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 (!IoCManager.Resolve().GetComponent(Owner.Uid).Anchored)
yield break;
var entMan = IoCManager.Resolve();
var grid = IoCManager.Resolve().GetGrid(IoCManager.Resolve().GetComponent(Owner.Uid).GridID);
var gridIndex = grid.TileIndicesFor(IoCManager.Resolve().GetComponent(Owner.Uid).Coordinates);
foreach (var (_, node) in NodeHelpers.GetCardinalNeighborNodes(entMan, grid, gridIndex))
{
if (node != this)
yield return node;
}
}
}
}