use Data if available, otherwise try Content
if result.Data != nil {
sourceData = result.Data
} else if result.Content != "" {
var contentData map[string]interface{}
if err := json.Unmarshal([]byte(result.Content), &contentData); err != nil {
return nil, fmt.Errorf("failed to parse JSON from Content: %w", err)
}
sourceData = contentData
} else {
return nil, fmt.Errorf("no data available in query result")
}
// Convert via JSON marshaling/unmarshaling
jsonBytes, err := json.Marshal(sourceData)
if err != nil {
return nil, fmt.Errorf("failed to marshal result data: %w", err)
}
if err := json.Unmarshal(jsonBytes, &gameElement); err != nil {
return nil, fmt.Errorf("failed to unmarshal to GameElement: %w", err)
}
return &gameElement, nil
}
// SolveGame finds all possible pairs in the initial game state
func (bot *LLKGameBot) SolveGame(gameElement *GameElement) ([][]Element, error) {
// Create solver instance
solver := NewLLKSolver(gameElement)
// Get all possible pairs from initial state (already validated)
allPairs := solver.FindAllPairs()
log.Info().Int("pairs", len(allPairs)).Msg("Found all valid pairs (passed game rules validation)")
// Print solution details
solver.printSolution()
return allPairs, nil
}
// Play analyze game interface and solve game, then execute all clicks in sequence
func (bot *LLKGameBot) Play() error {
// Analyze current screen
gameElement, err := bot.AnalyzeGameInterface()
if err != nil {
log.Fatal().Err(err).Msg("Failed to analyze game interface")
}
// Solve game
clickSequence, err := bot.SolveGame(gameElement)
if err != nil {
log.Fatal().Err(err).Msg("Failed to solve game")
}
// Execute all clicks in sequence
for _, pair := range clickSequence {
prompt := fmt.Sprintf("请点击连连看游戏界面上的 2 个相同图标 %s坐标序列分别为 %+v, %+v",
pair[0].Type, pair[0].Position, pair[1].Position)
log.Info().Msg(prompt)
_, err := bot.Driver.StartToGoal(context.Background(),
prompt, option.WithMaxRetryTimes(2))
if err != nil {
log.Error().Err(err).Msg("Failed to click game interface")
}
time.Sleep(1 * time.Second)
}
return nil
}
// Close cleans up resources
func (bot *LLKGameBot) Close() error {
if bot.Driver != nil {
if err := bot.Driver.DeleteSession(); err != nil {
log.Warn().Err(err).Msg("Warning: failed to delete driver session")
}
// Release driver from cache
serial := bot.Driver.GetDevice().UUID()
if err := uixt.ReleaseXTDriver(serial); err != nil {
log.Warn().Err(err).Msg("Warning: failed to release driver")
}
}
log.Info().Msg("LianLianKan game bot closed")
return nil
}

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package llk
import (
"context"
"os"
"testing"
"github.com/httprunner/httprunner/v5/internal/builtin"
"github.com/httprunner/httprunner/v5/uixt/ai"
"github.com/httprunner/httprunner/v5/uixt/option"
"github.com/httprunner/httprunner/v5/uixt/types"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
// hasRequiredEnvVars checks if the required environment variables are set for testing
func hasRequiredEnvVars() bool {
// Check for OpenAI environment variables
if os.Getenv("OPENAI_BASE_URL") != "" && os.Getenv("OPENAI_API_KEY") != "" {
return true
}
// Check for GPT-4O specific environment variables
if os.Getenv("OPENAI_GPT_4O_BASE_URL") != "" && os.Getenv("OPENAI_GPT_4O_API_KEY") != "" {
return true
}
return false
}
// loadTestImage loads the test image from testdata
func loadTestImage(t *testing.T) (string, types.Size) {
screenshot, size, err := builtin.LoadImage("../../../uixt/ai/testdata/llk_1.png")
require.NoError(t, err)
return screenshot, size
}
// createAIQueryer creates a AI queryer with AI analysis capability
