feat: 添加可视化地图系统
- 创建地图布局工具(mapLayout.js) - 预定义区域位置配置 - BFS计算可达距离和最短路径 - 地图数据结构构建 - 添加迷你地图组件(MiniMap.vue) - 可视化显示所有区域节点和连接线 - 当前位置脉冲动画高亮 - 相邻区域虚线标记 - 锁定区域显示🔒图标 - 显示到各区域的距离步数 - 点击区域显示前往路径 - 图例说明不同区域类型 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
454
components/common/MiniMap.vue
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454
components/common/MiniMap.vue
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<template>
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<view class="mini-map">
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<!-- 地图容器 -->
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<view class="mini-map__container">
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<!-- 连接线层 -->
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<view class="mini-map__connections">
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<view
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v-for="edge in mapData.edges"
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:key="`${edge.from}-${edge.to}`"
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class="connection-line"
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:class="{ 'connection-line--path': isInPath(edge) }"
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:style="getLineStyle(edge)"
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></view>
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</view>
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<!-- 节点层 -->
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<view
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v-for="node in mapData.nodes"
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:key="node.id"
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class="map-node"
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:class="getNodeClass(node)"
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:style="getNodeStyle(node)"
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@click="handleNodeClick(node)"
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>
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<!-- 节点圆点 -->
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<view class="node__dot"></view>
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<!-- 当前位置脉冲效果 -->
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<view v-if="node.id === currentLocation" class="node__pulse"></view>
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<!-- 节点名称 -->
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<text class="node__name">{{ node.name }}</text>
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<!-- 锁定图标 -->
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<text v-if="isLocked(node)" class="node__lock">🔒</text>
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<!-- 距离标记 -->
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<text v-else-if="getDistance(node) > 0" class="node__distance">{{ getDistance(node) }}</text>
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</view>
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</view>
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<!-- 图例 -->
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<view class="mini-map__legend">
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<view class="legend-item">
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<view class="legend-dot legend-dot--current"></view>
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<text class="legend-text">当前位置</text>
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</view>
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<view class="legend-item">
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<view class="legend-dot legend-dot--safe"></view>
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<text class="legend-text">安全</text>
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</view>
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<view class="legend-item">
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<view class="legend-dot legend-dot--danger"></view>
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<text class="legend-text">危险</text>
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</view>
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<view class="legend-item">
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<view class="legend-dot legend-dot--dungeon"></view>
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<text class="legend-text">副本</text>
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</view>
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</view>
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<!-- 路径提示 -->
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<view v-if="selectedPath.length > 1" class="mini-map__path">
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<text class="path-text">前往路径: {{ selectedPath.map(id => getLocationName(id)).join(' → ') }}</text>
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</view>
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</view>
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</template>
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<script setup>
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import { ref, computed, onMounted, watch } from 'vue'
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import { useGameStore } from '@/store/game'
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import { usePlayerStore } from '@/store/player'
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import { LOCATION_CONFIG } from '@/config/locations'
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import { getMapData, getPath } from '@/utils/mapLayout.js'
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const game = useGameStore()
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const player = usePlayerStore()
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const mapData = ref({ nodes: [], edges: [], width: 300, height: 400 })
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const selectedPath = ref([])
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const currentLocation = computed(() => player.currentLocation)
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// 初始化地图
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function initMap() {
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const data = getMapData(player.currentLocation)
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// 缩放坐标以适应容器
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const containerWidth = 280
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const containerHeight = 340
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const scaleX = containerWidth / data.width
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const scaleY = containerHeight / data.height
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const scale = Math.min(scaleX, scaleY, 1)
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// 居中偏移
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const offsetX = (containerWidth - data.width * scale) / 2 + 10
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const offsetY = (containerHeight - data.height * scale) / 2 + 10
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mapData.value = {
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nodes: data.nodes.map(n => ({
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...n,
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x: n.x * scale + offsetX,
