Map interaction processing method, device, equipment and storage medium in virtual scene

By distinguishing the transparency of feasible and infeasible areas in the map interface in the virtual scene, the problem of low efficiency in judging feasible areas in the map interface in the virtual scene is solved, and efficient human-computer interaction is achieved, which is suitable for various map shapes.

CN114210061BActive Publication Date: 2024-12-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202111530787.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-14
Publication Date
2024-12-24
Estimated Expiration
2041-12-14

AI Technical Summary

Technical Problem

The efficiency of the prior art to judge feasible areas and infeasible areas in the map interface in a virtual scene is low, which affects the efficiency and user experience of human-computer interaction, especially in the case of irregular map shapes, which are difficult to accurately divide.

Method used

By distinguishing the transparency of feasible areas and infeasible areas in the map interface, using the transparency of pixel points to distinguish the transparency of the infeasible areas, it is possible to quickly determine whether the target position is in the feasible area, thereby deploying virtual props in the virtual scene and improving interaction efficiency.

Benefits of technology

It improves the efficiency of human-computer interaction in virtual scenes, saves computing and communication resources, can be applied to regular and irregular map shapes, accurately divides feasible and infeasible areas, and improves the accuracy of interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114210061B_ABST
    Figure CN114210061B_ABST
Patent Text Reader

Abstract

The present application provides a method, device, electronic device, computer-readable storage medium and computer program product for map interaction processing in a virtual scene; the method includes: displaying a virtual scene; in response to a deployment trigger operation for a first virtual prop equipped with a first virtual object, displaying a map interface of the virtual scene, and displaying a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any virtual object cannot act; in response to a location selection operation implemented in the map interface, determining a target location selected in the location selection operation in the map interface; in response to the target location being located in the feasible area, displaying the deployed first virtual prop at a location corresponding to the target location in the virtual scene. Through the present application, the efficiency of human-computer interaction in a virtual scene can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to computer human-computer interaction technology, and in particular to a map interaction processing method, device, electronic device, computer-readable storage medium and computer program product in a virtual scene. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] With the popularization of information technology, electronic devices can realize richer and more vivid virtual scenes, such as games. More and more users participate in the interaction of virtual scenes through electronic devices, for example, quickly participate in the interaction process of virtual scenes through maps in games, such as deploying virtual props in virtual scenes based on feasible areas in the map interface.

[0004] However, the related technology is rather cumbersome in supporting feasible areas in map interfaces. For example, it is necessary to determine whether the horizontal and vertical coordinates of the pixel points in the map interface are within the coordinate range of the feasible area. This method affects the efficiency of human-computer interaction in virtual scenes, and thus affects the user experience. Summary of the invention

[0005] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for processing map interaction in a virtual scene, which can improve the efficiency of human-computer interaction in the virtual scene.

[0006] The technical solution of the embodiment of the present application is implemented as follows:

[0007] The present application provides a method for processing map interaction in a virtual scene, including:

[0008] Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects;

[0009] In response to a deployment trigger operation for a first virtual prop equipped by a first virtual object, a map interface of the virtual scene is displayed, and

[0010] Displaying a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any of the virtual objects cannot move;

[0011] In response to a location selection operation performed on the map interface, determining a target location selected by the location selection operation in the map interface;

[0012] In response to the target position being located in the feasible area, the deployed first virtual prop is displayed at a position corresponding to the target position in the virtual scene.

[0013] The embodiment of the present application provides a map interaction processing device in a virtual scene, comprising:

[0014] A first display module, used for displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects;

[0015] a second display module, configured to display a map interface of the virtual scene in response to a deployment trigger operation for a first virtual prop equipped by the first virtual object, and display a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any of the virtual objects cannot act;

[0016] A determination module, configured to determine, in response to a location selection operation performed on the map interface, a target location selected by the location selection operation on the map interface;

[0017] A third display module is configured to display the deployed first virtual prop at a position corresponding to the target position in the virtual scene in response to the target position being located in the feasible area.

[0018] In the above technical solution, the second display module is also used to control the first virtual object to turn on a display device;

[0019] Displaying a map interface of the virtual scene on a screen of the display device;

[0020] The determination module is further configured to determine, in response to a position selection operation performed on the map interface in the screen by controlling the first virtual object, a target position selected in the map interface displayed in the screen by the position selection operation.

[0021] In the above technical solution, the pixels of the virtual scene located in the infeasible area are applied with uniform transparency; before responding that the target position is located in the feasible area, the third display module is further used to determine the area within the outline of the map interface and outside the outline of the map as the infeasible area, and determine the map as the feasible area;

[0022] In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

[0023] In the above technical solution, before responding that the target position is located in the feasible area, the third display module is further used to determine the area within the outline of the map interface and outside the outline of the map as the infeasible area, and

[0024] Determining an area in the map that cannot be used for any of the virtual objects to move therein as the infeasible area;

[0025] Determine an area in the map that can be used for any of the virtual objects to move therein as the feasible area;

[0026] In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

[0027] In the above technical solution, the third display module is also used to determine an inactive area set for any of the virtual objects in the virtual scene;

[0028] The inactive area includes at least one of the following: a plane corresponding to a space that cannot accommodate any of the virtual objects, and a top surface corresponding to a virtual object that cannot be reached by any of the virtual objects;

[0029] An area in the map corresponding to the inactive area is determined as the infeasible area.

[0030] In the above technical solution, before responding that the target position is located in the feasible area, the third display module is further used to determine the area within the outline of the map interface and outside the outline of the map as an infeasible area, and

[0031] Determining an area in the map where the deployment of the first virtual prop is restricted as an infeasible area;

[0032] Determining an area in the map that does not restrict the deployment of the first virtual prop as the feasible area;

[0033] In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

[0034] In the above technical solution, the third display module is also used to determine the attributes of the first virtual prop;

[0035] Determining factors that restrict deployment of the first virtual prop in the virtual scene based on the attributes of the first virtual prop;

[0036] The factors include at least one of the following: an environmental factor that conflicts with the deployment environment required by the first virtual prop, and an environmental factor that restricts the release of skills of the first virtual prop;

[0037] An area in the map corresponding to the factor is determined as the infeasible area.

[0038] In the above technical solution, the outline of the map interface is a regular geometric shape, and the outline of the map is a regular or irregular geometric shape.

[0039] In the above technical solution, the second display module is further used to display a plurality of candidate virtual props in the virtual prop store, wherein the plurality of candidate virtual props include the first virtual prop;

[0040] In response to an equipping operation for the first virtual prop, equipping the first virtual prop to a virtual prop inventory of the first virtual object;

[0041] In response to an activation operation on the first virtual item in the virtual item list, an activation status indicator of the first virtual item is displayed.

[0042] In the above technical solution, the third display module is further used to display prompt information in response to the target position being located in the infeasible area, wherein the prompt information indicates that the target position is invalid and a new target position needs to be selected.

[0043] In the above technical solution, before displaying the deployed first virtual prop at a position corresponding to the target position in the virtual scene, the third display module is further used to determine a plurality of reference points of the map in the map interface, and determine mapping points corresponding to the reference points in the virtual scene;

[0044] For any of the plurality of reference points, the following processing is performed: based on a vector from the target position to the reference point, a mapping point corresponding to the reference point, and a mapping relationship between the map and the virtual scene, determining a candidate position in the virtual scene corresponding to the target position;

[0045] The candidate positions respectively determined based on the multiple reference points are averaged to obtain a position corresponding to the target position in the virtual scene.

[0046] In the above technical solution, when the map of the virtual scene is displayed in the map interface, the first display module is also used to determine the positions of the multiple virtual objects in the virtual scene;

[0047] Based on the mapping relationship between the map and the virtual scene, mapping the positions of the multiple virtual objects in the virtual scene to the map to obtain the display positions of the multiple virtual objects in the map;

[0048] The position identifiers of the plurality of virtual objects are displayed at the display position.

