refactor: remove effect badges and clear active effects on player reset

This commit is contained in:
mmacierzanka committed 2026-09-13 15:51:14 +02:00
1 parent a1ae8dbc4a
commit 2513aa2b28
14 files changed
+31 -42

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+16
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@@ -89,6 +89,22 @@ class TestAudioEffects(unittest.TestCase):
self.assertFalse(toggled)
self.assertFalse(pipeline.is_active("distortion"))
def test_effects_metadata_does_not_contain_badge(self):
from zyrarbot.audio.effects.registry import get_available_effects_metadata
metadata = get_available_effects_metadata()
self.assertGreater(len(metadata), 0)
for entry in metadata:
self.assertIn("id", entry)
self.assertIn("name", entry)
self.assertIn("description", entry)
self.assertIn("icon", entry)
self.assertNotIn("badge", entry)
def test_effect_instances_have_no_badge_attribute(self):
for effect in create_default_effects():
self.assertFalse(hasattr(effect, "badge"))
if __name__ == "__main__":
unittest.main()
+5
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@@ -256,6 +256,11 @@ class MusicPlayerQueueTest(unittest.IsolatedAsyncioTestCase):
player.set_effect(GUILD, "fourth_density", True)
self.assertEqual(player.state(GUILD).active_effects, {"distortion", "fourth_density"})
# Stopping/clearing the player disables all active effects
player.clear(GUILD)
self.assertEqual(player.state(GUILD).active_effects, set())
self.assertFalse(player.is_effect_active(GUILD, "distortion"))
self.assertFalse(player.is_effect_active(GUILD, "fourth_density"))
async def test_default_plays_are_applied_per_guild(self):
player, _ = build_player()