Lint more const string prototypes (#18922)

This commit is contained in:
Vordenburg
2023-08-13 20:26:59 -04:00
committed by GitHub
parent 17808a54ef
commit 7582474f1a
32 changed files with 73 additions and 19 deletions

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@@ -20,7 +20,10 @@ public abstract class SharedChatSystem : EntitySystem
public const char AdminPrefix = ']';
public const char WhisperPrefix = ',';
public const char DefaultChannelKey = 'h';
[ValidatePrototypeId<RadioChannelPrototype>]
public const string CommonChannel = "Common";
public static string DefaultChannelPrefix = $"{RadioChannelPrefix}{DefaultChannelKey}";
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;

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@@ -1,4 +1,4 @@
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.Components;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Chat.TypingIndicator;
@@ -11,8 +11,9 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
/// <summary>
/// Default ID of <see cref="TypingIndicatorPrototype"/>
/// </summary>
[ValidatePrototypeId<TypingIndicatorPrototype>]
public const string InitialIndicatorId = "default";
public override void Initialize()
{
base.Initialize();
@@ -25,7 +26,7 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
if (!TryComp<ClothingComponent>(uid, out var clothing) ||
!TryComp<TypingIndicatorComponent>(args.Equipee, out var indicator))
return;
var isCorrectSlot = clothing.Slots.HasFlag(args.SlotFlags);
if (!isCorrectSlot) return;

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@@ -6,6 +6,7 @@ namespace Content.Shared.Drunk;
public abstract class SharedDrunkSystem : EntitySystem
{
[ValidatePrototypeId<StatusEffectPrototype>]
public const string DrunkKey = "Drunk";
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;

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@@ -1,9 +1,11 @@
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.StatusEffect;
namespace Content.Shared.Eye.Blinding.Systems;
public sealed class TemporaryBlindnessSystem : EntitySystem
{
[ValidatePrototypeId<StatusEffectPrototype>]
public const string BlindingStatusEffect = "TemporaryBlindness";
[Dependency] private readonly BlindableSystem _blindableSystem = default!;

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@@ -1,3 +1,4 @@
using Content.Shared.Tag;
using Robust.Shared.Audio;
namespace Content.Shared.Fluids.Components;
@@ -14,6 +15,8 @@ namespace Content.Shared.Fluids.Components;
public sealed class DrainComponent : Component
{
public const string SolutionName = "drainBuffer";
[ValidatePrototypeId<TagPrototype>]
public const string PlungerTag = "Plunger";
[DataField("accumulator")]

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@@ -1,4 +1,4 @@
using Robust.Shared.Network;
using Content.Shared.Roles;
using Robust.Shared.Replays;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Markdown.Mapping;
@@ -13,7 +13,9 @@ namespace Content.Shared.GameTicking
// See ideally these would be pulled from the job definition or something.
// But this is easier, and at least it isn't hardcoded.
//TODO: Move these, they really belong in StationJobsSystem or a cvar.
[ValidatePrototypeId<JobPrototype>]
public const string FallbackOverflowJob = "Passenger";
public const string FallbackOverflowJobName = "job-name-passenger";
// TODO network.

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@@ -1,8 +1,13 @@
using Content.Shared.Humanoid.Markings;
namespace Content.Shared.Humanoid
{
public static class HairStyles
{
[ValidatePrototypeId<MarkingPrototype>]
public const string DefaultHairStyle = "HairBald";
[ValidatePrototypeId<MarkingPrototype>]
public const string DefaultFacialHairStyle = "FacialHairShaved";
public static readonly IReadOnlyList<Color> RealisticHairColors = new List<Color>

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@@ -2,7 +2,6 @@ using Content.Shared.Humanoid.Markings;
using Content.Shared.Humanoid.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Linq;
using Content.Shared.Preferences;
using Robust.Shared.GameObjects.Components.Localization;
@@ -25,6 +24,7 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MarkingManager _markingManager = default!;
[ValidatePrototypeId<SpeciesPrototype>]
public const string DefaultSpecies = "Human";
public override void Initialize()

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@@ -4,20 +4,21 @@ namespace Content.Shared.Speech.EntitySystems;
public abstract class SharedStutteringSystem : EntitySystem
{
[ValidatePrototypeId<StatusEffectPrototype>]
public const string StutterKey = "Stutter";
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
// For code in shared... I imagine we ain't getting accent prediction anytime soon so let's not bother.
public virtual void DoStutter(EntityUid uid, TimeSpan time, bool refresh, StatusEffectsComponent? status = null)
{
}
public virtual void DoRemoveStutterTime(EntityUid uid, double timeRemoved)
{
_statusEffectsSystem.TryRemoveTime(uid, StutterKey, TimeSpan.FromSeconds(timeRemoved));
}
public void DoRemoveStutter(EntityUid uid, double timeRemoved)
{
_statusEffectsSystem.TryRemoveStatusEffect(uid, StutterKey);