Forbid string literals for SharedToolSystem methods (#38250)

* Forbid string literals for ToolSystem methods

* Cleanup violations

* Sort usings
This commit is contained in:
Tayrtahn
2025-06-10 21:58:21 -04:00
committed by GitHub
parent 58606ca230
commit d612c56aab
5 changed files with 44 additions and 28 deletions

View File

@@ -5,29 +5,31 @@ using Content.Server.DeviceNetwork.Systems;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Tools;
using Content.Shared.UserInterface;
using Content.Shared.Administration.Logs;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Emag.Systems;
using Content.Shared.Fax;
using Content.Shared.Fax.Systems;
using Content.Shared.Fax.Components;
using Content.Shared.Fax.Systems;
using Content.Shared.Interaction;
using Content.Shared.Labels.Components;
using Content.Shared.Labels.EntitySystems;
using Content.Shared.Mobs.Components;
using Content.Shared.NameModifier.Components;
using Content.Shared.Paper;
using Content.Shared.Power;
using Content.Shared.Tools;
using Content.Shared.UserInterface;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Content.Shared.NameModifier.Components;
using Content.Shared.Power;
using Content.Shared.DeviceNetwork.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.Fax;
@@ -50,6 +52,8 @@ public sealed class FaxSystem : EntitySystem
[Dependency] private readonly FaxecuteSystem _faxecute = default!;
[Dependency] private readonly EmagSystem _emag = default!;
private static readonly ProtoId<ToolQualityPrototype> ScrewingQuality = "Screwing";
private const string PaperSlotId = "Paper";
public override void Initialize()
@@ -209,7 +213,7 @@ public sealed class FaxSystem : EntitySystem
{
if (args.Handled ||
!TryComp<ActorComponent>(args.User, out var actor) ||
!_toolSystem.HasQuality(args.Used, "Screwing")) // Screwing because Pulsing already used by device linking
!_toolSystem.HasQuality(args.Used, ScrewingQuality)) // Screwing because Pulsing already used by device linking
return;
_quickDialog.OpenDialog(actor.PlayerSession,