Attack control method, device and product of virtual object

By controlling the attack behavior of virtual object groups through target behavior tree data, the problem of a single growth system for subordinate virtual objects is solved, and the diversity and efficiency of virtual object control are improved.

CN115888104BActive Publication Date: 2026-03-27BOOMING TECH (HANGZHOU) CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-14
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In existing technologies, the numerical growth system of virtual objects is too simple, resulting in users not being able to strongly perceive the growth and changes of subordinate virtual objects.

Method used

By controlling the attack behavior of virtual object groups through target behavior tree data, different attack effect animations can be displayed according to the configuration results, thereby improving the diversity and efficiency of virtual object control.

Benefits of technology

Users can configure the attack effects of virtual object groups to achieve automatic control in the virtual battlefield, improving the diversity and efficiency of control over multiple virtual objects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115888104B_ABST
    Figure CN115888104B_ABST
Patent Text Reader

Abstract

The application discloses a virtual object attack control method and device and a product, and relates to the technical field of computers. The method comprises the following steps: displaying a virtual battle picture; in response to receiving an attack control operation on a virtual object group, obtaining target behavior tree data corresponding to the virtual object group, wherein the target behavior tree data comprises attack behaviors of the virtual object group in the virtual battle and corresponding execution conditions, attack behaviors possessed by the virtual object group are determined by a configuration result, the configuration result comprises configuration of attack effects corresponding to the attack behaviors of the virtual object group, and the attack behaviors correspond to different attack effects in different configuration results; and based on the target behavior tree data, attack effect animation of a group member virtual object performing an attack behavior on an enemy virtual object is displayed under the condition that the execution condition is met. The method improves the diversity and control efficiency of attack control on multiple virtual objects in the virtual battle.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, apparatus and product for attack control of virtual objects. Background Technology

[0002] In games currently on the market, numerical growth systems are common. These systems provide beneficial effects to virtual objects controlled by the user, such as attribute growth functions and skill growth functions.

[0003] In tactical action games, besides the user-controlled main virtual object, there are also multiple subordinate virtual objects. In related technologies, the numerical growth system for subordinate virtual objects in such games often involves increasing their attribute values ​​by leveling them up. For example, leveling up a subordinate virtual object increases its defense and attack power by a fixed amount.

[0004] However, in the above-mentioned implementation methods of the numerical growth system of virtual objects, the way to change the attributes or skills of virtual objects is too simple, and users do not have a strong sense of growth and change from virtual objects. Summary of the Invention

[0005] This application provides a method, apparatus, and product for controlling attacks on virtual objects, which can improve the diversity of virtual object control. The technical solution is as follows:

[0006] On the one hand, an attack control method for virtual objects is provided, the method comprising:

[0007] The screen displays a virtual battle scene, which includes a group of virtual objects and hostile virtual objects. The group of virtual objects includes multiple member virtual objects.

[0008] In response to receiving an attack control operation on the virtual object group, target behavior tree data corresponding to the virtual object group is obtained. The target behavior tree data includes the attack behavior of the virtual object group in the virtual battle and the corresponding execution conditions. The attack behavior of the virtual object group is determined by the configuration result. The configuration result includes the configuration of the attack effect corresponding to the attack behavior of the virtual object group. Different configuration results correspond to different attack effects for different attack behaviors.

[0009] Based on the target behavior tree data, and when the execution conditions are met, display the attack effect animation of the group member virtual object performing the attack behavior on the hostile virtual object.

[0010] On the other hand, an attack control device for virtual objects is provided, the device comprising:

[0011] The display module is used to display a virtual battle scene, which includes a virtual object group and enemy virtual objects. The virtual object group includes multiple member virtual objects.

[0012] The acquisition module is used to acquire target behavior tree data corresponding to the virtual object group in response to receiving an attack control operation on the virtual object group. The target behavior tree data includes the attack behavior of the virtual object group in the virtual battle and the corresponding execution conditions. The attack behavior of the virtual object group is determined by the configuration result. The configuration result includes the configuration of the attack effect corresponding to the attack behavior of the virtual object group. Different configuration results correspond to different attack effects for different attack behaviors.

[0013] The display module is further configured to display, based on the target behavior tree data and under the condition that the execution conditions are met, an animation of the attack effect of the group member virtual object performing the attack behavior on the hostile virtual object.

[0014] On the other hand, a computer device is provided, wherein the terminal includes a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, wherein the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by the processor to implement the attack control method for virtual objects as described in any of the embodiments of this application.

[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the program code being loaded and executed by a processor to implement the attack control method for virtual objects as described in any of the embodiments of this application.

[0016] On the other hand, a computer program product or computer program is provided, which includes 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 executes the computer instructions, causing the computer device to perform the attack control method for virtual objects described in any of the above embodiments.

[0017] The technical solution provided in this application includes at least the following beneficial effects:

[0018] Users can configure the attack effects corresponding to the attack behaviors of virtual object groups within a virtual battleground, thereby obtaining configuration results. Different configuration results correspond to different attack effects for the attack behaviors. In the virtual battleground, when an attack control operation is received for a virtual object group, the target behavior tree data corresponding to the configuration result is obtained. Based on the target behavior tree data, the system controls and displays the attack effect animations of member virtual objects in the virtual object group performing attack behaviors against enemy virtual objects in the virtual battleground. In other words, users can configure different attack effects for the attack behaviors of virtual object groups, thereby increasing the diversity of attack control over virtual objects. Simultaneously, by obtaining the behavior tree data corresponding to the configuration results, automatic control of virtual objects within the virtual object group is achieved, improving the control efficiency for multiple virtual objects within the virtual battleground. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 This is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;

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

[0022] Figure 3 This is a flowchart of an attack control method for virtual objects provided in an exemplary embodiment of this application;

[0023] Figure 4 This is a flowchart of an attack control method for virtual objects provided in an exemplary embodiment of this application;

[0024] Figure 5 This is a schematic diagram of a behavior tree provided in an exemplary embodiment of this application;

[0025] Figure 6 This is a schematic diagram of a behavior tree provided in an exemplary embodiment of this application;

[0026] Figure 7 This is a schematic diagram of a behavior tree provided in an exemplary embodiment of this application;

[0027] Figure 8 This is a flowchart of an exemplary embodiment of the method for external configuration provided in this application;

[0028] Figure 9This is a schematic diagram of a configuration interface provided in an exemplary embodiment of this application;

[0029] Figure 10 This is a schematic diagram of a configuration interface provided in an exemplary embodiment of this application;

[0030] Figure 11 This is a structural block diagram of an attack control device for virtual objects provided in an exemplary embodiment of this application;

[0031] Figure 12 This is a structural block diagram of an attack control device for virtual objects provided in an exemplary embodiment of this application;

[0032] Figure 13 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0033] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0034] First, a brief introduction to the terms used in the embodiments of this application:

[0035] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual scene as an example.

[0036] Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual chess pieces, virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene and occupies a portion of the space in the 3D virtual scene.

[0037] In this embodiment, the user-controllable virtual objects include master virtual objects and subordinate virtual objects. Multiple subordinate virtual objects controlled by the user can form a virtual object group. For example, the master virtual object controlled by the user is a general, and the subordinate virtual objects are archers. Multiple archers form an archery regiment.

[0038] Virtual Battle Session: This refers to a game match in a virtual environment where at least two virtual objects engage in combat. Optionally, the virtual battle session is a single-game match where at least two virtual objects compete against each other. In some embodiments, a virtual battle session includes virtual objects from at least two factions. Virtual objects from different factions achieve victory in the virtual battle session by reaching specified combat objectives. For example, virtual objects from the first faction need to defend against attacks from virtual objects from the second faction within a specified area within a time limit, while virtual objects from the second faction need to attack a specified area within a time limit and capture specified points within that area within the time limit.

[0039] Figure 1 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 100 includes an operating system 120 and an application program 122.

[0040] Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.

[0041] Application 122 is an application that supports virtual scenes. Optionally, application 122 is an application that supports three-dimensional virtual scenes. Application 122 can be any of the following: virtual reality application, three-dimensional map application, auto chess game, third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena game (MOBA), tactical action game, three-dimensional strategy game (SLG), etc. Application 122 can be a standalone application, such as a standalone three-dimensional game application, or an online multiplayer application.

[0042] This is illustrative; please refer to it. Figure 2 The diagram illustrates an implementation environment of an embodiment of this application. The computer system in this implementation environment includes 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.

[0043] Terminal 210 includes various forms of devices such as mobile phones, tablets, desktop computers, portable laptops, smart home appliances, and vehicle terminals.

[0044] Server 220 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud security, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0045] Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.

[0046] In some embodiments, the server 220 described above can also be implemented as a node in a blockchain system. Blockchain is a new application model of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanisms, and encryption algorithms.

[0047] Terminal 210 runs a target application that supports virtual scenarios. Illustratively, terminal 210 displays a virtual battleground screen through the target application. The virtual battleground screen includes a group of virtual objects controlled by the target account currently logged into the terminal, and a group of hostile virtual objects controlled by other accounts.

[0048] Server 220 is used to provide background services for the target application in terminal 210. Illustratively, terminal 210 and server 220 are each used to implement a portion of the logic of the target application, and terminal 210 and server 220 cooperate to achieve the application functions provided by the target application.

[0049] When terminal 210 receives an attack control operation on a virtual object group, terminal 210 sends an attack control request to server 220. Server 220 retrieves the target behavior tree data corresponding to the virtual object group based on the attack control request and sends the target behavior tree data to terminal 210. After receiving the target behavior tree data, terminal 210 controls the member virtual objects in the virtual object group to attack the hostile virtual objects based on the target behavior tree data, displaying the corresponding attack effect animation.

[0050] In other embodiments, the method of this application can also be implemented independently by terminal 210, without specific limitations. Illustratively, the storage area of ​​terminal 210 pre-stores target behavior tree data corresponding to the virtual object group. When terminal 210 receives an attack control operation on the virtual object group, it retrieves the aforementioned target behavior tree data from the storage area and controls the member virtual objects in the virtual object group to attack the hostile virtual objects based on the aforementioned target behavior tree data, displaying the corresponding attack effect animation.

