Validate remaining ProtoId strings (#38747)

Validate remaining ProtoId strings
This commit is contained in:
Tayrtahn
2025-07-04 16:55:45 -04:00
committed by GitHub
parent 3a278bca8b
commit f09bade8e7
14 changed files with 44 additions and 23 deletions

View File

@@ -8,12 +8,14 @@ using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Movement.Components;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Body.Systems;
public partial class SharedBodySystem
{
private static readonly ProtoId<DamageTypePrototype> BloodlossDamageType = "Bloodloss";
private void InitializeParts()
{
// TODO: This doesn't handle comp removal on child ents.
@@ -178,7 +180,7 @@ public partial class SharedBodySystem
)
{
// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), 300);
var damage = new DamageSpecifier(Prototypes.Index(BloodlossDamageType), 300);
Damageable.TryChangeDamage(bodyEnt, damage);
}
}

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@@ -8,6 +8,8 @@ namespace Content.Shared.Chat;
public sealed class SharedSuicideSystem : EntitySystem
{
private static readonly ProtoId<DamageTypePrototype> FallbackDamageType = "Blunt";
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -57,8 +59,8 @@ public sealed class SharedSuicideSystem : EntitySystem
// We don't want structural damage for the same reasons listed above
if (!_prototypeManager.TryIndex(damageType, out var damagePrototype) || damagePrototype.ID == "Structural")
{
Log.Error($"{nameof(SharedSuicideSystem)} could not find the damage type prototype associated with {damageType}. Falling back to Blunt");
damagePrototype = _prototypeManager.Index<DamageTypePrototype>("Blunt");
Log.Error($"{nameof(SharedSuicideSystem)} could not find the damage type prototype associated with {damageType}. Falling back to {FallbackDamageType}");
damagePrototype = _prototypeManager.Index(FallbackDamageType);
}
var damage = new DamageSpecifier(damagePrototype, lethalAmountOfDamage);

View File

@@ -12,6 +12,8 @@ namespace Content.Shared.Humanoid
/// </summary>
public sealed class NamingSystem : EntitySystem
{
private static readonly ProtoId<SpeciesPrototype> FallbackSpecies = "Human";
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -21,8 +23,8 @@ namespace Content.Shared.Humanoid
// Some downstream is probably gonna have this eventually but then they can deal with fallbacks.
if (!_prototypeManager.TryIndex(species, out SpeciesPrototype? speciesProto))
{
speciesProto = _prototypeManager.Index<SpeciesPrototype>("Human");
Log.Warning($"Unable to find species {species} for name, falling back to Human");
speciesProto = _prototypeManager.Index(FallbackSpecies);
Log.Warning($"Unable to find species {species} for name, falling back to {FallbackSpecies}");
}
switch (speciesProto.Naming)