Game control method, game control device, program product, and electronic device
By simulating the player's operations in the game client and displaying the automatic game battle screen in real time, and executing the automatic game battle logic on the server side, the problem of automatic game battle in the existing technology affecting game fairness and increasing server pressure is solved, and the player experience and controllability of automatic game battles is improved.
Patent Information
- Application Number
- CN202510251736.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-04
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2045-03-04
AI Technical Summary
When implementing automatic game combat, the existing technology affects the fairness of the game and increases server pressure. Players cannot observe the automatic game combat process in real time, and the automatic battle configuration cannot be adjusted in real time.
By introducing virtual operation objects into the game client, receiving game operation instructions sent by the game server, and performing corresponding operations in the client, displaying the game screen of automatic game battles in real time, and binding the automatic game battle driver on the server side to execute automatic game battle logic.
Reduces server pressure in automatic game combat, improves players' real-time observation and control of the automatic game combat process, and enhances the experience and controllability of automatic game combat.
Smart Images

Figure CN119868955A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular, to a game control method applied to a client, a game control method applied to a game server, a game control device applied to a game client, a game control device applied to a game server, a computer program product, and an electronic device. Background Art
[0002] Today's gamers may not have enough time to play the game themselves for various reasons. Game auto-battle can assist players to automatically play the game, help players use their spare time to upgrade their characters or complete tasks, and improve the convenience and playability of the game.
[0003] In one related technology, automatic combat is achieved through plug-ins. Obviously, this plug-in method affects the fairness of the game. In another related technology, the player configures the game camp in the early stage, and then the server automatically calculates the result of an automatic battle through the strength, number of people, equipment, etc. in the game camp, and pushes it to the warring parties on the client after waiting for a period of time, so that both parties know the final battle result. In this way, players cannot see the actual battle screen of the automatic game battle in real time, but can only know the final battle result, and all processes are carried out on the server side, which puts too much pressure on the server calculation.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] The purpose of the present disclosure is to provide a game control method applied to a game client, a game control method applied to a game server, a game control device applied to a game client, a game control device applied to a game server, a computer program product and an electronic device, thereby reducing the server pressure in automatic game battles at least to a certain extent, while improving the player experience during automatic game battles.
[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, a game control method is provided, which is applied to a game client, and the method includes: when a game account in the game client performs an automatic game battle, a virtual operation object in the game client performs a first game operation in the game client according to a first game operation instruction received from a game server; a game screen corresponding to the automatic game battle generated based on the first game operation is displayed in the game client; wherein the first game operation instruction is determined by the game server after performing a game logic calculation for the automatic game battle according to automatic battle configuration information of the game account.
[0008] According to a second aspect of the present disclosure, a game control method is provided, which is applied to a game server, and the method includes: in response to a request for starting an automatic game battle from a game client, obtaining a game account of the game client and automatic battle configuration information corresponding to the game account; binding an automatic game battle driver to the game account, and controlling the automatic game battle driver to drive the game server to execute automatic game battle logic according to the automatic battle configuration information of the game account.
[0009] According to a third aspect of the present disclosure, a game control device is provided, which is applied to a game client, and the device includes: a first game operation implementation module, which is configured to, when a game account in the game client performs an automatic game battle, cause a virtual operation object in the game client to perform a first game operation in the game client according to a first game operation instruction received from a game server; an automatic battle process display module, which is configured to display a game screen corresponding to the automatic game battle generated based on the first game operation in the game client; wherein the first game operation instruction is determined by the game server after performing a game logic calculation for the automatic game battle according to the automatic battle configuration information of the game account.
[0010] According to a fourth aspect of the present disclosure, there is provided a game control device, which is applied to a game server, and the device includes: an acquisition module, which is configured to respond to a request for starting an automatic game battle from a game client, to acquire a game account of the game client and automatic battle configuration information corresponding to the game account; an automatic battle drive module, which is configured to bind an automatic game battle driver to the game account, and control the automatic game battle driver to drive the game server to execute automatic game battle logic according to the automatic battle configuration information of the game account.
[0011] According to a fifth aspect of the present disclosure, a computer program product comprising instructions is provided, which, when executed on a computer, enables the computer to execute the steps of the game control method as described in the first aspect and / or the second aspect.
[0012] According to a sixth aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the game control method as described in the first aspect and / or the second aspect of the above embodiments is implemented.
[0013] According to the seventh aspect of the embodiments of the present disclosure, there is provided an electronic device, comprising: a processor; and a storage device for storing one or more programs, which, when the one or more programs are executed by the one or more processors, enables the one or more processors to implement the game control method as described in the first aspect and / or the second aspect of the above embodiments.
[0014] It can be seen from the above technical solutions that the game control method, game control device, and computer program product and electronic device implementing the game control method in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
[0015] In the technical solutions provided by some embodiments of the present disclosure, when a game account in a game client performs an automatic game battle, a virtual operation object in the game client performs a first game operation in the game client according to a first game operation instruction received from a game server, and displays a game screen corresponding to the automatic game battle generated based on the first game operation in the game client. Compared with the related art, on the one hand, the present disclosure can simulate the actual game operation process of the game player through the virtual operation object in the game client, so as to display the real screen in the automatic game battle process in real time in the game client, so that the player can observe at any time what kind of battle the camp configured by himself is carrying out, thereby improving the player's automatic game battle experience; on the other hand, since the entire automatic battle process is presented to the game player in real time by simulating the actual operation process of the player, the game data is calculated and presented to the player in real time, and the player can cut into the game at any time during the automatic game battle, thereby changing the strategy of the automatic game battle, and can also adjust the configuration of the automatic game battle at any time, thereby improving the controllability of the automatic game battle.
