Camp assembling method and device in virtual scene, equipment, medium and product

By automatically identifying and controlling virtual objects to join factions and initiate battles, the system solves the efficiency problem of the impact of players' social relationships, improves the efficiency of faction formation and battles in virtual scenarios, and enhances the player experience.

CN115645918BActive Publication Date: 2026-03-27BOOMING TECH (HANGZHOU) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-04
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In virtual scenarios, the need for social relationships among players leads to low human-computer interaction efficiency when forming player factions, affecting the participation experience in many-to-many battles.

Method used

By receiving relationship establishment operations, the system automatically determines whether virtual objects meet the gathering conditions and adds them to the system-controlled camp, automatically starting virtual battles and reducing the need for human control.

Benefits of technology

It improves the efficiency of human-computer interaction in forming factions and participating in virtual battles, provides multi-player battle options for players who are not good at socializing, and enhances the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a camp gathering method and device in a virtual scene, equipment, medium and product, and relates to the technical field of virtual environment. The method comprises the following steps: displaying a first virtual object in a virtual scene; receiving an association relationship establishment operation; and determining that the first virtual object joins a first camp in the case that the first virtual object meets a gathering condition corresponding to the first camp. The operation of starting a virtual battle of the first virtual object is switched from being controlled by a target account to being automatically controlled by a system. Since the operation of initiating gathering and the operation of starting a virtual battle are both automatically controlled by the system, the human-computer interaction efficiency of forming the first camp and the first virtual object participating in a virtual battle is improved.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present application relate to the technical field of virtual environment, and particularly relate to a method and apparatus for forming a camp in a virtual scene, a device, a medium and a product. BACKGROUND

[0002] In an application supporting a virtual scene, for example, a tactical game, a player can fight against another player in a one-on-one mode, and can also form a player camp with other players to fight against an enemy camp in a multi-on-multi mode.

[0003] In the related art, a player forms a camp with other players by initiating a request for gathering, and if the other players agree, the other players can join the player camp. When the number of players in the player camp reaches a preset number, each player in the player camp can control a corresponding virtual character to fight against the enemy camp.

[0004] However, in the related art, the player forms a camp with other players by initiating a request for gathering, and a certain social relationship between the players is required, which is low in efficiency of human-computer interaction when forming a player camp. SUMMARY

[0005] Embodiments of the present application provide a method and apparatus for forming a camp in a virtual scene, a device, a medium and a product, which improve the efficiency of human-computer interaction when forming a player camp. The technical solutions are as follows.

[0006] In one aspect, a method for forming a camp in a virtual scene is provided, and the method includes:

[0007] displaying a first virtual object in a virtual scene, the first virtual object being a virtual object controlled by a target account;

[0008] receiving an association relationship establishment operation, the association relationship establishment operation being used to control the first virtual object to join a first camp, the first camp being a camp created by a system and containing a system-developed battle rule, the first camp being automatically controlled by the system to start a virtual battle, and a virtual object in the first camp participating in the virtual battle in a battle mode conforming to the system-developed battle rule;

[0009] determining that the first virtual object joins the first camp if the first virtual object conforms to a gathering condition corresponding to the first camp.

[0010] In another aspect, an apparatus for forming a camp in a virtual scene is provided, and the apparatus includes:

[0011] a display module configured to display a first virtual object in a virtual scene, the first virtual object being a virtual object controlled by a target account;

[0012] receive a relationship establishment operation, the relationship establishment operation being used to control the first virtual object to join a first camp, the first camp being a camp created by a system and containing system-formulated battle rules, the first camp being automatically controlled by the system to start a virtual battle, and virtual objects in the first camp participating in the virtual battle in a manner conforming to the system-formulated battle rules;

[0013] control the first virtual object to join the first camp when the first virtual object conforms to a corresponding gathering condition of the first camp.

[0014] In another aspect, a computer device is provided, the computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the camp gathering method in the virtual scene as described in any of the above embodiments.

[0015] In another aspect, a computer-readable storage medium is provided, the storage medium having stored therein at least one instruction, at least one program, a code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by a processor to implement the camp gathering method in the virtual scene as described in any of the above embodiments.

[0016] In another aspect, a computer program product or computer program is provided, the computer program product or computer program comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the camp gathering method in the virtual scene as described in any of the above embodiments.

[0017] The technical solutions provided by the embodiments of the present application have at least the following beneficial effects:

[0018] By receiving the relationship establishment operation, it is determined whether the first virtual object conforms to the corresponding gathering condition of the first camp, and if so, the first virtual object is added to the first camp, thereby switching the operation of starting the virtual battle by the first virtual object from being controlled by the target account to being automatically controlled by the system. Since the operations of initiating the gathering and starting the virtual battle are both automatically controlled by the system, the human-computer interaction efficiency of forming the first camp and the virtual battle participated by the first virtual object is improved. BRIEF DESCRIPTION OF DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiments description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without any creative effort based on these drawings.

[0020] Figure 1 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flowchart of a camp gathering method in a virtual scene provided by an exemplary embodiment of the present application;

[0023] Figure 4 is a schematic diagram of a power structure provided by an exemplary embodiment of the present application;

[0024] Figure 5 is a flowchart of a camp gathering method in a virtual scene provided by another exemplary embodiment of the present application;

[0025] Figure 6 is a display diagram of an operation interface for joining a first camp provided by an exemplary embodiment of the present application;

[0026] Figure 7 is a display diagram of an interface after joining the first camp provided by an exemplary embodiment of the present application;

[0027] Figure 8 is an internal management flowchart of system-made control of a battle rule provided by an exemplary embodiment of the present application;

[0028] Figure 9 is a flowchart of a camp gathering method in a virtual scene provided by yet another exemplary embodiment of the present application;

[0029] Figure 10 is a display diagram of a first camp gathering completion provided by an exemplary embodiment of the present application;

[0030] Figure 11 is a display diagram of a first camp reaching a target attack point provided by an exemplary embodiment of the present application;

[0031] Figure 12 is a complete flowchart of a camp gathering method in a virtual scene provided by an exemplary embodiment of the present application;

[0032] Figure 13is a structural block diagram of the camp gathering device in the virtual scene provided by an exemplary embodiment of the present application;

[0033] Figure 14 is a structural block diagram of the computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0034] For the purpose, technical solutions and advantages of the present application to be clearer, the embodiments of the present application will be described in further detail below with reference to the drawings. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.

[0035] In the present application, the terms "first", "second", and the like are used to distinguish the same items or similar items with substantially the same function and action, and it should be understood that there is no logical or time sequence dependency between "first" and "second", and the quantity and execution order are not limited.

[0036] First, the terms involved in the embodiments of the present application are briefly introduced.

[0037] Non-Player Character (NPC): refers to a virtual character in the game that is not controlled by the user, generally controlled by the artificial intelligence of the computer, and is a virtual character that can have its own behavior pattern. The types of NPC include: scenario NPC, battle NPC, service NPC, etc. The scenario NPC refers to the NPC that provides the story scenario or information for the virtual character controlled by the user. When the virtual character controlled by the user performs a task in the game, the task is accompanied by a corresponding story scenario. Optionally, according to the exchange information or action of the user and the scenario NPC, the NPC can make different feedback, such as dropping virtual props, providing prompt information, issuing new tasks, etc. The battle NPC refers to the NPC that can fight with the virtual character controlled by the user. The battle NPC can be a virtual character belonging to the same team as the virtual character controlled by the user, or a NPC (i.e. enemy NPC) that the virtual character controlled by the user needs to attack. The service NPC refers to the NPC that provides services for the virtual character controlled by the user, such as a virtual character of a merchant in the virtual environment, a virtual character for training, etc. Optionally, such NPC performs fixed actions or issues fixed information. The virtual character controlled by the user receives the service of the service NPC and obtains corresponding information, props, experience values, etc.

[0038] Tactical competitive game: refers to a game in which at least two virtual objects compete in a single round mode in a virtual environment. The virtual objects survive in the virtual environment by avoiding attacks launched by other virtual objects and dangers existing in the virtual environment (such as a toxic gas ring, a swamp, etc.). When the virtual object's life value in the virtual environment is zero, the virtual object's life in the virtual environment ends, and the virtual object that survives in the virtual environment is the winning side. Optionally, the competition starts at the time when the first client joins the competition and ends at the time when the last client exits the competition, and each client can control one or more virtual objects in the virtual environment. Optionally, the competition mode can include a single-player mode, a two-player team mode, or a multi-player team mode, and the embodiments of the present application do not limit the competition mode.

[0039] In an application supporting a virtual scene, for example, a tactical competitive game, a player can have a one-on-one competition with other players, and can also form a player camp with other players to have a multi-versus-multi competition with an enemy camp. In the related art, a player gathers other players by initiating a gathering request, and if the other players agree, they can join the player camp. When the number of players in the player camp reaches a preset number, each player in the player camp can control his / her corresponding virtual character to compete with the enemy camp. However, in the above related art, the gathering of other players through the initiation of a gathering request requires a certain social relationship between players, and the human-computer interaction efficiency is low when forming a player camp.

