using System.Collections.Generic;
using Content.Server.NodeContainer.Nodes;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Power.Nodes
{
///
/// Type of node that connects to a below it.
///
[DataDefinition]
public class CableDeviceNode : Node
{
public override IEnumerable GetReachableNodes()
{
var entMan = IoCManager.Resolve();
var grid = IoCManager.Resolve().GetGrid(Owner.Transform.GridID);
var gridIndex = grid.TileIndicesFor(Owner.Transform.Coordinates);
foreach (var node in NodeHelpers.GetNodesInTile(entMan, grid, gridIndex))
{
if (node is CableNode)
yield return node;
}
}
}
}