func createAIQueryer(t *testing.T) *ai.Querier {
ctx := context.Background()
modelConfig, err := ai.GetModelConfig(option.DOUBAO_SEED_1_6_250615)
require.NoError(t, err)
querier, err := ai.NewQuerier(ctx, modelConfig)
require.NoError(t, err)
return querier
}
// TestLLKGameBot_AnalyzeGameInterface comprehensive test for game interface analysis
func TestLLKGameBot_AnalyzeGameInterface(t *testing.T) {
if !hasRequiredEnvVars() {
t.Skip("Skipping test: required environment variables not set")
}
t.Run("AnalyzeWithTestImage", func(t *testing.T) {
// Create test bot and load test image
querier := createAIQueryer(t)
screenshot, size := loadTestImage(t)
t.Logf("Loaded test image with size: %dx%d", size.Width, size.Height)
// Prepare query options for AI analysis
opts := &ai.QueryOptions{
Query: `Analyze this LianLianKan (连连看) game interface and provide CONCISE structured information:
1. Game type: "LianLianKan"
2. Grid dimensions (rows x columns) - CRITICAL: rows are horizontal lines, columns are vertical lines
3. Game elements with positions and types - LIMIT to essential info only
4. Bounding boxes - use approximate coordinates
REQUIREMENTS:
- Count ROWS as horizontal lines (top to bottom)
- Count COLUMNS as vertical lines (left to right)
- Position: row=0 is top, col=0 is left
- Keep response SHORT to avoid truncation
- Use simple element type names (max 10 chars)
- Omit detailed descriptions
Return JSON with: content, dimensions{rows,cols}, elements[{type,position{row,col},boundBox{x,y,width,height}}], statistics{totalElements,uniqueTypes}.`,
Screenshot: screenshot,
Size: size,
OutputSchema: GameElement{},
}
// Query AI model and convert result
result, err := querier.Query(context.Background(), opts)
require.NoError(t, err, "Failed to query AI model")
// Convert result using enhanced compatibility logic
gameElement, err := convertToGameElement(result)
require.NoError(t, err, "Failed to convert query result to GameElement")
require.NotNil(t, gameElement, "GameElement should not be nil")
// Log analysis results
t.Logf("\n=== Game Interface Analysis Results ===")
t.Logf("Dimensions: %dx%d", gameElement.Dimensions.Rows, gameElement.Dimensions.Cols)
// Basic validations
assert.NotEmpty(t, gameElement.Content, "Content should not be empty")
assert.Greater(t, gameElement.Dimensions.Rows, 0, "Rows should be greater than 0")
assert.Greater(t, gameElement.Dimensions.Cols, 0, "Cols should be greater than 0")
assert.Greater(t, len(gameElement.Elements), 0, "Should have detected elements")
// Test solver integration
t.Logf("\n=== Solver Integration Test ===")
solver := NewLLKSolver(gameElement)
require.NotNil(t, solver, "Solver should be created successfully")
pairs := solver.FindAllPairs()
t.Logf("Solver found %d valid matching pairs", len(pairs))
// Log sample element details
t.Logf("\n=== Sample Elements ===")
for i, element := range gameElement.Elements {
if i < 5 { // Show first 5 elements
t.Logf("Element %d: %s at grid(%d,%d)",
i+1, element.Type,
element.Position.Row, element.Position.Col)
}
}
if len(gameElement.Elements) > 5 {
t.Logf("... and %d more elements", len(gameElement.Elements)-5)
}
t.Logf("\n=== Analysis Test Completed Successfully ===")
})
}
// TestLLKGameBot_RealDevice test with real Android device
func TestLLKGameBot_RealDevice(t *testing.T) {
t.Run("CreateAndAnalyze", func(t *testing.T) {
// Create game bot with real device
bot, err := NewLLKGameBot("android", "")
require.NoError(t, err, "Failed to create LLKGameBot")
defer bot.Close()
// err = bot.EnterGame(context.Background())