[0040] Embodiments of the present application provide a camp gathering method in a virtual scene. By receiving an association relationship establishment operation, it is determined whether a first virtual object meets a gathering condition corresponding to a first camp. If the first virtual object meets the gathering condition, the first virtual object is added to the first camp, and thus the operation of starting a virtual competition by the first virtual object is switched from being controlled by a target account to being automatically controlled by the system. Since the operation of initiating gathering and starting a virtual competition are both automatically controlled by the system, on the one hand, the human-computer interaction efficiency of forming the first camp and the first virtual object participating in the virtual competition is improved; on the other hand, another option is provided for players who are not good at socializing to participate in a multi-versus-multi virtual competition, thereby improving the players' experience of the game.

[0041] The camp gathering method in a virtual scene obtained by the embodiments of the present application can be applied to various game scenes such as a mobile game scene and a PC game scene, and the embodiments of the present application do not limit this.

[0042] Figure 1 A structural block diagram of an electronic device provided by an example embodiment of the present application is shown. The electronic device 100 includes an operating system 120 and an application program 122.

[0043] The operating system 120 is basic software that provides safe access to computer hardware for the application program 122.

[0044] The application program 122 is an application program that supports a virtual environment. Optionally, the application program 122 is an application program that supports a three-dimensional virtual environment. The application program 122 can be any one of a virtual reality application program, a three-dimensional map program, a self-walking chess game, a puzzle game, a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online battle arena game (MOBA), and a multiplayer gun battle survival game. The application program 122 can be a single-player application program, such as a single-player three-dimensional game program, or a network online application program.

[0045] Secondly, an implementation environment involved in the embodiments of the present application is described, and schematically, reference is made to Figure 2 The implementation environment involves a terminal 210, a server 220, and a communication network 230, wherein the terminal 210 and the server 220 are connected through the communication network 230.

[0046] The terminal 210 supports displaying various interfaces in a target application program in which a target account is logged in. Schematically, the terminal 210 displays a virtual scene through the target application program, wherein the virtual scene includes a first virtual object, and the first virtual object is a virtual object controlled by the target account.

[0047] When the terminal 210 receives an association relationship establishment operation for controlling the first virtual object to join the first army, an association relationship establishment instruction is sent to the server 220. After the server 220 receives the instruction, it is judged whether the first virtual object meets the gathering condition corresponding to the first army. If yes, the first virtual object is controlled to join the first army, and the virtual objects in the first army are automatically controlled to start a virtual battle. Optionally, the server 220 stores a control instruction for the first army. When the control instruction is triggered, the server will control the first virtual object to automatically participate in the virtual battle in the first army according to the control instruction, and send the battle result of participating in the virtual battle to the terminal 210, and the terminal 210 displays the battle result.

[0048] It is worth noting that the terminal described above includes but is not limited to mobile terminals such as mobile phones, tablets, portable laptop computers, smart voice interaction devices, smart home appliances, and vehicle-mounted terminals, and can also be implemented as a desktop computer; the server described above can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and basic cloud computing services such as big data and artificial intelligence platforms.

[0049] Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, applications, and networks in a wide area network or local area network to achieve data calculation, storage, processing, and sharing. In some optional embodiments, the server can also be implemented as a node in a blockchain system.

[0050] It should be noted that before collecting the relevant data of the user (in this application, that is, the player) and during the process of collecting the relevant data of the user, a prompt interface, a pop-up window, or a voice prompt message can be displayed, which is used to prompt the user that the relevant data of the user is being collected, so that the application only starts to perform the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise (that is, without obtaining the confirmation operation of the user to the prompt interface or the pop-up window), ending the relevant steps of obtaining the relevant data of the user, that is, not obtaining the relevant data of the user. In other words, all user data collected by the application is collected with the consent and authorization of the user, and the collection, use, and processing of relevant user data need to comply with relevant laws, regulations, and standards in relevant countries and regions.

[0051] In combination with the above description and the implementation environment, the camp gathering method in the virtual scene provided in the embodiments of the present application is described. Please refer to Figure 3 which shows a flowchart of a camp gathering method in a virtual scene provided by an example embodiment of the present application. This method is applied to a terminal as shown in Figure 2 for example, as shown in Figure 3 The method comprises the following steps.

[0052] Step 301: Display a first virtual object in a virtual scene.

[0053] The first virtual object is a virtual object controlled by a target account.

[0054] The virtual scene refers to a virtual scene displayed (or provided) by the target application (for example, a tactical game application) when running on the terminal. The virtual scene is 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, which is not limited in the embodiments of the present application.

[0055] The target application has a target account logged in. Optionally, the first virtual object is a virtual avatar in the virtual scene for representing the target account. The virtual object can be a single virtual object (for example, a virtual cavalry object), or a virtual object group (for example, a virtual cavalry regiment) composed of multiple virtual objects, which is not limited in the embodiments of the present application.

[0056] Optionally, the player can control the first virtual object to perform activities in the virtual scene, such as walking, jumping, fighting, joining a camp, leaving a camp, gathering other virtual objects to form a camp, and disbanding a camp.

[0057] In step 302, a correlation relationship establishment operation is received.

[0058] The correlation relationship establishment operation is used to control the first virtual object to join the first camp. The first camp is a camp created by the system and containing a system-determined battle rule. The first camp is automatically controlled by the system to start a virtual battle, and the virtual objects in the first camp participate in the virtual battle in a manner conforming to the system-determined battle rule.

[0059] Illustratively, in the game, the first camp refers to a camp established by an NPC force (a force controlled by the system) in a game match. The NPC force corresponds to a system-determined battle rule. The virtual objects joining the camp will follow the system-determined battle rule corresponding to the NPC force to participate in the game match. The battle rule includes a rule for starting a virtual battle, a management rule for virtual objects (for example, management of virtual objects in the camp and relationship with virtual objects of other camps), a gathering condition of the camp, and the like, which is not limited in the embodiments of the present application.

[0060] Optionally, in the game, there are mainly a player force and a non-player force (i.e., an NPC force). The camp established by the player himself belongs to the player force, and the non-player force is automatically created by the system.

[0061] Optionally, the non-player force includes not only non-player characters, but also player characters. When the player character belongs to the non-player force, the player character can join the camp (i.e., the first camp) established by the non-player force. If the player character does not belong to the non-player force, the player character cannot join the camp established by the non-player force.

[0062] It is worth noting that the non-player force is a long-term force, and the camp established by the non-player force is a short-term camp. Illustratively, in the game, if the player joins a non-player force, the player will always belong to the non-player force without actively quitting or not meeting the joining conditions of the non-player force (for example, long-term non-participation in virtual battles); and for the first camp, the non-player force will establish a new camp every time a virtual battle is held, and players can be recruited to join the camp. Optionally, when one or more virtual battles end, the camp established by the non-player force will be dissolved, and after the dissolution, the players originally belonging to the camp will no longer belong to the camp, but still belong to the non-player force that established the camp.

[0063] Optionally, in the game, multiple non-player forces can be included, and the relationships between the non-player forces can be cooperative or hostile. In this case, the multiple camps established by different non-player forces can be cooperative or hostile, and the multiple camps established by the same non-player force can be cooperative or hostile.

[0064] Illustratively, please refer to Figure 4 , Figure 4 A force structure diagram in a game is shown, which includes a non-player force 400 and a player force 410 in the game:

[0065] Among them, the non-player force 400 includes player characters and NPCs, and the player characters in the non-player force 400 are characters that meet the joining conditions of the non-player force 400, for example; only when the level of the player character reaches level 10, can the player character join the non-player force 400; The characters included in the player force 410 all belong to player characters.

[0066] The non-player force 400 can establish a first camp 401 during the team recruitment period of a virtual battle, and the player characters belonging to the non-player force 400 have the right to join the first camp 401. If the player characters belonging to the non-player force 400 meet the joining conditions of the first camp 401, for example, the level of the player characters belonging to the non-player force 400 is greater than or equal to the target level set by the first camp, then the player characters belonging to the non-player force 400 can join the first camp 401.

[0067] The second camp 411 refers to a camp formed by player characters. If the first camp 401 and the second camp 411 are in a hostile relationship, they can conduct a virtual battle.

[0068] Optionally, the system automatically controls the start of the virtual battle, including at least one of the following cases:

[0069] 1. The system automatically controls the time, place and opponent of the virtual battle, and the player can control the virtual object in the virtual battle.

[0070] Illustratively, in the game, the virtual object controlled by the player can join the first camp. After joining the first camp, the player cannot control whether the virtual object participates in the virtual battle, and cannot control the start time, place and opponent of the virtual battle that needs to be participated in, and can only passively participate in the virtual battle controlled by the system. When the virtual battle starts, the player can control the virtual object to fight against the enemy virtual object in the battle.

[0071] 2. The system automatically controls the time, place and opponent of the virtual battle, and controls the virtual object in the virtual battle.

[0072] Illustratively, in the game, when the virtual object controlled by the player joins the first camp, the player loses the control right of the virtual object. The virtual object will start the virtual battle according to the battle rules set by the system, and fight against the enemy virtual object in the virtual battle according to the battle rules set by the system. Alternatively, the virtual object can be separated from the first camp, that is, separated from the control of the system. When the virtual object corresponding to the player is eliminated in the virtual battle, or the player chooses to quit the first camp, the virtual object can be separated from the control of the system, and the player can recover the control right of the virtual object.

