Game processing method, game processing device, program product, and electronic device
Patent Information
- Application Number
- CN202610757912.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-28
- Publication Date
- 2026-08-28
AI Technical Summary
这样增加了终端或服务器的计算资源消耗,并且以扣减生命值为游戏目标的策略性较低,影响玩家体验
通过引入游戏区域,将游戏对局的主要机制确立为围绕游戏区域的攻防与争夺,而不采用扣减生命值的机制,使得终端或服务器不需要为每个虚拟角色维护并实时计算复杂的生命值等状态属性,游戏过程中终端或服务器主要处理攻防资源数据以及游戏区域归属关系的变更,其数据处理逻辑较为简单,降低了状态管理的复杂度,减少了终端或服务器的计算资源消耗。相比于以扣减生命值并击杀敌方为游戏目标的相关技术,本公开技术方案以虚拟角色拥有的游戏区域作为主要结算依据,玩家以获得游戏区域为游戏目标,增强了游戏策略性。并且与游戏区域相关的游戏机制、游戏目标更匹配回合制策略游戏的战争背景设定,有利于提高玩家的游戏代入感与沉浸感,从而提升玩家体验。
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Figure CN122643689A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to a game processing method, a game processing device, a program product, and an electronic device. Background Technology
[0002] In turn-based strategy games, virtual characters are typically given status attributes such as health points, and the game objective is to reduce the enemy's health and defeat them. During gameplay, when combat occurs, these status attributes need to be managed and calculated in real time. This increases the computational resource consumption of the terminal or server, and the strategy of reducing health points is relatively low-level, negatively impacting the player experience. Summary of the Invention
[0003] This disclosure provides a game processing method, a game processing device, a program product, and an electronic device to at least partially solve related technical problems.
[0004] According to a first aspect of this disclosure, a game processing method is provided, in which a game screen in a game match is displayed through a graphical user interface provided by a first terminal; the game match involves multiple virtual characters, including a first virtual character controlled by the first terminal; the game match includes one or more game rounds, in which each virtual character performs an action sequence sequentially; the game scene of the game match includes one or more game areas; the method includes: in the action sequence of the first virtual character, in response to a first attack event, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attacking target, then the first virtual character is triggered to obtain a target game area; the first attack event is an event of attacking using a first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attacking target or the game area owned by the attacking target; in the action sequence of a second virtual character, in response to a second attack event of the second virtual character, a first defense event of the first virtual character is triggered, if the attack is determined to be unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then the game area already owned by the first virtual character is maintained; in response to the end of the game match, a settlement is performed based on the game areas owned by each virtual character.
[0005] According to a second aspect of this disclosure, a game processing apparatus is provided, which displays a game screen during a game match via a graphical user interface provided by a first terminal; the game match involves multiple virtual characters, including a first virtual character controlled by the first terminal; the game match includes one or more game rounds, in which each virtual character performs an action sequence sequentially; the game scene of the game match includes one or more game areas; the apparatus includes: a first action processing module, configured to, during the action sequence of the first virtual character, respond to a first attack event, and if the attack is determined to be successful based on the attack resources associated with the first attack event and the defensive resources associated with the attack target, trigger the first virtual character to obtain the target game area. The first attack event is an event in which the first virtual character uses a first action card or a game skill of the first virtual character to launch an attack; the target game area is the attacking object or the game area owned by the attacking object; the second action processing module is configured to, in the action phase of the second virtual character, trigger a first defense event of the first virtual character in response to the second attack event of the second virtual character, and if it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then maintain the game area already owned by the first virtual character; the game settlement module is configured to, in response to the end of the game, perform a settlement based on the game area owned by each virtual character.
[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0008] The technical solution disclosed herein has the following beneficial effects: By introducing game areas, the main game mechanism is established as attack, defense, and contestation around these areas, instead of using a life-deduction mechanism. This eliminates the need for the terminal or server to maintain and calculate complex life and other status attributes for each virtual character in real time. During gameplay, the terminal or server primarily handles attack and defense resource data and changes in game area ownership. Its data processing logic is simpler, reducing the complexity of state management and minimizing computational resource consumption. Compared to technologies that use life deduction and enemy elimination as the game objective, this disclosed solution uses the game area owned by the virtual character as the primary settlement basis, with players aiming to acquire game areas, thus enhancing the game's strategic depth. Furthermore, the game mechanics and objectives related to game areas better match the war setting of turn-based strategy games, improving player immersion and overall experience. Attached Figure Description
[0009] Figure 1 A schematic diagram of a system architecture according to one embodiment of this disclosure is shown; Figure 2 This diagram illustrates a game screen according to one embodiment of the present disclosure; Figure 3 A flowchart illustrating a game processing method according to one embodiment of this disclosure is shown; Figure 4 A schematic diagram of the role selection stage in one embodiment of this disclosure is shown; Figure 5 A schematic diagram of an attackable object is shown in one embodiment of this disclosure; Figure 6 This diagram illustrates a contest for a first game area in one embodiment of the present disclosure. Figure 7 A schematic diagram of a game processing device according to one embodiment of the present disclosure is shown; Figure 8 A schematic diagram of an electronic device according to one embodiment of the present disclosure is shown. Detailed Implementation
[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0012] In turn-based strategy games (such as "Three Kingdoms Kill"), virtual characters are typically given status attributes such as health points, and the game objective is to reduce the enemy's health points and defeat them. During gameplay, when battles occur, these status attributes need to be managed and calculated in real time. This increases the computational resource consumption of the terminal or server. Furthermore, using health point reduction as the game objective has low strategic depth, and this objective does not match the typical war setting used in games, affecting the game's immersion and thus reducing the player experience.
[0013] In view of one or more of the above-mentioned problems, this disclosure provides a game processing method. Figure 1The system architecture for implementing this game processing method is shown, including a first terminal 110, a second terminal 120, and a server 130. The first terminal 110 and the second terminal 120 are devices used by players, such as mobile phones, tablets, personal computers, smart wearable devices, and game consoles. The first terminal 110 and the second terminal 120 can install and run various applications and provide a graphical user interface (GUI) to achieve interactive display functions. The GUI can be used to display the operating system interface, application interface, etc. Different game accounts can be logged into the first terminal 110 and the second terminal 120; for example, a first game account can be logged into the first terminal 110, and a second game account can be logged into the second terminal 120. The first game account and the second game account participate in the same game. During the game, the GUI provided by the first terminal 110 displays the game screen of the first game account, and the GUI provided by the second terminal 120 displays the game screen of the second game account. The server 130 refers to the backend system providing the game service in this exemplary embodiment; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 130 to perform server-side data processing, storage, and other functions. For example, player operation data on the first terminal 110 and the second terminal 120 is uploaded to the server 130. The server 130 performs authoritative game data processing and distributes the processing results to the first terminal 110 and the second terminal 120, which then display the game screen corresponding to the processing results.
[0014] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first terminal 110 and second terminal 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0015] It should be understood that Figure 1The number of terminals shown is merely illustrative; any number of terminals can be set up to participate in multiplayer online games by connecting to server 130.
[0016] In one implementation, the server 130 may not be deployed, and the first terminal 110 and the second terminal 120 may be directly connected via Bluetooth or other means to play the game.
[0017] The following is an explanation of the terms and concepts related to this disclosure.
[0018] Turn-based strategy games: A game genre where players take turns acting as turns, with players choosing different action strategies. In one implementation, the game processing method can be applied to turn-based card strategy games, where the main means of player interaction is through cards. Cards can represent virtual characters, game actions, game effects, etc. For example, players can trigger attack or defense actions by using specific cards. In each turn, players take turns acting according to a preset order. The game progresses through a series of turns until an end condition is met.
[0019] Game account: A player's unique identifier within the game system. A game account is linked to a player's game data, including but not limited to historical match data, battle statistics, virtual item holdings, faction preferences, etc. The server uses game accounts to differentiate between players and can provide a personalized gaming experience for each player.
[0020] Virtual character: A role played and controlled by a player in a game. A virtual character possesses game skills and may also have specific attributes. In this embodiment, the virtual character is a direct participant in the game, and its behavior is driven by instructions issued by the terminal controlling the virtual character. In one embodiment, the game may include a virtual character (i.e., a human-computer character) automatically controlled by a program.
[0021] A game match is a complete instance of a game. A complete game match begins with successful player matchmaking, selection of virtual characters, and initial resource allocation, and ends when the ending conditions are met. A game match consists of one or more game rounds.
[0022] Game round: A unit of time in a game. A complete game round involves all the virtual characters participating in the game completing their respective actions in turn. When all the virtual characters have completed their actions within a game round, the game round ends, possibly triggering a specific round-end event, and then the next game round begins.
[0023] Game Skills: Special abilities possessed by virtual characters. Each virtual character can possess one or more game skills. Game skills can automatically activate when specific trigger conditions are met, or they can be actively chosen by the player to produce corresponding game effects, such as modifying card effects, changing offensive or defensive resources, or affecting the status of other virtual characters. In one implementation, different virtual characters have different game skills.
[0024] Game scene: The virtual space that hosts the game. For example, a game scene can be a virtual chessboard, card table, map scene, etc.
[0025] Game area: A spatial unit in the game scene that can be contested and occupied by virtual characters, such as land, cities, and villages. The game area is a core resource affecting the outcome of the game. In one implementation, the game area includes a first game area and a second game area. The first game area is, for example, land, and its quantity can affect the maximum number of cards a virtual character can hold. The second game area is, for example, a city, and its ownership is a victory condition for certain factions. Virtual characters can acquire or capture game areas through attack events.
[0026] Action Cards: Cards used to trigger specific actions by virtual characters. In one implementation, each virtual character holds a hand of cards, all of which are action cards. Virtual characters can actively use their cards during their own action phase or passively use them during the action phases of other virtual characters. First action cards, second action cards, third action cards, fourth action cards, fifth action cards, sixth action cards, seventh action cards, etc., are all one or more specific action cards. For example, first action cards are offensive cards, such as the "Expedition" card (consuming one attack attempt to initiate an attack event) and the "Sneak Attack" card (not consuming an attack attempt to initiate an attack event). Second action cards are tactical cards, such as the "Expedition" card, the "Defend" card (played when encountering an attack event, which can negate the attacker's "Expedition" card), the "Sneak Attack" card, and the "Defender" card (which can be deployed as a defensive resource in the game area of one's own or allied virtual characters). The third action card is an action card that meets the conditions for escaping an occupied state, such as an action card with a specific suit (e.g., hearts) or a point value (e.g., a point value greater than 10). The fourth action card is a card used to directly escape an occupied state, such as the "Rescue" card (which can be played on oneself or an allied virtual character to escape an occupied state). The fifth action card is a card for deploying defensive resources, such as the "Defender" card. The sixth action card is an alliance card. For example, when the first virtual character plays an alliance card to the fourth virtual character, an alliance judgment can be performed, causing the first and fourth virtual characters to draw cards or select cards from their hands for point comparison. If the first virtual character has a higher point value, the alliance judgment condition is met, triggering the fourth virtual character to break away from its original alliance and / or triggering the first and fourth virtual characters to form an alliance (this can be triggered even if the fourth virtual character was not originally in any alliance). The Seventh Action Card is a card that affects all virtual characters in an alliance, such as a card that draws additional cards from the hand. When any virtual character in an alliance uses the Seventh Action Card, the card's game effect is applied to all virtual characters in the alliance.
