using System.Collections.Generic;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.Nodes;
using Robust.Shared.GameObjects;
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]
[Virtual]
public class CableDeviceNode : Node
{
public override IEnumerable GetReachableNodes(TransformComponent xform,
EntityQuery nodeQuery,
EntityQuery xformQuery,
IMapGrid? grid,
IEntityManager entMan)
{
if (!xform.Anchored || grid == null)
yield break;
var gridIndex = grid.TileIndicesFor(xform.Coordinates);
foreach (var node in NodeHelpers.GetNodesInTile(nodeQuery, grid, gridIndex))
{
if (node is CableNode)
yield return node;
}
}
}
}