[0049] In the above technical solution, the first display module is also used to display multiple sub-areas in the map of the virtual scene, and different sub-areas apply different transparencies;

[0050] The transparency is related to at least one of the following indicators of the sub-area: the attack capability of the sub-area to the enemy and the concealment of the sub-area.

[0051] In the above technical solution, when the map of the virtual scene is displayed in the map interface, the second display module is also used to display at least one candidate position for deploying the first virtual prop in the feasible area;

[0052] A transparency different from that of other positions in the feasible area is applied to the at least one candidate position, and the other positions represent positions in the feasible area other than the at least one candidate position.

[0053] In the above technical solution, the second display module is further used to obtain multiple historical positions for deploying the first virtual prop;

[0054] Based on the multiple historical positions, determining at least one candidate position for deploying the first virtual prop;

[0055] The types of candidate locations include at least one of the following: a historical location with the strongest attack capability against the enemy; a historical location with the highest concealment; a historical location with the highest deployment frequency; and a location after aggregating the multiple historical locations.

[0056] In the above technical solution, the second display module is also used to obtain scene data of the virtual scene;

[0057] Based on the scene data of the virtual scene and the first virtual prop, a position prediction model is called to perform position prediction processing to obtain at least one candidate position for deploying the first virtual prop;

[0058] The position prediction model is obtained by training through historical scene data, deployed historical virtual props, and position annotations for deploying the historical virtual props.

[0059] In the above technical solution, the second display module is also used to display a one-key automatic position selection function button;

[0060] In response to a trigger operation on the one-key automatic position selection function button, identifying the trigger operation as the position selection operation, and determining an optimal position among at least one candidate position for deploying the first virtual prop as the target position;

[0061] Among them, the type of the optimal position includes at least one of the following: the candidate position with the strongest attack capability against the enemy; the candidate position with the highest concealment; the candidate position with the highest deployment frequency; and the position after the at least one candidate position is aggregated.

[0062] An embodiment of the present application provides an electronic device for map interaction processing, the electronic device comprising:

[0063] A memory for storing executable instructions;

[0064] The processor is used to implement the map interaction processing method in the virtual scene provided by the embodiment of the present application when executing the executable instructions stored in the memory.

[0065] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute instructions to implement a map interaction processing method in a virtual scene provided by an embodiment of the present application.

[0066] An embodiment of the present application provides a computer program product, including a computer program or instructions, characterized in that when the computer program or instructions are executed by a processor, the map interaction processing method in the virtual scene provided by the embodiment of the present application is implemented.

[0067] The embodiments of the present application have the following beneficial effects:

[0068] By distinguishing the transparency of feasible areas and infeasible areas in the map interface, it is possible to quickly determine whether the target position is in the feasible area based on the transparency of the target position, so that virtual props can be deployed at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene. Compared with the solution of calculating the horizontal and vertical coordinates of pixel points in the map interface, this saves related communication resources and computing resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0069] Figure 1 It is a rule map provided by relevant technology;

[0070] Figure 2A It is a schematic diagram of an application mode of a map interaction processing method in a virtual scene provided by an embodiment of the present application;

[0071] Figure 2B It is a schematic diagram of an application mode of a map interaction processing method in a virtual scene provided by an embodiment of the present application;

[0072] Figure 3 is a schematic diagram of the structure of an electronic device for map interaction processing provided in an embodiment of the present application;

[0073] Figure 4A-4C It is a flowchart of a map interaction processing method in a virtual scene provided by an embodiment of the present application;

[0074] Figure 5A-5C is a schematic diagram of a map interface provided in an embodiment of the present application;

[0075] Figure 5D It is a schematic diagram of a feasible area provided by an embodiment of the present application;

[0076] Figure 6A-6B is an irregular map provided in an embodiment of the present application;

[0077] Figure 7 It is a map interface provided by the embodiment of the present application;

[0078] Figure 8 It is a material interface diagram provided in an embodiment of the present application;

[0079] Figure 9A-9B is a schematic diagram of a virtual screen provided in an embodiment of the present application;

[0080] Fig.10 It is a flowchart of a map interaction processing method in a virtual scene provided by an embodiment of the present application;

[0081] Fig.11 is a schematic diagram of a large map provided in an embodiment of the present application;

[0082] Fig.12 It is a schematic diagram of the small map provided in the embodiment of the present application. DETAILED DESCRIPTION

[0083] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0084] In the following description, the terms "first\second" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0085] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0086] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0087] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0088] 2) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.

[0089] 3) Virtual scene: a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0090] 4) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual character in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0091] Optionally, the virtual object may be a user character controlled by an operation on the client, or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-user character (NPC) set in a virtual scene interaction. Optionally, the virtual object may be a virtual character that performs confrontational interaction in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be pre-set, or may be dynamically determined according to the number of clients that join the interaction. Taking a shooting game as an example, a user may control a virtual object to fall freely, glide, or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, bend forward, etc. on land, or control a virtual object to swim, float, or dive in the ocean, etc. Of course, a user may also control a virtual object to move in a virtual vehicle in the virtual scene, for example, the virtual vehicle may be a virtual car, a virtual aircraft, a virtual yacht, etc., and the above-mentioned scene is used as an example only, and the embodiment of the present invention does not specifically limit this. Users can also control virtual objects to interact with other virtual objects in a confrontational manner through virtual props. For example, the virtual props can be throwing virtual props such as grenades, cluster mines, and sticky grenades, or shooting virtual props such as machine guns, pistols, and rifles (i.e., virtual shooting props), or skill-based virtual props such as healing and attacking.

[0092] 5) Interaction process: the process by which virtual objects in a virtual scene develop according to the time or state of interaction, for example, the process by which virtual objects fight against each other in a game; the process by which virtual objects fight against each other in a scene in a game.

[0093] 6) Scene data: Scene data represents various characteristics of objects in the virtual scene during the interaction process, for example, it may include the position of the object in the virtual scene. Of course, different types of characteristics may be included according to the type of virtual scene; for example, in the virtual scene of the game, the scene data may include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and may also represent the attribute values ​​of various states of the game character, such as health value (also called red volume) and magic value (also called blue volume).

[0094] 7) Shooting games: including first-person shooting games, third-person shooting games, etc., including but not limited to all games that use hot weapons for long-range attacks.

[0095] 8) Feasible area: In the map interface of the virtual scene, the area in which the virtual character can move (reachable) is called the feasible area, and the area in which the virtual character cannot move (reachable) is called the infeasible area.

[0096] For example, when a virtual scene with an irregular outer boundary is displayed in a map interface, the background will be filled outside the outer boundary of the virtual scene so that the map as a whole is an image with a regular outer boundary. The area in the map interface that does not exceed the outer boundary of the virtual scene is the area where the virtual object can move and walk, which is called the feasible area. The area in the map interface that exceeds the outer boundary of the virtual scene is the infeasible area.

[0097] In the related technology, only regular maps, such as rectangles, circles, etc., can be processed. Figure 1 As shown, a rectangular map is displayed in the map interface 11. Fig.12 ,land Fig.12 As a feasible area, we only need to obtain Fig.12 The center point location and Fig.12 If the length and width of the image are known, it is easy to determine whether the target position (such as the position of the virtual character) is in the feasible area.

[0098] The method for determining the feasible area in the related art is only for regular maps, and it is not possible to determine the feasible area based on irregular maps.

[0099] In order to solve the above problems, the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for processing map interactions in a virtual scene, which can improve the efficiency of human-computer interaction in a virtual scene. In order to facilitate easier understanding of the method for processing map interactions in a virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the method for processing map interactions in a virtual scene provided by the embodiments of the present application is first described. The virtual scene in the method for processing map interactions in a virtual scene provided by the embodiments of the present application can be completely based on terminal output, or based on the coordinated output of the terminal and the server.