[0027] Global Card: A card that has a global effect. Global cards and action cards can reside in different card sets, such as global cards in a global card set and action cards in an action card set. In one implementation, at the start of each game round, one global card is drawn from the global card set, and the corresponding game effect of the global card is executed. The first global card, the second global card, etc., can all be one or more specific global cards. For example, the first global card is a global card that is always drawn in the first game round of a match, and its game effects include, but are not limited to: when a virtual character makes a first attack on the first game area, it does not consume an attack count, and different virtual characters are prohibited from attacking each other. The second global card is a global card that determines the end time of the game, and its game effects include, but are not limited to: displaying m There are n action cards, from which each virtual character draws m action cards, where n is the number of virtual characters in the game. The game ends after two rounds (i.e., after the round in which the global card is drawn).
[0028] Faction: A group of virtual characters in a game. Each faction shares a common victory objective. A game can have at least two different factions, which are hostile to each other. For example, each virtual character is assigned a faction at the start of the game; this faction is only visible to the character and not to other players. Under certain conditions during the game, a specific player's faction information can be displayed to all or a subset of players.
[0029] Alliance: A temporary cooperative relationship established between different virtual characters. For example, alliances can be established using specific cards or skills. Within an alliance, members can share certain game effects (such as card effects or skill effects) and can also perform actions such as rescuing each other. However, alliance members cannot attack each other.
[0030] Occupation: A special state in which a virtual character gains control over other virtual characters or game areas. When an attack on a virtual character in a specific state is successful, the attacker can occupy the attacked character. Occupied virtual characters are subject to action restrictions, such as being unable to use certain types of cards or attack their occupier. Furthermore, virtual characters can also occupy specific game areas (such as a second game area) through attacks, thereby gaining their buffs and strategic advantages. If a game area is not occupied by any virtual character (i.e., not owned by any virtual character), then the game area is in an unclaimed (public) state.
[0031] The process of the turn-based strategy game involved in the embodiments of this disclosure is described below.
[0032] The server matches multiple game accounts into the same game match, and the game begins after a successful match.
[0033] The first step is the faction assignment phase. The server assigns each game account a faction for the current game (that is, the faction to which the virtual character controlled by the game account belongs in the game; the faction to which the game account belongs and the faction to which the virtual character belongs are the same concept, and this article will not make a special distinction). Players can see their own faction information, but cannot see the faction information of other players.
[0034] Then comes the character selection phase. The server distributes (usually randomly) a certain number (e.g., 3) of candidate virtual characters (which can be presented as character cards) to each game account. Players choose one of these as their virtual character for the current game. In one implementation, players can use game resources to change one or more candidate virtual character cards, or they can use game resources to make the candidate virtual characters include their specified virtual character. If a player does not select a virtual character within the specified time, the system automatically selects one from the candidate virtual characters (usually randomly).
[0035] After determining the factions and virtual characters, the server can initialize the game data. Next, the initial hand draw phase begins, where each virtual character draws a first number (e.g., 4) of action cards from their action card set as their initial hand. For example, the initial action card set contains all action cards; after the server shuffles the cards, they are dealt to each virtual character in sequence, such as issuing 3 action cards to each virtual character as their initial hand.
[0036] The game then enters a loop consisting of multiple rounds. At the start of each round, the server draws one global card from the global card set and executes its corresponding game effect, which may change the rules of the current round. Virtual characters can be distributed at different positions around the edge of the game scene. After the server determines the first virtual character to act (either randomly or according to specific rules), it determines the action order of the other virtual characters in a clockwise or counter-clockwise direction. Each virtual character then executes its action in sequence.
[0037] In the current action phase of a virtual character, the character can first draw a second number (e.g., 2) of action cards from the action card set and add them to their hand. Then, the character can use the cards or their game skills to perform corresponding actions, including but not limited to attacking, defending, forming alliances, breaking alliances, seizing cards from other characters' hands, and triggering global cards. For example, the virtual character can play a first action card (e.g., the "Expedition" card) and specify an attack target. This target can be another virtual character or the game area. Attacks can be subject to distance rules; a virtual character can typically only attack adjacent virtual characters, adjacent virtual characters of allies, and public, unclaimed game areas. This attack triggers an attack event, and the program associates attack resources and defense resources for this event. Attack resources are determined by the number and effect of attack cards, while defense resources are determined by the defense cards (e.g., the "Govern" card) deployed or played by the attack target (or the owner of the attack target). The program compares the total amount of offensive resources with the total amount of defensive resources. If the offensive resources are greater than the defensive resources, the attack is considered successful, and the virtual character can be triggered to obtain the attacked game area or the game area owned by the attacked virtual character.
[0038] In one implementation, the virtual character's offensive behavior in each action phase is restricted. For example, only one offensive card can be used to launch an offensive event in each action phase. If the target of the attack fails to deploy a defensive card and its owner does not play a defensive card in this action phase, the attack is considered successful.
[0039] In one implementation, after a virtual character completes an action in its action phase, it needs to discard cards. It can only retain a third number of cards (which can be a fixed number or equal to the number of cards in the first game area currently owned by the virtual character) and needs to discard excess cards. Players can choose which cards to discard.
[0040] In one implementation, the game screen during a match can be referenced. Figure 2 As shown, the game scene in this game screen includes a first game area 210 and a second game area 220. This game screen is the main screen of the first virtual character, and the hand area 230 of the first virtual character can be displayed below, including the hand cards currently held by the first virtual character. In addition, the game screen can also display some information about other virtual characters, such as the number of first game areas (i.e., land) they own.
[0041] While other virtual characters are taking action, the terminal of the currently non-acting character can trigger a second game action event in response to a specific event. For example, when an ally is attacked, a defensive card can be played to increase the ally's defensive resources. Or, when any virtual character plays a strategy card, other virtual characters can play a counter-strategy card to negate the effect of that strategy card. These responses all occur outside of their own action phase, implementing an asynchronous passive response mechanism.
[0042] During gameplay, the skills of each virtual character will be automatically triggered or actively activated when certain conditions are met. The server will execute corresponding game instructions based on the skill's logic, such as modifying the amount of defensive resources required for an attack, drawing cards when territory is lost, or changing card effects. These skills increase the complexity and strategic depth of the game.
[0043] Once all virtual characters have completed their actions in sequence, a game round ends. A new game round then begins, triggering a new global event. This cycle continues until the game's trigger conditions are met. For example, if the second global card is drawn, the game is forcibly ended two game rounds later (i.e., the game is forcibly ended at the end of the next game round after the round in which the second global card was drawn). At this point, the server performs a settlement based on the faction and game region each virtual character belonged to at the end of the round, calculating points for each game account and updating historical match data.
[0044] In one implementation, the game processing method flow can be referred to Figure 3 As shown, it includes the following steps: S310, in the action phase of the first virtual character, in response to the first attack event, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target. S320, during the action phase of the second virtual character, in response to the second attack event of the second virtual character, the first defense event of the first virtual character is triggered. If it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then the game area already owned by the first virtual character is maintained. S330, in response to the end of a game, settles the score based on the game area owned by each virtual character.
[0045] Based on the above method, by introducing game areas, the main mechanism of the game is established as the attack, defense, and contestation of game areas, instead of using a mechanism to deduct health points. This eliminates the need for the terminal or server to maintain and calculate complex status attributes such as health points for each virtual character in real time. During the game, the terminal or server mainly handles attack and defense resource data and changes in game area ownership. Its data processing logic is relatively simple, reducing the complexity of state management and the consumption of computing resources by the terminal or server. Compared with related technologies that use the deduction of health points and the elimination of enemies as the game objective, this disclosed technical solution uses the game area owned by the virtual character as the main settlement basis, with players aiming to acquire game areas, thus enhancing the game's strategic depth. Furthermore, the game mechanics and objectives related to game areas are more in line with the war background setting of turn-based strategy games, which helps to improve the player's sense of immersion and engagement, thereby enhancing the player experience.
[0046] It should be understood that Figure 3 This primarily describes the action sequences and resolution processes of different virtual characters during game rounds. Other phases can also be set in a game, such as the lineup allocation phase, character selection phase, and initial hand draw phase. This disclosure does not impose any specific limitations on these phases; exemplary explanations are provided below.
[0047] In one implementation, the game involves factions, and each virtual character or game account participating in the game is assigned to at least two different factions. For example, faction assignment can be performed first after the game begins, prior to step S310.
[0048] In one implementation, the faction to which the first virtual character belongs in a game is determined based on the historical game data of the first game account logged in on the first terminal.
[0049] Historical match data can include matches played by the first game account, the faction assigned to that match, and the win / loss results. After determining the participating account for the current game, the server queries the first game account's historical match data and calls the faction allocation algorithm to calculate the faction identifier that the first game account should be assigned to in this game. This faction identifier is then assigned to the faction attribute of the first virtual character to determine its victory conditions. This method of dynamically allocating factions based on historical data, compared to completely random allocation, can balance the gaming experience of different players on different factions. Essentially, it is a data matching and decision-making process performed by the server based on a preset allocation strategy and an account profile database.
[0050] In one implementation, determining the faction to which the first virtual character belongs in a game based on historical match data of the first game account logged in on the first terminal includes the following steps: If the first game account has not participated in any previous matches, the faction to which the first virtual character belongs in the game will be randomly determined. If the number of historical matches participated in by the first game account is in the first range, then the faction that the first game account has not participated in in historical matches will be taken as the faction to which the first virtual character belongs in the game match. If the number of historical matches played by the first game account falls within the second range, then the faction to which the first virtual character belongs in the game is determined based on the win statistics of each faction in the historical matches played by the first game account.
[0051] For example, the server checks the historical match records linked to the first game account. If the record is empty, a faction is randomly selected from all available factions and assigned to the first game account as the faction the first virtual character belongs to in the current game. If the number of historical matches is in the first range (e.g., matches 2 to 5), the server iterates through the list of factions the first game account has participated in, identifies factions that have not yet been assigned, and prioritizes assigning the player to that faction in the current game. If the number of historical matches is in the second range (e.g., matches 2 to 10), the server calculates the first game account's win statistics for each faction and prioritizes assigning the player to the faction with more wins. By segmenting the number of matches played by players and using different faction assignment strategies for players with different experience levels, the player experience can be controlled more precisely.
[0052] In one implementation, the method further includes the following steps: After determining the faction to which each virtual character belongs in the game, if the ratio of the number of people in each faction does not meet the preset conditions, a first faction with too many people and a second faction with too few people are determined. Based on the number of times the game accounts corresponding to each virtual character in the first faction have participated in the second faction in historical games, some virtual characters in the first faction are redistributed to the second faction so that the ratio of the number of people in each faction after redistribution meets the preset conditions.