[0016] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.
[0018] Figure 1A flowchart of a game control method to which the embodiment of the present disclosure can be applied is shown;
[0019] Figure 2 A flow chart showing a method for determining automatic combat configuration information in an exemplary embodiment of the present disclosure;
[0020] Figure 3 A flowchart showing another game control method in an exemplary embodiment of the present disclosure is shown;
[0021] Figure 4 A flowchart showing a method for managing a game account for automatic game battles in an exemplary embodiment of the present disclosure;
[0022] Figure 5 A flow chart showing a method for driving automatic game battle logic in an exemplary embodiment of the present disclosure;
[0023] Figure 6 A schematic diagram showing the composition of a game control device in an exemplary embodiment of the present disclosure;
[0024] Figure 7 A schematic diagram showing the composition of another game control device in an exemplary embodiment of the present disclosure;
[0025] Figure 8 A schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0026] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0027] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0028] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.
[0029] In a related technology, automatic combat of a game is achieved through a plug-in, such as a clicker implemented independently by the client. The clicker determines which devices can be clicked and the frequency of clicking, and automatically clicks the fire button, etc. Since it is implemented independently by the client, it is difficult to verify on the server side, which not only affects the fairness of the game, but also easily increases the pressure on the game server.
[0030] Another related technology is the pure server-side automatic combat mode, that is, the player only configures the game camp on the client. After the configuration is completed, the server automatically calculates a result by calculating the time, characteristics of the arms, equipment, number of people, etc., and pushes it to the warring parties on the client after waiting for a period of time, so that both parties know the result of the battle. In this way, players cannot observe the real-time automatic game battle screen. They can only select the troops in the early stage, and then send them out to fight and wait for the results. Players cannot modify the relevant configuration during the automatic game battle, nor can they participate in the automatic game battle in time. At the same time, all processes are on the server side, which increases the pressure on the server.
[0031] In order to solve the above problems, the present disclosure provides a game control method. Exemplarily, Figure 1 A flowchart of a game control method in an exemplary embodiment of the present disclosure is shown, and the method can be applied to a game client. Figure 1 , the method may include:
[0032] Step S110, when the game account in the game client performs an automatic game battle, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction received from the game server;
[0033] Step S120, displaying a game screen corresponding to the automatic game battle generated based on the first game operation in the game client;
[0034] The first game operation instruction is determined by the game server after performing a game logic calculation of automatic game battle according to the automatic battle configuration information of the game account.
[0035] exist Figure 1 In the technical solution provided by the illustrated embodiment, when the game account in the game client performs an automatic game battle, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction received from the game server, and displays the game screen corresponding to the automatic game battle generated based on the first game operation in the game client. Compared with the related art, on the one hand, the present disclosure can simulate the actual game operation process of the game player through the virtual operation object in the game client, so as to display the real screen in the automatic game battle process in real time in the game client, so that the player can observe at any time what kind of battle the camp configured by himself is carrying out, thereby improving the player's automatic game battle experience; on the other hand, since the entire automatic battle process is presented to the game player in real time by simulating the actual operation process of the player, the game data is calculated and presented to the player in real time, and the player can cut into the game at any time during the automatic game battle, thereby changing the strategy of the automatic game battle, and can also adjust the configuration of the automatic game battle at any time, thereby improving the controllability of the automatic game battle.
[0036] Next, the specific implementation method of "Step S110, when the game account in the game client performs an automatic game battle, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction received from the game server" is described in detail.
[0037] In an exemplary embodiment, the first game operation instruction is determined by the game server after performing a game logic calculation of automatic game combat according to the automatic combat configuration information of the game account.
[0038] Exemplarily, the method for generating the automatic combat configuration information includes: generating the automatic combat configuration information according to the automatic combat parameters input in the automatic combat configuration interface of the game client.
[0039] In an exemplary embodiment, only game accounts with automatic game battle permissions can perform automatic game battles. Whether a game account is a game account with automatic game battle permissions can be determined based on the account level of the game account, whether there are preset game props in the game prop library of the game account, etc.
[0040] For example, the game server can verify whether the game account has the automatic game battle permission. Only after the verification is passed, the game account can start the automatic game battle. Taking the game account with game prop A as having the automatic game battle permission as an example, the page of the game client is configured with a first control of the configuration interface of the automatic battle configuration information for opening the automatic game battle. When the game player in the game client triggers the first control, the game server will obtain the account information of the game account currently logged in in the game client, and then check whether there is game prop A in the game prop library of the game account in the database. If there is, it will jump to the configuration interface of the automatic configuration information. If not, it will send a prompt message to the game client to prompt the game player in the game client that he currently does not have the permission for automatic game battle and the way to open the permission for automatic game battle. Among them, the way to open the permission for automatic game battle can be customized according to the needs, such as the game player can obtain the permission for automatic game battle by obtaining the preset game props, etc. In this way, if the game player draws the preset game props during the game, then he will obtain the permission for automatic game battle. This exemplary embodiment does not make special restrictions on this.
