#nullable enable
using System.Collections.Generic;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
{
///
/// A that can reach other s that are directly adjacent to it.
///
public class AdjacentNode : Node
{
protected override IEnumerable GetReachableNodes()
{
if (!Owner.TryGetComponent(out SnapGridComponent? grid))
yield break;
var cells = grid.GetCardinalNeighborCells();
foreach (var cell in cells)
{
foreach (var entity in cell.GetLocal())
{
if (entity.TryGetComponent(out var container))
{
foreach (var node in container.Nodes)
{
if (node != null && node != this)
{
yield return node;
}
}
}
}
}
}
}
}