[0073] Alternatively, the first camp includes a first NPC in the initial state, that is, before any virtual object controlled by the player joins. The first NPC belongs to a non-player force, and the first NPC is the founder of the first camp. Illustratively, when the virtual battle starts in the game, the system automatically generates the first NPC, and controls the first NPC to issue a command to establish the first camp, for gathering virtual objects controlled by the players to join the first camp. Alternatively, other virtual objects in the first camp assist the first NPC in participating in the virtual battle.

[0074] Alternatively, the first camp does not include any virtual object in the initial state. Alternatively, the virtual object controlled by the player can improve the level in the non-player force by participating in the virtual battle (for example, if the number of enemy virtual objects eliminated by the virtual object is greater than a preset threshold in a virtual battle, the level of the virtual object in the non-player force will be improved), and the virtual object with a high level can make other virtual objects assist in participating in the virtual battle. Illustratively, the level of virtual object 1 in the non-player force is 5, and the level of virtual object 2 in the non-player force is 1. The system can automatically control virtual object 2 to become an auxiliary object of virtual object 1, and then virtual object 2 needs to assist virtual object 1 in the virtual battle.

[0075] Optionally, the triggering condition of the above-mentioned association relationship establishment operation comprises at least one of the following conditions:

[0076] 1. The system automatically publishes a gathering request of the first camp, which is displayed in the public communication area in the virtual scene. In response to a player clicking the gathering request, an association relationship establishment control is displayed in the virtual scene. The player clicks the association relationship establishment control, which triggers the association relationship establishment operation.

[0077] Optionally, in response to the existence of an attackable stronghold of the first camp in the virtual scene, the system automatically publishes a gathering request of the first camp.

[0078] Illustratively, the first camp corresponds to a camp stronghold in the virtual scene. If there is an attackable stronghold (for example, the stronghold is garrisoned by another camp) within the range of the camp stronghold, the system will publish a gathering request to gather virtual objects to join the first camp, thereby launching an attack on the stronghold garrisoned by another camp.

[0079] 2. The system sends a gathering request of the first camp to virtual objects within a specified range. In response to a player clicking the gathering request, an association relationship establishment control is displayed in the virtual scene. The player clicks the association relationship establishment control, which triggers the association relationship establishment operation.

[0080] The specified range comprises at least one of the following conditions:

[0081] Condition one: the specified range refers to virtual objects that have not joined any camp within a preset time range.

[0082] Illustratively, in a tactical competitive game, there is a power battle scene. The power battle refers to a battle mode in which players can freely combine into a camp to fight against other camps and compete for the territory where the camp is located. Optionally, the power battle corresponds to a start time and an end time. After the power battle starts, if the virtual object corresponding to the player has not joined any camp within a preset time period, the player will receive a gathering request sent by the first camp. If the player agrees to the request, the virtual object will trigger an instruction to request to join the first camp.

[0083] Condition two: the specified range refers to virtual objects whose virtual character level is higher than a preset level.

[0084] Illustratively, in a tactical competitive game, after the power battle starts, the first camp will send a gathering request to players whose level is higher than 5. If the player agrees to the request, the virtual object will trigger an instruction to request to join the first camp.

[0085] Condition three: the virtual scene displays a camp identifier of the first camp. The specified range refers to virtual objects that are within a preset distance from the camp identifier.

[0086] Illustratively, in a tactical competitive game, after a force battle starts, the system randomly generates a first army and its corresponding army identifier in a virtual scene. The first army will send a rally request to players within a preset distance range of the army identifier. If the players agree to the request, an instruction is triggered for the virtual object to join the first army.

[0087] It should be noted that the above examples of the specified range are only illustrative, and the embodiments of the present application are not limited thereto.

[0088] 3. The first NPC corresponding to the first army is displayed in the virtual scene. In response to the player controlling the virtual object to interact with the first NPC, an association relationship establishment operation is triggered.

[0089] Optionally, when the number of interactions between the virtual object and the first NPC reaches a preset number threshold, the association relationship establishment operation is triggered. Illustratively, the virtual object and the first NPC have a conversation. When the number of conversations between the virtual object and the first NPC reaches a preset number threshold, the first NPC will send a rally request to the player corresponding to the virtual object. If the player agrees to the request, an instruction is triggered for the virtual object to join the first army.

[0090] Optionally, when the virtual object completes the task issued by the first NPC, the association relationship establishment operation is triggered. Illustratively, when the virtual object interacts with the first NPC, the first NPC can issue a game task (such as collecting a preset number of game props) to the virtual object. When the virtual object completes the task, the first NPC will send a rally request to the player corresponding to the virtual object. If the player agrees to the request, an instruction is triggered for the virtual object to join the first army.

[0091] Step 303: In a case where the first virtual object meets the rally condition corresponding to the first army, it is determined that the first virtual object joins the first army.

[0092] Optionally, the rally condition corresponding to the first army includes at least one of the following conditions:

[0093] 1. In a case where the number of virtual objects in the first army is less than a preset number threshold, it is determined that the first virtual object joins the first army.

[0094] The preset number threshold is the number of virtual objects that the first army can accommodate. Illustratively, assuming that the first army can accommodate 15 virtual objects, if the number of virtual objects in the first army is 10 at this time, the first virtual object can join the first army. If the number of virtual objects in the first army is 15 at this time, the first virtual object cannot join the first army.

[0095] 2. In a case where the level corresponding to the first virtual object is greater than the target level, it is determined that the first virtual object joins the first camp.

[0096] Optionally, the target level refers to a preset level in the system. That is, only when the level of the first virtual object is higher than the preset level, the first virtual object can successfully join the first camp; when the level of the first virtual object is lower than or equal to the preset level, the first virtual object cannot join the first camp.

[0097] Optionally, the target level refers to the level of other virtual objects. Illustratively, assuming that the number of virtual objects that can be accommodated by the first camp is 15, virtual object 1 and virtual object 2 simultaneously initiate a request to join the first camp, and the level of virtual object 1 is higher than the level of virtual object 2; at this time, the number of virtual objects of the first camp is 14, then the virtual object 1 with a high level successfully joins the first camp, and the virtual object 2 with a low level cannot join the first camp.

[0098] Optionally, the target level refers to the level corresponding to the first camp. Illustratively, the target level corresponding to the first camp is level 4, then only when the level corresponding to the first object is greater than level 4, the first virtual object is controlled to join the first camp.

[0099] In some optional embodiments, the above target level includes multiple levels, that is, the target level is actually a level range, then in response to the level corresponding to the first virtual object being within the level range, the first virtual object is controlled to join the first camp.

[0100] 3. The first camp corresponds to a first NPC, and in a case where the intimacy between the first virtual object and the first NPC is greater than a target intimacy, it is determined that the first virtual object joins the first camp.

[0101] Optionally, the intimacy between the first virtual object and the first NPC depends on the number of interactions between the first virtual object and the first NPC, and the number of times that the first virtual object completes the task issued by the first NPC; that is, the more the number of interactions between the first virtual object and the first NPC, and the more the number of times that the first virtual object completes the task issued by the first NPC, the higher the intimacy between the first virtual object and the first NPC.

[0102] Optionally, the target intimacy refers to a preset intimacy in the system. That is, only when the intimacy between the first virtual object and the first NPC is higher than the preset intimacy, the first virtual object can successfully join the first camp; when the intimacy of the first virtual object is lower than or equal to the preset intimacy, the first virtual object cannot join the first camp.

[0103] Optionally, the target affinity refers to the affinity of other virtual objects. Illustratively, assuming that the number of virtual objects that can be accommodated in the first camp is 15, virtual object 1 and virtual object 2 simultaneously initiate a request to join the first camp, the affinity of virtual object 1 to the first NPC is higher than the affinity of virtual object 2 to the first NPC; at this time, the number of virtual objects in the first camp is 14, then the virtual object 1 with higher affinity to the first NPC successfully joins the first camp, and the virtual object 2 with lower affinity to the first NPC cannot join the first camp.

[0104] 4. In a case where the type of the virtual object corresponding to the first virtual object is a preset type of the first camp, it is determined that the first virtual object joins the first camp.

[0105] The type of the virtual object includes a cavalry type, an artillery type, an infantry type, etc., which are not limited by the embodiments of the present application.

[0106] Illustratively, if the type of the virtual object required to be assembled in the first camp is the cavalry type, then only when the first virtual object is of the cavalry type, the first virtual object can successfully join the first camp. Optionally, the type of the virtual object required to be assembled in the first camp can also be multiple types, and each type corresponds to a number of virtual objects. Illustratively, if the first camp requires 3 cavalry, 10 infantry, and 2 artillery to be assembled, and there are currently 8 infantry, 2 artillery, and 2 cavalry in the first camp, then the first virtual object can successfully join the first camp when the first virtual object is of the cavalry type or the infantry type.

[0107] In some optional embodiments, the first camp is a camp established by a non-player force, and if the first virtual object does not belong to the non-player force when requesting to join the first camp, a relationship establishment interface is displayed, which is used to receive an operation of requesting the first virtual object to join the non-player force. Illustratively, a “request to join the first non-player force” control is displayed in the relationship establishment interface, and the player clicks the control to control the first virtual object to join the first non-player force. At this time, the first virtual object has the permission to join any camp established by the first non-player force.

[0108] Alternatively, in some optional embodiments, when the first virtual object successfully joins the first camp, the first virtual object will automatically join the non-player force that establishes the first camp.