[0041] When the game player has the automatic game combat authority, the game player clicks the above-mentioned first control in the game client to jump to the automatic combat configuration interface. In the automatic combat configuration interface, the game player can enter the configuration information of the automatic combat parameters. Among them, the combat parameters that the player can configure can be customized and determined according to the needs, and this exemplary embodiment does not make special restrictions on this. For example, the player is allowed to configure a specific combat method, such as whether to surround the enemy, how far to surround the enemy, and which type of enemy to fight first (such as a near enemy, a far enemy, an enemy with low health, an enemy with high health, an enemy with large tonnage, an enemy with small tonnage, etc.). The game client can generate automatic combat configuration information based on the configuration information of the automatic combat parameters entered by the game player in the automatic combat configuration interface.
[0042] In an exemplary embodiment, after the configuration is completed, the user clicks a second control, such as a confirmation control, in the automatic battle configuration interface to enter the automatic game battle.
[0043] In an exemplary embodiment, a virtual operation object is configured in the game client, and the virtual operation object is used to simulate the user to perform game operations. The virtual operation object may include virtual operation AI (Artificial Intelligence).
[0044] For example, the game logic of automatic game battles and the game logic when users perform operations are exactly the same. For example, in a non-automatic battle scenario, that is, a scenario in which users perform game operations, the user needs to click control 1 in the game interface to jump to page A, click control 2 in page A to jump to page B, and click control 3 in page B to obtain game props 22. Therefore, in the automatic game battle scenario in the present disclosure, it is also necessary to control the virtual operation object to first click control 1 in the game interface to jump to page A, then click control 2 in page A to jump to page B, and click control 3 in page B to obtain game props 22.
[0045] In an exemplary embodiment, the game server can calculate the game logic according to the automatic combat configuration information, and generate the first operation instruction according to the calculation result of each game logic. For example, in a certain step of the game logic calculation, it is necessary to obtain the game prop 22. According to the game logic, the game server needs to first receive the instruction to click on the control 1, then receive the instruction to click on the control 2, and then receive the instruction to click on the control 3 before issuing the game prop 22. Then the game server generates the operation instruction to click on the control 1 according to the game logic, and sends it to the virtual operation object in the game client. The virtual operation object in the game client clicks on the control 1 in the game client according to the received instruction. After the game server detects the operation of the control 1 being clicked, it will continue to send the instruction to click on the control 2 to the virtual operation object. The virtual operation object performs the operation of clicking on the control 2 in the game client according to the received instruction to click on the control 2. After the game server detects the operation of the control 2 being clicked, it continues to send the instruction to click on the control 3 to the virtual operation object in the game client. After the virtual operation object receives the operation instruction to click on the control 3, it clicks on the control 3 in the page of the game client. After the game server detects the operation of the control 3 being clicked, it issues the game prop 22 to the game account.
[0046] In an exemplary embodiment, the first game operation performed by the virtual operation object can be displayed in real time while the game screen of the automatic game battle is displayed in real time in the graphical user interface of the game client. For example, according to the first game operation of the virtual operation object, a virtual finger is displayed in the graphical user interface of the game client, that is, the virtual operation object is displayed in the form of a virtual finger, so that the player can observe the operation process of the automatic battle. For example, if the first game operation is to click on the control 1 in the game client, a virtual finger is displayed at the position of the control 1 to click on the control 1. Alternatively, the virtual finger may not be displayed, but the operation object of the first virtual operation may be specially displayed, so that the player can also observe the operation process of the automatic battle so that the player can enter the automatic battle at any time. For example, if the first operation is to click on the control 2 in the game client, the control 2 may be highlighted while sending the clicked instruction to the control 2. Of course, the first game operation performed by the virtual operation object may not be displayed, and this exemplary embodiment does not specifically limit this.
[0047] The specific implementation of "step S120, displaying the game screen corresponding to the automatic game battle generated based on the first game operation in the game client" is described in detail below.
[0048] For example, when the virtual operation object performs the first game operation, it is equivalent to simulating the user performing the first game operation. The first game operation will change the game screen in real time, and the real-time actual game screen of the automatic game battle generated based on the first game operation can be displayed in the graphical user interface of the game client.
[0049] In an exemplary embodiment, the game control method in the present disclosure also includes: in response to detecting a second game operation of a player in the game client, the game client sends a second game operation instruction corresponding to the second game operation to the game server, so that the game server performs game logic calculations according to the second game operation instruction.
[0050] For example, since in the present disclosure, the actual game screen of the automatic game battle process is displayed in real time in the graphical user interface of the game client, the player can see the actual process of the automatic game battle at any time. When the player wants to cut in and perform player operations at a certain moment, the player can cut in to the game at any time according to the needs and perform player operations. For example, the current game client selects game props C when performing automatic battles, and the player wants to use game props B to fight. Then the player can cut into the automatic battle at this time and change the game props of the virtual character controlled by it from game props C to game props B, so that the virtual character uses game props B to fight in the game. When the game client detects the second game operation of the player in the game client, it can generate a second game operation instruction according to the second game operation, and send the second game operation instruction to the game server, so that the game server drives and calculates the game logic according to the second game operation instruction, thereby playing the game.
[0051] Among them, the player can perform contact operations on the second game through external input media such as hands, stylus pens, and mice, or can perform non-contact operations on the second game through gestures, eye movements, voice commands, etc. This exemplary embodiment does not specifically limit this.
[0052] As mentioned above, players can switch into automatic combat at any time and adjust the strategy of automatic combat, such as replacing combat props from game props C to game props B. Based on this, the player's adjustment operations can be statistically analyzed to obtain the player's operation preferences, and the automatic combat configuration information can be determined according to the player's operation preferences to improve the accuracy of automatic combat.