[0053] The preset conditions are the standard ratio of players in each faction set by the server for this game mode. For example, a four-player game requires two virtual characters from faction A and two virtual characters from faction B. After the initial allocation, the server verifies the allocation. If the actual allocation does not match the preset conditions (e.g., three virtual characters from faction A and one virtual character from faction B), an adjustment process is initiated. The server marks the faction with extra virtual characters as the first faction and the faction with missing virtual characters as the second faction. Next, the server queries the historical data of all game accounts corresponding to virtual characters in the first faction, counts the number of times these game accounts have served as characters in the second faction, and sorts them. Then, starting with the virtual character with the lowest ranking, the server modifies its faction attribute to the second faction until the player ratio of all factions meets the preset conditions. This ensures the basic balance of the game.
[0054] In one implementation, the game also includes a character selection phase. The method further includes the following steps: During the character selection phase, multiple candidate virtual characters are displayed. In response to the character selection command, the first virtual character is determined from the multiple candidate virtual characters.
[0055] The character selection phase can occur after faction assignments are completed but before the start of a game round. The program randomly selects several (e.g., three) candidate virtual characters from a pre-defined virtual character library for the first terminal and sends the identification data of these candidate virtual characters to the first terminal. The graphical user interface of the first terminal loads and displays the visual resources (such as character portraits, or presented as character cards) and attribute information (such as skill descriptions) of these candidate virtual characters. The player selects one from the displayed candidate virtual characters, and the terminal generates a corresponding character selection command and sends it to the server. Upon receiving the command, the server instantiates the virtual character specified in the command and binds it to the first game account, thus completing the determination of the first virtual character.
[0056] Figure 4 The diagram illustrates the game screen during the character selection phase. In this phase, the server selects three candidate virtual characters (General A1, General A2, and General A3) for the first player and displays their front-facing portraits as character cards. Players can click on any candidate virtual character to view their game skills. Players can choose from the candidate virtual characters or exchange one or more candidate virtual characters by spending game resources (i.e., changing generals). Players must complete the selection within a specified time; otherwise, the system will automatically select from the candidate virtual characters. After the character selection phase, each player's virtual character for the current game is determined. Players can then proceed to draw their initial hand cards or enter a game turn.
[0057] In one implementation, at a predetermined time during a game, a first virtual character draws one or more action cards from an action card set and adds them to the first virtual character's hand. For example, an action card set containing all action cards is created during game initialization. The action cards in the action card set are randomly arranged (i.e., "shuffled"), which can be considered a common deck. Then, action cards are drawn from this set for different virtual characters according to the arrangement order. Used and discarded action cards are not returned to the action card set but are placed in other card sets (such as the used card set or the discarded card set). When there are not enough action cards remaining in the action card set for the next draw, all used and discarded action cards are returned to the action card set and "shuffled" again.
[0058] The preset timing refers to a pre-defined time point in the game process when action cards can be drawn. Each virtual character has its own hand, which represents the action cards currently available to the virtual character. Each virtual character can actively use action cards during their own turn, or passively use action cards during the turn of other virtual characters or when global cards take effect. At the preset timing, the first virtual character can acquire a certain number of action cards, which are automatically added to their hand.
[0059] In one implementation, before the start of the first game round in a game, the first virtual character is controlled to draw a first number of action cards from the action card set as the first virtual character's initial hand; after the first virtual character's action phase begins, the first virtual character is controlled to draw a second number of action cards from the action card set and add them to the first virtual character's hand.
[0060] The first game round begins after game initialization. At this point, the program draws cards for each participating virtual character based on a preset first quantity (e.g., 4), establishing their initial hand. After the first virtual character's turn begins, the program triggers a card draw for them, retrieving a preset second quantity (e.g., 2) of action cards from the action card set and adding them to their hand. This method allows each virtual character to acquire initial hand resources and periodically replenish them. The program uses the same card draw logic, implemented by passing different parameters (such as the first quantity, the second quantity, and the object to which the action cards are issued), optimizing the code structure and data processing flow.
[0061] The following is about Figure 3 Each step is explained in detail.
[0062] refer to Figure 3In step S310, during the action phase of the first virtual character, in response to the first attack event, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target.
[0063] The first attack event is an attack initiated by the first virtual character in the current action. The data structure of this event includes the event type, attacker identifier, and target identifier. Attack resources are a set of one or more action cards or game skills representing offensive power associated with the first attack event; for example, one attack card provides one unit of attack resources. Defense resources are a set of one or more action cards or game skills representing defensive power provided by the target or related parties in response to the first attack event; for example, one defense card provides one unit of defense resources. In response to the first attack event, the program calculates the total value of attack resources and collects and calculates the total value of defense resources. If the total value of attack resources is greater than the total value of defense resources, the attack is considered successful, and an instruction to change the ownership of the game area is triggered, changing the owner identifier of the target game area from the target or its owner to the first virtual character.
[0064] For example, the first virtual character uses an attack card to trigger the first attack event. If the attacked party (the target of the attack, or the owner of the target of the attack and its allied virtual characters) has 0 defensive resources (e.g., the attacked party has not deployed defensive resources in advance and has not played a defensive card in this first attack event), then the attack is determined to be successful, and the first virtual character obtains the target game area.
[0065] The above mechanism, which determines the ownership of game areas by comparing offensive and defensive resource values, abstracts the complex battle process into a clear comparison of resource quantities. The program only needs a simple calculation process to achieve this, which reduces the consumption of computing resources and speeds up the program response.
[0066] In one implementation, the targets that the first virtual character can attack include one or more of the following: ① Adjacent virtual characters of the first virtual character. Adjacency relationships are predefined data structures describing the spatial relationships between virtual characters or game areas. When initializing the game scene, the program can generate a topology graph or adjacency matrix to store these spatial relationships. The attack distance for each virtual character can be set to 1, meaning they can only attack adjacent virtual characters.
[0067] ② Virtual characters adjacent to the first virtual character who is allied with it. For example, after the first virtual character and the fourth virtual character form an alliance, the first virtual character can attack the fourth virtual character's adjacent virtual characters.
[0068] ③ The virtual characters adjacent to the virtual character occupied by the first virtual character. For example, after the first virtual character occupies the third virtual character, the first virtual character can attack the virtual characters adjacent to the third virtual character.
[0069] ④ Game areas not owned by any virtual character. Game areas not owned by any virtual character are public game areas, which can be attacked by any virtual character.
[0070] ⑤ A second game area already owned by other virtual characters; the game area in the game scene includes one or more second game areas. For example, the second game area is a city, and the distance between each virtual character and the city can be set to 1. Even if the city is owned by other virtual characters, the first virtual character can still attack the city.
[0071] ⑥ If the first virtual character possesses the second game area, the targets that the first virtual character can attack include all other virtual characters. For example, if the second game area is a city, the distance between each virtual character and the city can be set to 1. If the first virtual character possesses the second game area, the distance between the first virtual character and other virtual characters through the city also becomes 1, therefore the first virtual character can attack other virtual characters. In one implementation, if the first virtual character possesses the second game area, the targets that the first virtual character can attack include all other virtual characters who are not allies.
[0072] For example, when the first virtual character initiates the first attack event, the program performs an attack legality check. The check process may involve: obtaining the identifier of the first virtual character and the identifier of the attack target, and querying whether both satisfy one of the aforementioned attackable rules. For example, checking whether the identifier of the attack target is in the first virtual character's adjacency list; or checking whether the first virtual character owns a game area of type second game area. If so, it is determined to be legal. When the check passes, the program continues to process the first attack event.
[0073] Figure 5 A diagram illustrating attackable targets is shown. The eight virtual characters in the game are arranged sequentially. For virtual character 1, its adjacent virtual characters are virtual character 2 and virtual character 8. Virtual character 1 can attack virtual character 2 and virtual character 8. If virtual character 1 is allied with virtual character 5, then virtual character 1 can attack virtual characters 4 and 6, which are adjacent to virtual character 5. Furthermore, virtual character 1 can attack the second game area; if it owns the second game area, it can attack all other non-alliance virtual characters.
[0074] In one implementation, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area, including the following steps: If the target of the attack is the target game area, and the attack is successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then the first virtual character will acquire the target game area.
[0075] In this scenario, if the target of the attack is the game area itself, then the target game area is the target. In this case, defensive resources come from defensive cards that the game area itself may possess or that are deployed by other virtual characters. For an unclaimed first game area, its associated defensive resources can be 0. For a second game area, its associated defensive resources include the defensive power provided by its own deployed "defender" cards, as well as defensive cards deployed by its current owner or any other player. The program aggregates these defensive resources and compares them with the attack resources of the first virtual character. If the attack resources are greater, the attack is successful. Subsequently, the program updates the ownership field of the target game area to the identifier of the first virtual character.
[0076] In one implementation, the game area in the game scene includes: one or more first game areas, and / or one or more second game areas. When the target of the attack is a target game area, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then triggering the first virtual character to acquire the target game area includes the following steps: If the target of the attack is the first game area, and the attack resources associated with the first attack event are greater than the deployed defensive resources of the first game area, then the attack is considered successful and the first virtual character is granted the first game area. And / or, if the target of the attack is the second game area, if the attack resources associated with the first attack event are greater than the sum of the deployed defensive resources and the immediately deployed defensive resources of the second game area, then the attack is determined to be successful, triggering the first virtual character to obtain the second game area.
[0077] In this scenario, if the first game area is not occupied by any virtual character, the first virtual character can launch a first attack event targeting the first game area. If the attack resources associated with the first attack event are greater than the deployed defensive resources of the first game area, the attack is considered successful, and the first virtual character gains control of the first game area. For example, if the first game area has no defensive resources by default, any first attack event launched by the first virtual character targeting the first game area will be considered successful, and the first virtual character will gain control of the first game area.
[0078] In one implementation, other virtual characters can deploy defensive cards onto the first game area. When the first virtual character attacks the first game area where defensive cards have been deployed, the server sums the defensive resource values provided by all deployed defensive cards in that first game area to obtain the total defensive resource value. If the total offensive resource value provided by the attack event is greater than this total defensive resource value, the attack is successful, and the first virtual character gains control of the first game area.
[0079] The first virtual character launches an attack on the second game area, which includes two scenarios: Scenario 1: The second game area is unclaimed. Its deployed defensive resources include inherent garrison resources (e.g., when initializing the game scene, the second game area is set to have 4 inherent garrison resources, which decrease as the virtual character attacks and are not replenished). Its immediate defensive resources can be "garrison" cards provided by other virtual characters in response to the first attack. (If other virtual characters are allowed to defend the unclaimed second game area, they can play "garrison" cards to prevent the first virtual character from occupying the second game area; if other virtual characters are not allowed to defend the unclaimed second game area, the immediate defensive resources deployed are 0). Scenario 2: The second game area is already owned by another virtual character. Its deployed defensive resources include the garrison resources pre-deployed by the owner (e.g., the number of "garrison" cards pre-deployed on the second game area by the virtual character owning the second game area and its allies). Its immediate defensive resources can be "garrison" cards provided by the owner in response to the first attack. In either case, the program can calculate the sum of the deployed defensive resources and the immediately invested defensive resources in the second game area, and compare it with the offensive resources invested by the first virtual character in the first attack event. If the offensive resources are more, the attack is considered successful; if the offensive resources are equal to or less than the defensive resources, the attack is considered unsuccessful.