[0100] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0101] In one implementation scenario, see Figure 2A , Figure 2AIt is a schematic diagram of the application mode of the map interaction processing method in the virtual scene provided in the embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and complete the output of the virtual scene through various types of terminals 400 such as smart phones, tablet computers and virtual reality / augmented reality devices.

[0102] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0103] When forming a visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0104] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight against each other. Taking the first-person perspective display of the virtual scene 100 as an example, a first virtual object 101, a virtual prop 102 equipped with the first virtual object 101, and a map interface 103 are displayed in the virtual scene 100. The first virtual object 101 can be a game character controlled by a user (or player), that is, the first virtual object 101 is controlled by a real user and will respond to real user actions. The real user operates buttons (including joystick buttons, attack buttons, defense buttons, etc.) in the virtual scene. For example, when the real user moves the joystick button to the left, the first virtual object will move to the left in the virtual scene, and can also remain still, jump, and use various functions (such as skills and props); the virtual props 102 are controlled by the first virtual object 101, and will operate in the virtual scene in response to the operation of the first virtual object 101, thereby realizing game battles by controlling the virtual props; the map interface 103 includes a map of the virtual scene 101; the first virtual object 101 can also be a non-user character (NPC, Non-Player Character) in the virtual scene interaction, etc.

[0105] For example, the first virtual object 101 in the virtual scene 100 is equipped with a virtual prop 102. For the deployment operation of the virtual prop in the virtual scene 100, the target position selected for deployment in the map interface 103 is determined. When the target position is determined to be located in a feasible area in the map interface 103 based on the transparency of the target position (the transparency of the feasible area in the map interface is different from the transparency of the infeasible area), the deployed virtual prop 102 is displayed at the position corresponding to the target position in the virtual scene 100. For example, if the virtual prop 102 is a virtual airplane, the deployed virtual missile is displayed at the position corresponding to the target position in the virtual scene 100 to realize the function of summoning a virtual missile based on the map of the virtual scene, so that based on the transparency of the target position, it is possible to quickly determine whether the target position is located in the feasible area, so as to deploy the virtual prop at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene.

[0106] In another implementation scenario, see Figure 2B , Figure 2B It is a schematic diagram of an application mode of a map interaction processing method in a virtual scene provided in an embodiment of the present application, which is applied to a terminal 400 and a server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete virtual scene calculations and output virtual scenes at the terminal 400.

[0107] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. For the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0108] As an example, a client 410 (e.g., a network version of a game application) is running on the terminal 400, and the game interaction with other users is performed by connecting to the server 200 (e.g., a game server). The terminal 400 outputs a virtual scene 100 of the client 410. Taking the first-person perspective display of the virtual scene 100 as an example, a first virtual object 101, a virtual prop 102 equipped with the first virtual object 101, and a map interface 103 are displayed in the virtual scene 100. The first virtual object 101 can be a game character controlled by a user (or player), that is, the first virtual object 101 is controlled by a real user and will respond to the real user's buttons (including joystick buttons, attack buttons, etc.) The first virtual object 101 can be controlled by the first virtual object 101, and can be operated in the virtual scene in response to the operation of the first virtual object 101, so as to realize the game battle by controlling the virtual props; the map interface 103 includes a map of the virtual scene 101; the first virtual object 101 can also be a non-user character (NPC, Non-Player Character) in the virtual scene interaction, etc.

[0109] For example, the first virtual object 101 in the virtual scene 100 is equipped with a virtual prop 102. For the deployment operation of the virtual prop in the virtual scene 100, the target position selected for deployment in the map interface 103 is determined. When the target position is determined to be located in a feasible area in the map interface 103 based on the transparency of the target position (the transparency of the feasible area in the map interface is different from the transparency of the infeasible area), the deployed virtual prop 102 is displayed at the position corresponding to the target position in the virtual scene 100. For example, if the virtual prop 102 is a virtual airplane, the deployed virtual missile is displayed at the position corresponding to the target position in the virtual scene 100 to realize the function of summoning a virtual missile based on the map of the virtual scene, so that based on the transparency of the target position, it is possible to quickly determine whether the target position is located in the feasible area, so as to deploy the virtual prop at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene.

[0110] In some embodiments, the terminal 400 can implement the map interaction processing method in the virtual scene provided by the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a battle game APP (that is, the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0111] Taking a computer program as an application program as an example, in actual implementation, the terminal 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user uses the terminal 400 to operate a virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0112] In some embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0113] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0114] For example, Figure 2BThe server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0115] See also Figure 3 , Figure 3 4 is a schematic diagram of the structure of an electronic device for map interaction processing provided in an embodiment of the present application, and is described by taking the electronic device as a terminal 400 as an example. Figure 3 The electronic device 400 shown includes: at least one processor 420, a memory 460, at least one network interface 430 and a user interface 440. The various components in the terminal 400 are coupled together via a bus system 450. It is understood that the bus system 450 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 450 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 450 is not shown in FIG. Figure 3 Various buses are labeled as bus system 450 .

[0116] The processor 420 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0117] The user interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0118] The memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 460 may optionally include one or more storage devices that are physically remote from the processor 420.

[0119] The memory 460 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 460 described in the embodiments of the present application is intended to include any suitable type of memory.

[0120] In some embodiments, memory 460 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0121] Operating system 461, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0122] A network communication module 462, for reaching other computing devices via one or more (wired or wireless) network interfaces 430, exemplary network interfaces 430 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB);

[0123] a presentation module 463 for enabling presentation of information via one or more output devices 441 (e.g., display screen, speaker, etc.) associated with the user interface 440 (e.g., a user interface for operating peripherals and displaying content and information);

[0124] The input processing module 464 is used to detect one or more user inputs or interactions from one of the one or more input devices 442 and translate the detected inputs or interactions.

[0125] In some embodiments, the map interaction processing device in the virtual scene provided in the embodiments of the present application can be implemented in a software manner. Figure 3 The map interaction processing device 465 in the virtual scene stored in the memory 460 is shown, which can be software in the form of programs and plug-ins, including the following software modules: a first display module 4651, a second display module 4652, a determination module 4653 and a third display module 4654. These modules are logical, so they can be arbitrarily combined or further divided according to the functions implemented. It should be pointed out that in Figure 3For the sake of convenience, all the above modules are shown at once, but it should not be regarded as that the map interaction processing device 465 in the virtual scene excludes the implementation that can only include the first display module 4651, the second display module 4652, the determination module 4653 and the third display module 4654. The functions of each module will be explained below.

[0126] In other embodiments, the map interaction processing device in the virtual scene provided by the embodiments of the present application can be implemented in hardware. As an example, the map interaction processing device in the virtual scene provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the map interaction processing method in the virtual scene provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs) or other electronic components.

[0127] The map interaction processing method in the virtual scene provided by the embodiment of the present application will be specifically described below with reference to the accompanying drawings. Figure 2A The terminal 400 in the embodiment can be executed separately or by Figure 2B The terminal 400 and the server 200 cooperate to execute.

[0128] Below, by Figure 2A The terminal 400 in the embodiment of the present application performs the map interaction processing in the virtual scene provided by the embodiment of the present application as an example. Figure 4A , Figure 4A is a flowchart of a map interaction processing method in a virtual scene provided by an embodiment of the present application, which will be combined with Figure 4A The steps shown are explained.

[0129] It should be noted that Figure 4A The method shown can be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system 461, software modules and scripts. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.

[0130] In step 101, a virtual scene is displayed, wherein the virtual scene includes a plurality of virtual objects.

[0131] For example, a virtual scene includes at least two virtual objects. The diverse interactions between virtual objects have various typical application scenarios, such as in virtual scenes of competitive games. Taking competitive games as an example, virtual objects can be used to compete with each other through skills, props, etc. The virtual objects in the embodiments of the present application can be game characters controlled by users (or players), where one user corresponds to at least one virtual object.

[0132] In step 102, in response to a deployment trigger operation for a first virtual prop equipped with a first virtual object, a map interface of the virtual scene is displayed, and a map of the virtual scene is displayed in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any virtual object cannot act.