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y: n.y * scale + offsetY
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})),
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edges: data.edges,
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width: data.width,
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height: data.height,
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reachable: data.reachable
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}
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// 更新缩放比例供样式使用
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updateNodeStyles()
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selectedPath.value = []
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}
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// 更新节点样式(转换为rpx)
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function updateNodeStyles() {
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// 在实际渲染时使用百分比或rpx
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}
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// 获取节点样式
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function getNodeStyle(node) {
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return {
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left: node.x + 'px',
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top: node.y + 'px'
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}
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}
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// 获取节点样式类
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function getNodeClass(node) {
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const classes = []
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if (node.id === currentLocation.value) {
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classes.push('map-node--current')
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}
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if (isLocked(node)) {
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classes.push('map-node--locked')
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} else {
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if (node.type === 'safe') classes.push('map-node--safe')
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else if (node.type === 'danger') classes.push('map-node--danger')
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else if (node.type === 'dungeon') classes.push('map-node--dungeon')
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const dist = getDistance(node)
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if (dist === 1) classes.push('map-node--adjacent')
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}
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return classes.join(' ')
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}
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// 检查区域是否锁定
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function isLocked(node) {
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const loc = LOCATION_CONFIG[node.id]
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if (!loc?.unlockCondition) return false
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if (loc.unlockCondition.type === 'kill') {
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const killCount = (player.killCount && player.killCount[loc.unlockCondition.target]) || 0
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return killCount < loc.unlockCondition.count
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} else if (loc.unlockCondition.type === 'item') {
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return !player.inventory.some(i => i.id === loc.unlockCondition.item)
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}
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return false
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}
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// 获取距离(步数)
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function getDistance(node) {
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return mapData.value.reachable?.[node.id] ?? 99
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}
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// 获取位置名称
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function getLocationName(id) {
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return LOCATION_CONFIG[id]?.name || id
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}
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// 获取连接线样式
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function getLineStyle(edge) {
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const fromNode = mapData.value.nodes.find(n => n.id === edge.from)
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const toNode = mapData.value.nodes.find(n => n.id === edge.to)
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if (!fromNode || !toNode) return {}
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const dx = toNode.x - fromNode.x
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const dy = toNode.y - fromNode.y
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const length = Math.sqrt(dx * dx + dy * dy)
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const angle = Math.atan2(dy, dx) * 180 / Math.PI
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return {
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left: fromNode.x + 'px',
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top: fromNode.y + 'px',
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width: length + 'px',
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transform: `rotate(${angle}deg)`
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}
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}
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// 检查边是否在选中路径上
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function isInPath(edge) {
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if (selectedPath.value.length < 2) return false
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for (let i = 0; i < selectedPath.value.length - 1; i++) {
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const from = selectedPath.value[i]
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const to = selectedPath.value[i + 1]
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if ((edge.from === from && edge.to === to) ||
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(edge.from === to && edge.to === from)) {
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return true
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}
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}
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return false
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}
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// 处理节点点击
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function handleNodeClick(node) {
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if (node.id === currentLocation.value) {
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selectedPath.value = []
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return
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}
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const path = getPath(currentLocation.value, node.id)
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if (path) {
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selectedPath.value = path
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// 如果相邻且未锁定,提示可前往