[0080] In one implementation, if an attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area, including the following steps: If the target of the attack is a third virtual character, and the attack is successful based on the attack resources associated with the first attack event and the defense resources associated with the second virtual character, then the first virtual character will acquire the target game area owned by the third virtual character.
[0081] In this game, the third virtual character is any virtual character other than the first virtual character. The third virtual character is not allied with the first virtual character, therefore the first virtual character can attack the third virtual character. When attacking the third virtual character, defensive resources can come from the defensive cards played by the third virtual character in response to the first attack. If the offensive resources associated with the first attack exceed the defensive resources, the attack is considered successful, and the first virtual character gains the target game area owned by the third virtual character.
[0082] In one implementation, the game area in the game scene includes one or more first game areas. When the target of the attack is a third virtual character, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, then the first virtual character is triggered to acquire the target game area owned by the third virtual character, including the following steps: If the target of the attack is a third virtual character, and the attack resources associated with the first attack event are greater than the defensive resources invested by the third virtual character in response to the first attack event, then the attack is considered successful. If the third virtual character has at least one first game area, then the first virtual character is triggered to acquire one of the third virtual character's first game areas.
[0083] When the first virtual character successfully attacks the third virtual character, the server first checks if the first game area list in the third virtual character's data model is not empty. If at least one first game area exists in the list, a resource transfer is performed: a first game area is removed from the list and added to the first virtual character's first game area list. This ensures that the ownership of game area data is always unique and definite at any given time. In one implementation, because the third virtual character loses a first game area, its hand limit (i.e., the number of third cards, which is usually equal to the number of first game areas it owns) will decrease, potentially triggering an additional discard operation at the end of the turn.
[0084] Figure 6 The diagram illustrates the contest for the first game area through an attack event. When virtual character 601 successfully attacks virtual character 602, the number of first game areas (i.e., land) originally owned by virtual character 602 is 3. At this time, its number is reduced by 1, and the number of first game areas owned by virtual character 601 is increased by 1.
[0085] In one implementation, when processing the first attack event, the program can send a passive response request to the attacked party (such as a third virtual character, or the owner of the attacked game area and its allied virtual characters), waiting for them to deploy defensive resources. Simultaneously, the program collects the active defensive resources associated with the attacked party (such as pre-deployed garrison cards). After a specified time has elapsed, all defensive resources are aggregated and compared with the attack resources; the success of the attack is determined based on the comparison result.
[0086] In one implementation, the swimming method further includes the following steps: In response to the first attack event, if the target of the attack is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, and the third virtual character does not own the first game area, then the first virtual character is triggered to occupy the third virtual character.
[0087] Specifically, when the server determines that the attack was successful and checks that the first game area list owned by the third virtual character is empty, the attack result is that the first virtual character occupies the third virtual character. For example, a specific status flag of the third virtual character is set to the occupied value, indicating that it is in an occupied state.
[0088] In one implementation, since no status attributes such as health points are set, virtual characters do not die. They can be captured by other virtual characters, but being captured does not mean they are eliminated from the game. Captured virtual characters can still play and, under certain circumstances, escape the captured state. This ensures that all players can play until the end of the game, guaranteeing a good gaming experience for each player.
[0089] In one implementation, the method further includes at least one of the following steps: In response to the first virtual character occupying the third virtual character, the first virtual character is triggered to acquire the second game area owned by the third virtual character; wherein, the game area in the game scene includes one or more second game areas; If the first virtual character occupies the third virtual character, the third virtual character is prohibited from using the second action card; If the first virtual character occupies the third virtual character, the third virtual character is prohibited from launching an attack on the first virtual character.
[0090] When an occupation relationship is established, the server checks whether the occupied third virtual character owns the second game area. If so, a related transfer operation is performed, changing the owner of the second game area from the third virtual character to the first virtual character. In other words, occupying a virtual character that owns a second game area directly grants control over that area. This ensures the overall logical correctness of the game state.
[0091] In one implementation, when the server detects that a third virtual character is in a captured state, it will pre-intercept the third virtual character's action requests during subsequent processing. Specifically, when the third virtual character requests to play an action card, the server checks the action card; if it is the second action card, the request is rejected. Similarly, when the third virtual character initiates an attack targeting the first virtual character (its capturer), the server first checks the capture relationship between the two; if a capture relationship exists, it is determined to be an illegal operation, and the event processing flow is terminated. In another implementation, prohibited operations can be intercepted by the terminal. For example, if the third virtual character is controlled by a second terminal, and the first virtual character captures the third virtual character, the first action card in the third virtual character's hand can be locked, preventing the player from selecting to use that card. When the third virtual character makes an attack and selects an attack target, the first virtual character can be set to an unselectable state to prevent the third virtual character from selecting the first virtual character as its attack target.
[0092] In one implementation, the method further includes the following steps: If a third virtual character is occupied by a first virtual character, the occupation of the third virtual character by the first virtual character is released in response to a breakout event. The breakout event includes one or more of the following: during the third virtual character's turn, the third virtual character draws a third action card; the third virtual character uses a fourth action card; or a virtual character allied with the third virtual character uses a fourth action card against the third virtual character.
[0093] The "Escape Event" is a specific trigger condition used to remove a state of occupation. The third action card is an action card that meets the escape condition, such as a card of the heart suit. When a third virtual character draws a card from its hand or action card set during its turn, a escape event is triggered if it draws a third action card. The fourth action card is a card that has the effect of removing the occupation relationship. An escape event can also be triggered when the third virtual character uses a fourth action card itself, or when an allied virtual character uses a fourth action card against the third virtual character. In response to a valid escape event, the program destroys the created occupation relationship data structure and resets the occupied state flag of the third virtual character.
[0094] In one implementation, the game area in the game scene includes one or more first game areas. The method further includes the following steps: When the first virtual character completes its action phase, if the first virtual character's hand exceeds the third number, in response to the hand discard instruction, the first virtual character discards the hand exceeding the third number; the third number is the number of the first game area owned by the first virtual character.
[0095] At the end of the action phase, the program automatically triggers a hand count verification process to obtain the number of cards in the first virtual character's hand and compare it with the number of cards in the first game area currently held by the first virtual character (i.e., the third quantity). If the number of cards in hand exceeds the third quantity, a prompt to discard cards is triggered on the first terminal, requiring the player to discard the cards exceeding the third quantity. If the number of cards in hand does not exceed the third quantity, this step is skipped.
[0096] In one implementation, in response to the first virtual character acquiring the second game area for the first time in a game, the first virtual character is triggered to acquire the first game resource. For example, upon acquiring the second game area for the first time, two action cards can be drawn and added to the hand.
[0097] In one implementation, if the first virtual character possesses a second game area, the first virtual character is triggered to acquire a second game resource during each of its own action phases. For example, if the first virtual character possesses a second game area, it can draw an additional action card and add it to its hand during each of its own action phases.
[0098] In one implementation, if the first virtual character possesses a second game area, a buff effect from the second game area is applied to the first virtual character. For example, the buff effect includes, but is not limited to: increasing the number of deployable cards, enabling attacks on all other virtual characters, etc.
[0099] The above enriches the game content in the second game area and increases the game's strategic depth.
[0100] Continue to refer to Figure 3 In step S320, during the action phase of the second virtual character, in response to the second attack event of the second virtual character, the first defense event of the first virtual character is triggered. If it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, the game area already owned by the first virtual character is maintained.
[0101] This disclosed implementation adopts an asynchronous turn-based system, where each virtual character can passively respond during its own turn. The second virtual character is another virtual character in the game besides the first, and is currently in its own turn. A second attack event is an attack initiated by the second virtual character during its turn. The target of the attack can be the first virtual character, a game area where the first virtual character owns or has deployed defensive resources, or another virtual character allied with the first virtual character. When the target of the second attack event triggers the first virtual character's response condition, a defensive response window can be opened to the first virtual character, allowing it to play a defensive card within the response window's timeframe. A first defensive event is a defensive event passively initiated by the first virtual character during the second virtual character's turn in response to the second attack event. For example, the first virtual character plays a defensive card or activates a defensive card deployed on the target, providing defensive resources to that target. The program collects the defensive resources provided by the first defensive event and compares them with the offensive resources associated with the second attack event. If the total defensive resources are greater than or equal to the total offensive resources, the attack is considered unsuccessful. The game area already owned by the first virtual character remains unchanged, and the defensive resources of the first virtual character can be deducted. If the total defensive resources are less than the total offensive resources, the attack is considered successful. The attacking target loses the corresponding game area, and the ownership of that game area changes to the second virtual character.
[0102] The asynchronous defense mechanism described above allows players to respond to attacks from other virtual characters outside of their own turn, increasing the game's interactivity and strategic depth. In one implementation, the method further includes the following steps: During the action phase of the first virtual character, if the first virtual character's strategy event triggers one or more strategy response events, the event logic of the strategy event and the strategy response event are processed sequentially in reverse order of the event trigger time to obtain the event result corresponding to the strategy event.
[0103] In this system, a strategy event is triggered by the first virtual character using a strategy-based action card or game skill with a specific effect; this event can be responded to by other virtual characters. A strategy response event is a response event triggered by other virtual characters to counteract or modify the effect of a strategy event. When multiple strategy response events are triggered sequentially, the program resolves them according to a last-in-first-out stack logic. Specifically, the program maintains an event processing stack for strategy events and strategy response events. When a new strategy response event is triggered, the program pushes it onto the top of the stack for priority processing. While processing the top event, the program determines whether the event has successfully taken effect. If the event successfully counteracts the effect of the previous event, the previous event is marked as invalid and its subsequent logic is not executed. If the top event fails to take effect or only partially modifies the effect of the previous event, the program continues processing the next event in the stack. After processing events sequentially from the trigger time in reverse order, the program finally determines the event result corresponding to the strategy event. This resolution order ensures the validity of response operations, makes the logical processing of game actions clear in layers, and avoids logical errors caused by a chaotic event processing order.
[0104] In one implementation, in response to the triggering of a game skill of a first virtual character, corresponding game instructions are executed based on the game skill of the first virtual character. For example, each virtual character's data is associated with one or more skill configurations. When processing any game event during a game session, the program acts as an event bus, broadcasting the current game event to the game skills of all relevant virtual characters for listening. If the triggering condition of a game skill matches the current game event, the game instruction corresponding to that game skill is executed. For example, a virtual character's game skill might be: if the first game area is lost, the virtual character is triggered to acquire the card played by the attacker in the attack event that led to the loss of the first game area. When the event of the virtual character losing the first game area occurs during a game session, its game skill is triggered, causing the virtual character to acquire the card. This increases the diversity and flexibility of the game data processing logic.
[0105] In one implementation, the method further includes the following steps: At the start of each game round, draw one global card from the global card set and execute the corresponding game effect of the global card.
[0106] In this process, at the start of each new game round and before the first virtual character's turn, a global card is drawn. One global card is drawn from the global card set, either sequentially or randomly, and its configured game effect data is read. The server then executes the corresponding global instructions based on this data. This global card drawing process is a fixed procedure for each game round, ensuring that the game environment can differ each round and increasing game diversity. In particular, without changing the game map, different game strategies can be implemented by configuring different global card effects, which helps reduce the number of game maps that game developers need to create.