[0051] Please refer to Figure 3 It illustrates a flowchart of an attack control method for virtual objects according to an embodiment of this application. In this embodiment, the method is applied to, for example... Figure 2 Taking terminal 210 as an example, the method includes:

[0052] Step 310: Display the virtual battle scene, which includes virtual object groups and hostile virtual objects.

[0053] For illustrative purposes, the virtual object group mentioned above is the virtual object group controlled by the currently logged-in target account.

[0054] As an illustration, the virtual object group includes multiple member virtual objects controlled by the currently logged-in target account. In some embodiments, the virtual objects controlled by the target account also include a master virtual object, and the member virtual objects in the virtual object group are subordinate virtual objects of the master virtual object.

[0055] Optionally, the virtual objects in a virtual object group can belong to the same type of virtual objects. For example, all the virtual objects in the virtual object group are archers. Alternatively, the virtual objects in a virtual object group can belong to different types of virtual objects. For example, the virtual object group includes object 1, object 2, and object 3, where object 1 and object 2 are artillerymen, and object 3 is a spear thrower (a type of soldier that throws spears). There is no limitation on this.

[0056] In an optional embodiment, the virtual object type corresponds to the virtual combat mode of the virtual objects in the virtual scene.

[0057] For illustration purposes, virtual object group A is a cavalry-type virtual object group, and virtual object group B is a melee infantry-type virtual object group. Different virtual object types correspond to different virtual combat modes.

[0058] For example, if the virtual objects in virtual object group A are cavalry type virtual objects, when the virtual objects in virtual object group A engage in virtual combat in a virtual scene, the virtual combat mode corresponding to the cavalry type will be used. For example, if the virtual objects in virtual object group A attack the enemy virtual objects from horseback, the attack mode from horseback will be used as the virtual combat mode corresponding to the cavalry type.

[0059] Alternatively, if the virtual objects in virtual object group B are melee infantry type virtual objects, when the virtual objects in virtual object group B engage in virtual combat in a virtual scene, they will use a virtual combat method corresponding to the melee infantry type. For example, if a virtual object in virtual object group B uses a virtual spear to attack an enemy virtual object within a certain distance on a virtual ground, the attack method of using a virtual spear on the virtual ground will be used as the virtual combat method corresponding to the melee infantry type.

[0060] Alternatively, the virtual objects in virtual object group C can be virtual objects that place obstacles. When the virtual objects in virtual object group C are engaged in virtual battles in a virtual scene, obstacles are placed at the positions determined by the user; or, virtual obstacles are placed in front of the current position of the virtual object, etc. The above-mentioned method of placing obstacles is called "barricades". The "barricades" method is used to assist in virtual battles.

[0061] Optionally, users can group one or more virtual objects of the same type in the object group management interface to obtain candidate virtual object groups.

[0062] Optionally, users can configure multiple candidate virtual object groups displayed in the object group management interface individually. For example, they can equip virtual firearms to virtual objects in candidate virtual object group A; delete or add virtual objects in candidate virtual object group A; change the name of the candidate virtual object group; or adjust the order of the candidate virtual object groups in the object group management interface.

[0063] In some embodiments, during a virtual battle, a group of virtual objects assists the master virtual object in a cooperative mode during the game.

[0064] Optionally, after displaying the main virtual object and the member virtual objects in the specified virtual object group in the virtual scene, the user can select the cooperation mode of the specified virtual object group, thereby selecting and controlling the virtual battle state of the specified virtual object group.

[0065] In an optional embodiment, a target mating mode is determined in response to receiving a trigger operation on the mating mode selection control.

[0066] Indicatively, multiple cooperation mode selection controls are displayed in the virtual scene. Different cooperation mode selection controls correspond to different cooperation modes. Based on the user's trigger operation on the cooperation mode selection control, the target cooperation mode for virtual battles of the virtual objects of the specified object group is determined.

[0067] Among them, the target cooperation mode is used to instruct the virtual objects of the team members to cooperate with the main virtual object in virtual battles.

[0068] In a schematic way, after the target cooperation mode is determined, the virtual objects of the team members move and attack in the virtual scene based on the target cooperation mode, thereby cooperating with the main virtual object to conduct virtual battles in the virtual scene.

[0069] For example, if the target cooperation mode is follow mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will follow the master virtual object in the virtual scene; or, if the target cooperation mode is hold mode, then after determining the target cooperation mode, the member virtual objects in the specified virtual object group will hold at a specified position in the virtual scene.

[0070] In an optional embodiment, in response to receiving a cooperation mode switching operation, the virtual objects of the members in the specified virtual object group are controlled to switch to the target cooperation mode.

[0071] Indicatively, when a member virtual object in a specified virtual object group is in a cooperative mode, upon receiving a cooperative mode switching operation, the member virtual objects in the specified virtual object group are controlled to switch to the target cooperative mode.

[0072] For example: When displaying member virtual objects in a specified virtual object group in a virtual scene, the member virtual objects are in the default cooperation mode (e.g., cooperation mode A). After the user triggers the cooperation mode control corresponding to cooperation mode B, the member virtual objects in the specified virtual object group are switched to cooperation mode B (i.e., the target cooperation mode). Alternatively, after controlling the member virtual objects in the specified virtual object group to enter cooperation mode A, if the user wants the member virtual objects to cooperate with the master virtual object in cooperation mode B, a cooperation mode switching operation is performed to switch the current cooperation mode A to cooperation mode B, thereby enabling the member virtual objects in the specified virtual object group to assist the master virtual object in cooperation mode B.

[0073] In an optional embodiment, the virtual object of the group member is displayed performing a second action animation in the virtual scene that corresponds to the target cooperation mode.

[0074] Indicatively, after the user selects the target cooperation mode, a second action animation is displayed. This second action animation demonstrates how the virtual object of the group member performs the action corresponding to the target cooperation mode in the virtual scene.

[0075] Optionally, the second motion animation includes a motion animation performed by a member virtual object on an adversary virtual object that corresponds to the target's cooperation mode.

[0076] Hostile virtual objects are used to indicate virtual objects that are in a different faction from the controlling virtual object. In the virtual scenario, the faction corresponding to the controlling virtual object and the faction corresponding to the hostile virtual object engage in virtual combat. Optionally, the hostile virtual object can be a hostile controlling virtual object controlled by another user account, or a member virtual object belonging to a hostile virtual object group of other hostile controlling virtual objects.

[0077] Optionally, virtual objects in a designated virtual object group that belong to the same faction as the main virtual object can assist the main virtual object in attacking enemy virtual objects during virtual battles.

[0078] After the member virtual objects in the designated virtual object group enter the target cooperation mode, the member virtual objects assist the master virtual object according to the target cooperation mode. For example, when the target cooperation mode is implemented as follow mode, the member virtual objects follow the master virtual object to generate a multi-attack effect on the enemy virtual objects; or, when the target cooperation mode is implemented as hold mode, the member virtual objects arrange themselves into a designated formation at a designated location according to the instructions of the master virtual object, and establish a defensive barrier through the designated formation to reduce the enemy virtual objects' desire to search for them, thereby effectively protecting the guarded area or the master virtual object indicated by the designated formation.

[0079] Indicatively, the preset area behind the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation; or, the preset area surrounded by the virtual objects of team members in a specified formation is taken as the garrison area indicated by the specified formation, etc.

[0080] Optionally, in the hold-and-hold mode, the virtual objects of the members in the designated formation attack the enemy virtual objects based on the user's control; or, in response to the enemy virtual objects being within the preset attack range of the designated formation, the virtual objects are automatically attacked.

[0081] In a schematic example, in target cooperation mode, when a member's virtual object attacks an enemy virtual object, the attack on the enemy virtual object is based on the virtual combat mode corresponding to the member's virtual object.

[0082] For example, in target cooperation mode, when a team member's virtual object is a melee infantry type, when controlling the team member's virtual object to attack enemy virtual objects, the team member's virtual object attacks enemy virtual objects within a certain range on the virtual ground. For instance, it can use its own configured virtual spear to attack enemy virtual objects within a certain range, thus displaying an attack animation. Specifically, the virtual combat method for melee infantry type virtual objects is: using a virtual spear to attack enemy virtual objects within a certain range.

[0083] Alternatively, in target-cooperative mode, when a team member's virtual object is a cavalry-type virtual object, when controlling the team member's virtual object to attack an enemy virtual object, the team member's virtual object attacks the enemy virtual objects within a certain range from horseback. For example, the team member's virtual object can use its own configured virtual swords to attack enemy virtual objects within a certain range, thus displaying an attack animation of the team member's virtual object against the enemy virtual objects. The virtual combat method for cavalry-type virtual objects is: using virtual swords to attack enemy virtual objects, etc.

[0084] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.

[0085] As an illustration, the virtual battleground also includes hostile virtual objects, which are virtual objects controlled by other accounts. Optionally, the hostile virtual objects can be master virtual objects controlled by other accounts, meaning that member virtual objects can attack the master virtual objects corresponding to other accounts; or, the hostile virtual objects can be subordinate virtual objects controlled by other accounts, meaning that member virtual objects can attack subordinate virtual objects corresponding to other accounts. In one example, the virtual battleground includes a group of hostile virtual objects, and the group of hostile virtual objects includes multiple subordinate virtual objects controlled by other accounts.

[0086] In some embodiments, the aforementioned hostile virtual objects and member virtual objects in a virtual object group can be virtual objects with a hostile relationship.

[0087] In illustrative terms, the virtual battle scene is a virtual screen displayed on the terminal through a target application. This target application provides a virtual scene containing game content, and users can control virtual objects to join the virtual battle, thereby controlling the terminal to display the virtual battle scene.

[0088] In some embodiments, the virtual battle scene can be a view of the virtual scene observed from the perspective of a master virtual object controlled by the target account; or, the virtual battle scene can also be a view of the virtual scene observed from the perspective of a subordinate virtual object controlled by the target account. Optionally, the object perspective can be a first-person perspective of the virtual object; or, the object perspective can be a third-person perspective bound to the virtual object.

[0089] In some embodiments, the target account can switch the view of the virtual battle scene displayed between the view of the master virtual object and the view of the subordinate virtual object through a perspective switching operation.

[0090] In other embodiments, the virtual battle scene described above can also be a view of the virtual scene from a range-based third-person perspective, based on a master virtual object and a group of virtual objects. In one example, the virtual battle scene displayed on the terminal is an overview of the master virtual object and subordinate virtual objects from a third-person perspective, and the viewpoint can be freely moved within the activity range corresponding to the master virtual object and subordinate virtual objects.

