34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using System.Collections.Generic;
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using Content.Server.NodeContainer.Nodes;
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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.Power.Nodes
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{
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/// <summary>
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/// Type of node that connects to a <see cref="CableNode"/> below it.
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/// </summary>
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[DataDefinition]
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public class CableDeviceNode : Node
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{
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public override IEnumerable<Node> GetReachableNodes()
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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// If we're in an invalid grid, such as grid 0, we cannot connect to anything.
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if(!IoCManager.Resolve<IMapManager>().TryGetGrid(Owner.Transform.GridID, out var grid))
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yield break;
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var gridIndex = grid.TileIndicesFor(Owner.Transform.Coordinates);
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foreach (var node in NodeHelpers.GetNodesInTile(entMan, grid, gridIndex))
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{
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if (node is CableNode)
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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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