Lint more const string prototypes (#18922)
This commit is contained in:
@@ -20,7 +20,6 @@ using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Numerics;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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@@ -57,7 +56,10 @@ public sealed class DragDropSystem : SharedDragDropSystem
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// mousedown event so it can be treated like a regular click
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private const float MaxMouseDownTimeForReplayingClick = 0.85f;
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetOutOfRange = "SelectionOutline";
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/// <summary>
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@@ -1,7 +1,5 @@
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Interactable.Components
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@@ -13,8 +11,13 @@ namespace Content.Client.Interactable.Components
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[Dependency] private readonly IEntityManager _entMan = default!;
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private const float DefaultWidth = 1;
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderInRange = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderOutOfRange = "SelectionOutline";
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private bool _inRange;
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private ShaderInstance? _shader;
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private int _lastRenderScale;
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@@ -63,8 +63,12 @@ public sealed class TargetOutlineSystem : EntitySystem
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private Vector2 LookupVector => new(LookupSize, LookupSize);
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderTargetValid = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderTargetInvalid = "SelectionOutline";
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private ShaderInstance? _shaderTargetValid;
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private ShaderInstance? _shaderTargetInvalid;
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@@ -14,7 +14,9 @@ public sealed class ParallaxSystem : SharedParallaxSystem
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[Dependency] private readonly IParallaxManager _parallax = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[ValidatePrototypeId<ParallaxPrototype>]
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private const string Fallback = "Default";
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public const int ParallaxZIndex = 0;
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public override void Initialize()
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@@ -14,6 +14,7 @@ namespace Content.Server.Body.Commands
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[AdminCommand(AdminFlags.Fun)]
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sealed class AddHandCommand : IConsoleCommand
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{
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[ValidatePrototypeId<EntityPrototype>]
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public const string DefaultHandPrototype = "LeftHandHuman";
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public string Command => "addhand";
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@@ -1,9 +1,10 @@
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using Content.Server.CrewManifest;
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using Content.Server.CrewManifest;
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using Content.Server.Station.Systems;
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using Content.Shared.CartridgeLoader;
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using Content.Shared.CartridgeLoader.Cartridges;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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namespace Content.Server.CartridgeLoader.Cartridges;
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@@ -14,6 +15,7 @@ public sealed class CrewManifestCartridgeSystem : EntitySystem
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[Dependency] private readonly CrewManifestSystem _crewManifest = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string CartridgePrototypeName = "CrewManifestCartridge";
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/// <summary>
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@@ -15,6 +15,7 @@ using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.EntitySystems
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{
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@@ -36,6 +37,7 @@ namespace Content.Server.Chemistry.EntitySystems
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string PillPrototypeId = "Pill";
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public override void Initialize()
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@@ -16,7 +16,10 @@ namespace Content.Server.Construction.Commands
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public string Description => "Puts an underplating tile below every wall on a grid.";
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public string Help => $"Usage: {Command} <gridId> | {Command}";
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[ValidatePrototypeId<ContentTileDefinition>]
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public const string TilePrototypeId = "Plating";
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[ValidatePrototypeId<TagPrototype>]
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public const string WallTag = "Wall";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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@@ -12,6 +12,7 @@ namespace Content.Server.Electrocution
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public string Description => Loc.GetString("electrocute-command-description");
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public string Help => $"{Command} <uid> <seconds> <damage>";
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[ValidatePrototypeId<StatusEffectPrototype>]
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public const string ElectrocutionStatusEffect = "Electrocution";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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@@ -52,7 +52,10 @@ public sealed class ElectrocutionSystem : SharedElectrocutionSystem
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[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string StatusEffectKey = "Electrocution";
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[ValidatePrototypeId<DamageTypePrototype>]
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private const string DamageType = "Shock";
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// Yes, this is absurdly small for a reason.
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@@ -61,6 +61,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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/// find errors. However some components, like rogue arrows, or some commands like the admin-smite need to have
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/// a "default" option specified outside of yaml data-fields. Hence this const string.
