#nullable enable
using System.Collections.Generic;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
{
///
/// A that can reach other s that are directly adjacent to it.
///
[DataDefinition]
public class AdjacentNode : Node
{
protected override IEnumerable GetReachableNodes()
{
if (!Owner.Transform.Anchored)
yield break;
var grid = IoCManager.Resolve().GetGrid(Owner.Transform.GridID);
var coords = Owner.Transform.Coordinates;
foreach (var cell in grid.GetCardinalNeighborCells(coords))
{
foreach (var entity in grid.GetLocal(Owner.EntityManager.GetEntity(cell).Transform.Coordinates))
{
if (!Owner.EntityManager.GetEntity(entity).TryGetComponent(out var container))
continue;
foreach (var node in container.Nodes.Values)
{
if (node != null && node != this)
{
yield return node;
}
}
}
}
}
}
}