[0133] For example, Figure 5A As shown, a first virtual prop 501 equipped with a first virtual object is displayed in a virtual scene. When it is determined that the first virtual prop 501 needs to be used in the virtual scene through a map of the virtual scene, a deployment trigger operation of the first virtual prop is triggered. In response to the deployment trigger operation, a map interface 502 of the virtual scene is displayed, and a map 503 of the virtual scene is displayed in the map interface 502. It should be noted that transparency is expressed in the form of color in the virtual scene, and transparency is represented by an alpha value. Among them, the first virtual object is a virtual object associated with the account currently logged in in the terminal. As shown Figure 5A As shown, the outline of the map interface is a regular geometric shape ( Figure 5A The outline of the map is a regular geometric shape, although the outline of the map can also be an irregular geometric shape.

[0134] See also Figure 4B , Figure 4B is an optional flow chart of a map interaction processing method in a virtual scene provided in an embodiment of the present application. Figure 4B It is shown that before responding to the target position being located in the feasible region, Figure 4A It also includes steps 105 and 106: uniform transparency is applied to the pixels of the virtual scene located in the infeasible area; in step 105, the area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, and the map is determined as a feasible area; in step 106, in response to the transparency of the pixels corresponding to the target location in the map interface being different from the transparency of the infeasible area, it is determined that the target location is located in the feasible area.

[0135] It should be noted that the outline of the map in the embodiment of the present application can be not only an irregular geometric shape, but also a regular geometric shape. Figure 5A As shown, the area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, that is, a uniform transparency is applied to the infeasible area, and the map is determined as a feasible area, that is, a transparency different from that of the infeasible area is applied to the feasible area to distinguish between the feasible area and the infeasible area. After distinguishing the feasible area from the infeasible area by transparency, when the transparency of the pixel point corresponding to the selected and stable target position in the map interface is different from the transparency of the infeasible area, it can be determined that the target position is located in the feasible area, so that based on the transparency of the target position, it can be quickly determined whether the target position is located in the feasible area, so as to deploy virtual props at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene.

[0136] See also Figure 4C , Figure 4C is an optional flow chart of a map interaction processing method in a virtual scene provided in an embodiment of the present application. Figure 4C It is shown that before responding to the target position being located in the feasible region, Figure 4A It also includes steps 107 to 109: in step 107, an area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, and an area in the map that cannot be used for any virtual object to move therein is determined as an infeasible area; in step 108, an area in the map that can be used for any virtual object to move therein is determined as a feasible area; in step 109, in response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

[0137] It should be noted that the outline of the map in the embodiment of the present application can be not only an irregular geometric shape, but also a regular geometric shape. Figure 5BAs shown, the area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, and the area 504 in the map 503 that cannot be used for any virtual object to move therein is determined as an infeasible area, that is, the infeasible area applies a uniform transparency, and the area in the map 503 that can be used for any virtual object to move therein is determined as a feasible area, that is, the feasible area applies a transparency different from the infeasible area to distinguish between the feasible area and the infeasible area. After distinguishing the feasible area from the infeasible area by transparency, when the transparency of the pixel point corresponding to the selected target position in the map interface is different from the transparency of the infeasible area, it can be determined that the target position is located in the feasible area, so that based on the transparency of the target position, it can be quickly determined whether the target position is located in the feasible area, so as to deploy virtual props at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene. By judging whether the area in which the virtual object can move is accurately divided into infeasible areas, the accuracy of map interaction is improved.

[0138] In some embodiments, an area in a map that cannot be used for any virtual object to move therein is determined as an infeasible area, including: determining an infeasible area set for any virtual object in a virtual scene; wherein the infeasible area includes at least one of the following: a plane corresponding to a space in which any virtual object cannot accommodate, a top surface corresponding to a virtual object that any virtual object cannot reach; and determining the area in the map corresponding to the infeasible area as an infeasible area.

[0139] For example, the plane corresponding to the space where any virtual object cannot fit includes reference surfaces such as virtual ground, virtual water surface, and virtual sky. The inactive area set for any virtual object in the virtual scene is determined by the game program, such as the ground corresponding to the space where the virtual object cannot fit, and the top surface of the virtual building that cannot be climbed. Correspondingly, the movable area set for any virtual object in the virtual scene can be the ground on which the virtual object can move, the top surface of the virtual building on which the virtual object can climb, the virtual mountain top, etc. Through the mapping relationship between the virtual scene and the map, the area corresponding to the inactive area in the map is determined as an infeasible area.

[0140] In some embodiments, before responding to the target location being located in a feasible area, an area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, and an area in the map that restricts the deployment of the first virtual prop is determined as an infeasible area; an area in the map that does not restrict the deployment of the first virtual prop is determined as a feasible area; and in response to the transparency of the pixel point corresponding to the target location in the map interface being different from the transparency of the infeasible area, it is determined that the target location is located in the feasible area.

[0141] It should be noted that the outline of the map in the embodiment of the present application can be not only an irregular geometric shape, but also a regular geometric shape. Figure 5C As shown, the area within the outline of the map interface and outside the outline of the map is determined as an infeasible area, and the area 505 in the map 503 where the deployment of the first virtual prop is restricted is determined as an infeasible area, that is, the infeasible area applies a uniform transparency, and the area in the map 503 where the deployment of the first virtual prop is not restricted is determined as a feasible area, that is, the feasible area applies a transparency different from the infeasible area to distinguish between the feasible area and the infeasible area. After distinguishing the feasible area from the infeasible area by transparency, when the transparency of the pixel corresponding to the selected target position in the map interface is different from the transparency of the infeasible area, it can be determined that the target position is located in the feasible area, so that based on the transparency of the target position, it can be quickly determined whether the target position is located in the feasible area, so as to deploy the virtual prop at the position corresponding to the target position in the virtual scene, thereby improving the efficiency of human-computer interaction in the virtual scene. The infeasible area is accurately divided by judging whether the area where the deployment of the first virtual prop is restricted, thereby improving the accuracy of map interaction.

[0142] In some embodiments, determining an area in a map where deployment of a first virtual prop is restricted as an infeasible area includes: determining properties of the first virtual prop; determining factors in a virtual scene that restrict deployment of the first virtual prop based on the properties of the first virtual prop; wherein the factors include at least one of the following: environmental factors that conflict with the deployment environment required for the first virtual prop, and environmental factors that restrict the release of skills of the first virtual prop; and determining an area in the map corresponding to the factors as an infeasible area.

[0143] For example, the infeasible area corresponding to the first virtual prop in the virtual scene is determined by the properties of the first virtual prop. For example, 1) there are environmental factors that restrict the deployment of virtual props in the infeasible area (i.e., environmental factors that conflict with the deployment environment required by the first virtual prop). For example, if the first virtual prop is a virtual ship, the infeasible area in the virtual scene is a non-water area; if the first virtual prop has a concealment requirement, the infeasible area is an area without a suitable shelter; 2) the infeasible area will restrict the environmental factors that release the skills of the virtual props (i.e., environmental factors that restrict the release of the skills of the first virtual props). For example, if the first virtual prop is a virtual anti-aircraft machine gun, the infeasible area is an area with limited virtual sky vision.

[0144] In some embodiments, before responding to a deployment trigger operation for a first virtual prop equipped with a first virtual object, a plurality of candidate virtual props are displayed in a virtual prop store, wherein the plurality of candidate virtual props include the first virtual prop; in response to an equipping operation for the first virtual prop, the first virtual prop is equipped to a virtual prop list of the first virtual object; in response to an activation operation for the first virtual prop in the virtual prop list, an activation status identifier of the first virtual prop is displayed.

