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