Extracts magic strings from Tag calls (#36305)

* Extracts magic strings from Tag calls

When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!

* Adds missing libraries

* Remove not yet implemented TagSystem changes

* Fix tag spelling error

Genuinely surprised there was only 1!

* Styling and proper type changes

* Styling

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
This commit is contained in:
J
2025-04-05 00:20:19 +00:00
committed by GitHub
parent e58ab56e42
commit af9526197a
36 changed files with 156 additions and 51 deletions

View File

@@ -1,8 +1,10 @@
using System.Numerics;
using Content.Shared.Procedural;
using Content.Shared.Tag;
using Robust.Shared.Collections;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.Procedural.DungeonJob;
@@ -12,13 +14,15 @@ public sealed partial class DungeonJob
* Run after the main dungeon generation
*/
private static readonly ProtoId<TagPrototype> WallTag = "Wall";
private bool HasWall(Vector2i tile)
{
var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
while (anchored.MoveNext(out var uid))
{
if (_tags.HasTag(uid.Value, "Wall"))
if (_tags.HasTag(uid.Value, WallTag))
return true;
}