[0091] Step 320: In response to receiving an attack control operation on the virtual object group, obtain the target behavior tree data corresponding to the virtual object group.

[0092] In illustrative terms, the aforementioned target behavior tree data is used to indicate the control method for the attack behavior of the virtual object group. The control indicates that the terminal automatically controls the virtual objects in the virtual object group to perform attack behavior based on the target behavior tree data.

[0093] In some embodiments, the target behavior tree data includes the attack behaviors that the virtual object group can perform in a virtual battleground and the corresponding execution conditions. Optionally, the target behavior data provides at least one execution condition corresponding to each attack behavior.

[0094] Optionally, the target behavior tree data can be obtained by the terminal sending an attack control request to the server after the attack control operation is triggered; or, the target behavior tree data can be pre-stored in the terminal's storage area, and the terminal reads the target behavior tree data from the storage area when the attack control operation is triggered.

[0095] In this embodiment, the target behavior tree data corresponds to the configuration results of the virtual object group. Illustratively, the attack behaviors possessed by the virtual object group are determined by the configuration results, which include the configuration of the attack effects corresponding to the attack behaviors of the virtual object group. Different configuration results correspond to different attack effects for different attack behaviors. Optionally, the configuration results are used to configure at least one of the attributes and skills of the virtual object group. When the configuration results are used to configure the attributes of the virtual object group, different configuration results affect the attack effects of the virtual object group when performing attack behaviors in the virtual battle. For example, if the attack power value corresponding to configuration result A is 50 and the attack power value corresponding to configuration result B is 100, then even if the virtual object group uses the same attack behavior (such as the same skill), the resulting damage values ​​will be different. It is worth noting that the different attack effects affected by attributes can also be reflected in attack speed, attack range, etc., which are not limited here. When the configuration results are used to configure the skills of the virtual object group, different configuration results affect the skills that the virtual object group can use in the virtual battle, and different skills correspond to different attack effects. Optionally, the configuration results are configured by the target account before entering the virtual battle.

[0096] In some embodiments, before the virtual battle begins, the target account configures the attributes and / or skills of a virtual object group through a configuration interface, obtaining a configuration result. If the terminal determines that the configuration result corresponding to the virtual object group has been updated, it sends a configuration request to the server. This configuration request includes the target account's current configuration result. After receiving this current configuration result, the server updates its previously stored configuration result.

[0097] Optionally, when the terminal obtains behavior tree data from the server in a virtual battleground, after storing the configuration results corresponding to the virtual object group of the target account, the server needs to configure the target behavior tree data corresponding to the configuration results for the target account. Optionally, the configuration method includes at least one of the following methods:

[0098] 1. Obtain the target behavior tree data through a pre-generated behavior tree;

[0099] As an illustration, the server stores multiple pre-generated behavior trees. Different behavior trees match different attributes or skills. The server determines at least one behavior tree to control the virtual object group to carry out attacks based on the configuration results corresponding to the virtual object group. The server generates target behavior tree data corresponding to the virtual object group through the above at least one behavior tree, and stores the target behavior tree data in correspondence with the virtual object group of the target account.

[0100] In some embodiments, the matching relationships between pre-generated multiple behavior trees and attributes of virtual object groups, and / or the matching relationships between pre-generated multiple behavior trees and skills of virtual object groups, are pre-stored in the server through a preset mapping table. In response to changes in the configuration results of virtual object groups, the server determines the attributes and / or skills of virtual object groups based on the new configuration results, determines at least one behavior tree through the aforementioned preset mapping table, and generates target behavior tree data corresponding to the virtual object group based on at least one behavior tree.

[0101] 2. Obtain target behavior tree data through real-time generated behavior trees;

[0102] Schematic illustration: After receiving the configuration result of the virtual object group, the server determines the attributes and / or skills of the virtual object group based on the configuration result. These attributes and / or skills are then input into the behavior tree generation module, which automatically generates target behavior tree data that can control the virtual objects of the group to perform corresponding attack behaviors based on the attributes and / or skills possessed by the virtual object group. In some embodiments, when the target behavior tree data is generated in real time based on the configuration result of the virtual object group, the target behavior tree data can represent the virtual object group through a single behavior tree, thereby reducing data complexity.

[0103] Optionally, when the terminal obtains behavior tree data locally in the virtual battle, the target application stores the configuration files corresponding to all behavior trees in the terminal's storage area during the installation phase on the terminal. When the virtual battle is started, the terminal determines the target behavior tree data used in the current virtual battle based on the game data of the virtual battle synchronized by the server.

[0104] The process of a terminal acquiring target behavior tree data, as illustrated, includes:

[0105] S1, in response to the terminal receiving the game start operation, the terminal sends a game start request to the server, which instructs to start a virtual game involving virtual object groups.

[0106] S2, in response to the server receiving a match start request, the server determines the account group participating in the virtual match based on the match start request, and the account group includes the target account.

[0107] S3, the server determines the attack behaviors that the virtual object group can perform in the virtual battleground based on the configuration results corresponding to the virtual object group.

[0108] S4, the server generates game data corresponding to the target account based on the above attack behavior, and the game data includes information on the attack behavior of the virtual object group.

[0109] S5, the server sends the aforementioned game data to the terminal.

[0110] S6. After receiving the aforementioned game data, the terminal retrieves the target behavior tree data from the configuration file in the storage area based on the attack behavior information of the virtual object group indicated by the game data.

[0111] In some embodiments, different virtual object groups owned by the target account can correspond to different behavior tree data. For example, the target account can configure different configuration results for different virtual object groups. Within the virtual battleground, the terminal obtains the behavior tree data corresponding to the virtual object group currently used by the target account.

[0112] In other embodiments, multiple virtual object groups owned by the target account may also correspond to the same behavior tree data. That is, the target account can uniformly configure the settings for multiple virtual object groups before the virtual battle begins.

[0113] Optionally, the aforementioned attack control operations can be triggered through attack control controls provided in the virtual battleground interface; that is, attack control operations against virtual object groups can be triggered through attack control controls displayed in the virtual battleground interface. Optionally, the aforementioned attack control operations can be implemented as at least one of the following: click operation, long press operation, double-click operation, drag operation, etc., on the attack control controls.

[0114] Optionally, the above attack control operation can be triggered by a bound specified shortcut key. That is, the terminal receives the input operation of the specified shortcut key through the input device and determines to trigger the attack control operation against the virtual object group.

[0115] Optionally, attack control operations targeting virtual object groups can be implemented as at least one of the following operations:

[0116] 1. An active triggering operation achieved by triggering the target skill;

[0117] Indicatively, the target account instructs a virtual object group to use a target skill, whereby the target skill use operation instructs the virtual object group to release the target skill. That is, the aforementioned attack control operation is used to trigger a specified skill. In one example, the virtual object group is an archer group, and the keyboard shortcut "number 1" is bound to the target skill "rocket" corresponding to the virtual object group. When the keyboard shortcut "number 1" receives input, it is determined that the "rocket" skill of the virtual object group has been triggered, and the terminal obtains the target behavior tree data that enables control over the virtual objects of the group to implement the "rocket" skill.

[0118] 2. An automatic triggering operation implemented by the terminal controlling the virtual objects in the virtual object group to carry out free attacks after instructing the virtual object group to perform free attacks;

[0119] To illustrate, the target account instructs a virtual object group to perform a free attack command, which instructs the virtual object group to automatically launch an attack within a virtual environment. That is, the attack control operation described above is automatically triggered by the terminal after the target account instructs member virtual objects within the virtual object group to perform a free attack.

[0120] Step 330: Based on the target behavior tree data, display the attack effect animation of the team member virtual object performing attack behavior on the hostile virtual object when the execution conditions are met.

[0121] In some embodiments, the target application includes a designated engine, which provides application functionality to the user by running specified program code on the designated engine. Illustratively, the acquired target behavior tree data is input into the designated engine, which parses the behavior tree in the target behavior tree data to determine multiple nodes included in the behavior tree, and controls the attack behavior of virtual object groups in the virtual scene based on these multiple nodes.

[0122] In some embodiments, each node in the behavior tree corresponds to a node function, and the engine executes these node functions to achieve the control effect corresponding to the node. In one example, the node used to implement the attack behavior corresponds to a pre-set attack behavior function. When the engine specifies this attack behavior function, the terminal will display an attack animation of the team member's virtual object performing the attack behavior in the virtual battle scene.

[0123] In some embodiments, the terminal runs an independent behavior tree for each member virtual object in the virtual object group. That is, each member virtual object in the virtual object group independently executes attack behaviors based on the target behavior tree data. Illustratively, when the designated engine implements the virtual battle scene by running program code, multiple member virtual objects in the virtual object group each correspond to an object control node. The terminal attaches the behavior tree from the target behavior tree data to the object control nodes corresponding to each member virtual object in the designated engine. This allows the designated engine to control each member virtual object in the virtual object group according to the behavior tree corresponding to the object control node, thereby displaying the attack effect animation of each member virtual object independently executing attack behaviors in the virtual battle scene. For example, the behavior tree includes control methods for attack behaviors 1, 2, and 3. In the virtual battle scene, the designated engine controls member virtual objects A and B to execute attack behavior 1, and controls member virtual object C to execute attack behavior 2.

[0124] In other embodiments, the terminal runs a unified behavior tree for all member virtual objects in a virtual object group. That is, each member virtual object in the virtual object group executes the same attack behavior uniformly through the target behavior tree data. Illustratively, when the designated engine implements the virtual battle scene by running program code, multiple member virtual objects in the virtual object group correspond to an object control node. The terminal attaches the behavior tree from the target behavior tree data to this object control node, so that the designated engine controls each member virtual object in the virtual object group according to the corresponding behavior tree in the object control node, thereby displaying an attack effect animation in the virtual battle scene where each member virtual object uniformly executes the same attack behavior. For example, the behavior tree includes control methods for attack behavior 1, attack behavior 2, and attack behavior 3. In the virtual battle scene, the designated engine controls all member virtual objects in the virtual object group to execute attack behavior 3. In another example, some member virtual objects in the virtual object group may also run a unified behavior tree; this is not specifically limited here.