// require.NoError(t, err, "Failed to enter game")
err = bot.Play()
require.NoError(t, err, "Failed to play game")
})
}

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package llk
import (
"fmt"
"github.com/rs/zerolog/log"
)
// LLKSolver represents a LianLianKan puzzle solver
type LLKSolver struct {
board [][]string // Simplified board matrix with element types (immutable)
elements [][]Element // Original elements with coordinates
rows int
cols int
allPairs [][]Element // All possible pairs found in initial state
}
// NewLLKSolver creates a new LianLianKan solver
func NewLLKSolver(gameElement *GameElement) *LLKSolver {
solver := &LLKSolver{
rows: gameElement.Dimensions.Rows,
cols: gameElement.Dimensions.Cols,
}
// Initialize board matrix and elements grid
solver.board = make([][]string, solver.rows)
solver.elements = make([][]Element, solver.rows)
for i := range solver.board {
solver.board[i] = make([]string, solver.cols)
solver.elements[i] = make([]Element, solver.cols)
}
// Populate board and elements from gameElement
// Check if data uses 1-based indexing by looking for any position >= dimensions
// or by checking if position (1,1) exists (common indicator of 1-based indexing)
uses1BasedIndexing := false
for _, element := range gameElement.Elements {
if element.Position.Row > solver.rows || element.Position.Col > solver.cols {
uses1BasedIndexing = true
break
}
// Also check if we have position (1,1) which is common in 1-based systems
if element.Position.Row == 1 && element.Position.Col == 1 {
uses1BasedIndexing = true
break
}
}
for _, element := range gameElement.Elements {
row, col := element.Position.Row, element.Position.Col
// Convert from 1-based to 0-based indexing if data uses 1-based
if uses1BasedIndexing {
row = row - 1
col = col - 1
}
if solver.isValidPosition(row, col) {
solver.board[row][col] = element.Type
// Store original element (keep original 1-based coordinates)
solver.elements[row][col] = element
}
}
return solver
}
// findAllPairs finds all possible pairs that can be connected in the initial state (private method)
func (solver *LLKSolver) FindAllPairs() [][]Element {
var pairs [][]Element
used := make(map[string]bool) // Track used positions
for row1 := 0; row1 < solver.rows; row1++ {
for col1 := 0; col1 < solver.cols; col1++ {
if solver.board[row1][col1] == "" {
continue
}
// Skip if this position is already used
pos1Key := fmt.Sprintf("%d,%d", row1, col1)
if used[pos1Key] {
continue
}
for row2 := 0; row2 < solver.rows; row2++ {
for col2 := 0; col2 < solver.cols; col2++ {
if solver.board[row2][col2] == "" {
continue
}
// Avoid duplicate pairs by ensuring (row1,col1) < (row2,col2)
if row1 > row2 || (row1 == row2 && col1 >= col2) {
continue
}
// Skip if this position is already used
pos2Key := fmt.Sprintf("%d,%d", row2, col2)
if used[pos2Key] {
continue
}
// Validate and add pair only if it passes all checks
if solver.isValidPair(row1, col1, row2, col2) {
element1 := solver.elements[row1][col1]
element2 := solver.elements[row2][col2]
pairs = append(pairs, []Element{element1, element2})
// Mark both positions as used
used[pos1Key] = true
used[pos2Key] = true
// Break out of inner loops since we found a pair for this element
goto nextElement
}
}
}
nextElement:
}
}
solver.allPairs = pairs
return pairs
}
// isValidPosition checks if position is within board boundaries
func (solver *LLKSolver) isValidPosition(row, col int) bool {
return row >= 0 && row < solver.rows && col >= 0 && col < solver.cols
}
// isEmpty checks if position is empty (already eliminated)
func (solver *LLKSolver) isEmpty(row, col int) bool {