[0107] In one implementation, the above-mentioned execution of the game effect corresponding to the global card includes the following steps: If the game effect corresponding to a global card is a persistent effect, then the game effect is applied during the current game turn and removed at the end of the current game turn.
[0108] When a global card's effect is marked as a persistent effect, the server doesn't immediately execute a one-time command. Instead, it sets a temporary global state flag or modification variable in the game environment data structure for the current turn. For example, the flag prohibiting player attacks might be set to true based on the first global card. During the current turn, whenever a player attempts to launch an attack on another player, the server checks this global flag during validity checks. If it's true, the attack request is rejected. At the end of the current game turn, the server performs a cleanup operation, resetting the temporary flag to false or removing the modification variable, restoring the game environment to its default state for the next turn. This state machine-like management of persistent effects allows the system to change the core rules of the game over a period of time, resulting in a robust implementation with low computational resource consumption.
[0109] In one implementation, the above-mentioned method of drawing one global card from the global card set at the start of each game round includes the following steps: After the preset game round begins in a game match, if the prerequisite conditions are met, the fixed global cards corresponding to the preset game round will be drawn.
[0110] In this system, a preset game round is a specific game round pre-set in a match, such as the first game round, the fourth game round, etc. A precondition is a condition that must be met to trigger the fixed draw operation. For example, for the first game round, the precondition can be unconditionally met, meaning the first global card is always drawn in the first game round. For the fourth game round, the precondition could be: the second global card has never been drawn in previous game rounds. During the global card draw phase of each game round, the program determines whether the current game round number is a preset game round and checks whether the corresponding precondition is met. If it is met, the random draw process is skipped, and the fixed global card corresponding to that preset game round is drawn directly. This fixed draw mechanism ensures that key game events are triggered at specific times, thereby controlling the overall rhythm and progress of the game, making the program's control over the game flow more precise and reliable.
[0111] In one implementation, after the start of the first game round, a first global card is drawn, and the game effect corresponding to the first global card is applied during the first game round. The game effect includes: when a virtual character makes a first attack on the first game area, it does not consume an attack count, and different virtual characters are prohibited from attacking each other.
[0112] The above describes the specific opening rules. In the first round's draw process, the program does not draw randomly, but forcibly designates the first global card based on configuration. After the card's effect is parsed, the program sets two temporary parameters in the game environment data structure for the current game round: one is a flag indicating that attacks on the unclaimed first game area by all virtual characters are not counted, and the other is a global flag prohibiting attacks between virtual characters. During the current game round, when a virtual character launches its first attack on the unclaimed first game area, the program checks that the flag indicating attacks on the unclaimed first game area are not counted is true, and therefore does not count this attack against the virtual character's attack limit for this round. Simultaneously, when a virtual character attempts to attack another virtual character, the program checks that the flag prohibiting attacks between virtual characters is true, and therefore rejects the attack request. At the end of the current game round, the program clears these two temporary parameters. This fixed first-round global event ensures that all virtual characters can only attack the unclaimed game area in the early stages of the game, creating a protective development phase and ensuring that each game has the same starting rule environment, facilitating unified flow control and state prediction by the program.
[0113] In one implementation, if the second global card is not drawn before the preset game round, the second global card is drawn after the preset game round begins, and the game effect corresponding to the second global card is executed. This game effect includes: displaying m... There are n action cards, from which each virtual character draws m action cards, where n is the number of virtual characters in the game; the game ends after two rounds.
[0114] For example, the server maintains a round counter. During the global card draw phase of each game round, the server determines the current game round number. If the current game round number has reached a preset game round (e.g., the fourth round), and the second global card has never been drawn in previous draw records, then this draw will no longer be random, but will instead draw the second global card. The card's effect is executed in two parts: the first part is an immediate group selection of cards, that is, revealing the number of players m multiplied by n (e.g., m when n=2) from the action card set. 2) There are 10 cards, and each player selects 1 card from them in turn. The second part is to set a global game-ending countdown of 2 rounds. At the end of each subsequent round, this countdown is decremented by 1. When the countdown reaches zero, the game-ending process is forcibly triggered. This fallback mechanism limits the length of the game and avoids excessive pressure on the terminal or server to handle long games.
[0115] In one implementation, the method further includes the following steps: In the action phase of the first virtual character, in response to the first attack event, if it is determined that the attack is unsuccessful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the defense resources are deducted based on the attack resources.
[0116] If the program compares the total offensive resources and finds that the total defensive resources are less than or equal to the total defensive resources, the attack is deemed unsuccessful. Next, the defending side's defensive resources are deducted based on the total offensive resources. For example, if the attacker plays one offensive card and the defender deploys two defensive cards, the program removes one defensive card (moving it from the deployment area or hand area to the discard pile), while the other defensive card is retained. This resource consumption mechanism ensures that each failed attack depletes the opponent's defensive strength, allowing the battle to continue.
[0117] In one implementation, the method further includes the following steps: During the first virtual character's action phase, in response to the second defensive event, the defensive resources associated with the second defensive event are deployed to the first virtual character's game area; the second defensive event is an event in which defensive cards from the first virtual character's hand are used for defensive deployment.
[0118] The second defensive event involves a player proactively deploying a defensive card. When a player chooses to deploy a defensive card to a specific game area, the terminal sends a second defensive event to the server. The server parses the event, obtains the identifier of the target game area, and removes the defensive card from the first virtual character's hand list, adding it to a deployed card list in the target game area. Simultaneously, the card's display on the graphical user interface moves from the hand area to the game area. These deployed cards are automatically or manually calculated as defensive resources when the game area is attacked in the future. This pre-set defensive resource mechanism extends the calculation of defensive resources from immediate reaction to advance deployment, increasing the diversity of players' defensive strategies.
[0119] In one implementation, the method further includes the following steps: During the first virtual character's action phase, in response to an alliance event, if the alliance determination conditions are met, the first virtual character will form an alliance with the fourth virtual character specified by the alliance event; the alliance event is an event triggered by using the sixth action card in the first virtual character's hand or by using the first virtual character's game skill.
[0120] For example, the first virtual character can trigger an alliance event by using the sixth action card in their hand or by using a game skill. In response to the alliance event, the program initiates a judgment process, which may include a point-based event, such as having the first and fourth virtual characters each reveal a card from their hand or draw an action card, comparing the point values. If the first virtual character's point value is greater than the fourth virtual character's, the alliance is considered successful. Upon success, the server creates a new alliance containing the first and fourth virtual characters, or adds the fourth virtual character to an existing alliance established by the first virtual character.
[0121] In one implementation, during the action phase of the first virtual character, in response to an alliance event, if the alliance determination condition is met and the fourth virtual character was originally in an alliance, then the fourth virtual character is removed from the original alliance. During the action phase of the first virtual character, in response to an alliance event, if the alliance determination condition is met and the fourth virtual character was not originally in an alliance, then the first virtual character forms an alliance with the fourth virtual character specified by the alliance event.
[0122] In one implementation, when the first virtual character and the third virtual character form an alliance, the method further includes one or more of the following steps: The first virtual character is prohibited from launching an attack on the fourth virtual character, and the fourth virtual character is prohibited from launching an attack on the first virtual character. When the fourth virtual character is attacked by a third attack event, in response to the third defense event initiated by the first virtual character, the defensive resources associated with the third defense event are associated with the target of the third attack event. In response to the fourth defense event initiated by the first virtual character, deploy the defense resources associated with the fourth defense event to the fourth virtual character's game area; When the first virtual character or the fourth virtual character uses the seventh action card, apply the game effect corresponding to the seventh action card to both the first virtual character and the fourth virtual character. If the fourth virtual character is occupied, in response to a rescue event initiated by the first virtual character, the fourth virtual character will be released from the occupied state.
[0123] The above implements various cooperative behaviors within an alliance. For example, when the server detects that a first virtual character attempts to attack a fourth virtual character who is also an alliance member, the attack is deemed invalid during the validity verification phase. When the fourth virtual character becomes the target of an attack, the server opens a response window to the terminal of the first virtual character, who is also an alliance member. The defensive cards played by the first virtual character are included in the total defensive resources and participate in the determination of whether the attack is successful. Alliance members can deploy defensive cards to each other; the server associates a deployed card played by one player with another player's game area object. When the first virtual character uses a fourth action card with an alliance-shared tag, the server, based on the alliance relationship, expands the application target of the card effect from one virtual character to multiple virtual characters within the alliance. When the fourth virtual character is captured, the first virtual character can initiate a rescue event. Upon receiving this event, the server checks whether the initiator is an alliance member of the captured target; if so, it executes the operation to dismantle the capture relationship. By introducing the alliance mechanism, the game's strategic depth is enriched, further enhancing the player experience.
[0124] Continue to refer to Figure 3 In step S330, in response to the end of the game, the settlement is performed based on the game area owned by each virtual character.
[0125] For example, the program iterates through the data of all virtual characters in the current game, extracting a list of game areas owned by each virtual character at the end of the game. Based on the game areas owned by each virtual character, the program queries the preset win / loss determination rules, calculates the win / loss result for each virtual character, and generates settlement data. By using the final ownership status of the game areas as the core basis for settlement, the entire win / loss determination process focuses on the static query and rule matching of game area ownership data, making the settlement logic centralized and clear.
[0126] In one implementation, in response to the end of a game, the results are settled based on the faction and game area possessed by each virtual character during the game. For example, the program iterates through the data of all virtual characters in the current game, extracting two key parameters: the faction identifier of each virtual character when assigned, and the list of game areas possessed by that virtual character at the end of the game. Then, the program uses this data as input to query a preset win / loss determination rule table. For example, the rule table could define: if a virtual character belonging to faction A possesses a specific second game area, then that virtual character wins, and faction A wins; if no virtual character possesses the second game area, then faction B wins. The program calculates the win / loss result for each virtual character and generates settlement data. This settlement logic is highly centralized and clear.
[0127] In one implementation, the game area in the game scene includes one or more second game areas. Game outcomes can be settled based on the faction and the second game area possessed by each virtual character during the game. For example, if a virtual character possessing a second game area belongs to faction A, faction A wins; if a virtual character possessing a second game area belongs to faction B, faction B wins; if the second game area is not occupied, faction B wins. By finding the player possessing the second game area and determining the settlement result based on that player's faction information, the server's settlement logic is highly streamlined, reducing the computational load.
[0128] In one implementation, the win / loss settlement data for each game match is determined based on the faction and second game area possessed by each virtual character in the game. First settlement data for each game account is then determined based on this win / loss settlement data. Second settlement data for each game account is determined based on the game behavior of each virtual character in the game. The first settlement data consists of a fixed point reward or deduction based on the win / loss result. The server looks up the corresponding point value in the point rule configuration table based on the individual and faction win / loss results in the win / loss settlement data and adds it to the total points of the corresponding game account. The second settlement data is a skill-based score calculated based on game behavior. During the game, the server records the number of specific game behaviors of each virtual character, such as the number of times an attack was successfully launched without being canceled, the number of times other virtual characters were successfully captured, the number of rounds with a second game area accumulated, and the number of first game areas possessed at the end of the game exceeding a preset value. During settlement, the server iterates through these game behavior statistics, multiplies the number of each statistical item by the corresponding skill score coefficient, and accumulates them to obtain the second settlement data. The first and second settlement data can be used to update the game account leaderboard, achievement system, or game history. This not only allows for rewards based on the outcome of the game, but also provides additional skill evaluations based on the player's specific performance, making the settlement results more reflective of the player's overall game level.