[0125] Optionally, the aforementioned attack behavior can be a skill-based attack behavior. That is, the behavior tree in the target behavior tree data includes nodes that can trigger the target skill. Through this target behavior tree data, the virtual object can be controlled to execute the skill release process and skill attack effect corresponding to the target skill. For example, if the virtual object of the group member is an archer, and the target account has configured the "Rocket" skill for the virtual object of the group member in the configuration results, triggering the "Rocket" skill will cause the archer to fire a virtual arrow carrying flames. When the virtual arrow carrying flames hits an enemy virtual object, the enemy virtual object will receive direct damage from the virtual arrow and a continuous burning debuff effect. When the virtual object group receives the attack control operation, the terminal can control the virtual object of the group member to use the "Rocket" skill to attack the enemy virtual object through the target behavior tree data.

[0126] Optionally, the aforementioned attack behavior can be a normal attack behavior, that is, the behavior tree in the target behavior tree data includes nodes that can trigger a normal attack, and the virtual object can be controlled to perform a normal attack through the target behavior tree data.

[0127] Optionally, the aforementioned attack behavior can be an auxiliary attack behavior. That is, the behavior tree in the target behavior tree data includes nodes of behaviors that can provide auxiliary effects, and the target behavior tree data can be used to control virtual objects to perform auxiliary attack behaviors. For example, the aforementioned auxiliary attack behavior can be target acquisition behavior, defensive behavior, buff behavior, etc., wherein target acquisition behavior indicates searching for and determining attack targets for hostile virtual objects within a specified range, defensive behavior indicates defending against attacks from hostile virtual objects using virtual props, and buff behavior indicates using auxiliary skills with buff effects on oneself or teammates' virtual objects.

[0128] In some embodiments, the attack behavior indicated in the behavior tree corresponds to a behavior parameter. The behavior parameter is used to determine the effect value corresponding to the attack effect when the attack behavior takes effect. For example, when the attack behavior to be executed is a normal attack, it is necessary to determine the virtual damage to the hostile virtual object when the normal attack hits the hostile virtual object according to the behavior parameter.

[0129] Optionally, the aforementioned behavioral parameters can be directly recorded on each node in the behavior tree; or, the behavioral parameter list can be read, and when executing the behavior tree, the corresponding behavioral parameters can be determined from the aforementioned behavioral parameter list based on the attack behavior indicated by the behavior tree node.

[0130] In some embodiments, users can also control a master virtual object in a virtual battleground, where the master virtual object and a group of virtual objects perform actions based on different control operations. Illustratively, in response to receiving a first control operation on the master virtual object, an animation of the action corresponding to the master virtual object performing the first control operation is displayed; in response to receiving a second control operation on the group of virtual objects, it is determined based on target behavior tree data that the second control operation meets the execution conditions; and an animation of the attack effect of a member virtual object performing an attack on an enemy virtual object is displayed.

[0131] In some embodiments, the master virtual object and the virtual object group can also achieve cooperative attacks through a target cooperation mode. For example, the virtual object group controls the member virtual objects in the virtual object group to enter the target cooperation mode. The target cooperation mode is used to instruct the member virtual objects to cooperate with the master virtual object in the virtual battle; and displays the attack effect animation corresponding to the target cooperation mode executed by the member virtual objects.

[0132] In summary, the attack control method for virtual objects provided in this application allows users to configure the attack effects corresponding to the attack behaviors of a group of virtual objects within a virtual battleground, thereby obtaining configuration results. Different configuration results correspond to different attack effects for different attack behaviors. In the virtual battleground, when an attack control operation is received for a group of virtual objects, the target behavior tree data corresponding to the configuration result is obtained. Based on the target behavior tree data, the method controls and displays the animation of the attack effects of member virtual objects in the group performing attack behaviors against enemy virtual objects in the virtual battleground. That is, users can configure different attack effects for the attack behaviors of a group of virtual objects, thereby increasing the diversity of attack control over virtual objects. Simultaneously, by obtaining the behavior tree data corresponding to the configuration results, automatic control of virtual objects in the group is achieved, improving the control efficiency for controlling multiple virtual objects within a virtual battleground.

[0133] Please refer to Figure 4This document illustrates a flowchart of an attack control method for virtual objects provided in an exemplary embodiment of this application. In this embodiment, the tree structure of the behavior tree is illustrated, wherein steps 331 to 332 are subordinate steps to step 330, and step 331 is executed after step 320. The method includes:

[0134] Step 331: Split the target behavior tree data to obtain at least one behavior tree, wherein the at least one behavior tree includes the target behavior tree corresponding to the attack control operation.

[0135] In this embodiment of the application, the target behavior tree data obtained by the terminal may include multiple behavior trees.

[0136] In some embodiments, there is a correspondence between behavior trees and attack control operations. Optionally, each behavior tree may correspond to one attack control operation, or each behavior tree may correspond to multiple attack control operations.

[0137] In some embodiments, a behavior tree corresponds to a tree identifier, an attack control operation corresponds to an operation identifier, and the terminal records the correspondence between the tree identifier and the operation identifier. In response to receiving an attack control operation, the terminal determines the target behavior tree from the target behavior tree based on the operation identifier corresponding to the attack control operation.

[0138] Step 332: Parse the target behavior tree to determine multiple candidate nodes corresponding to the target behavior tree, including the target judgment node.

[0139] To illustrate, a behavior tree is a tree-structured data set consisting of multiple nodes. After inputting the target behavior tree into a specified engine, the engine will parse the target behavior tree to obtain multiple candidate nodes corresponding to the behavior tree.

[0140] Schematic representation: A behavior tree includes at least one of the following node types:

[0141] 1. Root node;

[0142] The topmost node of a behavior tree indicates the beginning of the behavior tree. A behavior tree contains only one root node.

[0143] 2. Control node;

[0144] The behavior tree includes control nodes among its child nodes, which indicate the execution order among their child nodes. In some embodiments, a control node is connected to at least two corresponding child nodes.

[0145] In some embodiments, control nodes are divided according to the control method, and the control nodes include at least one of sequential control nodes, random control nodes, and parallel control nodes. Sequential control nodes indicate that the sub-nodes connected to the control node are executed in a specified order; random control nodes indicate that the sub-nodes connected to the control node are executed randomly; and parallel control nodes indicate that the sub-nodes connected to the control node are executed in parallel.

[0146] In some embodiments, the specified order indicated in the sequential control node includes an arrangement order and a weighted order. Specifically, control instructions in the arrangement order are executed sequentially according to the arrangement order of the child nodes connected to the control node. Control instructions in the weighted order first determine the weights of the child nodes connected to the control node, arrange the child nodes according to their weights, and then execute the child nodes sequentially according to the weighted order.

[0147] 3. Determine the nodes;

[0148] The child nodes of the behavior tree also include decision nodes. The decision node is used to determine the execution conditions of the child nodes connected to it. That is, it determines whether to execute the next node connected to it based on the execution conditions indicated by the decision node.

[0149] 4. Execution node;

[0150] The behavior tree also includes execution nodes as child nodes, which control the virtual object group to perform specified attack behaviors. In some embodiments, the execution node is a leaf node of the behavior tree.

[0151] In this embodiment of the application, the target behavior tree includes a target judgment node, which is used to determine the target execution conditions of the child nodes connected to the target judgment node. The child nodes connected to the target judgment node include a target execution node, which is used to control the virtual object group to execute target attack behavior.

[0152] Step 333: In response to the execution reaching the target judgment node, and determining that the virtual object of the group member meets the target execution conditions, the virtual object of the group member is controlled to execute the target attack behavior and display the attack effect animation based on the target execution node.

[0153] Indicatively, when the specified engine executes to the target judgment node in the target behavior tree, it determines the target execution condition corresponding to the target judgment node, determines whether the current member virtual object meets the target execution condition based on the current state of the member virtual object, and executes the target execution node connected to the target judgment node when it is determined that the member virtual object meets the target execution condition. The target execution node is the next node after the target judgment node in the target behavior tree.

[0154] Optionally, the execution conditions corresponding to the node include at least one of the following conditions:

[0155] 1. Does the virtual object group have a target configuration result?

[0156] In some embodiments, the determination node indicates whether the group member virtual object is configured with a target configuration result. When it is determined that the group member virtual object is configured with a target configuration result, the execution node connected to the determination node is executed. The attack behavior corresponding to this execution node is related to the configuration result. In one example, if the configuration result configures a target skill for the virtual object group, the attack behavior corresponding to this execution node is to control the group member virtual object to release the target skill. In another example, if the configuration result configures a specified attribute gain for the group member virtual object, the attack behavior corresponding to this execution node is to add the specified attribute gain effect to the attack when controlling the group member virtual object to perform an attack.

[0157] 2. Does the distance between the member's virtual object and the enemy's virtual object meet the attack range limit of the member's virtual object?

[0158] In other embodiments, the decision node indicates whether the hostile virtual object is within the attack range of the team member virtual object. If it is determined that the hostile virtual object is within the attack range, the execution node connected to the decision node is executed. In one example, the team member virtual object is an archer. Based on the determination node, it is determined whether the hostile virtual object, as the target of the attack, is within the firing range. If so, the team member virtual object is controlled to fire at the hostile virtual object.

[0159] 3. Whether the hostile virtual object targeted for attack is alive;

[0160] In other embodiments, the determination node indicates whether the hostile virtual object being attacked is alive. If it is determined that the hostile virtual object is alive, the execution node connected to the determination node is executed.

[0161] 4. Whether the virtual objects of group members or adversaries are in a special state;

[0162] In other embodiments, virtual objects correspond to special states. Optionally, the special state of a virtual object includes determining its buffs, debuffs, attack count, damage received, etc. In one example, when a teammate's virtual object carries a specified buff, it can be determined that the teammate's virtual object is in a special state. In another example, when an enemy virtual object carries a specified debuff, it can be determined that the enemy virtual object is in a special state. In yet another example, when a teammate's virtual object's attacks continuously hit an enemy virtual object, and the number of hits reaches a specified hit threshold, it is determined that the teammate's virtual object enters a berserk state (special state). Illustratively, a judgment node indicates whether a teammate's virtual object is in a special state; if it is determined that a teammate's virtual object is in a special state, the execution node connected to that judgment node is executed. Alternatively, a judgment node indicates whether an enemy virtual object is in a special state; if it is determined that an enemy virtual object is in a special state, the execution node connected to that judgment node is executed.