[0145] For example, a virtual item store has multiple candidate virtual items for selection. When a first virtual item is selected for equipment in the virtual item store, the first virtual item is added to the virtual item list of the first virtual object, that is, the first virtual object includes at least one equipped virtual item. By activating the first virtual item, the activation status indicator of the first virtual item is displayed in real time, such as Figure 5C As shown, when the first virtual prop 501 is activated, the first virtual prop is highlighted.

[0146] It should be noted that the embodiment of the present application can simultaneously activate multiple virtual props equipped with the first virtual object, and select the virtual props to be deployed through the switching operation of the virtual props, so as to display the feasible area and the infeasible area corresponding to the virtual props to be deployed.

[0147] In some embodiments, when a map of a virtual scene is displayed in a map interface, the positions of multiple virtual objects in the virtual scene are determined; based on a mapping relationship between the map and the virtual scene, the positions of the multiple virtual objects in the virtual scene are mapped to the map to obtain display positions of the multiple virtual objects in the map; and position identifiers of the multiple virtual objects are displayed at the display positions.

[0148] For example, the method of mapping the positions of multiple virtual objects in a virtual scene to a map is as follows: multiple reference points (eg, Fig.11 A, B, C shown), and determine the mapping point in the map corresponding to the reference point (e.g. Fig.12 A1, B1, C1 shown in the figure); performing the following processing for any reference point among the multiple reference points: determining a candidate position corresponding to any virtual object in the map based on a vector from any virtual object to the reference point, a mapping point corresponding to the reference point, and a mapping relationship between the map and the virtual scene; averaging the candidate positions determined based on the multiple reference points to obtain a display position of any virtual object in the map, and displaying position identifiers of multiple virtual objects at the display position (e.g. Figure 5C Position marker 506 is shown).

[0149] In some embodiments, when a map of a virtual scene is displayed in a map interface, at least one candidate position in a feasible area for deploying a first virtual prop is displayed; wherein, a transparency different from that of other positions in the feasible area is applied to at least one candidate position, and the other positions represent positions in the feasible area other than the at least one candidate position.

[0150] For example, when a map of a virtual scene is displayed in a map interface, at least one candidate location in the feasible area for deploying the first virtual prop is automatically displayed, and a transparency different from that of other locations in the feasible area is applied to at least one candidate location (or other prompts are used, such as displaying a prompt icon at the corresponding candidate location) to distinguish it from other locations in the feasible area, so that the user can quickly and accurately select the location to deploy the first virtual prop.

[0151] In some embodiments, the candidate positions are determined as follows: multiple historical positions for deploying the first virtual prop are obtained; based on the multiple historical positions, at least one candidate position for deploying the first virtual prop is determined; wherein the type of the candidate position includes at least one of the following: the historical position with the strongest attack capability against the enemy; the historical position with the highest concealment; the historical position with the highest deployment frequency; the position after aggregating multiple historical positions.

[0152] For example, candidate locations are determined based on the user's previous usage habits, such as selecting historical locations that have great lethality to the enemy; selecting historical locations with high concealment; selecting historical locations that the user has used most frequently; and aggregating historical locations that have been used within a sampling time window, and using the aggregated locations as candidate locations.

[0153] In some embodiments, the candidate positions are determined as follows: scene data of a virtual scene is obtained; a position prediction model is called based on the scene data of the virtual scene and the first virtual prop to perform position prediction processing to obtain at least one candidate position for deploying the first virtual prop; wherein the position prediction model is obtained by training historical scene data, deployed historical virtual props, and position annotations for deploying historical virtual props.

[0154] For example, candidate positions are obtained by artificial intelligence, and based on the scene data of the current virtual scene (such as the distribution of virtual objects of both sides during the battle, the attributes of virtual objects (attack capability, movement speed, etc.), the distribution of virtual props of both sides and the attributes of virtual props (including various performance parameters, such as killing radius, winning and losing situation, etc.) and the first virtual prop, a position prediction model is called to perform position prediction processing to obtain at least one candidate position for deploying the first virtual prop. Among them, the position prediction model is obtained through historical scene data (such as the distribution of virtual objects of both sides during historical battles, the attributes of virtual objects (attack capability, movement speed, etc.), the distribution of virtual props of both sides and the attributes of virtual props (including various performance parameters, such as killing radius, winning and losing situation, etc.), historical virtual props deployed, and position annotation training for deploying historical virtual props.

[0155] In step 103, in response to a location selection operation performed on the map interface, a target location selected by the location selection operation on the map interface is determined.

[0156] like Figure 5C As shown, after the map interface 502 is displayed, in response to a location selection operation performed on the map interface 502 , a target location selected by the location selection operation on the map interface 502 is determined.

[0157] In some embodiments, a map interface of a virtual scene is displayed as follows: controlling a first virtual object to turn on a display device; displaying a map interface of a virtual scene on a screen of the display device; and determining a target position selected in the map interface by the position selection operation in response to a position selection operation performed on the map interface in the screen, including: determining a target position selected in the map interface displayed on the screen by the position selection operation in response to controlling the first virtual object to perform a position selection operation on the map interface in the screen.

[0158] For example, the display device can be a virtual reality glasses, a virtual laptop, a virtual tablet, etc. Fig. 9A As shown, the user controls the first virtual object to turn on the display device and displays a map interface 901 of the virtual scene on the screen of the display device. In response to controlling the first virtual object to implement a position selection operation on the map interface 901 on the screen, the target position 902 selected in the map interface displayed on the screen by the position selection operation is determined.

[0159] In some embodiments, in response to a location selection operation implemented in a map interface before, multiple sub-areas are displayed in a map of a virtual scene, and different sub-areas are applied with different transparencies; wherein the transparency is related to at least one of the following indicators of the sub-area: the sub-area's attack capability against the enemy, and the concealment of the sub-area.

[0160] It should be noted that the outline of the map in the embodiment of the present application can be not only an irregular geometric shape, but also a regular geometric shape. Figure 5D As shown, multiple sub-areas (such as sub-area 504 and sub-area 507) are displayed in the map 503 of the virtual scene, and different sub-areas are applied with different transparencies. The different transparencies are used to indicate the attack capability of the sub-area against the enemy and the concealment of the sub-area. The sub-areas in the map are accurately divided according to the transparency of the sub-areas, thereby improving the accuracy of map interaction.

[0161] For example, there may be different sub-areas in the feasible area of ​​the same virtual prop. Differentiated transparency (or other display methods, such as displaying prompt icons) may be adopted on the basis of different transparency from the infeasible area. Transparency is related to the following indicators of the sub-area: 1) The attack capability of the sub-area against the enemy (depending on the number of enemies within the killing range of the sub-area and the distance from the enemy). The attack capability here can be the direct killing of the virtual prop (such as artillery fire) or indirect killing (for example, when the virtual prop is used as a vehicle, the virtual object carried by the prop kills the enemy), so as to quickly select the appropriate sub-area for attack through transparency; 2) The concealment of the sub-area, which indicates the difficulty of concealment of the sub-area, so as to quickly select the appropriate sub-area for concealment through transparency.

[0162] In some embodiments, a one-key automatic position selection function button is displayed; in response to a trigger operation on the one-key automatic position selection function button, the trigger operation is identified as a position selection operation, and the optimal position among at least one candidate position for deploying the first virtual prop is determined as the target position; wherein the type of the optimal position includes at least one of the following: the candidate position with the strongest attack capability against the enemy; the candidate position with the highest concealment; the candidate position with the highest deployment frequency; the position after aggregating at least one candidate position.

[0163] For example, the user can use the "one-key automatic selection" function, and the game program will automatically select the optimal position for deploying the first virtual prop in the feasible area. The optimal position is automatically selected in the following ways: select a candidate position with high lethality to the enemy; select a candidate position with high concealment; select a candidate position with the highest frequency of use by the user; aggregate the candidate positions used in the sampling time window and use the aggregated position as the optimal position.

[0164] In step 104 , in response to the target position being located in the feasible area, a deployed first virtual prop is displayed at a position corresponding to the target position in the virtual scene.

