331 lines
11 KiB
C++
331 lines
11 KiB
C++
// Integration tests for AIGUIController
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// Tests the gRPC GUI automation with vision feedback
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#include "cli/service/ai/ai_gui_controller.h"
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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#include "cli/service/ai/gemini_ai_service.h"
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#include "cli/service/gui/gui_automation_client.h"
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namespace yaze {
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namespace cli {
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namespace ai {
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namespace {
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using ::testing::_;
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using ::testing::Return;
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// Mock GuiAutomationClient for testing without actual GUI
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class MockGuiAutomationClient : public GuiAutomationClient {
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public:
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MockGuiAutomationClient() : GuiAutomationClient("localhost:50052") {}
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MOCK_METHOD(absl::Status, Connect, ());
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MOCK_METHOD(absl::StatusOr<AutomationResult>, Ping, (const std::string&));
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MOCK_METHOD(absl::StatusOr<AutomationResult>, Click,
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(const std::string&, ClickType));
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MOCK_METHOD(absl::StatusOr<AutomationResult>, Type,
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(const std::string&, const std::string&, bool));
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MOCK_METHOD(absl::StatusOr<AutomationResult>, Wait,
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(const std::string&, int, int));
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MOCK_METHOD(absl::StatusOr<AutomationResult>, Assert, (const std::string&));
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};
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class AIGUIControllerTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Create mock services
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GeminiConfig config;
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config.api_key = "test_key";
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config.model = "gemini-2.5-flash";
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gemini_service_ = std::make_unique<GeminiAIService>(config);
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gui_client_ = std::make_unique<MockGuiAutomationClient>();
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controller_ = std::make_unique<AIGUIController>(gemini_service_.get(),
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gui_client_.get());
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ControlLoopConfig loop_config;
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loop_config.max_iterations = 5;
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loop_config.enable_vision_verification = false; // Disable for unit tests
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loop_config.enable_iterative_refinement = false;
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controller_->Initialize(loop_config);
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}
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std::unique_ptr<GeminiAIService> gemini_service_;
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std::unique_ptr<MockGuiAutomationClient> gui_client_;
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std::unique_ptr<AIGUIController> controller_;
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};
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// ============================================================================
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// Basic Action Execution Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteClickAction_Success) {
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AIAction action(AIActionType::kClickButton);
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action.parameters["target"] = "button:Test";
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action.parameters["click_type"] = "left";
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AutomationResult result;
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result.success = true;
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result.message = "Click successful";
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EXPECT_CALL(*gui_client_, Click("button:Test", ClickType::kLeft))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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ASSERT_TRUE(status.ok()) << status.status().message();
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EXPECT_TRUE(status->action_successful);
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}
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TEST_F(AIGUIControllerTest, ExecuteClickAction_Failure) {
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AIAction action(AIActionType::kClickButton);
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action.parameters["target"] = "button:NonExistent";
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AutomationResult result;
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result.success = false;
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result.message = "Button not found";
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EXPECT_CALL(*gui_client_, Click("button:NonExistent", ClickType::kLeft))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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EXPECT_FALSE(status.ok());
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EXPECT_THAT(status.status().message(),
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::testing::HasSubstr("Click action failed"));
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}
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// ============================================================================
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// Type Action Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteTypeAction_Success) {
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AIAction action(
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AIActionType::kSelectTile); // Using SelectTile as a type action
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action.parameters["target"] = "input:TileID";
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action.parameters["text"] = "0x42";
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action.parameters["clear_first"] = "true";
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AutomationResult result;
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result.success = true;
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result.message = "Text entered";
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EXPECT_CALL(*gui_client_, Type("input:TileID", "0x42", true))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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ASSERT_TRUE(status.ok());
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EXPECT_TRUE(status->action_successful);
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}
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// ============================================================================
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// Wait Action Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteWaitAction_Success) {
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AIAction action(AIActionType::kWait);
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action.parameters["condition"] = "window:OverworldEditor";
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action.parameters["timeout_ms"] = "2000";
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AutomationResult result;
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result.success = true;
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result.message = "Condition met";
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EXPECT_CALL(*gui_client_, Wait("window:OverworldEditor", 2000, 100))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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ASSERT_TRUE(status.ok());
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EXPECT_TRUE(status->action_successful);
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}
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TEST_F(AIGUIControllerTest, ExecuteWaitAction_Timeout) {
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AIAction action(AIActionType::kWait);
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action.parameters["condition"] = "window:NonExistentWindow";
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action.parameters["timeout_ms"] = "100";
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AutomationResult result;
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result.success = false;
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result.message = "Timeout waiting for condition";
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EXPECT_CALL(*gui_client_, Wait("window:NonExistentWindow", 100, 100))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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EXPECT_FALSE(status.ok());
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}
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// ============================================================================
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// Verify/Assert Action Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteVerifyAction_Success) {
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AIAction action(AIActionType::kVerifyTile);
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action.parameters["condition"] = "tile_placed";