[0163] 5. Have the skills of the team members' virtual objects been released and are ready to be used?

[0164] In other embodiments, the judgment node indicates whether the pending skill of the virtual object of the group member has been cooled down. When it is determined that it has been cooled down, the execution node connected to the judgment node is executed, wherein the execution node indicates that the pending skill is executed.

[0165] In some embodiments, the target behavior tree may include multiple decision nodes, and the execution order among the multiple decision nodes can be determined by connecting them to a control node. Illustratively, the multiple candidate nodes of the target behavior tree also include a control node, which is connected to n decision nodes. The control node is used to indicate the execution order among the n decision nodes, where n ≥ 2 and n is an integer.

[0166] In one example, when the control node is a sequential control node, in response to execution reaching the i-th judgment node, the i-th judgment result corresponding to the i-th judgment node is determined based on the i-th execution condition corresponding to the i-th judgment node, where i is a positive integer; in response to the i-th judgment result indicating that the virtual object of the group member meets the i-th execution condition, the execution node corresponding to the i-th judgment node controls the virtual object of the group member to execute the corresponding attack behavior and display the attack effect animation; in response to the i-th judgment result indicating that the virtual object of the group member does not meet the i-th execution condition, the (i+1)-th judgment node is executed.

[0167] In another example, when the control node is a random control node, the i-th judgment node among n judgment nodes is executed randomly, and the i-th judgment result corresponding to the i-th judgment node is determined based on the i-th execution condition corresponding to the i-th judgment node; in response to the i-th judgment result indicating that the virtual object of the group member meets the i-th execution condition, the virtual object of the group member is controlled to perform the corresponding attack behavior and display the attack effect animation based on the execution node corresponding to the i-th judgment node; in response to the i-th judgment result indicating that the virtual object of the group member does not meet the i-th execution condition, the j-th judgment node among n judgment nodes is executed randomly, where i and j are both positive integers.

[0168] In another example, when the control node is a parallel control node, n judgment nodes are executed simultaneously. The judgment result corresponding to each judgment node is determined based on its execution condition. In response to a judgment result indicating that a member virtual object meets the corresponding execution condition, the execution node corresponding to the judgment node controls the member virtual object to execute the corresponding attack behavior and displays an attack effect animation. For example, the judgment nodes connected to the parallel control node include judgment node A, judgment node B, and judgment node C. The terminal simultaneously determines the judgment results corresponding to judgment nodes A, B, and C. Judgment result A corresponding to judgment node A indicates that execution condition A is met; judgment result B corresponding to judgment node B indicates that execution condition B is not met; and judgment result C corresponding to judgment node C indicates that execution condition C is met. Therefore, execution node A corresponding to judgment node A and execution node C corresponding to judgment node C are executed accordingly.

[0169] Please refer to Figure 5 The diagram illustrates a behavior tree 500 provided in an exemplary embodiment of this application. The behavior tree 500 includes a root node 510, which points to a first sequence node 520. The child nodes pointed to by the first sequence node 520 include a second sequence node 531, a third sequence node 532, and a first judgment node 533. The first sequence node 520 indicates that the second sequence node 531, the third sequence node 532, and the first judgment node 533 are executed sequentially.

[0170] The child nodes pointed to by the second sequential node 531 include the second judgment node 541 and the third judgment node 542. Specifically, the second judgment node 541 indicates whether a configuration result exists. If yes, the first execution node 551 pointed to by the second judgment node 541 is executed, instructing the control member virtual object to perform attack behavior A. If no, the third judgment node 542 is executed. The third judgment node 542 indicates whether an enemy exists within the attack range. If yes, the second execution node 552 pointed to by the third judgment node 542 is executed, instructing the control member virtual object to perform attack behavior B. If no, the third sequential node 532 is executed.

[0171] The child nodes pointed to by the third sequential node 532 include the fourth judgment node 543 and the fifth judgment node 544. The fourth judgment node 543 indicates whether a special state exists. If so, the third execution node 553 pointed to by the fourth judgment node 543 is executed, instructing the virtual object controlling the team member to perform attack behavior C. If not, the fifth judgment node 544 is executed. The fifth judgment node 544 indicates whether the enemy is dead. If so, the fourth execution node 554 pointed to by the fifth judgment node 544 is executed, instructing the virtual object controlling the team member to perform movement behavior. If not, the first judgment node 533 is executed.

[0172] The first judgment node 533 indicates whether there is an enemy within the attack range. If so, the random node 545 pointed to by the first judgment node 533 is executed. If not, the execution process of the behavior tree 500 ends.

[0173] The child nodes pointed to by random node 545 include fifth execution node 555 and sixth execution node 556, which are executed sequentially. Among them, fifth execution node 555 instructs the control group member virtual object to perform attack behavior D, and sixth execution node 556 instructs the control group member virtual object to perform attack behavior E.

[0174] In some embodiments, behavior trees are used to control at least one attack behavior of a virtual object group. Optionally, different behavior trees correspond to different skills of the virtual object group; or, different behavior trees correspond to different attribute configurations of the virtual object group.

[0175] When a behavior tree corresponds to a skill, optionally, a behavior tree can be used to implement a skill; that is, the nodes corresponding to the highest level of the behavior tree include nodes for implementing the specified skill. In one example, such as... Figure 6The diagram illustrates a behavior tree 600 provided in an exemplary embodiment of this application. The root node 610 of the behavior tree 600 points to a first sequence node 620. The child nodes pointed to by the first sequence node 620 include a second sequence node 631, a first judgment node 632, and a first execution node 633. The first sequence node 620 indicates that the aforementioned child nodes are executed sequentially. The child nodes pointed to by the second sequence node 631 include a second judgment node 641 and a third judgment node 642. The second judgment node 641 indicates whether skill A is on cooldown. If yes, the second execution node 651 pointed to by the second judgment node 641 is executed, and the second execution node 651 indicates that skill A is executed. If no, the third judgment node 642 is executed. The third judgment node 642 indicates whether there is an enemy within the range of a normal attack. If yes, the third execution node 652 pointed to by the third judgment node 642 is executed, and the third execution node 652 indicates that a normal attack is executed. If no, the first judgment node 632 is executed. The first judgment node 632 indicates whether there is an enemy in the specified area. If so, the fourth execution node 653 is executed. The fourth execution node 653 indicates that the enemy should be located and moved to the normal attack range. If not, the first execution node 633 is executed. The first execution node 633 indicates that the enemy should remain in place.

[0176] Optionally, a behavior tree can be used to implement multiple skills; that is, the nodes corresponding to the highest level of the behavior tree include multiple nodes for implementing different skills. In one example, such as... Figure 7The diagram illustrates a behavior tree 700 provided in an exemplary embodiment of this application. The root node 710 of the behavior tree 700 points to a first sequence node 720. The child nodes pointed to by the first sequence node 720 include a second sequence node 731 and a first execution node 732. The child nodes pointed to by the second sequence node 731 include a first judgment node 741, a second judgment node 742, a third judgment node 743, and a fourth judgment node 745. The first judgment node 741 indicates whether skill A has completed its energy accumulation. If yes, the second execution node 751 pointed to by the first judgment node 741 is executed, indicating the execution of skill A. If no, the second judgment node 742 is executed. The second judgment node 742 indicates whether skill B has cooled down. If yes, the third execution node 752 pointed to by the second judgment node 742 is executed. The system instructs the execution of skill B. If not, it executes the third judgment node 743. The third judgment node 743 instructs the execution of skill C. If yes, it executes the fourth execution node 753 pointed to by the third judgment node 743. The fourth execution node 753 instructs the execution of skill C. If no, it executes the fourth judgment node 744. The fourth judgment node 744 instructs the execution of skill D. If yes, it executes the fifth execution node 754 pointed to by the fourth judgment node 744. The fifth execution node 754 instructs the execution of skill D. If no, it executes the first execution node 732. The first execution node 732 instructs the system to remain in place.

[0177] Indicatively, when an attack control operation is used to instruct a group of virtual objects to execute a target skill, at least one behavior tree is determined from the target behavior tree data. The behavior tree is used to control the attack behavior corresponding to at least one skill of the virtual object group. A target behavior tree corresponding to the target skill is determined from the at least one behavior tree. Based on the target behavior tree, the member virtual object is controlled to execute the target skill against the hostile virtual object, and the attack effect animation is displayed.

[0178] In summary, the attack control method for virtual objects provided in this application allows users to configure the attack effects corresponding to the attack behaviors of a group of virtual objects within a virtual battleground, thereby obtaining configuration results. Different configuration results correspond to different attack effects for different attack behaviors. In the virtual battleground, when an attack control operation is received for a group of virtual objects, the target behavior tree data corresponding to the configuration result is obtained. Based on the target behavior tree data, the method controls and displays the animation of the attack effects of member virtual objects in the group performing attack behaviors against enemy virtual objects in the virtual battleground. That is, users can configure different attack effects for the attack behaviors of a group of virtual objects, thereby increasing the diversity of attack control over virtual objects. Simultaneously, by obtaining the behavior tree data corresponding to the configuration results, automatic control of virtual objects in the group is achieved, improving the control efficiency for controlling multiple virtual objects within a virtual battleground.

[0179] In this embodiment of the application, in the virtual battlefield, the member virtual objects that are subordinate virtual objects can achieve automatic control of the virtual objects through the target behavior tree data. This can reduce the user's operational burden in scenarios with multiple virtual objects to be controlled, reduce the required user operation input, and further reduce the number of data interactions between the terminal and the server, thereby reducing the data transmission burden between the terminal and the server.

[0180] In some embodiments, before the virtual battle begins, the user can perform out-of-game configuration on the virtual object group owned by the target account, thereby obtaining the configuration result corresponding to the virtual object group. This allows the terminal to control the virtual object group in the virtual battle based on the target behavior tree data corresponding to the configuration result. Please refer to... Figure 8 The diagram illustrates a flowchart of an external configuration method provided by an exemplary embodiment of this application, wherein steps 810 to 850 are performed before step 310, and the method includes:

[0181] Step 810: The terminal displays the configuration interface.

[0182] In some embodiments, the configuration interface described above is an interface provided by the target application, that is, the target application provides the display of the configuration interface and the display of the virtual battle scene.

