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