[0109] In some optional embodiments, the first virtual object is a virtual object representing a player role, and in a case where the first virtual object meets the assembly condition corresponding to the first camp, it is determined that a virtual object group including a plurality of member virtual objects in the virtual object group follows the first virtual object to join the first camp, and the virtual object group is used to cooperate with the first virtual object to participate in a virtual battle.

[0110] Optionally, the first virtual object can be followed by a plurality of virtual object groups, wherein the group member virtual objects in each virtual object group belong to the same kind of virtual object; or the group member virtual objects in each virtual object group belong to different kinds of virtual objects.

[0111] Optionally, the virtual object kind corresponds to a virtual battle mode of the virtual object in the virtual scene.

[0112] Illustratively, the virtual object group A is a virtual object group of cavalry type, and the virtual object group B is a virtual object group of close combat infantry type. According to the difference of the virtual object kind, different virtual object kinds correspond to different virtual battle modes.

[0113] For example, the group member virtual objects in the virtual object group A are virtual objects of cavalry type. When the group member virtual objects in the virtual object group A perform virtual battle in the virtual scene, the virtual battle is performed in the virtual battle mode corresponding to the cavalry type, such as the group member virtual objects in the virtual object group A attacking the enemy virtual objects on horseback, and the attack mode on horseback is taken as the virtual battle mode corresponding to the cavalry type.

[0114] Illustratively, assuming that the number of virtual objects that the first army can accommodate is 15, if the number of virtual objects in the first army is 10 at this time, no matter how many group member virtual objects follow the first virtual object, the first virtual object can join the first army, and after the first virtual object joins the first army, the group member virtual objects also follow to join the first army, and the number of group member virtual objects is not counted into the number of virtual objects that the first army can accommodate; if the number of virtual objects in the first army is 15 at this time, the first virtual object cannot join the first army.

[0115] Or, assuming that the number of virtual objects that the first army can accommodate is 15, at this time the number of virtual objects in the first army is 10, if there are 4 group member virtual objects following the first virtual object, the first virtual object can join the first army, and after the first virtual object joins the first army, the group member virtual objects also follow to join the first army, and the number of group member virtual objects is counted into the number of virtual objects that the first army can accommodate; if there are 5 group member virtual objects following the first virtual object, the first virtual object cannot join the first army.

[0116] Optionally, after the first virtual object joins the first army, the battle result of the first virtual object participating in the virtual battle in the first army can be displayed.

[0117] Optionally, the battle result of the first virtual object participating in the virtual battle in the first camp under system control is displayed. Illustratively, after the virtual battle is started, the player cannot control the virtual object to fight, and the virtual object is automatically controlled by the system to fight, for example, the system controls the virtual cavalry object to use the charge skill to charge and cause damage to the enemy virtual object.

[0118] Alternatively, the battle result of the first virtual object participating in the virtual battle in the first camp under player control is displayed. Illustratively, the player cannot control the start time, end time, start location, and battle object of the virtual battle, but the player can control the fighting manner (for example, the skill used) of the virtual object when participating in the virtual battle, and the player controls the virtual object to cause damage to the enemy virtual object.

[0119] Optionally, when the number of virtual objects in the first camp is equal to a preset number threshold, the battle result of the first virtual object participating in the virtual battle in the first camp is displayed in response to the number of virtual objects in the first camp being equal to the preset number threshold within a preset assembly duration of the first camp. Illustratively, assuming that the preset assembly duration corresponding to the first camp is 3 minutes and the preset number threshold is 15, if the number of virtual objects added to the first camp reaches 15 within 3 minutes, the assembly ends, and the system will control all virtual objects in the first camp to participate in the virtual battle.

[0120] Optionally, in response to the assembly time corresponding to the first camp reaching the preset assembly duration, and the difference between the number of virtual objects in the first camp and the preset number threshold being greater than a difference threshold, a second virtual object corresponding to the difference is added to the first camp, and the second virtual object is used to indicate a virtual object of a non-player character type. Illustratively, taking 0 as the difference threshold, if the number of virtual objects added to the first camp is 13 after the preset assembly duration of 3 minutes ends, the number does not reach 15, and the system will automatically add 2 NPCs to the first camp, so that the number of virtual objects in the first camp is 15.

[0121] Optionally, other camps cannot attack the first camp within the preset assembly duration of the first camp.

[0122] Optionally, the first camp starts the virtual battle according to a preset system-determined battle rule and controls the first virtual object to participate in the virtual battle. The preset system-determined battle rule refers to the time, location, and battle object of the virtual battle corresponding to the first camp stored in the system. Illustratively, when the first camp reaches the preset assembly point, the virtual battle is started, and the battle object of the virtual battle is the camp in the fort closest to the assembly point; or when the first camp is attacked by other camps, the virtual battle against the other camps is immediately started. The details of the system-determined battle rule are not limited in the embodiments of the present application.

[0123] Optionally, when participating in the virtual battle, the first virtual object can be separated from the first camp, wherein the separation from the first camp includes at least one of the following cases:

[0124] 1. The player controls the first virtual object to separate from the first camp.

[0125] Optionally, a control of "quitting the first camp" is displayed in the virtual scene, and the player triggers the control to separate from the first camp.

[0126] 2. The system automatically controls the first virtual object to separate from the first camp.

[0127] Optionally, in a case where the battle result of the first virtual object participating in the virtual battle in the first camp is a first battle result, it is determined that the first virtual object separates from the first camp.

[0128] The first battle result indicates that the attribute value of the first virtual object is less than or equal to a preset attribute value threshold. Illustratively, when the first virtual object participates in the virtual battle, the health value is less than or equal to a preset health value threshold, or the health value of the first virtual object is 0, the system can control the first virtual object to separate from the first camp.

[0129] Alternatively, the first battle result indicates that the first camp fails in the virtual battle. Illustratively, when the enemy camp occupies the first camp, or the enemy camp eliminates all virtual objects in the first camp, it means that the first camp fails in the virtual battle, and the first camp will be dissolved, and the first virtual object separates from the first camp.

[0130] In summary, the camp gathering method in the virtual scene provided by the embodiments of the present application receives the association relationship establishment operation, judges whether the first virtual object meets the gathering condition corresponding to the first camp, and if so, adds the first virtual object to the first camp, thereby switching the operation of starting the virtual battle of the first virtual object from the target account control to the system automatic control, and forming the first camp, and displaying the battle result of the first virtual object participating in the virtual battle in the first camp. Since the operations of initiating the gathering and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first camp and the first virtual object participating in the virtual battle is improved.

[0131] The method provided by the embodiments of the present application controls the first virtual object to join the first camp when the number of virtual objects in the first camp is less than a preset number threshold, which limits the number of virtual objects that can be accommodated in the first camp, thereby improving the efficiency of forming the first camp.

[0132] The method provided in the embodiments of the present application, in the corresponding assembly duration of the first camp, when the number of virtual objects joining the first camp is equal to the number of virtual objects that can be accommodated in the first camp, that is, the first camp is successfully formed, the system can control the virtual objects in the first camp to participate in the virtual battle; when the assembly duration of the first camp has been reached, the first camp ends assembly, and if the number of virtual objects in the first camp is less than the number of virtual objects that can be accommodated in the first camp at this time, the system will supplement a corresponding number of non-player characters in the first camp, thereby further improving the efficiency of forming the first camp through the limitation of time and number.

[0133] The method provided in the embodiments of the present application, in the process of participating in the virtual battle, if the attribute value of the first virtual object is less than or equal to the preset attribute value threshold, the system automatically controls the first virtual object to leave the first camp, thereby improving the human-computer interaction efficiency of the first virtual object when participating in the virtual battle.

[0134] In some optional embodiments, the system that starts the virtual battle formulates the battle rule as being attacked by other camps, that is, the virtual battle of the camp can be started, please refer to Figure 5 which shows a flowchart of a camp assembly method in a virtual scene provided in an example embodiment of the present application, which is applied to a terminal as shown in Figure 2 for example, and as shown in Figure 5 the method comprises the following steps.

[0135] Step 501, display a first virtual object in a virtual scene.

[0136] The first virtual object is a virtual object controlled by a target account.

[0137] Step 502, receive an association relationship establishment operation.

[0138] The association relationship establishment operation is used to control the first virtual object to join the first camp, the first camp is a camp created by the system and containing the battle rules formulated by the system, the first camp is automatically controlled by the system to start the virtual battle, and the virtual objects in the first camp participate in the virtual battle in a battle mode that conforms to the battle rules formulated by the system.

[0139] Illustratively, in the game, the first camp refers to a camp established by an NPC force in a game match, and the virtual objects joining the camp will follow the system-formulated battle rules corresponding to the NPC force to participate in the game match.

[0140] Optionally, if there are virtual object groups (including a plurality of member virtual objects) following the first virtual object, the system automatically controls the selection of the time, place and battle object of the virtual battle, and the player can control the first virtual object and the plurality of member virtual objects to participate in the virtual battle.

[0141] The player can control the first virtual object and the member virtual object respectively to participate in the virtual battle. Alternatively, in response to receiving the first control operation on the first virtual object, a first action animation corresponding to the first control operation is displayed for the first virtual object to perform in the virtual scene; in response to receiving the second control operation on the virtual object group, a second action animation coordinated with the first virtual object is displayed for the virtual object group to perform in the virtual scene.