[0129] This disclosure also provides a game processing apparatus. The apparatus displays the game screen of a game match through a graphical user interface provided by a first terminal; the game match involves multiple virtual characters, including a first virtual character controlled by the first terminal; the game match includes one or more game rounds, in which each virtual character performs actions sequentially; the game scene of the game match includes one or more game areas. (Reference) Figure 7 As shown, the game processing device 700 includes: The first action processing module 710 is configured to, during the action phase of the first virtual character, respond to a first attack event, and if the attack is determined to be successful based on the attack resources associated with the first attack event and the defensive resources associated with the attack target, trigger the first virtual character to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target. The second action processing module 720 is configured to, in the action phase of the second virtual character, trigger the first defense event of the first virtual character in response to the second attack event of the second virtual character, and if it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then maintain the game area already owned by the first virtual character. The game match settlement module 730 is configured to settle accounts based on the game area owned by each virtual character in response to the end of the game match.
[0130] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is the target game area, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then triggering the first virtual character to obtain the target game area.
[0131] In one implementation, the game area in the game scene includes: one or more first game areas, and / or one or more second game areas; the step of triggering the first virtual character to obtain the target game area when the target of attack is the target game area, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, includes: when the target of attack is the first game area, if the attack resources associated with the first attack event are greater than the deployed defense resources of the first game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the first game area; and / or, when the target of attack is the second game area, if the attack resources associated with the first attack event are greater than the sum of the deployed defense resources and the immediately deployed defense resources of the second game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the second game area.
[0132] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character.
[0133] In one implementation, the game area in the game scene includes one or more first game areas; when the target of attack is a second virtual character, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the second virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character includes: when the target of attack is a third virtual character, if the attack resources associated with the first attack event are greater than the defense resources invested by the third virtual character in response to the first attack event, then the attack is determined to be successful; if the third virtual character owns at least one first game area, then triggering the first virtual character to obtain one of the first game areas of the third virtual character.
[0134] In one embodiment, the device is further configured to: in response to the first attack event, if the attack target is a third virtual character, and if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, and the third virtual character does not own the first game area, then trigger the first virtual character to occupy the third virtual character.
[0135] In one embodiment, the device is further configured to perform at least one of the following steps: in response to the first virtual character occupying the third virtual character, triggering the first virtual character to acquire a second game area owned by the third virtual character; wherein the game area in the game scene includes one or more second game areas; prohibiting the third virtual character from using a second action card when the first virtual character occupies the third virtual character; and prohibiting the third virtual character from launching an attack event against the first virtual character when the first virtual character occupies the third virtual character.
[0136] In one embodiment, the device is further configured to: in the event that the first virtual character occupies the third virtual character, in response to a detachment event, release the first virtual character from the occupation of the third virtual character; wherein the detachment event includes one or more of the following events: during the action phase of the third virtual character, the third virtual character draws a third action card; the third virtual character uses a fourth action card; a virtual character that is allied with the third virtual character uses a fourth action card against the third virtual character.
[0137] In one embodiment, the device is further configured to: draw a global card from the global card set at the start of each game round and execute the game effect corresponding to the global card.
[0138] In one implementation, executing the game effect corresponding to the global card includes: if the game effect corresponding to the global card is a persistent effect, then applying the game effect during the current game round and removing the game effect at the end of the current game round.
[0139] In one implementation, the step of drawing a global card from the global card set after the start of each game round includes: after the start of a preset game round in the game, if a precondition is met, drawing a fixed global card corresponding to the preset game round.
[0140] In one embodiment, the device is further configured to: during the action phase of the first virtual character, in response to a first attack event, if it is determined that the attack is unsuccessful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then deduct the defense resources associated with the attack target based on the attack resources associated with the first attack event.
[0141] In one embodiment, the device is further configured to: during the action phase of the first virtual character, in response to a second defensive event, deploy defensive resources associated with the second defensive event to the game area of the first virtual character; the second defensive event is an event in which defensive deployment is performed using the fifth action card in the hand of the first virtual character.
[0142] In one embodiment, the device is further configured to: during the action phase of the first virtual character, in response to an alliance event, if an alliance determination condition is met, form an alliance relationship between the first virtual character and a fourth virtual character specified by the alliance event; the alliance event is an event triggered by using the sixth action card in the hand of the first virtual character or by using the game skill of the first virtual character.
[0143] In one implementation, when the first virtual character and the fourth virtual character form an alliance, the device is further configured to perform one or more of the following steps: prohibiting the first virtual character from launching an attack event against the fourth virtual character, and prohibiting the fourth virtual character from launching an attack event against the first virtual character; when the fourth virtual character suffers a third attack event, in response to a third defense event initiated by the first virtual character, associating the defensive resources associated with the third defense event with the target of the third attack event; in response to a fourth defense event initiated by the first virtual character, deploying the defensive resources associated with the fourth defense event to the fourth virtual character's game area; when the first virtual character or the fourth virtual character uses a seventh action card, applying the game effect corresponding to the seventh action card to both the first virtual character and the fourth virtual character; and, in the case that the fourth virtual character is occupied, in response to a rescue event initiated by the first virtual character, triggering the fourth virtual character to be released from its occupied state.
[0144] In one embodiment, the device is further configured to: during the action phase of the first virtual character, if a strategy event of the first virtual character triggers one or more strategy response events, process the event logic of the strategy event and the strategy response event in reverse order of event trigger time to obtain the event result corresponding to the strategy event.
[0145] In one embodiment, the device is further configured to: before the start of the first game round in the game, control the first virtual character to draw a first number of action cards from the action card set as the initial hand of the first virtual character; and after the start of the action phase of the first virtual character, control the first virtual character to draw a second number of action cards from the action card set and add them to the hand of the first virtual character.
[0146] In one embodiment, the game area in the game scene includes one or more first game areas; the device is further configured to: when the first virtual character completes its action in its action phase, if the first virtual character's hand cards exceed a third number, in response to a hand discard instruction, discard the first virtual character's hand cards exceeding the third number; the third number is the number of first game areas owned by the first virtual character.
[0147] In one implementation, the targets that the first virtual character can attack include one or more of the following: adjacent virtual characters of the first virtual character; adjacent virtual characters of a virtual character that is allied with the first virtual character; adjacent virtual characters of a virtual character occupied by the first virtual character; game areas not owned by any virtual character; second game areas owned by other virtual characters; the game areas in the game scene include one or more second game areas; if the first virtual character owns a second game area, the targets that the first virtual character can attack include all other virtual characters.
[0148] In one implementation, the settlement based on the game area owned by each virtual character includes: settling the score based on the faction to which each virtual character belongs and the game area it owns in the game match.
[0149] In one embodiment, the device is further configured to: determine the faction to which the first virtual character belongs in the game based on historical game data of the first game account logged in on the first terminal.
[0150] In one implementation, determining the faction to which the first virtual character belongs in the game based on the historical match data of the first game account logged in on the first terminal includes: if the first game account has not participated in any historical matches, then randomly determining the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a first range, then taking the faction that the first game account has not participated in in historical matches as the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a second range, then determining the faction to which the first virtual character belongs in the game based on the win statistics of each faction corresponding to the first game account in historical matches.
[0151] In one embodiment, the device is further configured to: after determining the faction to which each virtual character belongs in the game, if the ratio of the number of people in each faction does not meet the preset conditions, determine a first faction with too many people and a second faction with too few people, and according to the number of times the game account corresponding to each virtual character in the first faction has participated in the second faction in historical games, reallocate some virtual characters in the first faction to the second faction, so that the ratio of the number of people in each faction after reallocation meets the preset conditions.
[0152] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0153] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0154] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0155] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0156] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.
[0157] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0158] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, for example: S310, in the action phase of the first virtual character, in response to a first attack event, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target; S320, in the action phase of the second virtual character, in response to the second attack event of the second virtual character, a first defense event of the first virtual character is triggered; if the attack is determined to be unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then the game area already owned by the first virtual character is maintained; S330, in response to the end of the game, a settlement is performed based on the game areas owned by each virtual character.
[0159] Implementing the above method steps through a computer program achieves the following technical effects: By introducing a game area, the main mechanism of the game is established as the attack, defense, and contestation around the game area, instead of using a mechanism that deducts health points. This eliminates the need for the terminal or server to maintain and calculate complex status attributes such as health points for each virtual character in real time. During the game, the terminal or server mainly handles attack and defense resource data and changes in the ownership of game areas. Its data processing logic is relatively simple, reducing the complexity of state management and reducing the consumption of computing resources by the terminal or server. Compared with related technologies that use the deduction of health points and the elimination of enemies as the game objective, this disclosed technical solution uses the game area owned by the virtual character as the main settlement basis, with players aiming to acquire game areas, thus enhancing the game's strategic depth. Furthermore, the game mechanics and objectives related to game areas are more aligned with the war background setting of turn-based strategy games, which helps to improve the player's sense of immersion and engagement, thereby enhancing the player experience.
[0160] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is the target game area, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then triggering the first virtual character to obtain the target game area.
[0161] In one implementation, the game area in the game scene includes: one or more first game areas, and / or one or more second game areas; the step of triggering the first virtual character to obtain the target game area when the target of attack is the target game area, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, includes: when the target of attack is the first game area, if the attack resources associated with the first attack event are greater than the deployed defense resources of the first game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the first game area; and / or, when the target of attack is the second game area, if the attack resources associated with the first attack event are greater than the sum of the deployed defense resources and the immediately deployed defense resources of the second game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the second game area.
[0162] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character.
[0163] In one implementation, the game area in the game scene includes one or more first game areas; when the target of attack is a second virtual character, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the second virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character includes: when the target of attack is a third virtual character, if the attack resources associated with the first attack event are greater than the defense resources invested by the third virtual character in response to the first attack event, then the attack is determined to be successful; if the third virtual character owns at least one first game area, then triggering the first virtual character to obtain one of the first game areas of the third virtual character.
[0164] In one embodiment, the method further includes: in response to the first attack event, if the attack target is a third virtual character, and if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, and the third virtual character does not own the first game area, then triggering the first virtual character to occupy the third virtual character.
[0165] In one embodiment, the method further includes at least one of the following steps: in response to the first virtual character occupying the third virtual character, triggering the first virtual character to acquire a second game area owned by the third virtual character; wherein the game area in the game scene includes one or more second game areas; when the first virtual character occupies the third virtual character, prohibiting the third virtual character from using a second action card; when the first virtual character occupies the third virtual character, prohibiting the third virtual character from launching an attack event against the first virtual character.
[0166] In one embodiment, the method further includes: when the first virtual character occupies the third virtual character, in response to a detachment event, releasing the first virtual character from the occupation of the third virtual character; wherein the detachment event includes one or more of the following events: during the third virtual character's action phase, the third virtual character draws a third action card; the third virtual character uses a fourth action card; a virtual character that is allied with the third virtual character uses a fourth action card against the third virtual character.