[0165] For example, when the target position is located in the feasible area, it means that map interaction can be performed based on the target position, and the first virtual prop can be deployed at the position corresponding to the target position in the virtual scene, so that the deployed first virtual prop is displayed at the position corresponding to the target position in the virtual scene, and the function of the corresponding first virtual prop is realized in the virtual scene. For example, if the first virtual prop is a virtual bomb, the virtual bomb explodes at the position corresponding to the target position in the virtual scene.

[0166] In some embodiments, in response to the target location being located in an infeasible area, prompt information is displayed, wherein the prompt information indicates that the target location is invalid and a new target location needs to be selected.

[0167] For example, when it is determined that the target position is located in an infeasible area, the outline of the feasible area is highlighted so that a new target position can be selected inside the outline, and the first virtual prop is deployed at a position corresponding to the new target position in the virtual scene.

[0168] In some embodiments, before displaying the deployed first virtual prop at a position corresponding to the target position in the virtual scene, multiple reference points of the map in the map interface are determined, and mapping points corresponding to the reference points in the virtual scene are determined; the following processing is performed for any reference point among the multiple reference points: based on the vector from the target position to the reference point, the mapping point corresponding to the reference point, and the mapping relationship between the map and the virtual scene, a candidate position corresponding to the target position in the virtual scene is determined; the candidate positions determined based on the multiple reference points are averaged to obtain a position corresponding to the target position in the virtual scene.

[0169] For example, the method of mapping the target location to the virtual scene is as follows: a plurality of reference points of the map (e.g. Fig.12 A1, B1, C1 shown in the figure), and determine the mapping point (e.g. Fig.11 A, B, C shown); performing the following processing for any reference point among the multiple reference points: determining a candidate position corresponding to the target position in the virtual scene based on a vector from any virtual object to the reference point, a mapping point corresponding to the reference point, and a mapping relationship between the map and the virtual scene; averaging the candidate positions determined based on the multiple reference points to obtain a position corresponding to the target position in the virtual scene, and displaying a first virtual prop at the position corresponding to the target position in the virtual scene.

[0170] The following is an explanation of an exemplary application of an embodiment of the present application in a practical application scenario.

[0171] The embodiments of the present application can be applied to various virtual scenes, for example, in virtual scenes such as games, and can simulate the real battle process between virtual objects.

[0172] The following is an example of a virtual scene as a confrontation game:

[0173] In the confrontation game, the embodiment of the present application introduces many virtual props for consecutive kills, and most of these virtual props rely on the interaction of the map. The game program requires the player to select a certain position in the map, and then the game program will determine whether the position selected by the player is in the feasible area (i.e., the area where the game character can move). When it is determined that the position selected by the player is in the feasible area, the selected position is used as the interactive position of the virtual prop (for example, the virtual prop is summoned from the selected position, or the virtual prop in other positions is summoned to the selected position). If the map is a regular figure, such as a square or a circle, a formula can be used to directly calculate (i.e., determine whether the horizontal coordinate and the vertical coordinate are in the coordinate range of the feasible area), but the maps in the shooting game are completely irregular, and there is no way to calculate them using conventional mathematical formulas. Therefore, it is necessary to design an effective way to determine the feasible area in the map.

[0174] In this regard, the embodiment of the present application proposes an implementation method that can quickly determine the feasible area. Since all pictures have colors, and colors are different transparencies (alpha values) in the game program, when designing each map, the alpha value of the infeasible area is set to a fixed value that is different from the feasible area. All other alpha values ​​are feasible. For example, when designing art resources, the alpha value of all infeasible areas is set to 0. In this way, when designing the game logic, it is only necessary to determine whether the alpha value of the selected position point is greater than 0. When the selected position point is greater than 0, the selected position point is located in the feasible area. Through this solution, all maps with irregular graphics can be easily solved, and the scope of the feasible area can be completely controlled by the planning art, and the game program is only responsible for implementing the corresponding functions.

[0175] A regular map is too simple. The more complex the map, the more players will like it. The more complex the map, the more irregular its four sides will be. Fig. 6A As shown, the border of the map 602 in the map interface 601 is an irregular shape. Compared with a regular map, such an irregular map cannot be calculated using simple logic, such as Figure 6B As shown, the border of the map 602 in the map interface 601 is an irregular shape, and the map 602 has many concave and convex positions. The terrain of this map is also relatively complex.

[0176] Since an irregular map is introduced, it is necessary to determine the feasible area, where the feasible area refers to the area that all game characters in the map can reach, and the infeasible area refers to the area that game characters cannot reach. Figure 7As shown, no matter how complex the map 701 of the feasible area is, the map 701 will eventually be displayed in a square or rectangular regular image 702.

[0177] like Figure 8 As shown, the embodiment of the present application can provide a material 801, which can obtain each pixel in the image and extract the alpha value of any pixel. The alpha value can be used to determine whether the pixel is located in a feasible area. Therefore, the artist needs to set the alpha of the infeasible area to 0 at the beginning of image production.

[0178] In the confrontation game, some virtual props require players to interact with the map. For example, players need to summon virtual airplanes, virtual missiles, etc. at a certain location on the map. Fig. 9A As shown, the player summons a virtual screen 901 for the game character to interact with the map. When the player clicks on area 902 in the virtual screen 901, since area 902 is not within the feasible area, the summoning function will not take effect, that is, no virtual aircraft, virtual missiles, etc. are summoned. When the player clicks on the area within the boundary 903 in the virtual screen 901, as shown in FIG. Fig. 9B As shown, the selected mark 904 is displayed at the selected position in the virtual screen 901, and the summoning function is implemented at the position corresponding to the selected mark 904. Therefore, this technology not only does not require any configuration, but also can determine the map boundary very accurately, and can be applied to any irregular map.

[0179] See also Fig.10 , Fig.10 is a flowchart of a map interaction processing method in a virtual scene provided by an embodiment of the present application, which will be combined with Fig.10 The steps shown are explained:

[0180] Step 1: Equip skill virtual props.

[0181] Step 2: Determine whether the skill virtual item is activated. If the skill virtual item is activated, execute step 3; if the skill virtual item is not activated, continue to equip the skill virtual item.

[0182] Step 3. Highlight the icon corresponding to the skill virtual prop.

[0183] Step 4: Determine whether to use the skill virtual props. If it is confirmed that the skill virtual props are to be used, then execute step 5; if it is confirmed that the skill virtual props are not to be used, then continue to highlight the icon corresponding to the skill virtual props.

[0184] Step 5. Switch out of the virtual notebook and display the map in the virtual notebook.

[0185] Step 6: Confirm whether the map screen is clicked. If it is confirmed that the map screen is clicked, execute step 7; if it is confirmed that the map screen is not clicked, continue to display the map.

[0186] Step 7: According to the clicked position, obtain the alpha value of the pixel point corresponding to the clicked position in the map.

[0187] Step 8: Check whether the alpha value of the pixel at the clicked position is greater than 0. If the alpha value of the pixel at the clicked position is greater than 0, execute step 9; if the alpha value of the pixel at the clicked position is less than or equal to 0, execute step 10.

[0188] Step 9: Determine that the clicked position is in the feasible area, and display a selection mark at the position clicked by the player.

[0189] Step 10: Determine whether the click position is in an infeasible area.

[0190] The following is a detailed description of the mapping implementation principle between the map (also known as the small map) and the virtual scene (also known as the large map):

[0191] First, we need to establish a mapping relationship between the position of the game character in the large map and the position of the small map. The principle of this is to select three reference points in the large map (such as Fig.11 A, B, C shown).

[0192] Similarly, if Fig.12 As shown, mapping points A1, B1, and C1 corresponding to points A, B, and C in the large map are obtained in the small map.