[0053] For example, Figure 2 A flow chart showing a method for determining automatic combat configuration information in an exemplary embodiment of the present disclosure is shown. Figure 2 , the method may include steps S210 to S250, wherein:
[0054] In step S210, a game event of the second game operation instruction corresponding to the game account in the game client is recorded.
[0055] For example, the second game operation performed by each game player when the automatic battle is turned on can be recorded. For example, in the automatic game battle, task A is automatically accepted for the player, but the player sees it and changes the received task A to task B through the second game operation, then the game event "change the automatically accepted task A to task B" can be recorded.
[0056] In step S220, when the first preset condition is met, statistical analysis is performed on the recorded game events, and the game preference of the game account is determined according to the statistical analysis result.
[0057] In an exemplary embodiment, the first preset condition may include that the recording time reaches a preset time, or the number of recorded game events reaches a preset amount, then the recorded game events can be statistically analyzed, such as counting the number of identical game events. For example, if the player has modified the automatically accepted first type of task A to a second type of task during multiple automatic battles, then it means that the player prefers to accept the second type of task.
[0058] In step S230, adjustment prompt information of the preset automatic combat configuration information of the game account is generated according to the game preference.
[0059] In an exemplary implementation, the preset automatic combat configuration information may be understood as the automatic combat configuration information configured by the player in the most recent automatic combat, or may be understood as the default automatic combat configuration information configured by the player, etc. If the task acceptance preference parameter configured in the preset automatic combat configuration information of the game account corresponding to the player is a task of the first type, an adjustment prompt message of "Please confirm that the type of task acceptance for automatic combat needs to be changed from the first type to the second type" may be generated.
[0060] In step S240, in response to the game account starting automatic game battle, the adjustment prompt information is displayed in the game client where the game account is located.
[0061] For example, when a player turns on automatic combat, if it is detected that the type parameter of accepting tasks in the player's automatic combat configuration information is still the first type, the above adjustment prompt information can be displayed in the game client logged in by the player's game account to prompt the player whether to automatically adjust the automatic combat configuration parameters. If it is detected that the type parameter of accepting tasks has been changed to the second type, the adjustment prompt information may not be sent.
[0062] In step S250, in response to the triggering operation of the adjustment prompt information, the automatic battle configuration information of the automatic game battle currently enabled by the game account is determined.
[0063] For example, when the player confirms the adjustment information, it is considered that the player agrees to modify the automatic battle configuration information according to the statistical player's game preferences, and the relevant parameters in the automatic battle configuration information can be modified according to the adjustment information, and the automatic battle configuration information of the currently enabled automatic game battle is obtained according to the adjusted automatic battle configuration information. If the player cancels the adjustment information, the automatic battle configuration information will not be modified.
[0064] In an exemplary embodiment, the game control method in the present disclosure may also include: in response to an adjustment operation on the automatic combat configuration information in the game client, sending the game account and the adjusted automatic combat configuration information to the game server, so that the game server performs game logic calculations for automatic game combat according to the adjusted automatic combat configuration information.
[0065] For example, a target control may be configured in the graphical user interface of the game terminal. After the automatic game battle is turned on, the target control may be always displayed in the graphical user interface of the game client. The player may trigger the target control at any time to enter the automatic battle configuration interface, thereby modifying the automatic battle configuration information at any time. For example, if the player initially sets the priority to attack distant enemies, and wants to change it to prioritize attacking nearby enemies, the player may enter the automatic battle configuration interface at any time to modify the parameter value of the parameter. After the modification is completed, the battle strategy in the subsequent automatic battle process will become to prioritize attacking nearby enemies.
[0066] In an exemplary embodiment, the game control method in the present disclosure may further include: when the automatic game battle instructs the virtual character to arrive at a designated task location, the game client executes task location navigation logic to navigate the virtual character to the designated task location; and / or when the automatic game battle instructs the virtual character to accept a task, the game client executes task selection logic for the virtual character to accept the task.
[0067] For example, the game in the present disclosure may include task acceptance requirements and path finding requirements. Task acceptance refers to accepting tasks in the game, and corresponding game rewards can be obtained after completing the tasks. Path finding refers to the need for the virtual character to reach a certain task location before the character can be executed when completing the game task. During the automatic combat process, the virtual character needs to be driven automatically to the task location through path finding logic, similar to driving the virtual character controlled by the player to reach the task location according to the navigation path through automatic navigation.
[0068] In the present disclosure, the task acceptance logic and the path-finding logic can be configured on the game client, and the non-core game logic can be configured on the game server side through the game client. For example, the task acceptance logic, path-finding logic, the logic of judging whether to continue automatic combat based on health, and the logic of being ready to evacuate the battlefield at any time can be executed on the game client, and the core game combat logic and some verification logic can be executed on the server. In this way, the security and fairness of the game are guaranteed, the computing pressure of the game server can be reduced, and the computing power of the server can be improved.
[0069] For example, Figure 3 A flowchart of another game control method in an exemplary embodiment of the present disclosure is shown, and the method can be applied to a game server, that is, the method can be executed by the game server. Figure 3 , the method may include steps S310 to S320, wherein:
[0070] In step S310, in response to the automatic game battle start request of the game client, the game account of the game client and the automatic battle configuration information corresponding to the game account are obtained.
[0071] For example, an automatic battle manager can be deployed in the game server. When the game server detects that the game client has turned on automatic battle, it can obtain the game account logged in to the game client and the automatic battle configuration information corresponding to the game account, associate the game account with the automatic battle configuration information of the game account, and cache them in the automatic battle manager. The automatic battle manager can be used to perform automatic battle management on all game accounts that have turned on automatic battle.
