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
{
/// <summary>
/// A <see cref="Node"/> that can reach other <see cref="AdjacentNode"/>s that are directly adjacent to it.
/// </summary>
[DataDefinition]
public class AdjacentNode : Node
public override IEnumerable<Node> GetReachableNodes()
if (!Owner.Transform.Anchored)
yield break;
var entMan = IoCManager.Resolve<IEntityManager>();
var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
var gridIndex = grid.TileIndicesFor(Owner.Transform.Coordinates);
foreach (var (_, node) in NodeHelpers.GetCardinalNeighborNodes(entMan, grid, gridIndex))
if (node != this)
yield return node;
}