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()
{
if (!Anchored)
yield break;
var entMan = IoCManager.Resolve();
// If we're in an invalid grid, such as grid 0, we cannot connect to anything.
if(!IoCManager.Resolve().TryGetGrid(IoCManager.Resolve().GetComponent(Owner).GridID, out var grid))
yield break;
var gridIndex = grid.TileIndicesFor(IoCManager.Resolve().GetComponent(Owner).Coordinates);
foreach (var node in NodeHelpers.GetNodesInTile(entMan, grid, gridIndex))
{
if (node is CableNode)
yield return node;
}
}
}
}