[0193] Then calculate the distance and direction between the game character in the big map and A, B, and C in the big map respectively, so that AP, BP, and CP vectors can be obtained (P represents the node corresponding to the game character in the big map, AP represents the distance and direction between point A in the big map and the game character, BP represents the distance and direction between point B in the big map and the game character, and CP represents the distance and direction between point C in the big map and the game character). Then, based on the mapping relationship between the big map and the small map and AP, BP, and CP, A1P1, B1P2, and C1P3 can be calculated (P1 represents the first mapping point corresponding to point P in the small map calculated based on AP, P2 represents the second mapping point corresponding to point P in the small map calculated based on BP, and P3 represents the third mapping point corresponding to point P in the small map calculated based on CP), and then take an average value P0 for the three points P1, P2, and P3, then P0 is the position of the game character displayed in the small map. Similarly, the position of the selected point displayed on the big map can be inferred from the point selected on the small map.

[0194] In summary, the map interaction method of the virtual scene proposed in the embodiment of the present application can add various irregular map graphics to the virtual scene, add a method for determining irregular graphics, and add application examples for irregular graphics.

[0195] So far, the map interaction processing method in the virtual scene provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the terminal provided in the embodiment of the present application. The following will continue to describe how the various modules in the map interaction processing device 465 in the virtual scene provided by the embodiment of the present application cooperate to implement the map interaction processing solution in the virtual scene.

[0196] The first display module 4651 is used to display a virtual scene, wherein the virtual scene includes multiple virtual objects; the second display module 4652 is used to display a map interface of the virtual scene in response to a deployment trigger operation of a first virtual prop equipped for a first virtual object, and display a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any of the virtual objects cannot move; the determination module 4653 is used to determine a target position selected by the position selection operation in the map interface in response to a position selection operation performed in the map interface; the third display module 4654 is used to display the deployed first virtual prop at a position corresponding to the target position in the virtual scene in response to the target position being located in the feasible area.

[0197] In some embodiments, the second display module 4652 is also used to control the first virtual object to open a display device; display a map interface of the virtual scene on the screen of the display device; and the determination module 4653 is also used to determine the target position selected in the map interface displayed on the screen in response to controlling the first virtual object to perform a position selection operation on the map interface on the screen.

[0198] In some embodiments, a uniform transparency is applied to the pixels of the virtual scene located in the infeasible area; before responding to the target position being located in the feasible area, the third display module 4654 is also used to determine the area within the outline of the map interface and outside the outline of the map as the infeasible area, and determine the map as the feasible area; in response to the transparency of the pixel points corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

[0199] In some embodiments, before responding to the target position being located in the feasible area, the third display module 4654 is also used to determine the area within the outline of the map interface and outside the outline of the map as the infeasible area, and to determine the area in the map that cannot be used for any of the virtual objects to move therein as the infeasible area; to determine the area in the map that can be used for any of the virtual objects to move therein as the feasible area; and to determine that the target position is located in the feasible area in response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area.

[0200] In some embodiments, the third display module 4654 is also used to determine an inactive area set for any of the virtual objects in the virtual scene; wherein the inactive area includes at least one of the following: a plane corresponding to a space in which any of the virtual objects cannot accommodate, and a top surface corresponding to a virtual object that any of the virtual objects cannot reach; and the area in the map corresponding to the inactive area is determined as the infeasible area.

[0201] In some embodiments, before responding to the target position being located in the feasible area, the third display module 4654 is further used to determine an area within the outline of the map interface and outside the outline of the map as an infeasible area, and to determine an area in the map where deployment of the first virtual prop is restricted as an infeasible area; to determine an area in the map where deployment of the first virtual prop is not restricted as the feasible area; and to determine that the target position is located in the feasible area in response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area.

[0202] In some embodiments, the third display module 4654 is also used to determine the attributes of the first virtual prop; based on the attributes of the first virtual prop, determine the factors that limit the deployment of the first virtual prop in the virtual scene; wherein the factors include at least one of the following: environmental factors that conflict with the deployment environment required for the first virtual prop, environmental factors that limit the release of skills of the first virtual prop; and determine the area in the map corresponding to the factors as the infeasible area.

[0203] In some embodiments, the outline of the map interface is a regular geometric shape, and the outline of the map is a regular or irregular geometric shape.

[0204] In some embodiments, the second display module 4652 is also used to display multiple candidate virtual props in the virtual prop store, wherein the multiple candidate virtual props include the first virtual prop; in response to an equipment operation on the first virtual prop, equip the first virtual prop to the virtual prop list of the first virtual object; in response to an activation operation on the first virtual prop in the virtual prop list, display an activation status indicator of the first virtual prop.

[0205] In some embodiments, the third display module 4654 is further configured to display a prompt message in response to the target position being located in the infeasible area, wherein the prompt message indicates that the target position is invalid and a new target position needs to be selected.

[0206] In some embodiments, before the deployed first virtual prop is displayed at the position corresponding to the target position in the virtual scene, the third display module 4654 is also used to determine multiple reference points of the map in the map interface, and determine the mapping points corresponding to the reference points in the virtual scene; perform the following processing on any of the multiple reference points: determine a candidate position corresponding to the target position in the virtual scene based on a vector from the target position to the reference point, a mapping point corresponding to the reference point, and a mapping relationship between the map and the virtual scene; average the candidate positions determined based on the multiple reference points to obtain a position corresponding to the target position in the virtual scene.

[0207] In some embodiments, when the map of the virtual scene is displayed in the map interface, the first display module 4651 is also used to determine the positions of the multiple virtual objects in the virtual scene; based on the mapping relationship between the map and the virtual scene, the positions of the multiple virtual objects in the virtual scene are mapped to the map to obtain the display positions of the multiple virtual objects in the map; and the position identifiers of the multiple virtual objects are displayed at the display positions.

[0208] In some embodiments, the first display module 4651 is also used to display multiple sub-areas in the map of the virtual scene, and different sub-areas have different transparencies; wherein the transparency is related to at least one of the following indicators of the sub-area: the attack capability of the sub-area against the enemy, and the concealment of the sub-area.

[0209] In some embodiments, when the map of the virtual scene is displayed in the map interface, the second display module 4652 is also used to display at least one candidate position in the feasible area for deploying the first virtual prop; wherein, a transparency different from that of other positions in the feasible area is applied to the at least one candidate position, and the other positions represent positions in the feasible area other than the at least one candidate position.

[0210] In some embodiments, the second display module 4652 is also used to obtain multiple historical positions for deploying the first virtual prop; based on the multiple historical positions, determine at least one candidate position for deploying the first virtual prop; wherein the type of the candidate position includes at least one of the following: the historical position with the strongest attack capability against the enemy; the historical position with the highest concealment; the historical position with the highest deployment frequency; the position after the multiple historical positions are aggregated.

[0211] In some embodiments, the second display module 4652 is also used to obtain scene data of the virtual scene; based on the scene data of the virtual scene and the first virtual prop, a position prediction model is called to perform position prediction processing to obtain at least one candidate position for deploying the first virtual prop; wherein the position prediction model is obtained by training historical scene data, deployed historical virtual props, and position annotations for deploying the historical virtual props.

[0212] In some embodiments, the second display module 4652 is also used to display a one-key automatic position selection function button; in response to a trigger operation on the one-key automatic position selection function button, the trigger operation is identified as the position selection operation, and the optimal position among at least one candidate position for deploying the first virtual prop is determined as the target position; wherein the type of the optimal position includes at least one of the following: the candidate position with the strongest attack capability against the enemy; the candidate position with the highest concealment; the candidate position with the highest deployment frequency; the position after the at least one candidate position is aggregated.

[0213] The embodiment of the present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the map interaction processing method of the virtual scene described in the embodiment of the present application.

[0214] The present application embodiment provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the map interaction processing method of the virtual scene provided by the present application embodiment, for example, Figure 4A Figure 4C A map interaction processing method for a virtual scene is shown.

[0215] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0216] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0217] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0218] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.

