public static uint Clearance(NodeHandle a) => Clearance(AllNodes.Get(a));
/// <summary> /// Yield all neighbors connected to the given node. /// </summary> public static IEnumerable <NodeHandle> Edges(NodeHandle a) => Edges(a, AllNodes.Get(a));
public static NodeEdges GetEdges(NodeHandle a) => AllNodes.Get(a);
public static bool HasFlag(NodeHandle n, NodeEdges flag) => (AllNodes.Get(n) & flag) != 0;