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* sessions based * try out caching + no sleep * update fixture usage * better reset usge * state less on tech, probably breaking change * better fixtures + decouple resets * use pytest-xdist w 2 servers * using diff grouping for dep * formatting * formatting * caching for image * formatting * formatting * use uv * use uv caching * remove docker caching (its slower) * how about 4 workers? * no redundant resets * parameterize * change names * update all_technologies_researched usage change log: - used uv and cache dependencies - used 2 factorio headless server instances - added pytest-xdist & used 2 pytest workers - parametrized the slowest test -- `test_sleep.py` so as to balance it across workers - clarified resets in `instance.py` so separate instances arent needed for research testing - better fixture usage, with autouse reset - added configure_game callback for per test file setup of inventories & research state. - updated task abc all_technologies_researched usage, its now a param for reset - using 4 workers instead of 2, can probably double it again lol - pytest parameterized a slow test - fixed redundant reset in conftest final speedup: 9m 4s -> 1m, ≈9.07× faster
36 lines
936 B
Python
36 lines
936 B
Python
import pytest
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from fle.env.entities import Position, Layer
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from fle.env.game_types import Prototype
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@pytest.fixture()
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def game(configure_game):
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return configure_game(
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inventory={
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"iron-chest": 1,
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"small-electric-pole": 20,
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"iron-plate": 10,
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"assembling-machine-1": 1,
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"pipe-to-ground": 10,
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"pipe": 30,
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"transport-belt": 50,
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"underground-belt": 30,
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}
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)
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def test_basic_render(game):
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game.place_entity(Prototype.IronChest, position=Position(x=0, y=0))
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game.connect_entities(
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Position(x=0, y=-2),
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Position(x=15, y=5),
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{Prototype.Pipe, Prototype.UndergroundPipe},
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)
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game.connect_entities(
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Position(x=0, y=-10), Position(x=15, y=-10), {Prototype.SmallElectricPole}
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)
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image = game._render(position=Position(x=0, y=5), layers=Layer.ALL)
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image.show()
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pass
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