[0142] The first control operation is used to indicate an operation mode for controlling the first virtual object to perform a corresponding action in the virtual scene, for example, the first control operation is used to control the first virtual object to perform an attack action in the virtual scene, and the first virtual object performs the attack in the virtual scene based on the first control operation. The second control operation is used to indicate an operation mode for controlling the virtual object group to perform an action coordinated with the first virtual object in the virtual scene.

[0143] Alternatively, in response to receiving the second control operation on the specified virtual object group, the member virtual objects in the specified virtual object group enter a target coordination mode. Alternatively, after displaying the first virtual object and the member virtual objects in the specified virtual object group in the virtual scene, the player can select the coordination mode of the specified virtual object group to control the virtual battle state of the specified virtual object group.

[0144] Alternatively, in response to receiving the trigger operation on the coordination mode selection control, the target coordination mode is determined.

[0145] Alternatively, a plurality of coordination mode selection controls are displayed in the virtual scene, different coordination mode selection controls correspond to different coordination modes, and the target coordination mode for the member virtual objects in the specified object group to participate in the virtual battle is determined based on the trigger operation of the player on the coordination mode selection control.

[0146] The target coordination mode is used to indicate that the member virtual objects coordinate with the first virtual object in the virtual battle.

[0147] Alternatively, after the target coordination mode is determined, the member virtual objects move, attack, and the like in the virtual scene based on the target coordination mode to coordinate with the first virtual object in the virtual battle.

[0148] For example, the target coordination mode is a follow mode, and after the target coordination mode is determined, the member virtual objects in the specified virtual object group follow the first virtual object in the virtual scene; or the target coordination mode is a hold mode, and after the target coordination mode is determined, the member virtual objects in the specified virtual object group hold at a specified position in the virtual scene.

[0149] Optionally, in response to the existence of the attackable base of the first camp in the virtual scene, the system automatically issues a rally request of the first camp. If the player responds to the rally request (e.g., agrees to the rally request), a relationship establishment interface is displayed on the target application interface of the player, which includes the name of the first camp, the identification of the first camp (e.g., a badge representing the camp, etc.), the current rally countdown of the first camp, and the number of virtual objects currently included in the first camp.

[0150] For illustration, please refer to Figure 6 After the player responds to the rally request, a relationship establishment interface 600 is displayed on the interface of the virtual scene of the player, in which a “join the first camp” control 601 is displayed. The player can click the “join the first camp” control 601 to send a request to join the first camp to the first camp. All the blocks in the interface 600 represent the number of virtual objects that can be accommodated by the first camp. Among them, the black block 602 represents that the position has been joined by a virtual object. Optionally, the player can click the black block 602 to view the basic information (e.g., nickname, level, etc.) of the joined virtual object. The white block 603 represents that the position has no virtual object, that is, the number of black blocks in the interface 600 represents the number of virtual objects currently existing in the first camp.

[0151] Optionally, in the interface 600, the rally remaining time “03:25” is also displayed, which represents that the rally of the first camp will end in 3 minutes and 25 seconds. If the player does not want to join the first camp, the player can click the “back” or “exit” control; or when the rally ends, the player will automatically exit the interface 600.

[0152] Optionally, during the rally time of the camp, the first camp cannot be attacked by other camps.

[0153] In some optional embodiments, the above relationship establishment operation is also used to control the joining of the camp where the first virtual object is located into the first camp. For illustration, in the power struggle of the tactical competitive game, the virtual objects in a camp usually need to reach a certain number threshold to be qualified to participate in the power struggle. If the number of virtual objects in the camp where the player is located does not reach a certain number threshold, the player can choose to join the first camp. It should be noted that after the player’s camp and the first camp are merged, the camp level operation (e.g., how to start a virtual battle) is controlled by the system, and the player can only control the corresponding virtual objects to fight in the virtual battle or exit the camp.

[0154] Step 503, in the case that the first virtual object meets the rally condition of the first camp, determining that the first virtual object joins the first camp.

[0155] Optionally, in the case that the number of virtual objects in the first camp is less than the preset number threshold, it is determined that the first virtual object joins the first camp. Illustratively, please refer to Figure 6 , the number of black squares is 1 (representing the number of virtual objects in the first camp at this time), and the number of all squares is 15 (representing the preset number threshold), which means that the first virtual object meets the corresponding gathering condition of the first camp. After the first virtual object successfully joins the first camp, the first virtual object will start the virtual battle controlled by the system. Illustratively, please refer to Figure 7 , which shows an interface of successful joining of the first virtual object into the first camp. In the interface 700, a gathering landmark 701 of the first camp is displayed, which displays the name of the non-player force to which the first camp belongs, the number of virtual objects currently, the number of virtual objects that can be accommodated, and the remaining time of gathering. The operation interface 702 of the first virtual object is also displayed, which displays the "exit the first camp" control 703. Clicking the "exit the first camp" control 703, the first virtual object can exit the first camp.

[0156] In some optional embodiments, the system formulating the battle rule is also used to control the internal management of the non-player force to which the first camp belongs. Illustratively, the internal management includes official appointment, transfer of family leader, and removal of internal members, which are not limited by the embodiments of the present application.

[0157] Among them, the official appointment refers to adjusting the level of a virtual object that meets the condition. Illustratively, the level of the virtual object when it first joins the non-player force is level 1. When the virtual object participates in the virtual battle and accumulates 5 eliminated enemy virtual objects in the non-player force, the level of the virtual object in the non-player force is adjusted to level 2, and so on. The transfer of the family leader refers to that when the level of a target virtual object in the non-player force rises to the highest level set by the non-player force, the system can transfer the control right of the non-player force to the target virtual object, that is, the target virtual object will control the time, place and object of the virtual battle started by the first camp. The removal of internal members refers to that when the number of times of participation in the virtual battle by a virtual object in the non-player force within a preset time period is less than or equal to a first preset number of times, or the cumulative number of times of non-participation in the virtual battle by the virtual object in the non-player force is greater than or equal to a second preset number of times, the system can remove the virtual object from the first camp.

[0158] Illustratively, please refer to Figure 8 , which shows a flowchart of internal management provided by the embodiments of the present application, including the following steps:

[0159] S801: Start.

[0160] That is, the process of content management of the system on the first camp starts.

[0161] S802: Determine if a player has failed to participate in virtual battles multiple times.

[0162] That is, to collect data on players' actions in virtual battles within the first faction and analyze the number of times players participate in virtual battles.

[0163] S803: If a player fails to participate in virtual battles multiple times, the player will be removed from the non-player faction.

[0164] As an example, if a player does not participate in virtual battles for three consecutive times (assuming the system's default number of times is three), the system will automatically remove the player from the non-player faction.

[0165] S806: End.

[0166] That is, to end the system's content management process for the first camp.

[0167] S804: If a player participates in virtual battles multiple times, determine whether the player has met the requirements for the next level of promotion.

[0168] For example, if the promotion requirement is the number of enemy virtual objects eliminated, then the number of enemy virtual objects eliminated by the player is calculated to determine the corresponding target level.

[0169] S805: If a player meets the requirements for the next rank promotion, the player's rank will be promoted.

[0170] As an example, if the number of eliminations reaches the number corresponding to the target level, the player will be adjusted to that target level. Optionally, after promoting a player's position, return to step 804 to continue determining whether the player has met the requirements for the next level of promotion.

[0171] S806: If the player does not meet the requirements for the next rank promotion, the game ends.

[0172] Indicatively, if the number of eliminations does not reach the number corresponding to the target level, the system's internal management process for non-player factions will end.

[0173] Step 504: In the case of the first camp being attacked by the second camp, display the battle results of the first virtual object fighting against the second camp in the first camp.

[0174] The first and second factions are hostile to each other.

[0175] Optionally, the scenario where the first faction is attacked by the second faction includes at least one of the following:

[0176] 1. When the first faction, which is in a moving state, is attacked by the second faction, the moving state refers to the state in which virtual objects in the first faction are moving within the virtual scene.

[0177] Illustratively, after the first army is assembled, the first army will move to the designated campsite according to the system-determined battle rules. During the movement of the first army, if the first army is chased by the second army, the system will immediately start a virtual battle, control the virtual objects in the first army to enter the virtual battle, and control the virtual objects to fight against the enemy virtual objects in the second army; or, the players control their respective virtual objects to fight against the enemy virtual objects in the second army.

[0178] 2. In the case that the first army in the camp state is attacked by the second army, the camp state refers to a state in which the virtual objects in the first army stay at the designated place in the virtual scene.

[0179] Illustratively, after the first army is assembled, the first army will move to the designated campsite (i.e., the designated place) from the assembly point. When the first army is attacked by other armies at the campsite, the system will start a virtual battle against the second army, control the virtual objects in the first army to enter the virtual battle, and control the virtual objects to fight against the enemy virtual objects in the second army; or, the players control their respective virtual objects to fight against the enemy virtual objects in the second army.

[0180] Optionally, if the virtual objects in the first army are all eliminated in the virtual battle with the second army, the first army is dissolved.

