#nullable enable using System.Collections.Generic; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.NodeContainer.Nodes { /// /// A that can reach other s that are directly adjacent to it. /// [DataDefinition] public class AdjacentNode : Node { public override IEnumerable GetReachableNodes() { if (!Owner.Transform.Anchored) yield break; var compMgr = IoCManager.Resolve(); var grid = IoCManager.Resolve().GetGrid(Owner.Transform.GridID); var gridIndex = grid.TileIndicesFor(Owner.Transform.Coordinates); foreach (var (_, node) in NodeHelpers.GetCardinalNeighborNodes(compMgr, grid, gridIndex)) { if (node != this) yield return node; } } } }