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/// </remarks>
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[ValidatePrototypeId<ExplosionPrototype>]
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public const string DefaultExplosionPrototypeId = "Default";
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public override void Initialize()
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@@ -1,5 +1,6 @@
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using Content.Server.Fluids.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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@@ -9,6 +10,7 @@ public sealed partial class PuddleSystem
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{
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private static readonly TimeSpan EvaporationCooldown = TimeSpan.FromSeconds(1);
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[ValidatePrototypeId<ReagentPrototype>]
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public const string EvaporationReagent = "Water";
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private void OnEvaporationMapInit(EntityUid uid, EvaporationComponent component, MapInitEvent args)
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@@ -6,6 +6,7 @@ namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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[ValidatePrototypeId<SoundCollectionPrototype>]
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private const string LobbyMusicCollection = "LobbyMusic";
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[ViewVariables]
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@@ -9,13 +9,13 @@ using Content.Server.Speech.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Job = Content.Server.Roles.Job;
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@@ -26,6 +26,7 @@ namespace Content.Server.GameTicking
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string ObserverPrototypeName = "MobObserver";
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/// <summary>
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@@ -1,17 +1,15 @@
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using System.Threading;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Station.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Access;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Popups;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Shuttles.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Timer = Robust.Shared.Timing.Timer;
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@@ -63,6 +61,7 @@ public sealed partial class EmergencyShuttleSystem
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private CancellationTokenSource? _roundEndCancelToken;
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[ValidatePrototypeId<AccessLevelPrototype>]
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private const string EmergencyRepealAllAccess = "EmergencyShuttleRepealAll";
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private static readonly Color DangerColor = Color.Red;
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@@ -16,6 +16,7 @@ using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Tag;
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using Content.Shared.Tiles;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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@@ -60,6 +61,7 @@ public sealed partial class EmergencyShuttleSystem : EntitySystem
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private bool _emergencyShuttleEnabled;
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[ValidatePrototypeId<TagPrototype>]
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private const string DockTag = "DockEmergency";
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public override void Initialize()
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@@ -1,4 +1,4 @@
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using System.Text;
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using System.Text;
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using System.Text.RegularExpressions;
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using Content.Shared.Speech.Components;
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using Content.Shared.Speech.EntitySystems;
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@@ -9,6 +9,9 @@ namespace Content.Server.Speech.EntitySystems;
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public sealed class RatvarianLanguageSystem : SharedRatvarianLanguageSystem
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{
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string RatvarianKey = "RatvarianLanguage";
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// This is the word of Ratvar and those who speak it shall abide by His rules:
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@@ -12,6 +12,7 @@ public sealed class SlurredSystem : SharedSlurredSystem
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string SlurKey = "SlurredSpeech";
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public override void Initialize()
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@@ -12,8 +12,6 @@ namespace Content.Server.Speech.EntitySystems
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const string StutterKey = "Stutter";
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// Regex of characters to stutter.