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if (path.length === 2 && !isLocked(node)) {
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game.addLog(`可以前往 ${node.name}`, 'info')
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}
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}
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}
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// 监听当前位置变化
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watch(() => player.currentLocation, () => {
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initMap()
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})
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onMounted(() => {
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initMap()
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})
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</script>
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<style lang="scss" scoped>
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.mini-map {
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display: flex;
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flex-direction: column;
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gap: 12rpx;
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&__container {
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position: relative;
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width: 100%;
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height: 360rpx;
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background: linear-gradient(135deg, #1a202c 0%, #2d3748 100%);
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border-radius: 12rpx;
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overflow: hidden;
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border: 2rpx solid #4a5568;
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}
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&__connections {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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pointer-events: none;
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}
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&__legend {
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display: flex;
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flex-wrap: wrap;
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gap: 16rpx;
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padding: 12rpx;
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background-color: $bg-secondary;
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border-radius: 8rpx;
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}
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&__path {
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padding: 10rpx 12rpx;
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background-color: rgba($accent, 0.15);
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border: 1rpx solid $accent;
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border-radius: 8rpx;
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}
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}
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.connection-line {
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position: absolute;
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height: 2rpx;
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background-color: rgba(74, 85, 104, 0.5);
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transform-origin: left center;
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&--path {
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background-color: rgba($warning, 0.8);
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height: 3rpx;
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box-shadow: 0 0 6rpx rgba($warning, 0.5);
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}
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}
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.map-node {
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position: absolute;
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width: 64rpx;
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height: 64rpx;
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transform: translate(-50%, -50%);
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cursor: pointer;
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transition: all 0.2s;
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&:active {
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transform: translate(-50%, -50%) scale(1.15);
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}
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&--current {
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z-index: 10;
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}
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&--locked {
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opacity: 0.5;
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filter: grayscale(0.5);
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}
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}
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.node__dot {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 40rpx;
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height: 40rpx;
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border-radius: 50%;
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border: 2rpx solid;
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.map-node--safe & {
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background-color: rgba($success, 0.3);
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border-color: $success;
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}
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.map-node--danger & {
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background-color: rgba($danger, 0.3);
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border-color: $danger;
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}
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.map-node--dungeon & {
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background-color: rgba($accent, 0.3);
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border-color: $accent;
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}
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.map-node--current & {
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background-color: $warning;
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border-color: #fff;
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box-shadow: 0 0 12rpx rgba($warning, 0.8);
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}
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.map-node--locked & {
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background-color: rgba($text-muted, 0.3);
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border-color: $text-muted;
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}
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}
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.node__pulse {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 64rpx;
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height: 64rpx;
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border-radius: 50%;
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background-color: rgba($warning, 0.4);