[0072] In an exemplary embodiment, the game in the present disclosure includes multiple game scene spaces, each game scene space corresponds to a game map, different game scene spaces correspond to different game processes, each game scene space corresponds to a game process, each game process corresponds to a game process identifier, each game scene space corresponds to a game scene space identifier, and there is a one-to-one mapping relationship between the game scene space identifier and the game process identifier, that is, one game scene space identifier corresponds to one game process identifier, such as a mapping relationship between the game scene space identifier A and the game process identifier A1, which means that the game process identifier A1 is used to process the game battle logic of the game scene space identifier A. A game account can play games in different game scene spaces.
[0073] Based on this, before binding the automatic game battle driver to the game account that enables automatic battle, it is necessary to associate the game account with the current game scene space to determine which game process is currently used to handle the automatic game battle of the game account.
[0074] For example, Figure 4 A flowchart showing a method for managing a game account for automatic game battles in an exemplary embodiment of the present disclosure is shown. Figure 4 , the method may include steps S410 to S420.
[0075] In step S410, the target game scene space to which the game account belongs is determined according to the game scene position of the virtual character controlled by the game account when the game account requests to start automatic game battle.
[0076] For example, the game server may determine the target game scene space where the game account is currently located based on the game scene position where the virtual character controlled by the game account is currently located.
[0077] In step S420, the game account is associated with a game process identifier corresponding to the target game scene space to which the game account belongs.
[0078] For example, in the automatic battle manager, the game accounts that enable automatic game battles in different game scene spaces can be stored and managed separately. For example, the accounts that enable automatic game battles in different game scene spaces can be associated with the game process identifiers corresponding to the game scene space identifiers of the game scene spaces, and then stored in the automatic battle manager. That is, the automatic battle manager contains the game accounts that enable automatic game battles under each game process identifier and the automatic battle configuration information of the automatic game accounts.
[0079] In step S320, an automatic game battle driver is bound to the game account, and the automatic game battle driver is controlled to drive the game server to execute automatic game battle logic according to the automatic battle configuration information of the game account.
[0080] For example, an automatic battle driver may be bound to each game account under each game process ID in the automatic battle manager, so as to control the automatic battle driver to drive the game server to execute the automatic game battle logic of the game account according to the automatic battle configuration information of the game account.
[0081] In an exemplary embodiment, the automatic battle driver can be understood as a software program that can instruct the game server to execute the game logic according to the automatic battle configuration information, thereby realizing automatic game battle.
[0082] For example, Figure 5 A flowchart showing a method for driving automatic game battle logic in an exemplary embodiment of the present disclosure is shown. Figure 5, the method may include steps S510 to S530. Wherein: in step S510, loop through the game process identifiers corresponding to different game scene spaces; in step S520, for the currently traversed target game process identifier, traverse the target game account associated with the target game process identifier; in step S530, control the automatic game combat device of the target game account to drive the target game process indicated by the target game process identifier associated with the target game account, and execute the automatic game combat logic according to the automatic combat configuration information of the target game account.
[0083] For example, each game process identifier in the above-mentioned automatic battle manager can be traversed in a loop, and for the currently traversed game process identifier, the game account associated with the game process identifier can be traversed, and then, for the traversed game account, the automatic game battle driver bound to the game account can be controlled to drive the game process indicated by the game process identifier, and the automatic game battle logic is executed according to the automatic battle configuration information of the game account. According to the calculation result of the automatic game battle logic, the first game operation instruction is updated, and the updated first game operation instruction is sent to the game client.
[0084] Exemplarily, the automatic game battle logic in the present disclosure may include the following process: driving the automatic game battle logic, updating the first game operation instruction, performing conditional checks based on the updated first game operation instruction, such as checking whether the firing target exists, if the firing target exists, checking whether the firing target is a valid target, if so, locking the target, then activating the weapon logic and reading the algorithm or configuration to fire, if the firing target is not a valid target, shutting down the activated weapon, unlocking the target, and releasing the firing target. If the firing target does not exist or has died, searching for the firing target again.
[0085] In an exemplary embodiment, each game account corresponds to an automatic game combat permission duration. The initial automatic game combat permission duration of each game account can be the same or different, and this exemplary embodiment does not specifically limit this. For example, each game account initially has a 2-hour automatic combat permission duration. If the automatic combat permission duration of a game account is used up, then even if it has the automatic combat permission, it cannot perform automatic game combat.
[0086] Based on this, the game control method in the present disclosure may further include: in response to an automatic game battle start request from a game client, associating a game account in the game client with a time manager in the game server; deducting the automatic game battle permission duration from each of the game accounts associated with the time manager according to a preset time interval to obtain a remaining automatic game battle permission duration for each of the game accounts; determining a first game account whose remaining automatic game battle permission duration is less than or equal to 0, sending a first indication message to a first client where the first game account is located, so that the first game client stops the automatic game battle of the first game account in the first game client according to the first indication message; determining a second game account whose remaining automatic game battle permission duration is less than or equal to a preset value and greater than 0, sending a second prompt message to a second game client where the second game account is located, the second prompt message being used to prompt the second game client of the remaining automatic game battle permission duration of the second game account.