[0181] In summary, the camp assembly method in the virtual scene provided by the embodiments of the present application receives an association relationship establishment operation, judges whether the first virtual object meets the assembly condition corresponding to the first army, adds the first virtual object to the first army if the first virtual object meets the assembly condition, thereby switching the operation of starting the virtual battle of the first virtual object from being controlled by the target account to being automatically controlled by the system, forming the first army, and displaying the battle result of the first virtual object participating in the virtual battle in the first army. Since the operations of initiating the assembly and starting the virtual battle are both automatically controlled by the system, the human-computer interaction efficiency of forming the first army and the first virtual object participating in the virtual battle is improved.

[0182] The method provided by the embodiments of the present application improves the human-computer interaction efficiency of the first virtual object participating in the virtual battle when the first army is in the moving or camp state and is attacked by other armies.

[0183] In some optional embodiments, the virtual scene includes a target attack point, which is used to indicate a place where the virtual objects in the first army assemble and attack the third army. The system-determined battle rules for starting the virtual battle are to reach the target attack point. Please refer to Figure 9Fig. 1 shows a flowchart of a method for gathering troops in a virtual scene according to an example embodiment of the present application, which is applied to a terminal as shown in Fig. 2, and the method includes the steps of: Figure 2 Fig. 3 shows a flowchart of a method for gathering troops in a virtual scene according to an example embodiment of the present application, which is applied to a terminal as shown in Fig. 2, and the method includes the steps of: Figure 9

[0184] Step 901, displaying a first virtual object in a virtual scene.

[0185] The first virtual object is a virtual object controlled by a target account.

[0186] Optionally, the first virtual object is a virtual avatar in the virtual scene for representing the target account, and the virtual object can be a single virtual object (e.g., a virtual cavalry object) or a virtual object group composed of multiple virtual object members (e.g., a virtual cavalry regiment), which is not limited in the embodiments of the present application.

[0187] Step 902, receiving an association relationship establishment operation.

[0188] The association relationship establishment operation is used to control the first virtual object to join a first camp, the first camp is a camp created by a system and containing battle rules formulated by the system, the first camp is automatically controlled by the system to start a virtual battle, and the virtual objects in the first camp participate in the virtual battle in a battle mode conforming to the battle rules formulated by the system.

[0189] Illustratively, in a game, the first camp refers to a camp established by an NPC force in a game match, and the virtual objects joining the camp will follow the system formulated battle rules corresponding to the NPC force to participate in the game match.

[0190] Step 903, determining the first virtual object to join the first camp in a case where the first virtual object meets a gathering condition corresponding to the first camp.

[0191] Optionally, in a case where the number of virtual objects in the first camp is less than a preset number threshold, the first virtual object is determined to join the first camp. The preset number threshold is the number of virtual objects that the first camp can accommodate, illustratively, assuming that the number of virtual objects that the first camp can accommodate is 15, if the number of virtual objects in the first camp is 10 at this time, the first virtual object can join the first camp; if the number of virtual objects in the first camp is 15 at this time, the first virtual object cannot join the first camp.

[0192] Step 904, displaying a battle result of the first virtual object in the first camp in a battle with a third camp in a case where the first camp moves to a target attack point.

[0193] ​Optionally, in response to the completion of the first camp gathering, that is, the gathering time of the first camp is within the preset gathering duration, the number of virtual objects joining the first camp is equal to the preset number threshold corresponding to the first camp, and the gathering time of the first camp reaches the preset gathering duration, the system can control the first camp to move to the specified target attack point and camp.

[0194] For illustration purposes, refer to Figure 10 which shows an interface schematic diagram of the completion of the first camp gathering, as shown in Figure 10 In the interface 1000, the number of virtual objects in the first camp in which the first virtual object 1001 is located is 15, which has reached the number of virtual objects that the first camp can accommodate.

[0195] For illustration purposes, refer to Figure 11 which shows an interface schematic diagram of the first camp reaching the target attack point after the completion of the gathering, in the interface 1100, the system controls the virtual objects in the first camp to camp at the specified camping point 1101.

[0196] Optionally, in the case where the first camp moves to the target attack point, a timer is triggered to start timing; in response to the timing duration of the timer reaching a preset duration, a battle result of the first virtual object in the first camp fighting against the third camp is displayed.

[0197] For illustration purposes, when the virtual objects in the first camp move to the target attack point, the construction of the defense works at the target attack point will start, and the construction time of the defense works is the preset duration. Within the preset duration, the first camp cannot actively launch an attack on other camps. After the construction of the defense works is completed (that is, after the timing duration of the timer reaches the preset duration), the system will control the virtual objects in the first camp to start the virtual battle against the third camp.

[0198] Optionally, before moving to the target attack point, the position of the target attack point also needs to be determined according to the position of the third camp.

[0199] For illustration purposes, the system first determines the camp to be attacked according to the position of the gathering point or the level of the virtual objects gathered, for example, selecting the camp in the closest camp to the position of the gathering point as the attack target (the third camp), or selecting the camp in the camp whose average level of virtual objects is the same as the average level of the virtual objects gathered as the attack target. Secondly, the position of the target attack point is determined according to the terrain around the third camp and the type of the virtual objects gathered. For illustration purposes, if the terrain around the third camp is a plain and the virtual objects are mainly cavalry, the target attack point can be selected at a relatively flat location in the plain and at a certain distance from the camp where the third camp is located. ​

[0200] Optionally, in the process of the virtual object joining the first army and participating in the virtual battle, the virtual object can obtain additional battle attribute bonus in the virtual battle. Taking the virtual knight object as an example, in the initial state, the damage value of the charge skill of the virtual knight object to the enemy virtual object is 100 points when the virtual knight object is 5 meters away; if the virtual knight object uses the charge skill when participating in the virtual battle in the first army, the damage value to the enemy virtual object is 120 points when the virtual knight object is 5 meters away. Optionally, in the process of the virtual object joining the first army and participating in the virtual battle, additional virtual resource bonus can also be obtained. Illustratively, if the player joins the army formed by other players and the number of virtual objects eliminated in the enemy army in the army is 5, 500 virtual resources can be obtained; if the player joins the first army established by the non-player force, and the number of virtual objects eliminated in the enemy army in the army is also 5, 800 virtual resources can be obtained.

[0201] In summary, the camp gathering method in the virtual scene provided by the embodiments of the present application receives the association relationship establishment operation, judges whether the first virtual object meets the gathering condition corresponding to the first army, and if so, adds the first virtual object to the first army, so as to switch the operation of starting the virtual battle of the first virtual object from being controlled by the target account to being automatically controlled by the system, and form the first army, and display the battle result of the first virtual object participating in the virtual battle in the first army. Since the operations of initiating the gathering and starting the virtual battle are automatically controlled by the system, the human-computer interaction efficiency of forming the first army and the first virtual object participating in the virtual battle is improved.

[0202] The method provided by the embodiments of the present application can optionally start the virtual battle when the target attack point corresponding to the attack countdown ends, and the system will control the first virtual object to participate in the virtual battle in the first army, thereby improving the human-computer interaction efficiency of the first virtual object when participating in the virtual battle.

[0203] Please refer to Figure 12 which shows the complete flowchart of the camp gathering method in the virtual scene provided by an example embodiment of the present application, as shown in Figure 12 The method comprises the following steps.

[0204] Step 1201, start.

[0205] That is, the system automatically controls the process of the first army in the virtual scene participating in the virtual battle.

[0206] Step 1202, judge whether there is an attackable stronghold.

[0207] That is, the system judges whether there is an attackable stronghold in the virtual scene.

[0208] Optionally, the system randomly generates a plurality of camp gathering points in the virtual scene, the camp gathering points are distributed at various positions in the virtual scene, taking the target gathering point as an example, it is determined whether there is a stronghold of an enemy camp in a preset range of the target gathering point, that is, it is determined whether there is an attackable stronghold in the virtual scene.

[0209] In step 1203, if there is no attackable stronghold, the process ends.

[0210] Illustratively, if there is no stronghold of an enemy camp in the preset range of the target gathering point, that is, it is determined that there is no attackable stronghold in the virtual scene, the system automatically controls the first camp in the virtual scene to end the process of participating in the virtual battle.

[0211] In step 1204, if there is an attackable stronghold, the gathering is initiated.

[0212] Illustratively, if there is a stronghold of an enemy camp in the preset range of the target gathering point, that is, it is determined that there is an attackable stronghold in the virtual scene, the system can automatically publish a gathering request of the first camp, the gathering request is displayed in the public communication area in the virtual scene, in response to a player clicking the gathering request, a control of “joining the first camp” is displayed in the virtual scene, and the player clicks the control to trigger a request of joining the first camp.

[0213] Alternatively, the system sends a gathering request of the first camp to virtual objects in a specified range, in response to a player clicking the gathering request, a control of “joining the first camp” is displayed in the virtual scene, and the player clicks the control to trigger a request of joining the first camp. The specified range refers to virtual objects that have not joined any camp within a preset time range; or refers to virtual objects whose levels are higher than a preset level corresponding to the player’s virtual role; or refers to virtual objects whose distances from the gathering point of the first camp are less than a preset distance, which is not limited by the embodiments of the present application.

[0214] In step 1205, it is determined whether the first camp is full.

[0215] That is, it is determined the size relationship between the number of virtual objects currently existing in the first camp and the number of virtual objects that can be accommodated by the first camp.

[0216] In step 1206, if the first camp is not full, it is determined whether the waiting countdown of the first camp is ended.