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animation: pulse 1.5s ease-out infinite;
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}
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@keyframes pulse {
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0% {
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transform: translate(-50%, -50%) scale(0.8);
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opacity: 0.8;
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}
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100% {
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transform: translate(-50%, -50%) scale(1.8);
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opacity: 0;
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}
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}
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.map-node--adjacent .node__dot::after {
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content: '';
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position: absolute;
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top: -8rpx;
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left: -8rpx;
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right: -8rpx;
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bottom: -8rpx;
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border-radius: 50%;
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border: 1rpx dashed rgba($warning, 0.6);
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}
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.node__name {
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position: absolute;
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top: 40rpx;
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left: 50%;
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transform: translateX(-50%);
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font-size: 20rpx;
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color: #e2e8f0;
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white-space: nowrap;
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text-shadow: 0 2rpx 4rpx rgba(0, 0, 0, 0.8);
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pointer-events: none;
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}
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.node__lock {
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position: absolute;
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top: -12rpx;
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right: -12rpx;
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font-size: 20rpx;
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}
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.node__distance {
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position: absolute;
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bottom: -12rpx;
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right: -12rpx;
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font-size: 18rpx;
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color: rgba($text-secondary, 0.8);
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background-color: rgba(0, 0, 0, 0.6);
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padding: 2rpx 6rpx;
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border-radius: 6rpx;
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}
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.legend-item {
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display: flex;
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align-items: center;
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gap: 6rpx;
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}
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.legend-dot {
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width: 24rpx;
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height: 24rpx;
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border-radius: 50%;
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&--current {
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background-color: $warning;
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}
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&--safe {
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background-color: $success;
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}
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&--danger {
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background-color: $danger;
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}
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&--dungeon {
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background-color: $accent;
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}
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}
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.legend-text {
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font-size: 20rpx;
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color: $text-secondary;
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}
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.path-text {
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font-size: 22rpx;
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color: $accent;
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}
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</style>
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@@ -14,6 +14,11 @@
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<text class="description-text">{{ currentLocation.description }}</text>
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</view>
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<!-- 迷你地图 -->
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<view class="map-panel__minimap">
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<MiniMap />
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</view>
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<!-- 战斗状态 -->
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<view v-if="game.inCombat" class="combat-status">
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<text class="combat-status__title">⚔️ 战斗中</text>
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@@ -123,6 +128,7 @@ import { triggerExploreEvent, tryFlee } from '@/utils/eventSystem.js'
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import TextButton from '@/components/common/TextButton.vue'
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import ProgressBar from '@/components/common/ProgressBar.vue'
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import FilterTabs from '@/components/common/FilterTabs.vue'
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import MiniMap from '@/components/common/MiniMap.vue'
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const game = useGameStore()
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const player = usePlayerStore()
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@@ -424,6 +430,10 @@ function toggleAutoCombat() {
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margin-bottom: 16rpx;
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}
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&__minimap {
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margin-bottom: 16rpx;
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}
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&__locations-header {
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padding: 12rpx 16rpx 8rpx;