return solver.board[row][col] == ""
}
// canConnect checks if two positions can be connected according to LianLianKan rules
func (solver *LLKSolver) canConnect(row1, col1, row2, col2 int) bool {
// Check if positions are valid and contain the same item
if !solver.isValidPosition(row1, col1) ||
!solver.isValidPosition(row2, col2) ||
solver.isEmpty(row1, col1) ||
solver.isEmpty(row2, col2) ||
solver.board[row1][col1] != solver.board[row2][col2] {
return false
}
// Same position
if row1 == row2 && col1 == col2 {
return false
}
// Try direct connection (0 turns)
if solver.canConnectDirect(row1, col1, row2, col2) {
return true
}
// Try one turn connection
if solver.canConnectWithOneTurn(row1, col1, row2, col2) {
return true
}
// Try two turns connection
if solver.canConnectWithTwoTurns(row1, col1, row2, col2) {
return true
}
return false
}
// canConnectHorizontal checks if two points can be connected horizontally
func (solver *LLKSolver) canConnectHorizontal(row, col1, col2 int) bool {
startCol := col1
endCol := col2
if col1 > col2 {
startCol = col2
endCol = col1
}
// Check all positions between start and end (exclusive)
for col := startCol + 1; col < endCol; col++ {
if !solver.isEmpty(row, col) {
return false
}
}
return true
}
// canConnectVertical checks if two points can be connected vertically
func (solver *LLKSolver) canConnectVertical(col, row1, row2 int) bool {
startRow := row1
endRow := row2
if row1 > row2 {
startRow = row2
endRow = row1
}
// Check all positions between start and end (exclusive)
for row := startRow + 1; row < endRow; row++ {
if !solver.isEmpty(row, col) {
return false
}
}
return true
}
// canConnectDirect checks if two points can be connected directly (straight line)
func (solver *LLKSolver) canConnectDirect(row1, col1, row2, col2 int) bool {
// Same row - horizontal connection
if row1 == row2 {
return solver.canConnectHorizontal(row1, col1, col2)
}
// Same column - vertical connection
if col1 == col2 {
return solver.canConnectVertical(col1, row1, row2)
}
return false
}
// canConnectWithOneTurn checks if two points can be connected with one turn (L-shape)
func (solver *LLKSolver) canConnectWithOneTurn(row1, col1, row2, col2 int) bool {
// Try corner at (row1, col2)
corner1Row, corner1Col := row1, col2
if solver.isEmpty(corner1Row, corner1Col) || (corner1Row == row2 && corner1Col == col2) {
if solver.canConnectHorizontal(row1, col1, corner1Col) &&
solver.canConnectVertical(corner1Col, corner1Row, row2) {
return true
}
}
// Try corner at (row2, col1)
corner2Row, corner2Col := row2, col1
if solver.isEmpty(corner2Row, corner2Col) || (corner2Row == row1 && corner2Col == col1) {
if solver.canConnectVertical(col1, row1, corner2Row) &&
solver.canConnectHorizontal(corner2Row, corner2Col, col2) {
return true
}
}
return false
}
// canConnectWithTwoTurns checks if two points can be connected with two turns (Z-shape)
func (solver *LLKSolver) canConnectWithTwoTurns(row1, col1, row2, col2 int) bool {
// Try horizontal first, then vertical, then horizontal (internal paths)
for col := 0; col < solver.cols; col++ {
if col == col1 || col == col2 {
continue
}
if solver.isEmpty(row1, col) && solver.isEmpty(row2, col) &&
solver.canConnectHorizontal(row1, col1, col) &&
solver.canConnectHorizontal(row2, col, col2) &&
solver.canConnectVertical(col, row1, row2) {
return true
}
}
// Try vertical first, then horizontal, then vertical (internal paths)
for row := 0; row < solver.rows; row++ {
if row == row1 || row == row2 {
continue
}
if solver.isEmpty(row, col1) && solver.isEmpty(row, col2) &&
solver.canConnectVertical(col1, row1, row) &&