[0087] For example, the automatic game battle permission duration of each game account can be managed through the time manager, such as the game account that currently turns on the automatic game battle can be cached in the time manager, such as when a game account turns on the automatic game battle, the game account is stored in the time manager, and the time manager can be used to manage the automatic battle permission duration of each game account. For example, it can batch deduct the time of the game accounts it manages at fixed intervals to obtain the remaining automatic game battle permission duration of each game account. If the remaining automatic battle permission duration is less than or equal to 0, the game client is notified to forcibly close the automatic game battle. If the remaining automatic battle permission is greater than 0 but less than or equal to a relatively small preset value, the preset value can be the above-mentioned time interval, which means that the remaining automatic battle permission duration of the game account is less, and the player is reminded that there is not much remaining automatic battle time left.
[0088] In an exemplary embodiment, the game control method in the present disclosure may further include: in response to satisfying a second preset condition, determining a closing time of the automatic game battle of the game account according to the current time; determining the usage duration of the automatic game battle permission of the game account according to the start time and the close time of the automatic game battle of the game account; based on the usage duration of the automatic game battle permission of the game account, updating the automatic game battle permission duration of the game account stored in the database of the game server; wherein the second preset condition includes any one of receiving an automatic game battle closing request sent by the game client and monitoring a change in the player connection status of the game account.
[0089] For example, the time manager also records the time when each game account starts automatic game combat. Then, when the game account exits automatic combat or the player turns off automatic combat on the client, the automatic game combat usage timer is stopped and the player's automatic combat permission duration is updated. Or, when the player enters a scene where combat is not allowed, the player's automatic game combat can be forcibly turned off to avoid unnecessary loss of automatic combat permission duration for the player.
[0090] When it is determined that the second preset condition is met, the game account can be removed from the time manager and the above-mentioned automatic combat manager. For example, the weapons and equipment in the automatic combat driver of the game account are first turned off, and then the game account and its automatic combat configuration information are removed from the automatic combat manager, so that the automatic combat driver of the game account will no longer be driven to perform the relevant logic of automatic combat.
[0091] In an exemplary embodiment, the game control method in the present disclosure may further include: in response to the game account using a preset game prop in the automatic game battle, obtaining an increment of the automatic game battle authority duration corresponding to the preset game prop; and updating the automatic game battle authority duration corresponding to the game account according to the increment of the automatic game battle authority duration.
[0092] For example, a game player can increase the duration of his automatic game battle privilege by using preset game props in automatic game battle. A player with automatic game battle privilege can also increase the duration of his automatic game battle privilege by using preset game props in non-automatic battle.
[0093] For example, in the present disclosure, the content related to the specific combat logic of automatic combat can be deployed in the server, such as which weapon to use, when to fire, the order of enemy targets, the number of firing cycles, reading the automatic combat configuration information transmitted by the client, driving firing, driving ceasefire, checking the automatic combat opening state, checking the remaining time of the automatic combat authority, driving the player to realize the surrounding target, locking the enemy, resetting his own state, canceling firing, opening defense equipment, etc. on the server side, and deploying the non-combat core logic, such as path finding, accepting tasks, automatic combat configuration, etc. on the client side to reduce the pressure on the server. At the same time, through the interaction between the server and the client, the actual automatic combat screen can be displayed in real time on the client side, and the player can cut into the automatic combat at any time and adjust the configuration information of the automatic combat at any time to enhance the player's automatic combat experience.
[0094] In addition, it should be noted that the above-mentioned figures are only schematic illustrations of the processes included in the method according to an exemplary embodiment of the present invention, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0095] Furthermore, the exemplary embodiment of the present disclosure also provides a game control device 600, which can be applied to a game client. Figure 6 As shown, the game control device 600 includes the following program modules: a first game operation implementation module 610, which is configured to, when a game account in a game client performs an automatic game battle, cause a virtual operation object in the game client to perform a first game operation in the game client according to a first game operation instruction received from a game server; an automatic battle process display module 620, which is configured to display a game screen corresponding to the automatic game battle generated based on the first game operation in the game client; wherein the first game operation instruction is determined by the game server after performing a game logic calculation for the automatic game battle according to the automatic battle configuration information of the game account.
[0096] In an exemplary embodiment, the device also includes: in response to detecting a second game operation of the player in the game client, sending a second game operation instruction corresponding to the second game operation to the game server, so that the game server performs game logic calculations according to the second game operation instruction.
[0097] In an exemplary embodiment, the device also includes: in response to an adjustment operation of the automatic combat configuration information in the game client, sending the game account and the adjusted automatic combat configuration information to the game server, so that the game server performs game logic calculations for automatic game combat according to the adjusted automatic combat configuration information.
[0098] In an exemplary embodiment, the method for determining the automatic combat configuration information includes: recording the game events indicated by the second game operation corresponding to the game account in the game client; when a first preset condition is met, performing statistical analysis on the recorded game events, and determining the game preference of the game account based on the statistical analysis results; generating adjustment prompt information of the preset automatic combat configuration information of the game account based on the game preference; in response to the game account turning on automatic game combat, displaying the adjustment prompt information in the game client where the game account is located; in response to the triggering operation of the adjustment prompt information, determining the automatic combat configuration information of the automatic game combat currently turned on by the game account.
[0099] In an exemplary embodiment, the automatic combat configuration information is generated by: generating the automatic combat configuration information according to automatic combat parameters input in the automatic combat configuration interface of the game client.
[0100] In an exemplary embodiment, the device also includes: when the automatic game battle instructs the virtual character to arrive at a designated task location, the game client executes task location navigation logic to navigate the virtual character to the designated task location; and / or when the automatic game battle instructs the virtual character to accept a task, the game client executes task selection logic for the virtual character to accept the task.