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AutomationResult result;
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result.success = true;
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result.message = "Assertion passed";
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result.expected_value = "0x42";
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result.actual_value = "0x42";
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EXPECT_CALL(*gui_client_, Assert("tile_placed")).WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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ASSERT_TRUE(status.ok());
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EXPECT_TRUE(status->action_successful);
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}
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TEST_F(AIGUIControllerTest, ExecuteVerifyAction_Failure) {
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AIAction action(AIActionType::kVerifyTile);
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action.parameters["condition"] = "tile_placed";
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AutomationResult result;
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result.success = false;
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result.message = "Assertion failed";
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result.expected_value = "0x42";
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result.actual_value = "0x00";
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EXPECT_CALL(*gui_client_, Assert("tile_placed")).WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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EXPECT_FALSE(status.ok());
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EXPECT_THAT(status.status().message(),
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::testing::HasSubstr("Assert action failed"));
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EXPECT_THAT(status.status().message(),
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::testing::HasSubstr("expected: 0x42"));
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EXPECT_THAT(status.status().message(), ::testing::HasSubstr("actual: 0x00"));
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}
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// ============================================================================
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// Complex Tile Placement Action Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecutePlaceTileAction_CompleteFlow) {
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AIAction action(AIActionType::kPlaceTile);
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action.parameters["map_id"] = "5";
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action.parameters["x"] = "10";
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action.parameters["y"] = "20";
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action.parameters["tile"] = "0x42";
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AutomationResult result;
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result.success = true;
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// Expect sequence: open menu, wait for window, set map ID, click position
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testing::InSequence seq;
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EXPECT_CALL(*gui_client_, Click("menu:Overworld", ClickType::kLeft))
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.WillOnce(Return(result));
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EXPECT_CALL(*gui_client_, Wait("window:Overworld Editor", 2000, 100))
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.WillOnce(Return(result));
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EXPECT_CALL(*gui_client_, Type("input:Map ID", "5", true))
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.WillOnce(Return(result));
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EXPECT_CALL(*gui_client_, Click(::testing::_, ClickType::kLeft))
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.WillOnce(Return(result));
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auto status = controller_->ExecuteSingleAction(action, false);
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ASSERT_TRUE(status.ok()) << status.status().message();
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EXPECT_TRUE(status->action_successful);
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}
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// ============================================================================
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// Multiple Actions Execution Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteActions_MultipleActionsSuccess) {
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std::vector<AIAction> actions;
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AIAction action1(AIActionType::kClickButton);
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action1.parameters["target"] = "button:Overworld";
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actions.push_back(action1);
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AIAction action2(AIActionType::kWait);
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action2.parameters["condition"] = "window:OverworldEditor";
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actions.push_back(action2);
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AutomationResult success_result;
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success_result.success = true;
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EXPECT_CALL(*gui_client_, Click("button:Overworld", ClickType::kLeft))
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.WillOnce(Return(success_result));
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EXPECT_CALL(*gui_client_, Wait("window:OverworldEditor", 5000, 100))
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.WillOnce(Return(success_result));
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auto result = controller_->ExecuteActions(actions);
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ASSERT_TRUE(result.ok()) << result.status().message();
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EXPECT_TRUE(result->success);
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EXPECT_EQ(result->actions_executed.size(), 2);
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}
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TEST_F(AIGUIControllerTest, ExecuteActions_StopsOnFirstFailure) {
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std::vector<AIAction> actions;
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AIAction action1(AIActionType::kClickButton);
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action1.parameters["target"] = "button:Test";
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actions.push_back(action1);
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AIAction action2(AIActionType::kClickButton);
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action2.parameters["target"] = "button:NeverReached";
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actions.push_back(action2);
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AutomationResult failure_result;
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failure_result.success = false;
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failure_result.message = "First action failed";
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EXPECT_CALL(*gui_client_, Click("button:Test", ClickType::kLeft))
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.WillOnce(Return(failure_result));
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// Second action should never be called
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EXPECT_CALL(*gui_client_, Click("button:NeverReached", _)).Times(0);
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auto result = controller_->ExecuteActions(actions);
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EXPECT_FALSE(result.ok());
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EXPECT_EQ(result->actions_executed.size(), 1);
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}
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// ============================================================================
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// Error Handling Tests
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// ============================================================================
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TEST_F(AIGUIControllerTest, ExecuteAction_InvalidActionType) {
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AIAction action(AIActionType::kInvalidAction);
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auto status = controller_->ExecuteSingleAction(action, false);
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EXPECT_FALSE(status.ok());
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EXPECT_THAT(status.status().message(),
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::testing::HasSubstr("Action type not implemented"));
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}
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TEST_F(AIGUIControllerTest, ExecutePlaceTileAction_MissingParameters) {
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AIAction action(AIActionType::kPlaceTile);
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// Missing required parameters
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auto status = controller_->ExecuteSingleAction(action, false);
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EXPECT_FALSE(status.ok());
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EXPECT_THAT(status.status().message(),
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::testing::HasSubstr("requires map_id, x, y, and tile"));
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}
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} // namespace
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} // namespace ai
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} // namespace cli
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} // namespace yaze
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