32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.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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[DataDefinition]
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public class AdjacentNode : Node
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{
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public override IEnumerable<Node> GetReachableNodes()
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{
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if (!IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(Owner).Anchored)
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yield break;
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var entMan = IoCManager.Resolve<IEntityManager>();
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(Owner).GridID);
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var gridIndex = grid.TileIndicesFor(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(Owner).Coordinates);
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foreach (var (_, node) in NodeHelpers.GetCardinalNeighborNodes(entMan, grid, gridIndex))
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{
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if (node != this)
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yield return node;
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}
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}
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}
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}
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