[0101] Furthermore, the exemplary embodiment of the present disclosure also provides a game control device 700, which can be applied to a game server. Figure 7 As shown, the game control device 700 includes the following program modules: an acquisition module 710, configured to respond to the automatic game battle start request of the game client, obtain the game account of the game client and the automatic battle configuration information corresponding to the game account; an automatic battle drive module 720, configured to bind an automatic game battle driver to the game account, and control the automatic game battle driver to drive the game server to execute the automatic game battle logic according to the automatic battle configuration information of the game account.
[0102] In an exemplary embodiment, the game includes multiple game scene spaces, each game scene space corresponds to a game process identifier. Before binding the automatic game battle driver to the game account, the device also includes: determining the target game scene space to which the game account belongs according to the game scene position of the virtual character controlled by the game account when the game account requests to start the automatic game battle; and associating the game account with the game process identifier corresponding to the target game scene space to which the game account belongs.
[0103] In an exemplary embodiment, the controlling the automatic game battle driver to drive the game server to execute the automatic game battle logic according to the automatic battle configuration information of the game account includes: looping through the game process identifiers corresponding to the different game scene spaces; for the currently traversed target game process identifier, traversing the target game account associated with the target game process identifier; controlling the automatic game battle device of the target game account to drive the target game process indicated by the target game process identifier associated with the target game account, and executing the automatic game battle logic according to the automatic battle configuration information of the target game account.
[0104] In an exemplary embodiment, each game account corresponds to an automatic game battle permission duration, and the device also includes: in response to an automatic game battle start request of a game client, associating the game account in the game client with the time manager in the game server; deducting the automatic game battle permission duration from each of the game accounts associated with the time manager according to a preset time interval to obtain the remaining automatic game battle permission duration of each of the game accounts; determining a first game account whose remaining automatic game battle permission duration is less than or equal to 0, and sending a first indication message to a first client where the first game account is located, so that the first game client stops the automatic game battle of the first game account in the first game client according to the first indication message.
[0105] In an exemplary embodiment, the device also includes: determining a second game account whose remaining automatic game combat authority duration is less than or equal to a preset value and greater than 0, and sending a second prompt message to a second game client where the second game account is located, wherein the second prompt message is used to prompt the second game client of the remaining automatic game combat authority duration of the second game account.
[0106] In an exemplary embodiment, the device also includes: in response to satisfying a second preset condition, determining a closing time of the automatic game battle of the game account according to the current time; determining the usage duration of the automatic game battle permission of the game account according to the start time and the close time of the automatic game battle of the game account; based on the usage duration of the automatic game battle permission of the game account, updating the automatic game battle permission duration of the game account stored in the database of the game server; wherein the second preset condition includes any one of receiving an automatic game battle closing request sent by the game client and monitoring a change in the player connection status of the game account.
[0107] In an exemplary embodiment, the device also includes: in response to the game account using a preset game prop in the automatic game battle, obtaining an increment of the automatic game battle authority duration corresponding to the preset game prop; and updating the automatic game battle authority duration corresponding to the game account according to the increment of the automatic game battle authority duration.
[0108] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0109] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0110] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.
[0111] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the game control method described above is implemented.
[0112] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory (Nand Flash), and the like.
[0113] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0114] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, Python, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0115] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run computer programs. When a computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned game control method, which includes the following steps: in the case of an automatic game battle performed by a game account in a game client, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction received from the game server; the game screen corresponding to the automatic game battle generated based on the first game operation is displayed in the game client; wherein, the first game operation instruction is determined by the game server after performing a game logic calculation for automatic game battle according to the automatic battle configuration information of the game account.
[0116] By executing the above method steps through a computer program, on the one hand, the actual game operation process of the game player can be simulated through the virtual operation object in the game client, so that the real picture of the automatic game battle process is displayed in real time in the game client, so that the player can observe at any time what kind of battle the camp configured by himself is fighting, thereby improving the player's automatic game battle experience; on the other hand, since the entire automatic battle process simulates the player's actual operation process and is presented to the game player in real time, the game data is calculated and presented to the player in real time, and the player can enter the game at any time during the automatic game battle to change the strategy of the automatic game battle, and can also adjust the configuration of the automatic game battle at any time, thereby improving the controllability of the automatic game battle.
[0117] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0118] Reference below Figure 8 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 8 The electronic device 800 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0119] like Figure 8 As shown, the electronic device 800 may include: a processor 810 , a memory 820 , a bus 830 , an I / O (input / output) interface 840 , a network adapter 850 , and a display 860 .
[0120] The memory 820 may include a volatile memory, such as a RAM 821, a cache unit 822, and may also include a non-volatile memory, such as a ROM 823. The memory 820 may also include one or more program modules 824, such program modules 824 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 824 may include each module in the above-mentioned device.
[0121] The processor 810 may include one or more processing units. For example, the processor 810 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0122] The processor 810 can be used to execute executable instructions stored in the memory 820, such as the above-mentioned game control method, which includes the following steps: when a game account in a game client performs an automatic game battle, a virtual operation object in the game client performs a first game operation in the game client according to a first game operation instruction received from a game server; a game screen corresponding to the automatic game battle generated based on the first game operation is displayed in the game client; wherein the first game operation instruction is determined by the game server after performing a game logic calculation for the automatic game battle according to the automatic battle configuration information of the game account.