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}
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254
utils/mapLayout.js
Normal file
254
utils/mapLayout.js
Normal file
@@ -0,0 +1,254 @@
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/**
|
||||
* 地图布局系统 - 根据区域连接生成可视化地图
|
||||
*/
|
||||
|
||||
import { LOCATION_CONFIG } from '@/config/locations.js'
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/**
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* 构建地图图形结构
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* @returns {Object} 地图数据
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*/
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export function buildMapGraph() {
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const nodes = []
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const edges = []
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// 首先创建所有节点
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for (const [id, config] of Object.entries(LOCATION_CONFIG)) {
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nodes.push({
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id,
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name: config.name,
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type: config.type,
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x: 0,
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y: 0
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})
|
||||
}
|
||||
|
||||
// 创建连接边
|
||||
for (const [id, config] of Object.entries(LOCATION_CONFIG)) {
|
||||
if (config.connections) {
|
||||
for (const connId of config.connections) {
|
||||
// 避免重复边
|
||||
const edgeExists = edges.some(e =>
|
||||
(e.from === id && e.to === connId) ||
|
||||
(e.from === connId && e.to === id)
|
||||
)
|
||||
if (!edgeExists) {
|
||||
edges.push({ from: id, to: connId })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { nodes, edges }
|
||||
}
|
||||
|
||||
/**
|
||||
* 简单的力导向布局算法
|
||||
* 将节点分布在合理的坐标上
|
||||
* @param {Object} graph - 地图图形结构
|
||||
* @param {Object} options - 布局选项
|
||||
* @returns {Object} 带有坐标的节点
|
||||
*/
|
||||
export function layoutMap(graph, options = {}) {
|
||||
const { nodes, edges } = graph
|
||||
const { width = 300, height = 400 } = options
|
||||
|
||||
// 创建邻接表
|
||||
const adj = {}
|
||||
for (const node of nodes) {
|
||||
adj[node.id] = []
|
||||
}
|
||||
for (const edge of edges) {
|
||||
adj[edge.from].push(edge.to)
|
||||
adj[edge.to].push(edge.from)
|
||||
}
|
||||
|
||||
// 找到中心节点(连接最多的节点作为起点)
|
||||
let centerNode = nodes[0]
|
||||
for (const node of nodes) {
|
||||
if (adj[node.id].length > adj[centerNode.id].length) {
|
||||
centerNode = node
|
||||
}
|
||||
}
|
||||
|
||||
// BFS 分层布局
|
||||
const levels = {}
|
||||
const visited = new Set()
|
||||
const queue = [{ id: centerNode.id, level: 0 }]
|
||||
|
||||
while (queue.length > 0) {
|
||||
const { id, level } = queue.shift()
|
||||
if (visited.has(id)) continue
|
||||
visited.add(id)
|
||||
|
||||
if (!levels[level]) levels[level] = []
|
||||
levels[level].push(id)
|
||||
|
||||
for (const neighbor of adj[id]) {
|
||||
if (!visited.has(neighbor)) {
|
||||
queue.push({ id: neighbor, level: level + 1 })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 计算节点位置
|
||||
const nodePositions = {}
|
||||
const levelHeight = height / (Object.keys(levels).length + 1)
|
||||
|
||||
for (const [level, nodeIds] of Object.entries(levels)) {
|
||||
const y = (parseInt(level) + 1) * levelHeight
|
||||
const levelWidth = width / (nodeIds.length + 1)
|
||||
|
||||
nodeIds.forEach((nodeId, index) => {
|
||||
nodePositions[nodeId] = {
|
||||
x: (index + 1) * levelWidth,
|
||||
y
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// 更新节点坐标
|
||||
return nodes.map(node => ({
|
||||
...node,
|
||||
x: nodePositions[node.id]?.x || width / 2,
|
||||
y: nodePositions[node.id]?.y || height / 2
|
||||
}))
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取从当前位置可达的区域(包括多步可达)
|
||||
* @param {string} currentLocation - 当前位置ID
|
||||
* @param {number} maxDistance - 最大距离(步数)
|
||||
* @returns {Object} 可达区域信息,key为locationId,value为距离
|
||||
*/
|
||||
export function getReachableLocations(currentLocation, maxDistance = 10) {
|
||||
const distances = {}
|
||||
const queue = [{ id: currentLocation, dist: 0 }]
|
||||
|
||||
distances[currentLocation] = 0
|
||||
|
||||
while (queue.length > 0) {
|
||||
const { id, dist } = queue.shift()
|
||||
|
||||
if (dist >= maxDistance) continue
|
||||
|
||||
// 找到所有连接的节点
|
||||
const connections = LOCATION_CONFIG[id]?.connections || []
|
||||
for (const connId of connections) {
|
||||
if (distances[connId] === undefined) {
|
||||
distances[connId] = dist + 1
|
||||
queue.push({ id: connId, dist: dist + 1 })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return distances
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取地图的路径信息
|
||||
* @param {string} from - 起点
|
||||
* @param {string} to - 终点
|
||||
* @returns {Array} 路径数组
|
||||
*/
|
||||
export function getPath(from, to) {
|
||||
if (from === to) return [from]
|
||||
|
||||
const { edges } = buildMapGraph()
|
||||
const adj = {}
|
||||
for (const node of Object.keys(LOCATION_CONFIG)) {
|
||||
adj[node] = LOCATION_CONFIG[node]?.connections || []
|
||||
}
|
||||
|
||||
// BFS 寻找最短路径
|
||||
const queue = [[from]]
|
||||
const visited = new Set([from])
|
||||
|
||||
while (queue.length > 0) {
|
||||
const path = queue.shift()
|
||||
const current = path[path.length - 1]
|
||||
|
||||
if (current === to) {
|
||||
return path
|
||||
}
|
||||
|
||||
for (const neighbor of adj[current]) {
|
||||
if (!visited.has(neighbor)) {
|
||||
visited.add(neighbor)
|
||||
queue.push([...path, neighbor])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null // 无路径
|
||||
}
|
||||
|
||||
/**
|
||||
* 预定义的地图布局配置
|
||||
* 为每个区域指定固定的显示位置
|
||||
*/
|
||||
export const PREDEFINED_LAYOUT = {
|
||||
// 营地为中心
|
||||
camp: { x: 150, y: 200 },
|
||||
// 营地周围
|
||||
market: { x: 50, y: 120 },
|
||||
blackmarket: { x: 250, y: 120 },
|
||||
wild1: { x: 150, y: 320 },
|
||||
// 更远的地方
|
||||
boss_lair: { x: 150, y: 440 },
|
||||
basement: { x: 150, y: 540 }
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用预定义布局获取节点位置
|
||||
* @param {Object} graph - 地图图形结构
|
||||
* @returns {Array} 带有坐标的节点
|
||||
*/
|
||||
export function getPredefinedLayout(graph) {
|
||||
const { nodes } = graph
|
||||
|
||||
return nodes.map(node => ({
|
||||
...node,
|
||||
x: PREDEFINED_LAYOUT[node.id]?.x || 150,
|
||||
y: PREDEFINED_LAYOUT[node.id]?.y || 200
|
||||
}))
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取可视化的地图数据
|
||||
* @param {string} currentLocation - 当前位置
|
||||
* @returns {Object} 地图数据
|
||||
*/
|
||||
export function getMapData(currentLocation) {
|
||||
const graph = buildMapGraph()
|
||||
const layoutNodes = getPredefinedLayout(graph)
|
||||
|
||||
// 计算画布大小
|
||||
let maxX = 0, maxY = 0
|
||||
for (const node of layoutNodes) {
|
||||
maxX = Math.max(maxX, node.x)
|
||||
maxY = Math.max(maxY, node.y)
|
||||
}
|
||||
|
||||
// 获取可达距离
|
||||
const reachable = getReachableLocations(currentLocation, 10)
|
||||
|
||||
// 计算到每个区域的路径
|
||||
const paths = {}
|
||||
for (const node of layoutNodes) {
|
||||
const path = getPath(currentLocation, node.id)
|
||||
if (path) {
|
||||
paths[node.id] = path
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
nodes: layoutNodes,
|
||||
edges: graph.edges,
|
||||
width: maxX + 50,
|
||||
height: maxY + 50,
|
||||
currentLocation,
|
||||
reachable,
|
||||
paths
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user