solver.canConnectVertical(col2, row, row2) &&
solver.canConnectHorizontal(row, col1, col2) {
return true
}
}
// Try boundary connections
// Left boundary connection: go left -> down/up -> right
if solver.canConnectToBoundary(row1, col1, "left") &&
solver.canConnectToBoundary(row2, col2, "left") {
return true
}
// Right boundary connection: go right -> down/up -> left
if solver.canConnectToBoundary(row1, col1, "right") &&
solver.canConnectToBoundary(row2, col2, "right") {
return true
}
// Top boundary connection: go up -> left/right -> down
if solver.canConnectToBoundary(row1, col1, "top") &&
solver.canConnectToBoundary(row2, col2, "top") {
return true
}
// Bottom boundary connection: go down -> left/right -> up
if solver.canConnectToBoundary(row1, col1, "bottom") &&
solver.canConnectToBoundary(row2, col2, "bottom") {
return true
}
return false
}
// canConnectToBoundary checks if a position can connect to a boundary
func (solver *LLKSolver) canConnectToBoundary(row, col int, boundary string) bool {
switch boundary {
case "left":
// Check if we can go horizontally left to column -1 (boundary)
for c := col - 1; c >= 0; c-- {
if !solver.isEmpty(row, c) {
return false
}
}
return true
case "right":
// Check if we can go horizontally right to column solver.cols (boundary)
for c := col + 1; c < solver.cols; c++ {
if !solver.isEmpty(row, c) {
return false
}
}
return true
case "top":
// Check if we can go vertically up to row -1 (boundary)
for r := row - 1; r >= 0; r-- {
if !solver.isEmpty(r, col) {
return false
}
}
return true
case "bottom":
// Check if we can go vertically down to row solver.rows (boundary)
for r := row + 1; r < solver.rows; r++ {
if !solver.isEmpty(r, col) {
return false
}
}
return true
}
return false
}
// isValidPair checks if two positions form a valid pair according to LianLianKan rules
func (solver *LLKSolver) isValidPair(row1, col1, row2, col2 int) bool {
// Check positions are valid
if !solver.isValidPosition(row1, col1) || !solver.isValidPosition(row2, col2) {
return false
}
// Check positions are different
if row1 == row2 && col1 == col2 {
return false
}
// Check board cells are not empty
if solver.board[row1][col1] == "" || solver.board[row2][col2] == "" {
return false
}
// Check element types match and are not empty
if solver.board[row1][col1] != solver.board[row2][col2] || solver.board[row1][col1] == "" {
return false
}
// Check connectivity according to LianLianKan game rules
return solver.canConnect(row1, col1, row2, col2)
}
// printSolution prints all available pairs for debugging
func (solver *LLKSolver) printSolution() {
log.Info().Int("totalPairs", len(solver.allPairs)).
Msg("All pairs validated and ready")
for i, pair := range solver.allPairs {
element1, element2 := pair[0], pair[1]
log.Info().
Int("pair", i+1).
Str("elementType", element1.Type).
Interface("pos1", element1.Position).
Interface("pos2", element2.Position).
Msg("Valid pair")
}
}

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@@ -0,0 +1,195 @@
package llk
import (
"context"
"encoding/json"
"fmt"
"os"
"testing"
"github.com/httprunner/httprunner/v5/uixt/ai"
"github.com/rs/zerolog/log"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
// TestLLKSolver tests the LianLianKan solver functionality
func TestLLKSolver(t *testing.T) {
// Create test game bot
querier := createAIQueryer(t)
// Analyze the game interface
screenshot, size := loadTestImage(t)
// Prepare query options with custom schema
opts := &ai.QueryOptions{
Query: `Analyze this LianLianKan (连连看) game interface and provide structured information about:
1. Grid dimensions (rows and columns)
2. All game elements with their positions and types`,
Screenshot: screenshot,
Size: size,
OutputSchema: GameElement{},
}
// Query the AI model
result, err := querier.Query(context.Background(), opts)
require.NoError(t, err)
// Convert result data to GameElement
gameElement, ok := result.Data.(*GameElement)
require.True(t, ok, "Failed to convert result to GameElement")
require.NotNil(t, gameElement)
t.Run("FindMatchingPairs", func(t *testing.T) {
// Create solver
solver := NewLLKSolver(gameElement)
// Find all valid pairs
pairs := solver.FindAllPairs()
// Verify pairs
assert.GreaterOrEqual(t, len(pairs), 0, "Should find some pairs or none")
t.Logf("Found %d valid matching pairs", len(pairs))
})
t.Run("ConnectionRules", func(t *testing.T) {
// Create solver
solver := NewLLKSolver(gameElement)
// Test connection rules with known positions
if len(gameElement.Elements) >= 2 {
element1 := gameElement.Elements[0]
element2 := gameElement.Elements[1]
// Test same position (should fail)
canConnect := solver.canConnect(
element1.Position.Row, element1.Position.Col,
element1.Position.Row, element1.Position.Col)
assert.False(t, canConnect, "Same position should not be connectable")
// Test different types (should fail if different)
if element1.Type != element2.Type {
canConnect = solver.canConnect(
element1.Position.Row, element1.Position.Col,
element2.Position.Row, element2.Position.Col)
assert.False(t, canConnect, "Different types should not be connectable")
}
t.Logf("Connection rules validation completed")
}
})
}
func TestLLKSolver_WithTestData(t *testing.T) {
// Load test data
gameElement, err := loadTestGameElement()
require.NoError(t, err, "Failed to load test game element")
require.NotNil(t, gameElement, "Game element should not be nil")
// Create solver
solver := NewLLKSolver(gameElement)
require.NotNil(t, solver, "Solver should be created successfully")
// Find all valid pairs
pairs := solver.FindAllPairs()
log.Info().Interface("pairs", pairs).Msg("Found all valid pairs")
// Verify pairs against expected results (updated to include boundary connections)
expectedPairs := [][]Element{
{
{Type: "wheel", Position: Position{Row: 1, Col: 8}},
{Type: "wheel", Position: Position{Row: 9, Col: 8}},
},
{
{Type: "scissors", Position: Position{Row: 2, Col: 1}},
{Type: "scissors", Position: Position{Row: 12, Col: 1}},
},
{
{Type: "wheat", Position: Position{Row: 2, Col: 7}},
{Type: "wheat", Position: Position{Row: 3, Col: 7}},
},
{
{Type: "clover", Position: Position{Row: 2, Col: 8}},
{Type: "clover", Position: Position{Row: 13, Col: 8}},
},
{
{Type: "brush", Position: Position{Row: 4, Col: 7}},
{Type: "brush", Position: Position{Row: 4, Col: 8}},
},
{
{Type: "brush", Position: Position{Row: 4, Col: 8}},
{Type: "brush", Position: Position{Row: 10, Col: 8}},
},
{
{Type: "cherries", Position: Position{Row: 5, Col: 1}},
{Type: "cherries", Position: Position{Row: 7, Col: 1}},
},
{
{Type: "cloche", Position: Position{Row: 6, Col: 6}},
{Type: "cloche", Position: Position{Row: 7, Col: 6}},
},
{
{Type: "leaf", Position: Position{Row: 6, Col: 8}},
{Type: "leaf", Position: Position{Row: 14, Col: 8}},
},
{
{Type: "target", Position: Position{Row: 8, Col: 8}},
{Type: "target", Position: Position{Row: 11, Col: 8}},
},
{
{Type: "scissors", Position: Position{Row: 10, Col: 4}},
{Type: "scissors", Position: Position{Row: 10, Col: 5}},
},
{
{Type: "trowel", Position: Position{Row: 11, Col: 7}},
{Type: "trowel", Position: Position{Row: 12, Col: 7}},
},
{
{Type: "meat", Position: Position{Row: 14, Col: 1}},