[0167] In one embodiment, the method further includes: at the start of each game round, drawing a global card from the global card set and executing the game effect corresponding to the global card.
[0168] In one implementation, executing the game effect corresponding to the global card includes: if the game effect corresponding to the global card is a persistent effect, then applying the game effect during the current game round and removing the game effect at the end of the current game round.
[0169] In one implementation, the step of drawing a global card from the global card set after the start of each game round includes: after the start of a preset game round in the game, if a precondition is met, drawing a fixed global card corresponding to the preset game round.
[0170] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to a first attack event, if it is determined that the attack is unsuccessful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then deducting the defense resources associated with the attack target based on the attack resources associated with the first attack event.
[0171] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to a second defensive event, deploying defensive resources associated with the second defensive event to the game area of the first virtual character; the second defensive event is an event in which defensive deployment is performed using the fifth action card in the hand of the first virtual character.
[0172] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to an alliance event, if the alliance determination conditions are met, then forming an alliance relationship between the first virtual character and the fourth virtual character specified by the alliance event; the alliance event is an event triggered by using the sixth action card in the hand of the first virtual character or by using the game skill of the first virtual character.
[0173] In one implementation, when the first virtual character and the fourth virtual character form an alliance, the method further includes one or more of the following steps: prohibiting the first virtual character from launching an attack event against the fourth virtual character, and prohibiting the fourth virtual character from launching an attack event against the first virtual character; when the fourth virtual character suffers a third attack event, in response to a third defense event initiated by the first virtual character, associating the defensive resources associated with the third defense event with the target of the third attack event; in response to a fourth defense event initiated by the first virtual character, deploying the defensive resources associated with the fourth defense event to the fourth virtual character's game area; when the first virtual character or the fourth virtual character uses a seventh action card, applying the game effect corresponding to the seventh action card to both the first virtual character and the fourth virtual character; and, in the case that the fourth virtual character is occupied, in response to a rescue event initiated by the first virtual character, triggering the fourth virtual character to be released from its occupied state.
[0174] In one embodiment, the method further includes: during the action phase of the first virtual character, if a strategy event of the first virtual character triggers one or more strategy response events, processing the event logic of the strategy event and the strategy response event in reverse order of event trigger time to obtain the event result corresponding to the strategy event.
[0175] In one embodiment, the method further includes: before the start of the first game round in the game, controlling the first virtual character to draw a first number of action cards from the action card set as the initial hand of the first virtual character; after the start of the action phase of the first virtual character, controlling the first virtual character to draw a second number of action cards from the action card set and add them to the hand of the first virtual character.
[0176] In one implementation, the game area in the game scene includes one or more first game areas; the method further includes: when the first virtual character completes its action in its action phase, if the first virtual character's hand cards exceed a third number, in response to a hand card discard instruction, discarding the first virtual character's hand cards exceeding the third number; the third number is the number of first game areas owned by the first virtual character.
[0177] In one implementation, the targets that the first virtual character can attack include one or more of the following: adjacent virtual characters of the first virtual character; adjacent virtual characters of a virtual character that is allied with the first virtual character; adjacent virtual characters of a virtual character occupied by the first virtual character; game areas not owned by any virtual character; second game areas owned by other virtual characters; the game areas in the game scene include one or more second game areas; if the first virtual character owns a second game area, the targets that the first virtual character can attack include all other virtual characters.
[0178] In one implementation, the settlement based on the game area owned by each virtual character includes: settling the score based on the faction to which each virtual character belongs and the game area it owns in the game match.
[0179] In one embodiment, the method further includes: determining the faction to which the first virtual character belongs in the game based on the historical game data of the first game account logged in on the first terminal.
[0180] In one implementation, determining the faction to which the first virtual character belongs in the game based on the historical match data of the first game account logged in on the first terminal includes: if the first game account has not participated in any historical matches, then randomly determining the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a first range, then taking the faction that the first game account has not participated in in historical matches as the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a second range, then determining the faction to which the first virtual character belongs in the game based on the win statistics of each faction corresponding to the first game account in historical matches.
[0181] In one embodiment, the method further includes: after determining the faction to which each virtual character belongs in the game, if the ratio of the number of people in each faction does not meet the preset conditions, determining a first faction with too many people and a second faction with too few people, and reallocating some virtual characters in the first faction to the second faction according to the number of times the game accounts corresponding to each virtual character in the first faction have participated in the second faction in historical games, so that the ratio of the number of people in each faction after reallocation meets the preset conditions.
[0182] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.
[0183] The following is for reference. Figure 8 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 8 The electronic device 800 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0184] like Figure 8 As shown, the electronic device 800 may include: a processor 810, a memory 820, a bus 830, an I / O (input / output) interface 840, and a network adapter 850.
[0185] The memory 820 may include volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 824 may include the modules described above.
[0186] The processor 810 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0187] The processor 810 can be used to execute executable instructions stored in the memory 820 to perform method steps of various embodiments of the present disclosure, such as: S310, in the action phase of the first virtual character, in response to the first attack event, if it is determined that the attack is successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target; S320, in the action phase of the second virtual character, in response to the second attack event of the second virtual character, the first defense event of the first virtual character is triggered; if it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then the game area already owned by the first virtual character is maintained; S330, in response to the end of the game, a settlement is performed based on the game areas owned by each virtual character.
[0188] By executing the above method steps through processor 810, the following technical effects are achieved: By introducing a game area, the main mechanism of the game is established as the attack, defense, and contestation around the game area, instead of using a mechanism to deduct health points. This eliminates the need for the terminal or server to maintain and calculate complex status attributes such as health points for each virtual character in real time. During the game, the terminal or server mainly handles attack and defense resource data and changes in the ownership of game areas. Its data processing logic is relatively simple, reducing the complexity of state management and reducing the consumption of computing resources by the terminal or server. Compared with related technologies that use the deduction of health points and the elimination of enemies as the game objective, the technical solution disclosed here uses the game area owned by the virtual character as the main settlement basis, with players aiming to acquire game areas, thus enhancing the game's strategic depth. Furthermore, the game mechanics and objectives related to game areas are more in line with the war background setting of turn-based strategy games, which helps to improve the player's sense of immersion and engagement, thereby enhancing the player experience.
[0189] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is the target game area, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then triggering the first virtual character to obtain the target game area.
[0190] In one implementation, the game area in the game scene includes: one or more first game areas, and / or one or more second game areas; the step of triggering the first virtual character to obtain the target game area when the target of attack is the target game area, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, includes: when the target of attack is the first game area, if the attack resources associated with the first attack event are greater than the deployed defense resources of the first game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the first game area; and / or, when the target of attack is the second game area, if the attack resources associated with the first attack event are greater than the sum of the deployed defense resources and the immediately deployed defense resources of the second game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the second game area.
[0191] In one implementation, the step of triggering the first virtual character to obtain the target game area if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target includes: if the attack target is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character.
[0192] In one implementation, the game area in the game scene includes one or more first game areas; when the target of attack is a second virtual character, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the second virtual character, then triggering the first virtual character to obtain the target game area owned by the second virtual character includes: when the target of attack is a third virtual character, if the attack resources associated with the first attack event are greater than the defense resources invested by the third virtual character in response to the first attack event, then the attack is determined to be successful; if the third virtual character owns at least one first game area, then triggering the first virtual character to obtain one of the first game areas of the third virtual character.
[0193] In one embodiment, the method further includes: in response to the first attack event, if the attack target is a third virtual character, and if the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, and the third virtual character does not own the first game area, then triggering the first virtual character to occupy the third virtual character.
[0194] In one embodiment, the method further includes at least one of the following steps: in response to the first virtual character occupying the third virtual character, triggering the first virtual character to acquire a second game area owned by the third virtual character; wherein the game area in the game scene includes one or more second game areas; when the first virtual character occupies the third virtual character, prohibiting the third virtual character from using a second action card; when the first virtual character occupies the third virtual character, prohibiting the third virtual character from launching an attack event against the first virtual character.
[0195] In one embodiment, the method further includes: when the first virtual character occupies the third virtual character, in response to a detachment event, releasing the first virtual character from the occupation of the third virtual character; wherein the detachment event includes one or more of the following events: during the third virtual character's action phase, the third virtual character draws a third action card; the third virtual character uses a fourth action card; a virtual character that is allied with the third virtual character uses a fourth action card against the third virtual character.
[0196] In one embodiment, the method further includes: at the start of each game round, drawing a global card from the global card set and executing the game effect corresponding to the global card.
[0197] In one implementation, executing the game effect corresponding to the global card includes: if the game effect corresponding to the global card is a persistent effect, then applying the game effect during the current game round and removing the game effect at the end of the current game round.
[0198] In one implementation, the step of drawing a global card from the global card set after the start of each game round includes: after the start of a preset game round in the game, if a precondition is met, drawing a fixed global card corresponding to the preset game round.
[0199] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to a first attack event, if it is determined that the attack is unsuccessful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then deducting the defense resources associated with the attack target based on the attack resources associated with the first attack event.
[0200] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to a second defensive event, deploying defensive resources associated with the second defensive event to the game area of the first virtual character; the second defensive event is an event in which defensive deployment is performed using the fifth action card in the hand of the first virtual character.
[0201] In one embodiment, the method further includes: during the action phase of the first virtual character, in response to an alliance event, if the alliance determination conditions are met, then forming an alliance relationship between the first virtual character and the fourth virtual character specified by the alliance event; the alliance event is an event triggered by using the sixth action card in the hand of the first virtual character or by using the game skill of the first virtual character.
[0202] In one implementation, when the first virtual character and the fourth virtual character form an alliance, the method further includes one or more of the following steps: prohibiting the first virtual character from launching an attack event against the fourth virtual character, and prohibiting the fourth virtual character from launching an attack event against the first virtual character; when the fourth virtual character suffers a third attack event, in response to a third defense event initiated by the first virtual character, associating the defensive resources associated with the third defense event with the target of the third attack event; in response to a fourth defense event initiated by the first virtual character, deploying the defensive resources associated with the fourth defense event to the fourth virtual character's game area; when the first virtual character or the fourth virtual character uses a seventh action card, applying the game effect corresponding to the seventh action card to both the first virtual character and the fourth virtual character; and, in the case that the fourth virtual character is occupied, in response to a rescue event initiated by the first virtual character, triggering the fourth virtual character to be released from its occupied state.
[0203] In one embodiment, the method further includes: during the action phase of the first virtual character, if a strategy event of the first virtual character triggers one or more strategy response events, processing the event logic of the strategy event and the strategy response event in reverse order of event trigger time to obtain the event result corresponding to the strategy event.
[0204] In one embodiment, the method further includes: before the start of the first game round in the game, controlling the first virtual character to draw a first number of action cards from the action card set as the initial hand of the first virtual character; after the start of the action phase of the first virtual character, controlling the first virtual character to draw a second number of action cards from the action card set and add them to the hand of the first virtual character.
[0205] In one implementation, the game area in the game scene includes one or more first game areas; the method further includes: when the first virtual character completes its action in its action phase, if the first virtual character's hand cards exceed a third number, in response to a hand card discard instruction, discarding the first virtual character's hand cards exceeding the third number; the third number is the number of first game areas owned by the first virtual character.