[0183] Optionally, users can log in to the target application with the target account and then access the configuration interface through configuration controls on the virtual scene interface provided by the target application. The aforementioned virtual scene interface refers to the game interface in the game that is different from the virtual battle interface, that is, the aforementioned configuration interface can be opened outside the virtual battle.

[0184] Optionally, users can access the configuration interface during the preparation phase of a virtual battle. Illustratively, a virtual battle includes a preparation phase and a match phase. During the preparation phase, users can access the configuration interface through the configuration controls in the virtual battle preparation interface, thereby configuring the virtual object group before entering the match phase.

[0185] In other embodiments, the configuration interface described above can also be an interface provided by an auxiliary application, which is an application that provides auxiliary functions to the target application. Both the auxiliary application and the target application are logged in through the target account. When the user obtains the configuration result through the configuration interface provided by the auxiliary application, the server will synchronize the configuration result to the target application, so that when entering the virtual battleground through the target application, the attack behavior of the virtual object group can be controlled by the target behavior tree data corresponding to the configuration result configured by the auxiliary application.

[0186] Optionally, the aforementioned auxiliary application can be implemented as a standalone application, or it can also be implemented as a mini-program, without limitation.

[0187] Step 820: In response to the terminal receiving a configuration operation for at least one configuration node, the first configuration result is displayed in the configuration interface.

[0188] In some embodiments, the configuration interface displays a configuration path consisting of multiple configuration nodes, wherein the configuration nodes in the configuration path have different display effects depending on their activation status. Illustratively, the display effects of the configuration nodes include a first display effect and a second display effect, wherein the first display effect indicates that the configuration node is not active, and the second display effect indicates that the configuration node is active.

[0189] In one example, the configuration interface includes a target configuration node displayed with a first display effect. In response to receiving a configuration operation on the target configuration node, the target configuration node is displayed with a second display effect, wherein the first configuration result includes the aforementioned target configuration node that has been activated.

[0190] Optionally, the display effect includes at least one of the following: low-brightness display effect, high-brightness display effect, outline display effect, and magnified display effect. In one example, the first display effect can be implemented as a low-brightness display effect, and the second display effect can be implemented as a high-brightness display effect.

[0191] In some embodiments, the configuration path may correspond to a virtual object group; that is, different configuration paths may correspond to virtual object groups of different object types.

[0192] In some embodiments, the configuration path corresponding to the virtual object group may include multiple sub-paths, wherein the configuration nodes on each path correspond to a configuration order rule. In one example, the configuration order rule indicates that among the configuration nodes on the same path, the i-th configuration node must be activated before the (i+1)-th configuration node is activated.

[0193] In some embodiments, configuring configuration nodes in the configuration path requires the consumption of virtual resources. In one example, virtual resources can be acquired by upgrading the object level of a virtual object group. Illustratively, based on the object level of the virtual object group and the activation status of all configuration nodes in the configuration interface, the virtual resources to be allocated for the virtual object group are displayed; the virtual resource requirements for the configuration nodes are displayed; in response to receiving an upgrade operation for the target configuration node, the amount of virtual resources to be allocated is reduced based on the node level of the target configuration node, and the target configuration node is displayed with a second display effect.

[0194] Please refer to Figure 9 This illustration shows a schematic diagram of a configuration interface 900 provided in an exemplary embodiment of this application. The configuration interface 900 displays a configuration path 910 corresponding to a virtual object group. This configuration path 910 includes three sub-paths: a first sub-path 920, a second sub-path 930, and a third sub-path 940. Each sub-path includes multiple configuration nodes. Activated configuration nodes in the configuration path 910 are displayed with a second display effect, while inactive configuration nodes are displayed with a first display effect. The configuration interface 900 also displays virtual resources 901 to be allocated, and each configuration node corresponds to the virtual resource requirements of the activated configuration node. For example, in response to a target configuration node 921 in the configuration path 910 receiving an upgrade operation, the resource amount of the virtual resources 901 to be allocated is reduced according to the virtual resource requirements corresponding to the target configuration node 921, and the activated target configuration node 921 is displayed.

[0195] That is, by providing different development trends for virtual object groups through different sub-paths, users can cultivate virtual object groups in different directions according to their preferences. Optionally, the configuration results of configuring virtual object groups through the above-mentioned configuration paths can adjust the basic attribute values ​​of virtual object groups; and / or, the above configuration results can also modify the AI ​​logic of virtual object groups, that is, provide virtual object groups with new skill behaviors or new behavioral logic, making the behavior of virtual object groups more intelligent and the operation more comfortable.

[0196] For example, a virtual object group is a cavalry unit capable of using firearms. Its basic attack behaviors include shooting and melee attacks, making it a versatile cavalry army that can operate at both close and long range. Users can configure the virtual object group with different skill preferences through various virtual resource configurations. For instance, the configuration path includes a first sub-path and a second sub-path. The final configuration node of the first sub-path corresponds to skill A, a ranged shooting skill. When activated, the virtual object group immediately fires three high-damage shots at the current enemy virtual object. Activating all configuration nodes on the first sub-path allows the virtual object group to use skill A in the virtual battle. The final configuration node of the second sub-path corresponds to skill B, a melee attack skill. When activated, the virtual object group immediately seeks out the enemy virtual object with the highest aggro, accelerates past it, and uses melee weapons to inflict a high-damage small-area group attack. Activating all configuration nodes on the second sub-path allows the virtual object group to use skill B in the virtual battle. After learning Skill A, the Virtual Object Group focuses on harassing and whittling down enemy Virtual Objects in the virtual battle. Leveraging their range and mobility, they are no longer afraid of enemy Virtual Objects using long spears and can even threaten those with lower health. While restraining enemy Virtual Objects, they create opportunities for their teammates. After learning Skill B, the Virtual Object Group mainly focuses on bursting down and eliminating enemy Virtual Objects in the virtual battle. They need to find suitable opportunities and positions to deal devastating damage to enemy Virtual Objects, but they are also countered by enemy Virtual Objects using long spears. They also need the support and coordination of their teammates to create opportunities for enemy Virtual Objects.

[0197] In other embodiments, the configuration interface displays multiple independent configuration nodes, which can be used to assemble candidate items.

[0198] Schematic, at least one configuration node is displayed in the first area of ​​the configuration interface, and the at least one configuration node includes a target configuration node; multiple candidate items are displayed in the second area of ​​the configuration interface, and the candidate items are used to provide item functions for modifying attributes or skills of virtual object groups, and the multiple candidate items include a target candidate item; when the target configuration node is in an empty state, a connection operation between the target configuration node and the target candidate item is received; the target candidate item is configured to the target configuration node based on the connection operation, and the first configuration result includes the item function corresponding to the target candidate item.

[0199] In some embodiments, the candidate items displayed in the second area correspond to virtual object groups; that is, different candidate items are displayed in the configuration interface for different virtual object groups.

[0200] Indicatively, the candidate items in the second area correspond to item types, including common types and special types. Common type candidate items can be equipped to the configuration node corresponding to any virtual object group, while special type candidate items can only be equipped to the configuration node corresponding to a specific virtual object group.

[0201] In some embodiments, different virtual object groups correspond to different numbers of configuration nodes; that is, the number of configuration nodes displayed in the configuration interface is associated with the virtual object group corresponding to the current configuration interface. In other embodiments, the number of configuration nodes in the configuration interface is associated with the object level of the virtual object group; for example, the number of configuration nodes in the configuration interface is positively correlated with the object level of the virtual object group.

[0202] Optionally, the connection operation between the target configuration node and the target candidate item can be implemented as at least one of the following operations:

[0203] 1. Perform a first click operation on the target configuration node to select the target configuration node; perform a second click operation on the target candidate item to configure the target candidate item into the target configuration node. That is, the candidate items are configured into the corresponding configuration nodes by clicking sequentially.

[0204] In some embodiments, when the target configuration node receives a first click operation, a first connection line between the target configuration node and the candidate item is displayed. When the target candidate item is configured to the target configuration node through a second click operation, a second connection line is displayed between the target configuration node in the first area and the target candidate item in the second area.

[0205] Optionally, the first connecting line is displayed in a first color, and the second connecting line is displayed in a second color. The first and second colors can be different colors. In one example, the second color can correspond to the item level of the target candidate item. For example, when the item level of the target candidate item is level 5 (purple quality), the corresponding second connecting line is purple.

[0206] Optionally, the first connecting line and the second connecting line are displayed in different line segment forms. For example, the first connecting line is displayed as a dashed line, and the second connecting line is displayed as a solid line.

[0207] 2. Execute a drag operation with the target candidate item as the starting position and the target configuration node as the ending position; or, execute a drag operation with the target configuration node as the starting position and the target candidate item as the ending position.

[0208] 3. Each candidate item has a corresponding shortcut key. After long-pressing the target configuration node, enter the shortcut key corresponding to the target candidate item to configure the target candidate item to the target configuration node.

[0209] In some embodiments, once a candidate item is configured in a configuration node, the configuration of the candidate item can be canceled through a deregistration operation. In one example, when a target configuration node equipped with a target candidate item receives a first deregistration operation, the configuration of the target candidate item on the target configuration node is canceled.

[0210] In some embodiments, the candidate items in the second area are bound to the virtual object group. Schematic, when the target candidate item in the second area receives the second release operation, the binding relationship between the target candidate item and the virtual object group is canceled, and the target candidate item is no longer displayed in the second area.

[0211] Optionally, the above-mentioned undoing operation can be implemented by triggering an operation through a specified undoing control, or by triggering a shortcut key corresponding to the undoing function. For example, by right-clicking the target candidate item configured on the target configuration node, it is confirmed that the first undoing operation on the target candidate item has been received, and the configuration of the target candidate item is canceled. By right-clicking the target candidate item in the second area, it is confirmed that the second undoing operation on the target candidate item has been received, and the binding relationship between the target candidate item and the virtual object group is canceled.

[0212] In some embodiments, the configuration interface also includes a third area, which displays the configuration results obtained by combining the various configuration nodes in the current configuration interface. For example, when configuration node A is configured with a candidate item that can increase attack power by 20%, and configuration node B is configured with a candidate item that provides the corresponding skill A, then the third area displays "Attack power +20%; Active skill: Skill A".