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private static readonly Regex Stutter = new(@"[b-df-hj-np-tv-wxyz]",
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RegexOptions.Compiled | RegexOptions.IgnoreCase);
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@@ -12,6 +12,7 @@ public sealed class KudzuSystem : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[ValidatePrototypeId<EdgeSpreaderPrototype>]
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private const string KudzuGroup = "kudzu";
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/// <inheritdoc/>
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@@ -31,6 +31,7 @@ public sealed class SpreaderSystem : EntitySystem
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private readonly List<string> _spreaderGroups = new();
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[ValidatePrototypeId<TagPrototype>]
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private const string IgnoredTag = "SpreaderIgnore";
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/// <inheritdoc/>
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@@ -4,6 +4,7 @@ using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Server.Store.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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namespace Content.Server.Traitor.Uplink
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{
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@@ -13,6 +14,7 @@ namespace Content.Server.Traitor.Uplink
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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/// <summary>
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@@ -9,6 +9,7 @@ namespace Content.Server.Traits.Assorted;
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/// </summary>
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public sealed class NarcolepsySystem : EntitySystem
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{
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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@@ -20,7 +20,10 @@ public abstract class SharedChatSystem : EntitySystem
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public const char AdminPrefix = ']';
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public const char WhisperPrefix = ',';
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public const char DefaultChannelKey = 'h';
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[ValidatePrototypeId<RadioChannelPrototype>]
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public const string CommonChannel = "Common";
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public static string DefaultChannelPrefix = $"{RadioChannelPrefix}{DefaultChannelKey}";
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -1,4 +1,4 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory.Events;
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namespace Content.Shared.Chat.TypingIndicator;
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@@ -11,6 +11,7 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
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/// <summary>
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/// Default ID of <see cref="TypingIndicatorPrototype"/>
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/// </summary>
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[ValidatePrototypeId<TypingIndicatorPrototype>]
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public const string InitialIndicatorId = "default";
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public override void Initialize()
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@@ -6,6 +6,7 @@ namespace Content.Shared.Drunk;
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public abstract class SharedDrunkSystem : EntitySystem
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{
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[ValidatePrototypeId<StatusEffectPrototype>]
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public const string DrunkKey = "Drunk";
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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@@ -1,9 +1,11 @@
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.StatusEffect;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class TemporaryBlindnessSystem : EntitySystem
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{
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[ValidatePrototypeId<StatusEffectPrototype>]
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public const string BlindingStatusEffect = "TemporaryBlindness";
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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@@ -1,3 +1,4 @@
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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namespace Content.Shared.Fluids.Components;
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@@ -14,6 +15,8 @@ namespace Content.Shared.Fluids.Components;
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public sealed class DrainComponent : Component
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{
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public const string SolutionName = "drainBuffer";
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[ValidatePrototypeId<TagPrototype>]
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public const string PlungerTag = "Plunger";
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[DataField("accumulator")]
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@@ -1,4 +1,4 @@
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using Robust.Shared.Network;
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using Content.Shared.Roles;
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using Robust.Shared.Replays;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Markdown.Mapping;
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@@ -13,7 +13,9 @@ namespace Content.Shared.GameTicking
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// See ideally these would be pulled from the job definition or something.
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// But this is easier, and at least it isn't hardcoded.
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//TODO: Move these, they really belong in StationJobsSystem or a cvar.
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[ValidatePrototypeId<JobPrototype>]
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public const string FallbackOverflowJob = "Passenger";
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public const string FallbackOverflowJobName = "job-name-passenger";
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// TODO network.
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@@ -1,8 +1,13 @@
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using Content.Shared.Humanoid.Markings;
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namespace Content.Shared.Humanoid
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{
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public static class HairStyles
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{
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[ValidatePrototypeId<MarkingPrototype>]
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public const string DefaultHairStyle = "HairBald";
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[ValidatePrototypeId<MarkingPrototype>]
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public const string DefaultFacialHairStyle = "FacialHairShaved";
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public static readonly IReadOnlyList<Color> RealisticHairColors = new List<Color>
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@@ -2,7 +2,6 @@ using Content.Shared.Humanoid.Markings;
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using Content.Shared.Humanoid.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Shared.Preferences;
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using Robust.Shared.GameObjects.Components.Localization;
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@@ -25,6 +24,7 @@ public abstract class SharedHumanoidAppearanceSystem : EntitySystem
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[ValidatePrototypeId<SpeciesPrototype>]
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public const string DefaultSpecies = "Human";
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public override void Initialize()
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@@ -4,6 +4,7 @@ namespace Content.Shared.Speech.EntitySystems;
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public abstract class SharedStutteringSystem : EntitySystem
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{
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[ValidatePrototypeId<StatusEffectPrototype>]
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public const string StutterKey = "Stutter";
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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Reference in New Issue
Block a user