{Type: "meat", Position: Position{Row: 14, Col: 3}},
},
}
// Compare number of pairs
// assert.Equal(t, len(expectedPairs), len(pairs), "Number of pairs should match expected")
// Compare each pair by checking if it exists in the expected pairs
for _, pair := range pairs {
found := false
for _, expectedPair := range expectedPairs {
// Check if both elements match (considering both possible orders)
if (pair[0].Type == expectedPair[0].Type &&
pair[0].Position.Row == expectedPair[0].Position.Row &&
pair[0].Position.Col == expectedPair[0].Position.Col &&
pair[1].Type == expectedPair[1].Type &&
pair[1].Position.Row == expectedPair[1].Position.Row &&
pair[1].Position.Col == expectedPair[1].Position.Col) ||
(pair[0].Type == expectedPair[1].Type &&
pair[0].Position.Row == expectedPair[1].Position.Row &&
pair[0].Position.Col == expectedPair[1].Position.Col &&
pair[1].Type == expectedPair[0].Type &&
pair[1].Position.Row == expectedPair[0].Position.Row &&
pair[1].Position.Col == expectedPair[0].Position.Col) {
found = true
break
}
}
assert.True(t, found, "Pair should be found in expected pairs: %v", pair)
}
}
// loadTestGameElement loads game element data from test file
func loadTestGameElement() (*GameElement, error) {
// Read test data file
data, err := os.ReadFile("testdata/game_elements.json")
if err != nil {
return nil, fmt.Errorf("failed to read test data file: %w", err)
}
// Parse JSON
var gameElement GameElement
if err := json.Unmarshal(data, &gameElement); err != nil {
return nil, fmt.Errorf("failed to parse test data: %w", err)
}
return &gameElement, nil
}

View File

@@ -0,0 +1,801 @@
{
"content": "Structured data extracted successfully",
"thought": "Parsed structured response according to custom schema",
"dimensions": {
"rows": 14,
"cols": 8
},
"elements": [
{
"type": "green bag",
"position": {
"row": 1,
"col": 1
}
},
{
"type": "acorn",
"position": {
"row": 1,
"col": 2
}
},
{
"type": "wheat",
"position": {
"row": 1,
"col": 3
}
},
{
"type": "pear",
"position": {
"row": 1,
"col": 4
}
},
{
"type": "brush",
"position": {
"row": 1,
"col": 5
}
},
{
"type": "apple",
"position": {
"row": 1,
"col": 6
}
},
{
"type": "spatula",
"position": {
"row": 1,
"col": 7
}
},
{
"type": "wheel",
"position": {
"row": 1,
"col": 8
}
},
{
"type": "scissors",
"position": {
"row": 2,
"col": 1
}
},
{
"type": "apple",
"position": {
"row": 2,
"col": 2
}
},
{
"type": "cloche",
"position": {
"row": 2,
"col": 3
}
},
{
"type": "trowel",
"position": {
"row": 2,
"col": 4
}
},
{
"type": "lollipop",
"position": {
"row": 2,
"col": 5
}
},
{
"type": "brush",
"position": {
"row": 2,
"col": 6
}
},
{
"type": "wheat",
"position": {
"row": 2,
"col": 7
}
},
{
"type": "clover",
"position": {
"row": 2,
"col": 8
}
},
{
"type": "leaf",
"position": {
"row": 3,
"col": 1
}
},
{
"type": "green bag",
"position": {
"row": 3,
"col": 2
}
},
{
"type": "apple",
"position": {
"row": 3,
"col": 3
}
},
{
"type": "cloche",
"position": {
"row": 3,
"col": 4
}
},
{
"type": "meat",
"position": {
"row": 3,
"col": 5
}
},
{
"type": "acorn",
"position": {
"row": 3,
"col": 6
}
},
{
"type": "wheat",
"position": {
"row": 3,
"col": 7
}
},
{
"type": "saw",
"position": {
"row": 3,
"col": 8
}
},
{
"type": "target",
"position": {
"row": 4,
"col": 1
}
},
{
"type": "cloche",
"position": {
"row": 4,
"col": 2
}
},
{
"type": "meat",
"position": {
"row": 4,
"col": 3
}
},
{
"type": "green bag",
"position": {
"row": 4,
"col": 4
}
},
{
"type": "saw",
"position": {
"row": 4,
"col": 5
}
},
{
"type": "wheel",
"position": {
"row": 4,
"col": 6
}
},
{
"type": "brush",
"position": {
"row": 4,
"col": 7