[0213] Optionally, the skills configured for the virtual object group in the configuration interface can be upgrades to existing skills. For example, the virtual object group itself has the "Standing Barricade Skill", which deals extremely high virtual damage to enemy cavalry virtual objects charging towards it. After configuration through the configuration interface, the virtual object group's "Standing Barricade Skill" can gain the ability to "Move Barricade" on the basis of the original skill, that is, it can move while maintaining the barricade state.

[0214] Please refer to Figure 10The diagram illustrates a configuration interface 1000 provided in an exemplary embodiment of this application. The configuration interface 1000 includes a first region 1010, a second region 1020, and a third region 1040. The first region 1010 includes multiple configuration nodes, and the second region 1020 includes candidate items. When an operation to configure a target candidate item 1022 to a target configuration node 1012 is received, the item identifier corresponding to the target candidate item 1022 is displayed on the target configuration node 1012, and a connecting line 1001 is displayed between the target configuration node 1012 and the target candidate item 1022. The configuration result 1041 is displayed in the third region 1040.

[0215] Step 830: In response to the terminal receiving a confirmation operation for the configuration result, and in the case that the first configuration result and the second configuration result are different, a configuration request is sent to the server, the configuration request including the first configuration result.

[0216] In some embodiments, the terminal stores a second configuration result, which is used to indicate the historical configuration of the target account for the attributes and skills of the virtual object group.

[0217] In this embodiment of the application, when the terminal determines that the configuration result has been updated, the updated first configuration result is transmitted to the server so that the server can synchronously update the storage status of the configuration result corresponding to the virtual object group.

[0218] Optionally, the above confirmation operation may be triggered by a confirmation control in the configuration interface; or, the above confirmation operation may be automatically triggered by the terminal after receiving the configuration operation; or, the above confirmation operation may be automatically triggered by the terminal at a specified frequency when the configuration interface is open, without any specific restrictions.

[0219] In some embodiments, the configuration request may also include the account identifier of the target account and the object identifier corresponding to the virtual object group.

[0220] Step 840: The server updates the second configuration result to the first configuration result.

[0221] As an illustration, the server stores a second configuration result, which is used to indicate the historical configuration of the target account's attributes and skills for the virtual object group.

[0222] In some embodiments, after receiving a configuration request, the server determines the storage location corresponding to the second configuration result based on the account identifier and object identifier carried in the configuration request, and updates the previously stored second configuration result to the first configuration result.

[0223] In other embodiments, whether the configuration result corresponding to the virtual object group has been updated can also be determined by the server. That is, after receiving the configuration request and obtaining the first configuration result, the server determines whether the terminal updates the configuration result of the group member virtual object by comparing the first configuration result with the stored second configuration result. If it is determined that the terminal updates the configuration result of the group member virtual object, the previously stored second configuration result is updated to the first configuration result.

[0224] In other embodiments, the terminal stores the second configuration result described above, and only sends a configuration request to the server when the terminal determines that the first configuration result and the second configuration result are different.

[0225] As an illustration, when the configuration results corresponding to the virtual object groups stored in the server and terminal change, the target behavior tree data obtained by the terminal when controlling the virtual object groups to participate in the virtual battle will change accordingly.

[0226] In some embodiments, when the first configuration result only involves the adjustment of attributes relative to the second configuration result, the attribute value parameters in the behavior tree data corresponding to the second configuration result can be adjusted to obtain the target behavior tree data, thereby improving the generation efficiency of behavior tree data.

[0227] In summary, the out-of-game configuration method provided in this application allows the target account to configure at least one of the attributes and skills of the virtual object group before the virtual battle begins, thereby obtaining a configuration result. That is, by configuring the attributes and skills of the virtual object group out-of-game, the control diversity of the virtual object group is enriched, and the server synchronously updates according to the configuration result configured by the terminal, enabling the server to quickly synchronize the attack behavior corresponding to the virtual object group to the terminal within the virtual battle, thus improving the control efficiency of virtual object control.

[0228] Please refer to Figure 11 The diagram illustrates a block diagram of an attack control device for virtual objects provided in an exemplary embodiment of this application. The device includes the following modules:

[0229] Display module 1110 is used to display a virtual battle scene, which includes a virtual object group and enemy virtual objects, and the virtual object group includes multiple member virtual objects;

[0230] The acquisition module 1120 is used to acquire target behavior tree data corresponding to the virtual object group in response to receiving an attack control operation on the virtual object group. The target behavior tree data includes the attack behavior of the virtual object group in the virtual battle and the corresponding execution conditions. The attack behavior of the virtual object group is determined by the configuration result. The configuration result includes the configuration of the attack effect corresponding to the attack behavior of the virtual object group. Different configuration results correspond to different attack effects for different attack behaviors.

[0231] The display module 1110 is further configured to display, based on the target behavior tree data, an animation of the attack effect of the group member virtual object performing the attack behavior on the hostile virtual object, provided that the execution conditions are met.

[0232] In some alternative embodiments, such as Figure 12 The display module 1110 further includes:

[0233] The splitting unit 1111 is used to split the target behavior tree data to obtain at least one behavior tree, wherein the at least one behavior tree includes the target behavior tree corresponding to the attack control operation.

[0234] The determining unit 1112 is used to parse the target behavior tree and determine multiple candidate nodes corresponding to the target behavior tree. The candidate nodes include target judgment nodes. The target judgment nodes are used to determine the target execution conditions of the child nodes connected to the target judgment nodes. The child nodes of the target judgment nodes include target execution nodes. The target execution nodes are used to control the virtual object group to execute target attack behaviors.

[0235] Display unit 1113 is configured to respond to the execution reaching the target judgment node and determining that the virtual object of the group member meets the target execution conditions, and control the virtual object of the group member to execute the target attack behavior and display the attack effect animation based on the target execution node.

[0236] In some optional embodiments, the plurality of candidate nodes further includes a control node, which is connected to n decision nodes. The control node is used to indicate the execution order among the n decision nodes, where n ≥ 2 and n is an integer.

[0237] The determining unit 1112 is further configured to, in response to execution reaching the i-th judgment node, determine the i-th judgment result corresponding to the i-th judgment node based on the i-th execution condition corresponding to the i-th judgment node, where i is a positive integer;

[0238] The display unit 1113 is further configured to respond to the i-th judgment result indicating that the virtual object of the group member meets the i-th execution condition, and control the virtual object of the group member to perform the corresponding attack behavior and display the attack effect animation based on the execution node corresponding to the i-th judgment node;

[0239] The display module 1110 further includes:

[0240] Execution unit 1114 is used to execute the (i+1)th judgment node in response to the i-th judgment result indicating that the virtual object of the group member does not meet the i-th execution condition.

[0241] In some optional embodiments, the determining unit 1112 is further configured to determine at least one behavior tree from the target behavior tree data, the behavior tree being used to control the attack behavior corresponding to at least one skill of the virtual object group;

[0242] The determining unit 1112 is further configured to determine a target behavior tree corresponding to the target skill from the at least one behavior tree;

[0243] The display unit 1113 is also used to control the team member virtual object to execute the target skill on the hostile virtual object based on the target behavior tree, and to display the attack effect animation.

[0244] In some optional embodiments, the virtual battle scene also includes a master virtual object, and the virtual object group is subordinate to the master virtual object;

[0245] The display module 1110 is further configured to, in response to receiving a first control operation on the main control virtual object, display an animation of the action execution corresponding to the first control operation performed by the main control virtual object;

[0246] The display module 1110 is further configured to, in response to receiving a second control operation on the virtual object group, determine that the second control operation satisfies the execution condition based on the target behavior tree data; and display the attack effect animation of the group member virtual object performing the attack behavior on the hostile virtual object.

[0247] In some optional embodiments, the execution unit 1114 is further configured to control the member virtual objects in the virtual object group to enter a target cooperation mode, the target cooperation mode being used to instruct the member virtual objects to cooperate with the master virtual object in virtual battles;

[0248] The display unit 1113 is also used to display the attack effect animation performed by the virtual object of the group member, which corresponds to the cooperation mode of the target.

[0249] In some optional embodiments, the display module 1110 is further configured to display a configuration interface for configuring at least one of the attributes and skills of the virtual object group. The configuration interface includes at least one configuration node for configuring the attribute or the skill. In response to receiving a configuration operation on the at least one configuration node, a first configuration result is displayed in the configuration interface.

[0250] In some optional embodiments, a second configuration result is stored in the server and terminal, the second configuration result being used to indicate the historical configuration of the target account for the attributes and skills of the virtual object group;

[0251] The device further includes: a sending module 1130, configured to, in response to receiving a confirmation operation on the configuration result, and when determining that the first configuration result and the second configuration result are different, send a configuration request to the server, wherein the configuration request includes the first configuration result;

[0252] The server is used to update the second configuration result to the first configuration result.

[0253] In some optional embodiments, the display effect of the configuration node includes a first display effect and a second display effect. The first display effect is used to indicate that the configuration node is not active, and the second display effect is used to indicate that the configuration node is active. The configuration interface includes a target configuration node displayed with the first display effect.

[0254] The display module 1110 is further configured to, in response to receiving a configuration operation on the target configuration node, display the target configuration node with the second display effect, wherein the first configuration result includes the activated target configuration node.

[0255] In some optional embodiments, the display module 1110 is further configured to display the virtual resources to be allocated corresponding to the virtual object group based on the object level corresponding to the virtual object group and the activation status of all configuration nodes in the configuration interface; display the virtual resource requirements corresponding to the configuration node; and, in response to receiving an upgrade operation for the target configuration node, reduce the amount of the virtual resources to be allocated based on the node level of the target configuration node, and display the target configuration node with the second display effect.

[0256] In some optional embodiments, the display module 1110 is further configured to display the at least one configuration node in a first area of ​​the configuration interface, the at least one configuration node including a target configuration node; and to display a plurality of candidate items in a second area of ​​the configuration interface, the candidate items being used to provide the virtual object group with item functions for attribute modification or skill modification, the plurality of candidate items including a target candidate item;

[0257] The device further includes: a receiving module 1140, configured to receive a connection operation between the target configuration node and the target candidate prop when the target configuration node is in an idle state;

[0258] The display module 1110 is further configured to configure the target candidate item to the target configuration node based on the connection operation, wherein the first configuration result includes the item function corresponding to the target candidate item.

