* NodeContainerComponent serializes a set of Nodes with ExposeData * Fixes Nodes to work when being created by serializer * ConduitNode * ConduitPlacer to replace WirePlacer * ConduitNode ConduitLayer setter * Map update * Comments * Map update again * Method ordering by privacy * Removes conduits * ignored component * reorg * map update * readd wireplacer Co-authored-by: py01 <pyronetics01@gmail.com>
24 lines
919 B
C#
24 lines
919 B
C#
using Robust.Shared.GameObjects.Components.Transform;
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using System.Collections.Generic;
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using System.Linq;
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namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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{
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/// <summary>
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/// A <see cref="Node"/> that can reach other <see cref="AdjacentNode"/>s that are directly adjacent to it.
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/// </summary>
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public class AdjacentNode : Node
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{
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protected override IEnumerable<Node> GetReachableNodes()
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{
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return Owner.GetComponent<SnapGridComponent>()
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.GetCardinalNeighborCells()
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.SelectMany(sgc => sgc.GetLocal())
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.Select(entity => entity.TryGetComponent<NodeContainerComponent>(out var container) ? container : null)
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.Where(container => container != null)
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.SelectMany(container => container.Nodes)
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.Where(node => node != null && node != this);
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}
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}
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}
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