[0219] It is understandable that in the embodiments of the present application, when the embodiments of the present application are applied to specific products or technologies, relevant data such as historical interaction records of user information need to obtain user permission or consent, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0220] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A map interaction processing method in a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects; In response to a deployment trigger operation for a first virtual prop equipped by a first virtual object, a map interface of the virtual scene is displayed, and Displaying a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any of the virtual objects cannot move; Display the one-key automatic position selection function button; In response to the triggering operation of the one-key automatic position selection function button, the optimal position of at least one candidate position for deploying the first virtual prop is determined as the target position, wherein the type of the optimal position includes at least one of the following: the candidate position with the strongest attack capability against the enemy; the candidate position with the highest concealment; the candidate position with the highest deployment frequency; the position after the at least one candidate position is aggregated; In response to the target position being located in the feasible area, the deployed first virtual prop is displayed at a position corresponding to the target position in the virtual scene.

2. The method according to claim 1, characterized in that: The map interface displaying the virtual scene includes: Controlling the first virtual object to turn on a display device; Displaying a map interface of the virtual scene on a screen of the display device; The method further comprises: In response to controlling the first virtual object to perform a position selection operation on the map interface in the screen, a target position selected in the map interface displayed in the screen by the position selection operation is determined.

3. The method according to claim 1, characterized in that The pixels of the virtual scene located in the infeasible area are applied with uniform transparency; Before responding to the target position being located in the feasible area, the method further includes: Determine the area within the outline of the map interface and outside the outline of the map as the infeasible area, and determine the map as the feasible area; In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

4. The method according to claim 1, characterized in that: Before responding to the target position being located in the feasible area, the method further includes: determining an area within the outline of the map interface and outside the outline of the map as the infeasible area, and Determining an area in the map that cannot be used for any of the virtual objects to move therein as the infeasible area; Determine an area in the map that can be used for any of the virtual objects to move therein as the feasible area; In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

5. The method according to claim 4, characterized in that The step of determining an area in the map that cannot be used for any of the virtual objects to move therein as the infeasible area comprises: Determining an inactive area set for any of the virtual objects in the virtual scene; The inactive area includes at least one of the following: a plane corresponding to a space that cannot accommodate any of the virtual objects, and a top surface corresponding to a virtual object that cannot be reached by any of the virtual objects; An area in the map corresponding to the inactive area is determined as the infeasible area.

6. The method according to claim 1, characterized in that Before responding to the target position being located in the feasible area, the method further includes: determining an area within the outline of the map interface and outside the outline of the map as an infeasible area, and Determining an area in the map where the deployment of the first virtual prop is restricted as an infeasible area; Determining an area in the map that does not restrict the deployment of the first virtual prop as the feasible area; In response to the transparency of the pixel point corresponding to the target position in the map interface being different from the transparency of the infeasible area, it is determined that the target position is located in the feasible area.

7. The method according to claim 6, characterized in that The step of determining the area in the map where the deployment of the first virtual prop is restricted as an infeasible area includes: Determining the attributes of the first virtual item; Determining factors that restrict deployment of the first virtual prop in the virtual scene based on the attributes of the first virtual prop; The factors include at least one of the following: an environmental factor that conflicts with the deployment environment required by the first virtual prop, and an environmental factor that restricts the release of skills of the first virtual prop; An area in the map corresponding to the factor is determined as the infeasible area.

8. The method according to claim 1, characterized in that The outline of the map interface is a regular geometric shape, and the outline of the map is a regular or irregular geometric shape.

9. The method according to claim 1, characterized in that: The method further comprises: Displaying a plurality of candidate virtual props in a virtual prop store, wherein the plurality of candidate virtual props include the first virtual prop; In response to an equipping operation for the first virtual prop, equipping the first virtual prop to a virtual prop inventory of the first virtual object; In response to an activation operation on the first virtual item in the virtual item list, an activation status indicator of the first virtual item is displayed.

10. The method according to claim 1, characterized in that The method further comprises: In response to the target position being located in the infeasible area, prompt information is displayed, wherein the prompt information indicates that the target position is invalid and a new target position needs to be selected.

11. The method according to claim 1, characterized in that: Before displaying the deployed first virtual prop at a position corresponding to the target position in the virtual scene, the method further includes: Determining a plurality of reference points of a map in the map interface, and determining mapping points in the virtual scene corresponding to the reference points; For any of the plurality of reference points, the following processing is performed: based on a vector from the target position to the reference point, a mapping point corresponding to the reference point, and a mapping relationship between the map and the virtual scene, determining a candidate position in the virtual scene corresponding to the target position; The candidate positions respectively determined based on the multiple reference points are averaged to obtain a position corresponding to the target position in the virtual scene.

12. The method according to claim 1, characterized in that When displaying the map of the virtual scene in the map interface, the method further includes: Determining positions of the plurality of virtual objects in the virtual scene; Based on the mapping relationship between the map and the virtual scene, mapping the positions of the multiple virtual objects in the virtual scene to the map to obtain the display positions of the multiple virtual objects in the map; The position identifiers of the plurality of virtual objects are displayed at the display position.

13. The method according to claim 1, characterized in that The method further comprises: Displaying a plurality of sub-areas in a map of the virtual scene, and applying different transparencies to different sub-areas; The transparency is related to at least one of the following indicators of the sub-area: the attack capability of the sub-area to the enemy and the concealment of the sub-area.

14. The method according to claim 1, characterized in that When displaying the map of the virtual scene in the map interface, the method further includes: displaying at least one candidate position in the feasible area for deploying the first virtual prop; A transparency different from that of other positions in the feasible area is applied to the at least one candidate position, and the other positions represent positions in the feasible area other than the at least one candidate position.

15. The method according to claim 14, characterized in that The method further comprises: Acquire a plurality of historical positions for deploying the first virtual prop; Based on the multiple historical positions, determining at least one candidate position for deploying the first virtual prop; The types of candidate locations include at least one of the following: a historical location with the strongest attack capability against the enemy; a historical location with the highest concealment; a historical location with the highest deployment frequency; and a location after aggregating the multiple historical locations.

16. The method according to claim 14, characterized in that The method further comprises: Acquiring scene data of the virtual scene; Based on the scene data of the virtual scene and the first virtual prop, a position prediction model is called to perform position prediction processing to obtain at least one candidate position for deploying the first virtual prop; The position prediction model is obtained by training through historical scene data, deployed historical virtual props, and position annotations for deploying the historical virtual props.

17. A map interaction processing device in a virtual scene, characterized in that: The device comprises: A first display module, used for displaying a virtual scene, wherein the virtual scene includes a plurality of virtual objects; a second display module, configured to display a map interface of the virtual scene in response to a deployment trigger operation for a first virtual prop equipped by the first virtual object, and display a map of the virtual scene in the map interface, wherein the transparency of an infeasible area in the map interface is different from the transparency of a feasible area, and the infeasible area is an area in which any of the virtual objects cannot act; The second display module is further used to display a one-key automatic position selection function button; in response to a trigger operation on the one-key automatic position selection function button, determine the optimal position of at least one candidate position for deploying the first virtual prop as the target position, wherein the type of the optimal position includes at least one of the following: a candidate position with the strongest attack capability against the enemy; a candidate position with the highest concealment; a candidate position with the highest deployment frequency; a position after the at least one candidate position is aggregated; A third display module is configured to display the deployed first virtual prop at a position corresponding to the target position in the virtual scene in response to the target position being located in the feasible area.

18. An electronic device, characterized in that: The electronic device comprises: A memory for storing executable instructions; The processor is used to implement the map interaction processing method in the virtual scene described in any one of claims 1 to 16 when executing the executable instructions stored in the memory.

19. A computer-readable storage medium, characterized in that: Executable instructions are stored, which are used to implement the map interaction processing method in the virtual scene described in any one of claims 1 to 16 when executed by the processor.

20. A computer program product comprising a computer program or instructions, characterized in that When the computer program or instruction is executed by a processor, the map interaction processing method in a virtual scene described in any one of claims 1 to 16 is implemented.