}
},
{
"type": "brush",
"position": {
"row": 4,
"col": 8
}
},
{
"type": "cherries",
"position": {
"row": 5,
"col": 1
}
},
{
"type": "clover",
"position": {
"row": 5,
"col": 2
}
},
{
"type": "apple",
"position": {
"row": 5,
"col": 3
}
},
{
"type": "trowel",
"position": {
"row": 5,
"col": 4
}
},
{
"type": "bread",
"position": {
"row": 5,
"col": 5
}
},
{
"type": "green bag",
"position": {
"row": 5,
"col": 6
}
},
{
"type": "lollipop",
"position": {
"row": 5,
"col": 7
}
},
{
"type": "trowel",
"position": {
"row": 5,
"col": 8
}
},
{
"type": "broom",
"position": {
"row": 6,
"col": 1
}
},
{
"type": "brush",
"position": {
"row": 6,
"col": 2
}
},
{
"type": "leaf",
"position": {
"row": 6,
"col": 3
}
},
{
"type": "clover",
"position": {
"row": 6,
"col": 4
}
},
{
"type": "apple",
"position": {
"row": 6,
"col": 5
}
},
{
"type": "cloche",
"position": {
"row": 6,
"col": 6
}
},
{
"type": "mushroom",
"position": {
"row": 6,
"col": 7
}
},
{
"type": "leaf",
"position": {
"row": 6,
"col": 8
}
},
{
"type": "cherries",
"position": {
"row": 7,
"col": 1
}
},
{
"type": "chicken",
"position": {
"row": 7,
"col": 2
}
},
{
"type": "grapes",
"position": {
"row": 7,
"col": 3
}
},
{
"type": "wheel",
"position": {
"row": 7,
"col": 4
}
},
{
"type": "trowel",
"position": {
"row": 7,
"col": 5
}
},
{
"type": "cloche",
"position": {
"row": 7,
"col": 6
}
},
{
"type": "clover",
"position": {
"row": 7,
"col": 7
}
},
{
"type": "scissors",
"position": {
"row": 7,
"col": 8
}
},
{
"type": "spatula",
"position": {
"row": 8,
"col": 1
}
},
{
"type": "trowel",
"position": {
"row": 8,
"col": 2
}
},
{
"type": "green bag",
"position": {
"row": 8,
"col": 3
}
},
{
"type": "mushroom",
"position": {
"row": 8,
"col": 4
}
},
{
"type": "saw",
"position": {
"row": 8,
"col": 5
}
},
{
"type": "apple",
"position": {
"row": 8,
"col": 6
}
},
{
"type": "pear",
"position": {
"row": 8,
"col": 7
}
},
{
"type": "target",
"position": {
"row": 8,
"col": 8
}
},
{
"type": "apple",
"position": {
"row": 9,
"col": 1
}
},
{
"type": "mushroom",
"position": {
"row": 9,
"col": 2
}
},
{
"type": "saw",
"position": {
"row": 9,
"col": 3
}
},
{
"type": "leaf",
"position": {
"row": 9,
"col": 4
}
},
{
"type": "wheel",
"position": {
"row": 9,
"col": 5
}
},
{
"type": "trowel",
"position": {
"row": 9,
"col": 6
}
},
{
"type": "cloche",
"position": {
"row": 9,
"col": 7
}
},
{
"type": "wheel",
"position": {
"row": 9,
"col": 8
}
},
{
"type": "wheel",
"position": {
"row": 10,
"col": 1
}
},
{
"type": "chicken",
"position": {
"row": 10,
"col": 2
}
},
{
"type": "jam jar",
"position": {
"row": 10,
"col": 3
}
},
{
"type": "scissors",
"position": {
"row": 10,
"col": 4
}
},
{
"type": "scissors",
"position": {
"row": 10,
"col": 5
}
},
{
"type": "green bag",
"position": {
"row": 10,
"col": 6
}
},
{
"type": "saw",
"position": {
"row": 10,
"col": 7
}
},
{
"type": "brush",
"position": {
"row": 10,
"col": 8
}
},
{
"type": "milk bottle",
"position": {
"row": 11,
"col": 1
}
},
{
"type": "jam jar",
"position": {
"row": 11,
"col": 2
}
},
{
"type": "coffee cup",
"position": {
"row": 11,
"col": 3
}
},
{
"type": "milk bottle",
"position": {
"row": 11,
"col": 4
}
},
{
"type": "wheat",
"position": {
"row": 11,
"col": 5
}
},
{
"type": "spatula",
"position": {
"row": 11,
"col": 6
}
},
{
"type": "trowel",
"position": {
"row": 11,
"col": 7
}
},
{
"type": "target",
"position": {
"row": 11,
"col": 8
}
},
{
"type": "scissors",
"position": {
"row": 12,
"col": 1
}
},
{
"type": "chicken",
"position": {
"row": 12,
"col": 2
}
},
{
"type": "milk bottle",
"position": {
"row": 12,
"col": 3
}
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