[0217] If the number of virtual objects currently existing in the first camp is less than the number of virtual objects that can be accommodated by the first camp, it is determined that the first camp is not full, and it is further determined whether the waiting countdown of the first camp is ended, that is, it is determined whether the gathering duration (counted from the initiation of the gathering) of the first camp is equal to a preset gathering duration.

[0218] Step 1207, if the first camp waiting countdown ends, the NPC warriors and the troops carried by the NPC warriors are supplemented.

[0219] That is, if the number of virtual objects currently existing in the first camp is less than the number of virtual objects that the first camp can accommodate, and the assembly duration of the first camp is equal to the preset assembly duration, it indicates that the virtual objects in the first camp are not full after the assembly ends, and the NPC warriors and the troops carried by the NPC warriors controlled by the system can be supplemented in the first camp.

[0220] Step 1208, the first camp marches.

[0221] That is, after the NPC warriors and the troops carried by the NPC warriors controlled by the system, the number of virtual objects in the first camp is equal to the number of virtual objects that the first camp can accommodate, and it is judged that the first camp is full, and the system can control the virtual objects in the assembly of the first camp to move to the camp site. The camp site is the target attack point in step 804, and the determination method of the target attack point has been described in step 804, which will not be repeated here.

[0222] Step 1205, if the first camp waiting countdown has not ended, it is judged whether the first camp is full.

[0223] Illustratively, if the assembly duration of the first camp is less than the preset assembly duration, return to step 1205 to judge the size relationship between the number of virtual objects currently existing in the first camp and the number of virtual objects that the first camp can accommodate.

[0224] Step 1208, if the first camp is full, the first camp marches.

[0225] Illustratively, if the number of virtual objects currently existing in the first camp is equal to the number of virtual objects that the first camp can accommodate when the assembly duration of the first camp is less than or equal to the preset assembly duration, it is judged that the first camp is full, and the system can control the virtual objects in the assembly of the first camp to move to the camp site.

[0226] Step 1209, it is judged whether the first camp is pursued.

[0227] That is, in the process of the first camp moving to the camp site, it is judged whether an enemy camp pursues the first camp.

[0228] Step 1210, if the first camp is pursued, the first camp carries out a pursuit battle.

[0229] If the first camp is chased by the hostile camp, the system controls the first camp to start a virtual battle with the hostile camp immediately. The system controls the virtual objects to fight with the hostile virtual objects in the hostile camp; or the players control the respective virtual objects to fight with the hostile virtual objects in the hostile camp.

[0230] Step 1211, judging whether the chase battle is won.

[0231] Optionally, judging whether the first camp eliminates all the virtual objects in the hostile camp or all the virtual objects in the hostile camp escape from the attack range of the first camp.

[0232] Step 1209, if the chase battle is won, judging whether the first camp is chased.

[0233] That is, if the first camp eliminates all the virtual objects in the hostile camp or all the virtual objects in the hostile camp escape from the attack range of the first camp, it is judged that the first camp wins the chase battle. After the chase battle is won, the first camp continues to move to the camping point, and if there is still other hostile camp attacking the first camp in the process, step 1209 is continued.

[0234] Step 1212, if the chase battle is not won, the first camp is dissolved.

[0235] Optionally, if all the virtual objects in the first camp are eliminated, it is judged that the chase battle is not won, and the first camp is dissolved.

[0236] Step 1203, ending.

[0237] That is, after the first camp is dissolved, the process of the first camp participating in the virtual battle in the virtual scene is ended automatically.

[0238] Step 1213, if the first camp is not chased, the first camp camps.

[0239] If there is no hostile camp chasing the first camp, the system controls the first camp to start camping after reaching the camping point. Optionally, the camping corresponds to a camping time, and the timing starts as soon as the first camp reaches, and ends immediately, and then the camping ends. Optionally, during the camping, the first camp cannot initiate an attack actively, but other camps can attack the first camp in the camping.

[0240] Step 1214, judging whether the first camp is attacked.

[0241] That is, judging whether the first camp is attacked by the hostile camp during the camping.

[0242] Step 1215, if the first camp is attacked, the first camp fights the camp battle.

[0243] If the first camp is attacked by the enemy camp during the camping process, the system immediately controls the first camp to start a virtual battle against the enemy camp in the campsite. The system will control the virtual objects to fight against the enemy virtual objects in the enemy camp; or the players control their respective virtual objects to fight against the enemy virtual objects in the enemy camp.

[0244] Step 1216: Determine whether the campsite battle is won.

[0245] Optionally, it is determined whether the virtual objects in the enemy camp are all eliminated by the first camp, or whether all the virtual objects in the enemy camp escape from the attack range of the first camp.

[0246] Step 1214: If the campsite battle is won, determine whether the campsite of the first camp is attacked.

[0247] That is, if the virtual objects in the enemy camp are all eliminated by the first camp, or all the virtual objects in the enemy camp escape from the attack range of the first camp, it is determined that the first camp wins this campsite battle. After the pursuit battle is won, the first camp continues to camp, and if there is still an attack from other enemy camps on the first camp during the process, step 1214 is continued.

[0248] Step 1212: If the campsite battle is not won, the first camp is disbanded.

[0249] Optionally, if all the virtual objects in the first camp are eliminated, it is determined that the campsite battle is not won, and the first camp is disbanded.

[0250] Step 1203: End.

[0251] That is, after the first camp is disbanded, the process of the system automatically controlling the first camp in the virtual scene to participate in the virtual battle is ended.

[0252] Step 1217: If the campsite of the first camp is not attacked, the first camp waits for the attack.

[0253] If the first camp is not attacked by the enemy camp during the camping process, when the first camp ends the camping, the first camp starts to attack the fort corresponding to the camping site.

[0254] Step 1203: End.

[0255] Optionally, when the attack of the first camp on the fort corresponding to the camping site ends, the process of the system automatically controlling the first camp in the virtual scene to participate in the virtual battle is ended.

[0256] Figure 13 is a structural block diagram of the camp gathering device in the virtual scene provided by an exemplary embodiment of the present application, as shown in Figure 13As shown, the apparatus includes the following parts:

[0257] The display module 1300 is configured to display a first virtual object in a virtual scene, the first virtual object being a virtual object hosted by a target account.

[0258] The receiving module 1310 is configured to receive an association relationship establishment operation, the association relationship establishment operation being used to control the first virtual object to join a first camp, the first camp being a camp created by a system and containing system-formulated battle rules, the first camp being automatically controlled by the system to start a virtual battle, and virtual objects in the first camp participating in the virtual battle in a battle mode conforming to the system-formulated battle rules.

[0259] The control module 1320 is configured to determine that the first virtual object joins the first camp if the first virtual object conforms to a corresponding muster condition of the first camp.

[0260] In some optional embodiments, the control module 1320 is further configured to determine that a virtual object group joins the first camp following the first virtual object if the first virtual object conforms to the corresponding muster condition of the first camp, the virtual object group including a plurality of member virtual objects, and the virtual object group being used to participate in a virtual battle with the first virtual object.

[0261] In some optional embodiments, the control module 1320 is further configured to determine that the first virtual object joins the first camp if a number of virtual objects in the first camp is less than a preset number threshold.

[0262] In some optional embodiments, the display module 1300 is further configured to display a battle result of the first virtual object in the first camp in a battle with a second camp if the first camp is attacked by the second camp, the first camp and the second camp being in an enemy relationship.

[0263] In some optional embodiments, the display module 1300 is further configured to, in a case where the first camp in a moving state is attacked by the second camp, the moving state being a state in which virtual objects in the first camp move in the virtual scene; or the display module 1300, in a case where the first camp in a stationed state is attacked by the second camp, the stationed state being a state in which virtual objects in the first camp stay at a designated place in the virtual scene.

[0264] In some embodiments, the virtual scene includes a target attack point, the target attack point being used to indicate a location for the virtual object in the first army to assemble and launch an attack on a third army; and the display module 1300 is further configured to display a battle result of the first virtual object in the first army fighting the third army, in response to the first army moving to the target attack point.

[0265] In some embodiments, the display module 1300 is further configured to trigger a timer to start counting, in response to the first army moving to the target attack point; and the display module 1300 is further configured to display a battle result of the first virtual object in the first army fighting the third army, in response to a counting duration of the timer reaching a preset duration.

[0266] In some embodiments, the display module 1300 is further configured to display a battle result of the first virtual object in the first army participating in the virtual battle, in response to a number of virtual objects in the first army being equal to the preset number threshold within a preset assembly duration.

[0267] In some embodiments, the display module 1300 is further configured to add a second virtual object in the first army in response to a difference between the number of virtual objects in the first army and the preset number threshold being greater than a difference threshold, and an assembly time corresponding to the first army reaching the preset assembly duration, the second virtual object being used to indicate a virtual object with a role type of a non-player character.

[0268] In some embodiments, the control module 1320 is further configured to determine that the first virtual object is detached from the first army, in response to the battle result of the first virtual object participating in the virtual battle in the first army being a first battle result, the first battle result indicating that an attribute value of the first virtual object is less than or equal to a preset attribute value threshold.

[0269] In summary, the camp assembly apparatus in a virtual scene provided by the embodiments of the present application receives an association relationship establishment operation, determines whether the first virtual object meets the assembly condition corresponding to the first army, and adds the first virtual object to the first army if the first virtual object meets the assembly condition, thereby switching the operation of starting the virtual battle of the first virtual object from being controlled by a target account to being automatically controlled by the system. Since the operations of initiating the assembly and starting the virtual battle are both automatically controlled by the system, the human-computer interaction efficiency of forming the first army and the first virtual object participating in the virtual battle is improved.