[0259] In summary, the attack control device for virtual objects provided in this application allows users to configure the attack effects corresponding to the attack behaviors of a group of virtual objects within a virtual battleground, thereby obtaining configuration results. Different configuration results correspond to different attack effects for the attack behaviors. In the virtual battleground, when an attack control operation is received for a group of virtual objects, the target behavior tree data corresponding to the configuration results is obtained. Based on the target behavior tree data, the device controls and displays the animation of the attack effects of member virtual objects in the group performing attack behaviors against enemy virtual objects in the virtual battleground. That is, users can configure different attack effects for the attack behaviors of a group of virtual objects, thereby increasing the diversity of attack control over virtual objects. Simultaneously, by obtaining the behavior tree data corresponding to the configuration results, automatic control of virtual objects in the group is achieved, improving the control efficiency for controlling multiple virtual objects within a virtual battleground.

[0260] It should be noted that the virtual object attack control device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object attack control device and the virtual object attack control method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0261] Figure 13A structural block diagram of a terminal 1300 provided in an exemplary embodiment of this application is shown. The terminal 1300 may be a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop computer, or desktop computer. The terminal 1300 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0262] Typically, terminal 1300 includes a processor 1301 and a memory 1302.

[0263] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1301 may also include a main processor and a coprocessor. The main processor, also known as a central processing unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1301 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1301 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0264] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 are used to store at least one instruction, which is executed by the processor 1301 to implement the attack control method for virtual objects provided in the method embodiments of this application.

[0265] This is illustrative; terminal 1300 also includes other components, as those skilled in the art will understand. Figure 13 The structure shown does not constitute a limitation on terminal 1300 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0266] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement the attack control method for virtual objects described in any of the above embodiments.

[0267] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.

[0268] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0269] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method of attack control of a virtual object, characterized by, The method comprises: Before the virtual battle starts, the target account configures the attributes and / or skills of the virtual object group through a configuration interface to obtain a configuration result, the attack behavior of the virtual object group is determined by the configuration result, the virtual object group includes a plurality of member virtual objects, and the virtual object group belongs to a master virtual object; In response to the start of the virtual battle, a virtual battle picture is displayed, and the virtual battle picture includes the virtual object group and an enemy virtual object; In response to receiving an attack control operation on the virtual object group, target behavior tree data corresponding to the virtual object group is obtained, wherein the target behavior tree data includes attack behavior of the virtual object group in the virtual battle and corresponding execution conditions, the target behavior tree data is data generated by at least one behavior tree determined by a matching relationship between a plurality of pre-generated behavior trees and the attributes and / or skills of the virtual object group, or the target behavior tree data is data generated in real time according to the attributes and / or skills of the virtual object group, which can control the member virtual objects to execute corresponding attack behavior; Based on the target behavior tree data, the attack effect animation of the member virtual objects executing the attack behavior on the enemy virtual object is displayed when the execution conditions are met.

2. The method of claim 1, wherein, The display of the attack effect animation of the member virtual objects executing the attack behavior on the enemy virtual object based on the target behavior tree data when the execution conditions are met comprises: The target behavior tree data is split to obtain at least one behavior tree, and the at least one behavior tree includes a target behavior tree corresponding to the attack control operation; The target behavior tree is parsed to determine a plurality of candidate nodes corresponding to the target behavior tree, the candidate nodes include a target judgment node, the target judgment node is used to determine a target execution condition of a child node connected to the target judgment node, and the child node of the target judgment node includes a target execution node, the target execution node is used to control the virtual object group to execute a target attack behavior; In response to executing to the target judgment node and determining that the member virtual objects meet the target execution condition, the member virtual objects are controlled to execute the target attack behavior based on the target execution node and the attack effect animation is displayed.

3. The method of claim 2, wherein, The plurality of candidate nodes further include a control node, the control node is connected with n judgment nodes, the control node is used to indicate the execution order between the n judgment nodes, n≥2 and n is an integer, and the response to executing to the target judgment node and determining that the member virtual objects meet the target execution condition, the member virtual objects are controlled to execute the target attack behavior based on the target execution node and the attack effect animation is displayed. In response to executing to the i-th judgment node, the i-th judgment result corresponding to the i-th judgment node is determined based on the i-th execution condition corresponding to the i-th judgment node, i is a positive integer; in response to the i-th judgment result indicating that the group member virtual object meets the i-th execution condition, controlling the group member virtual object to execute a corresponding attack behavior and display the attack effect animation based on an execution node corresponding to the i-th judgment node; in response to the i-th judgment result indicating that the group member virtual object does not meet the i-th execution condition, executing an i+1-th judgment node.

4. The method of claim 1, wherein, The attack control operation is used to instruct the virtual object group to execute a target skill, and the attack effect animation of the group member virtual object executing the attack behavior corresponding to the execution condition on the enemy virtual object is displayed based on the target behavior tree data under the condition that the execution condition is met, comprising: determining at least one behavior tree from the target behavior tree data, the behavior tree being used to control at least one skill of the virtual object group corresponding to the attack behavior; determining a target behavior tree corresponding to the target skill from the at least one behavior tree; controlling the group member virtual object to execute the target skill on the enemy virtual object based on the target behavior tree, and displaying the attack effect animation.

5. The method of claim 1, wherein, The virtual battle picture also includes the host virtual object; The method further comprises: in response to receiving a first control operation on the host virtual object, displaying the host virtual object executing a motion execution animation corresponding to the first control operation; The attack effect animation of the group member virtual object executing the attack behavior on the enemy virtual object is displayed based on the target behavior tree data under the condition that the execution condition is met, comprising: in response to receiving a second control operation on the virtual object group, determining that the second control operation meets the execution condition based on the target behavior tree data; displaying the attack effect animation of the group member virtual object executing the attack behavior on the enemy virtual object.

6. The method of claim 5, wherein, The display of the attack effect animation of the group member virtual object executing the attack behavior on the enemy virtual object comprises: controlling the group member virtual object in the virtual object group to enter a target cooperation mode, the target cooperation mode being used to instruct the group member virtual object to cooperate with the host virtual object in a virtual battle; displaying the group member virtual object executing the attack effect animation corresponding to the target cooperation mode.

7. The method according to any one of claims 1 to 6, characterized in that, The target account configures the attributes and / or skills of the virtual object group through a configuration interface before the virtual battle starts, and obtains a configuration result, comprising: displaying the configuration interface, the configuration interface being used to configure at least one of the attributes and the skills of the virtual object group, the configuration interface including at least one configuration node, the configuration node being used to configure the attributes or the skills; in response to receiving a configuration operation on the at least one configuration node, displaying a first configuration result in the configuration interface.

8. The method of claim 7, wherein, The server and the terminal store a second configuration result, the second configuration result being used to indicate a historical configuration of the attributes and the skills of the virtual object group; after displaying the configuration result in the configuration interface, further comprising: In response to receiving a confirmation operation for the configuration result, and if it is determined that the first configuration result and the second configuration result are different, a configuration request is sent to the server, the configuration request including the first configuration result; The server is used to update the second configuration result to the first configuration result.

9. The method of claim 7, wherein, The display effect of the configuration node includes a first display effect and a second display effect. The first display effect is used to indicate that the configuration node is not active, and the second display effect is used to indicate that the configuration node is active. The configuration interface includes a target configuration node displayed with the first display effect. The step of displaying a first configuration result in the configuration interface in response to receiving a configuration operation for the at least one configuration node includes: In response to receiving a configuration operation for the target configuration node, the target configuration node is displayed with the second display effect, wherein the first configuration result includes the activated target configuration node.

10. The method of claim 9, wherein, The step of responding to receiving a configuration operation for the target configuration node and displaying the target configuration node with the second display effect includes: Based on the object level corresponding to the virtual object group and the activation status of all configuration nodes in the configuration interface, the virtual resources to be allocated corresponding to the virtual object group are displayed. Displays the virtual resource requirements corresponding to the configured node; In response to receiving an upgrade operation for the target configuration node, the amount of virtual resources to be allocated is reduced based on the node level of the target configuration node, and the target configuration node is displayed with the second display effect.

11. The method of claim 7, wherein, The step of displaying a first configuration result in the configuration interface in response to receiving a configuration operation for the at least one configuration node includes: The first area of ​​the configuration interface displays the at least one configuration node, which includes a target configuration node. The second area of ​​the configuration interface displays multiple candidate items, which are used to provide the virtual object group with the function of modifying attributes or skills. The multiple candidate items include the target candidate item. When the target configuration node is in an idle state, receive a connection operation between the target configuration node and the target candidate item; Based on the connection operation, the target candidate item is configured to the target configuration node, and the first configuration result includes the item function corresponding to the target candidate item.

12. An attack control apparatus of a virtual object, characterized by comprising: The device includes: The display module is used to configure the attributes and / or skills of the virtual object group through the configuration interface before the virtual battle begins, and obtain the configuration result. The attack behavior of the virtual object group is determined by the configuration result. The virtual object group includes multiple member virtual objects, and the virtual object group belongs to the master virtual object. The display module is also used to display a virtual battle scene in response to the start of the virtual battle scene. The virtual battle scene includes a virtual object group and enemy virtual objects. The virtual object group includes multiple member virtual objects. An acquisition module is configured to, in response to receiving an attack control operation on the virtual object group, acquire target behavior tree data corresponding to the virtual object group, wherein the target behavior tree data comprises attack behaviors of the virtual object group in a virtual battle and corresponding execution conditions, the target behavior tree data is data generated by at least one behavior tree determined through a matching relationship between a plurality of pre-generated behavior trees and attributes and / or skills of the virtual object group, or the target behavior tree data is data automatically generated in real time according to the attributes and / or skills of the virtual object group and capable of controlling the member virtual objects to perform corresponding attack behaviors; The display module is further configured to, based on the target behavior tree data, display attack effect animations of the member virtual objects performing the attack behaviors on the hostile virtual object under the condition that the execution conditions are met.

13. A computer program product, characterised in that, Computer instructions are included, and the computer instructions are executed by a processor to implement the attack control method of the virtual object according to any one of claims 1 to 11.

Citation Information

Patent Citations

  • A behavior execution method, a behavior tree generation method and device and a computer device

    CN109189504A

  • Interactive information display method and device, electronic equipment and storage medium

    CN112402961A

  • Virtual object team interaction processing method and device, equipment, medium and program

    CN114344905A