[0206] In one implementation, the targets that the first virtual character can attack include one or more of the following: adjacent virtual characters of the first virtual character; adjacent virtual characters of a virtual character that is allied with the first virtual character; adjacent virtual characters of a virtual character occupied by the first virtual character; game areas not owned by any virtual character; second game areas owned by other virtual characters; the game areas in the game scene include one or more second game areas; if the first virtual character owns a second game area, the targets that the first virtual character can attack include all other virtual characters.
[0207] In one implementation, the settlement based on the game area owned by each virtual character includes: settling the score based on the faction to which each virtual character belongs and the game area it owns in the game match.
[0208] In one embodiment, the method further includes: determining the faction to which the first virtual character belongs in the game based on the historical game data of the first game account logged in on the first terminal.
[0209] In one implementation, determining the faction to which the first virtual character belongs in the game based on the historical match data of the first game account logged in on the first terminal includes: if the first game account has not participated in any historical matches, then randomly determining the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a first range, then taking the faction that the first game account has not participated in in historical matches as the faction to which the first virtual character belongs in the game; if the number of historical matches the first game account has participated in is within a second range, then determining the faction to which the first virtual character belongs in the game based on the win statistics of each faction corresponding to the first game account in historical matches.
[0210] In one embodiment, the method further includes: after determining the faction to which each virtual character belongs in the game, if the ratio of the number of people in each faction does not meet the preset conditions, determining a first faction with too many people and a second faction with too few people, and reallocating some virtual characters in the first faction to the second faction according to the number of times the game accounts corresponding to each virtual character in the first faction have participated in the second faction in historical games, so that the ratio of the number of people in each faction after reallocation meets the preset conditions.
[0211] Bus 830 is used to connect different components of electronic device 800 and may include data bus, address bus and control bus.
[0212] Electronic device 800 can communicate with one or more external devices 900 (such as keyboard, mouse, external controller, etc.) through I / O interface 840.
[0213] Electronic device 800 can communicate with one or more networks via network adapter 850. For example, network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 850 can communicate with other modules of electronic device 800 via bus 830.
[0214] In one embodiment, the electronic device 800 further includes a display for displaying a graphical user interface.
[0215] although Figure 8 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0216] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0217] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game processing method, characterized in that, The game screen during the game is displayed through a graphical user interface provided by the first terminal; the game involves multiple virtual characters, including a first virtual character controlled by the first terminal; the game includes one or more game rounds, in which the actions of each virtual character are performed sequentially. The game scene of the game session includes one or more game areas; the method includes: In the action phase of the first virtual character, in response to the first attack event, if the attack is determined to be successful based on the attack resources associated with the first attack event and the defensive resources associated with the attack target, then the first virtual character is triggered to obtain the target game area; the first attack event is an event of attacking using the first action card held by the first virtual character or using the game skill of the first virtual character; the target game area is the attack target or the game area owned by the attack target. During the second virtual character's action phase, in response to the second virtual character's second attack event, the first virtual character's first defense event is triggered. If it is determined that the attack is unsuccessful based on the attack resources associated with the second attack event and the defense resources associated with the first defense event, then the game area already owned by the first virtual character is maintained. In response to the end of the game, the results are settled based on the game area owned by each virtual character.
2. The method according to claim 1, characterized in that, If the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area, including: If the target of the attack is a target game area, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then the first virtual character is triggered to obtain the target game area.
3. The method according to claim 2, characterized in that, The game areas in the game scene include: one or more first game areas, and / or one or more second game areas; when the target of the attack is a target game area, if the attack is successful based on the attack resources associated with the first attack event and the defense resources associated with the target game area, then triggering the first virtual character to obtain the target game area includes: If the target of the attack is the first game area, and the attack resources associated with the first attack event are greater than the deployed defense resources of the first game area, then the attack is determined to be successful, and the first virtual character is triggered to obtain the first game area. And / or, if the target of the attack is the second game area, if the attack resources associated with the first attack event are greater than the sum of the deployed defensive resources and the immediately deployed defensive resources of the second game area, then the attack is determined to be successful, triggering the first virtual character to obtain the second game area.
4. The method according to claim 1, characterized in that, If the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the first virtual character is triggered to obtain the target game area, including: If the target of the attack is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, then the first virtual character is triggered to obtain the target game area owned by the second virtual character.
5. The method according to claim 4, characterized in that, The game area in the game scene includes one or more first game areas; when the target of the attack is a second virtual character, if the attack is successful based on the attack resources associated with the first attack event and the defense resources associated with the second virtual character, then the first virtual character is triggered to obtain the target game area owned by the second virtual character, including: If the target of the attack is a third virtual character, and the attack resources associated with the first attack event are greater than the defensive resources invested by the third virtual character in response to the first attack event, then the attack is determined to be successful. If the third virtual character has at least one first game area, then the first virtual character is triggered to acquire one of the third virtual character's first game areas.
6. The method according to claim 5, characterized in that, The method further includes: In response to the first attack event, if the target of the attack is a third virtual character, and the attack is determined to be successful based on the attack resources associated with the first attack event and the defense resources associated with the third virtual character, and the third virtual character does not own the first game area, then the first virtual character is triggered to occupy the third virtual character.
7. The method according to claim 6, characterized in that, The method further includes at least one of the following steps: In response to the first virtual character occupying the third virtual character, the first virtual character is triggered to acquire the second game area owned by the third virtual character; wherein, the game area in the game scene includes one or more second game areas; If the first virtual character occupies the third virtual character, the third virtual character is prohibited from using the second action card; If the first virtual character occupies the third virtual character, the third virtual character is prohibited from launching an attack on the first virtual character.
8. The method according to claim 5, characterized in that, The method further includes: If the first virtual character occupies the third virtual character, in response to the detachment event, the occupation state of the first virtual character over the third virtual character is released; The detachment event includes one or more of the following events: During the action phase of the third virtual character, the third virtual character draws the third action card; The third virtual character uses the fourth action card; A virtual character who is allied with the third virtual character uses a fourth action card against the third virtual character.
9. The method according to claim 1, characterized in that, The method further includes: At the start of each game round, draw one global card from the global card set and execute the game effect corresponding to that global card.
10. The method according to claim 9, characterized in that, The execution of the game effect corresponding to the global card includes: If the game effect corresponding to the global card is a persistent effect, then the game effect is applied during the current game turn and removed at the end of the current game turn.
11. The method according to claim 9, characterized in that, At the start of each game round, one global card is drawn from the global card set, including: After the preset game round in the game begins, if the preconditions are met, a fixed number of global cards corresponding to the preset game round are drawn.
12. The method according to claim 1, characterized in that, The method further includes: During the action phase of the first virtual character, in response to the first attack event, if it is determined that the attack is unsuccessful based on the attack resources associated with the first attack event and the defense resources associated with the attack target, then the defense resources associated with the attack target are deducted based on the attack resources associated with the first attack event.
13. The method according to claim 1, characterized in that, The method further includes: During the first virtual character's action phase, in response to the second defensive event, the defensive resources associated with the second defensive event are deployed to the first virtual character's game area; the second defensive event is an event in which the fifth action card in the first virtual character's hand is used for defensive deployment.
14. The method according to claim 1, characterized in that, The method further includes: During the action phase of the first virtual character, in response to an alliance event, if the alliance determination conditions are met, the first virtual character will form an alliance with the fourth virtual character specified by the alliance event; the alliance event is an event triggered by using the sixth action card in the hand of the first virtual character or by using the game skill of the first virtual character.
15. The method according to claim 14, characterized in that, When the first virtual character and the fourth virtual character form an alliance, the method further includes one or more of the following steps: The first virtual character is prohibited from launching an attack on the fourth virtual character, and the fourth virtual character is prohibited from launching an attack on the first virtual character. When the fourth virtual character is subjected to a third attack event, in response to the third defense event initiated by the first virtual character, the defensive resources associated with the third defense event are associated with the attack target of the third attack event; In response to the fourth defense event initiated by the first virtual character, the defense resources associated with the fourth defense event are deployed to the game area of the fourth virtual character; When the first virtual character or the fourth virtual character uses the seventh action card, the game effect corresponding to the seventh action card is applied to both the first virtual character and the fourth virtual character. In the event that the fourth virtual character is occupied, in response to a rescue event initiated by the first virtual character, the fourth virtual character is released from its occupied state.
16. The method according to claim 1, characterized in that, The method further includes: During the action phase of the first virtual character, if the strategy event of the first virtual character triggers one or more strategy response events, the event logic of the strategy event and the strategy response event are processed sequentially in reverse order of event trigger time to obtain the event result corresponding to the strategy event.
17. The method according to claim 1, characterized in that, The method further includes: Before the start of the first game round in the game, the first virtual character is controlled to draw a first number of action cards from the action card set as the initial hand of the first virtual character; After the first virtual character's action begins, the first virtual character is controlled to draw a second number of action cards from the action card set and add them to the first virtual character's hand.
18. The method according to claim 17, characterized in that, The game area in the game scene includes one or more first game areas; the method further includes: When the first virtual character completes its action in its action phase, if the first virtual character's hand exceeds a third number of cards, in response to the hand discard instruction, the first virtual character's hand exceeding the third number of cards is discarded; the third number is the number of first game areas owned by the first virtual character.
19. The method according to claim 1, characterized in that, The targets that the first virtual character can attack include one or more of the following: The adjacent virtual characters of the first virtual character; Adjacent virtual characters of the virtual character that is allied with the first virtual character; Adjacent virtual characters to the virtual character occupied by the first virtual character; Game areas not owned by any virtual character; A second game area already occupied by other virtual characters; The game area in the game scene includes one or more second game areas; If the first virtual character has access to the second game area, the targets that the first virtual character can attack include all other virtual characters.
20. The method according to any one of claims 1 to 19, characterized in that, The settlement based on the game area owned by each virtual character includes: Settlement is based on the faction and game area that each virtual character belongs to in the game.
21. The method according to claim 20, characterized in that, The method further includes: Based on the historical match data of the first game account logged in on the first terminal, the faction to which the first virtual character belongs in the game match is determined.
22. The method according to claim 21, characterized in that, The step of determining the faction to which the first virtual character belongs in the game based on the historical match data of the first game account logged in on the first terminal includes: If the first game account has not participated in any previous matches, the faction to which the first virtual character belongs in the game match will be randomly determined. If the number of historical matches that the first game account has participated in is within the first range, then the faction that the first game account has not participated in in historical matches will be taken as the faction to which the first virtual character belongs in the game match. If the number of historical matches participated in by the first game account falls within the second range, then the faction to which the first virtual character belongs in the game match is determined based on the win statistics of each faction in the historical matches of the first game account.
23. The method according to claim 21, characterized in that, The method further includes: After determining the faction to which each virtual character belongs in the game, if the ratio of the number of people in each faction does not meet the preset conditions, a first faction with too many people and a second faction with too few people are determined. Based on the number of times the game accounts corresponding to each virtual character in the first faction have participated in the second faction in historical games, some virtual characters in the first faction are redistributed to the second faction so that the ratio of the number of people in each faction after redistribution meets the preset conditions.
24. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 23.
25. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 23 by executing the executable instructions.