[0270] It should be noted that the camp gathering device in the virtual scene provided by the above-mentioned embodiments is only exemplified by the division of the above-mentioned functional modules, and in actual application, the above-mentioned functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the camp gathering device in the virtual scene provided by the above-mentioned embodiments and the camp gathering method in the virtual scene belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be repeated here.

[0271] Figure 14 The structural block diagram of the computer device 1400 provided by an example embodiment of the present application is shown. The computer device 1400 can be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a notebook computer or a desktop computer. The computer device 1400 can also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, and other names.

[0272] Generally, the computer device 1400 includes a processor 1401 and a memory 1402.

[0273] The processor 1401 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1401 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1401 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also known as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1401 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by the display screen. In some embodiments, the processor 1401 can further include an AI (Artificial Intelligence) processor for processing machine learning related computing operations.

[0274] The memory 1402 can include one or more computer-readable storage media that can be non-transitory. The memory 1402 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction for being executed by the processor 1401 to implement the camp gathering method in the virtual scene provided by the method embodiment of the present application.

[0275] In some embodiments, the computer device 1400 further includes one or more sensors. The one or more sensors include but are not limited to a proximity sensor, a gyroscope sensor, a pressure sensor.

[0276] The proximity sensor, also known as a distance sensor, is usually arranged on the front panel of the computer device 1400. The proximity sensor is used to collect the distance between the user and the front of the computer device 1400.

[0277] The gyroscope sensor can detect the body direction and rotation angle of the computer device 1400, and the gyroscope sensor can cooperate with the acceleration sensor to collect the 3D action of the user on the computer device 1400. The processor 1401 can realize the following functions according to the data collected by the gyroscope sensor: action sensing (such as changing the UI according to the tilt operation of the user), image stabilization when shooting, game control, and inertial navigation.

[0278] The pressure sensor can be arranged on the side frame of the computer device 1400 and / or the lower layer of the display screen. When the pressure sensor is arranged on the side frame of the computer device 1400, the holding signal of the user on the computer device 1400 can be detected, and the left-hand or right-hand recognition or shortcut operation is performed by the processor 1401 according to the holding signal collected by the pressure sensor. When the pressure sensor is arranged on the lower layer of the display screen, the operable control on the UI interface is controlled by the processor 1401 according to the pressure operation of the user on the display screen. The operable control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0279] In some embodiments, the computer device 1400 further includes other component parts, which can be understood by those skilled in the art, Figure 14 The structure shown in the figure does not constitute a limitation on the computer device 1400, and can include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0280] Embodiments of the present application also provide a computer device, which can be implemented as a terminal or a server as shown in Figure 2 The computer device includes a processor and a memory, and the memory stores at least one instruction, at least one program, a code set or an instruction set, which is loaded and executed by the processor to realize the camp gathering method in the virtual scene provided by the above-mentioned method embodiments.

[0281] Embodiments of the present application also provide a computer readable storage medium, which stores at least one instruction, at least one program, a code set or an instruction set, which is loaded and executed by the processor to realize the camp gathering method in the virtual scene provided by the above-mentioned method embodiments.

[0282] The embodiment of the present application further provides a computer program product or computer program, which comprises computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the camp gathering method in the virtual scene in any of the above-mentioned embodiments.

[0283] Optionally, the computer readable storage medium can include a read only memory (ROM), a random access memory (RAM), a solid state disk (SSD), an optical disk, or the like. The random access memory can include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The above-mentioned serial numbers of the embodiments of the present application are only for description, and do not represent the advantages and disadvantages of the embodiments.

[0284] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by a program instructing related hardware to complete, and the program can be stored in a computer readable storage medium. The above-mentioned storage medium can be a read only memory, a magnetic disk or an optical disk.

[0285] The above-mentioned is only the optional embodiment of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for assembling factions in a virtual scene, characterized in that, The method comprises: displaying a first virtual object in a virtual scene, the first virtual object being a virtual object hosted by a target account; in response to the existence of an attackable stronghold of a first camp in the virtual scene, displaying a rallying request of the first camp, the rallying request being a request automatically published by the system; in response to receiving a click operation on the rallying request, displaying a relationship establishment control in the virtual scene; receiving a click operation on the relationship establishment control as a relationship establishment operation; the relationship establishment operation is used to control the first virtual object to join the first camp, the first camp being a camp created by the system and containing system-formulated battle rules; the first camp is automatically controlled by the system to start a virtual battle, and virtual objects in the first camp participate in the virtual battle in a battle mode conforming to the system-formulated battle rules; in a case where the first virtual object meets a rallying condition corresponding to the first camp, determining a virtual object group to join the first camp following the first virtual object, the virtual object group including a plurality of member virtual objects, and the virtual object group being used to participate in a virtual battle with the first virtual object; in response to a difference between a number of virtual objects in the first camp and a preset number threshold being greater than a difference threshold, and a rallying time corresponding to the first camp reaching a preset rallying duration, adding a number of non-player characters (NPCs) corresponding to the difference to the first camp; in a case where the first camp in a moving state is attacked by a second camp, displaying a battle result of the first virtual object in the first camp battling the second camp, the first camp and the second camp being in an antagonistic relationship; in a case where the first camp in a garrison state is attacked by the second camp, displaying a battle result of the first virtual object in the first camp battling the second camp, the garrison state referring to a state in which virtual objects in the first camp stay at a designated garrison point.

2. The method of claim 1, wherein, The rallying condition comprises at least one of: a number of virtual objects in the first camp being less than a preset number threshold; a level corresponding to the first virtual object being greater than a target level; the first virtual object corresponding to a first NPC, and an intimacy between the first virtual object and the first NPC being greater than a target intimacy; a type of a virtual object corresponding to the first virtual object being a first camp preset type.

3. The method of claim 1, wherein, The virtual scene comprises a target attack point, the target attack point being used to indicate a location at which virtual objects in the first camp rally and launch an attack on a third camp; after the determination of the virtual object group to join the first camp following the first virtual object, the method further comprises: in a case where the first camp moves to the target attack point, displaying a battle result of the first virtual object in the first camp battling the third camp.

4. The method according to any one of claims 1 to 3, characterized in that, The method further comprises: In response to the number of virtual objects in the first camp being equal to the preset number threshold within a preset assembly duration, a battle result of the first virtual object participating in the virtual battle in the first camp is displayed.

5. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In a case where the battle result is a first battle result, determining that the first virtual object leaves the first camp, the first battle result indicating that an attribute value of the first virtual object is less than or equal to a preset attribute value threshold.

6. The method according to any one of claims 1 to 3, characterized in that, The system formulating the battle rule is further used for controlling internal management of a non-player force to which the first camp belongs, the internal management including level adjustment and member removal. The level adjustment refers to adjusting a level of a virtual object in the non-player force that meets a condition, and the member removal refers to removing a specified virtual object in the first camp from the first camp, the specified virtual object participating in a virtual battle less than or equal to a first preset number of times or not participating in a virtual battle more than or equal to a second preset number of times within a preset time period.

7. A camp gathering device in a virtual scene, characterized in that, The apparatus includes: The display module is configured to display a first virtual object in a virtual scene, the first virtual object being a virtual object controlled by a target account; in response to an attackable stronghold of a first camp existing in the virtual scene, display an assembly request of the first camp, the assembly request being a request automatically published by a system; and in response to receiving a click operation on the assembly request, display a relationship establishment control in the virtual scene. The receiving module is configured to receive a click operation on the relationship establishment control as a relationship establishment operation, the relationship establishment operation being used to control the first virtual object to join the first camp, the first camp being a camp created by the system and containing a battle rule formulated by the system, the first camp being automatically controlled by the system to start a virtual battle, and a virtual object in the first camp participating in the virtual battle in a battle mode conforming to the battle rule formulated by the system. The control module is configured to: in a case where the first virtual object meets a gathering condition corresponding to the first camp, determine that a virtual object group comprising a plurality of member virtual objects and configured to participate in a virtual battle with the first virtual object joins the first camp following the first virtual object; in response to a gathering time corresponding to the first camp reaching a preset gathering duration and a difference between a number of virtual objects in the first camp and a preset number threshold being greater than a difference threshold, add a number of non-player characters (NPCs) corresponding to the difference to the first camp; in a case where the first camp in a moving state is attacked by a second camp, display a battle result of the first virtual object in the first camp battling the second camp, the first camp and the second camp being in an antagonistic relationship; and in a case where the first camp in a stationed state is attacked by the second camp, display a battle result of the first virtual object in the first camp battling the second camp, the stationed state being a state in which virtual objects in the first camp stay at a designated stationed point.

8. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores at least one instruction which is loaded and executed by the processor to implement the camp gathering method in the virtual scene according to any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The storage medium stores at least one instruction which is loaded and executed by the processor to implement the camp gathering method in the virtual scene according to any one of claims 1 to 6.

10. A computer program product, characterised in that, The computer program product comprises computer instructions which are executed by the processor to implement the camp gathering method in the virtual scene according to any one of claims 1 to 6.

Citation Information

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