[0123] The above method is implemented through a computer program. On the one hand, the actual game operation process of the game player can be simulated through the virtual operation object in the game client, so that the real picture of the automatic game battle process is displayed in real time in the game client, so that the player can observe at any time what kind of battle the camp configured by himself is fighting, thereby improving the player's automatic game battle experience; on the other hand, since the entire automatic battle process simulates the player's actual operation process and is presented to the game player in real time, the game data is calculated and presented to the player in real time. The player can enter the game at any time during the automatic game battle, thereby changing the strategy of the automatic game battle, and can also adjust the configuration of the automatic game battle at any time, thereby improving the controllability of the automatic game battle.
[0124] The bus 830 is used to realize the connection between different components of the electronic device 800, and may include a data bus, an address bus, and a control bus.
[0125] The electronic device 800 can communicate with one or more external devices 900 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 840 .
[0126] The electronic device 800 can communicate with one or more networks through the network adapter 850. For example, the network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 850 can communicate with other modules of the electronic device 800 through the bus 830.
[0127] The electronic device 800 may display a graphical user interface, such as an interface showing a game screen of an automatic game battle, through the display 860 .
[0128] although Figure 8 Not shown, other hardware and / or software modules may also be provided in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0129] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0130] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0131] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A game control method, characterized in that: Applied to a game client, the method includes: When the game account in the game client performs an automatic game battle, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction received from the game server; Displaying, in the game client, a game screen corresponding to the automatic game battle generated based on the first game operation; The first game operation instruction is determined by the game server after performing game logic calculation of automatic game battle according to the automatic battle configuration information of the game account.
2. The method according to claim 1, characterized in that The method further comprises: In response to detecting a second game operation of the player in the game client, a second game operation instruction corresponding to the second game operation is sent to the game server, so that the game server performs game logic calculation according to the second game operation instruction.
3. The method according to claim 1, characterized in that The method further comprises: In response to the adjustment operation of the automatic combat configuration information in the game client, the game account and the adjusted automatic combat configuration information are sent to the game server, so that the game server performs game logic calculations for automatic game combat according to the adjusted automatic combat configuration information.
4. The method according to claim 2, characterized in that: The method for determining the automatic combat configuration information includes: Recording a game event of the second game operation instruction corresponding to the game account in the game client; When the first preset condition is met, statistical analysis is performed on the recorded game events, and the game preference of the game account is determined according to the statistical analysis result; Generating adjustment prompt information of preset automatic combat configuration information of the game account according to the game preference; In response to the game account starting automatic game combat, displaying the adjustment prompt information in the game client where the game account is located; In response to a triggering operation on the adjustment prompt information, automatic battle configuration information of the automatic game battle currently enabled by the game account is determined.
5. The method according to claim 1, characterized in that The method for generating the automatic combat configuration information includes: The automatic combat configuration information is generated according to the automatic combat parameters input in the automatic combat configuration interface of the game client.
6. The method according to claim 1, characterized in that The method further comprises: When the automatic game battle instructs the virtual character to arrive at a designated mission location, the game client executes mission location navigation logic to navigate the virtual character to the designated mission location; and / or In the event that the automatic game battle instructs the virtual character to accept a task, the game client executes task selection logic to accept the task for the virtual character.
7. A game control method, characterized in that: Applied to a game server, the method comprises: In response to a request from a game client to start an automatic game battle, obtaining a game account of the game client and automatic battle configuration information corresponding to the game account; An automatic game battle driver is bound to the game account, and the automatic game battle driver is controlled to drive the game server to execute automatic game battle logic according to the automatic battle configuration information of the game account.
8. The method according to claim 7, characterized in that The game includes a plurality of game scene spaces, each of which corresponds to a game process identifier. Before binding the automatic game battle driver to the game account, the method further includes: Determining the target game scene space to which the game account belongs according to the game scene position where the virtual character controlled by the game account is located when the game account requests to start automatic game battle; The game account is associated with a game process identifier corresponding to a target game scene space to which the game account belongs.
9. The method according to claim 8, characterized in that The controlling the automatic game battle driver to drive the game server to execute the automatic game battle logic according to the automatic battle configuration information of the game account includes: Loop through the game process identifiers corresponding to different game scene spaces; For the currently traversed target game process identifier, traverse the target game accounts associated with the target game process identifier; The automatic game battler controlling the target game account drives the target game process indicated by the target game process identifier associated with the target game account, and executes the automatic game battle logic according to the automatic battle configuration information of the target game account.
10. The method according to claim 7, characterized in that Each game account corresponds to an automatic game battle permission duration, and the method further includes: In response to a request from a game client to start an automatic game battle, associating a game account in the game client with a time manager in the game server; According to a preset time interval, deducting the automatic game combat authority duration from each of the game accounts associated with the time manager to obtain a remaining automatic game combat authority duration for each of the game accounts; Determine a first game account whose remaining automatic game combat authority duration is less than or equal to 0, and send first indication information to a first client where the first game account is located, so that the first game client stops the automatic game combat of the first game account in the first game client according to the first indication information.
11. The method according to claim 10, characterized in that The method further comprises: Determine a second game account whose remaining automatic game battle authority duration is less than or equal to a preset value and greater than 0, and send a second prompt message to a second game client where the second game account is located, wherein the second prompt message is used to prompt the second game client of the remaining automatic game battle authority duration of the second game account.
12. The method according to claim 7, characterized in that Each game account corresponds to an automatic game battle permission duration, and the method further includes: In response to satisfying the second preset condition, determining a closing time of the automatic game battle of the game account according to the current time; Determining the usage time of the automatic game battle permission of the game account according to the start time and the close time of the automatic game battle of the game account; Based on the usage duration of the automatic game combat authority of the game account, updating the automatic game combat authority duration of the game account stored in the database of the game server; The second preset condition includes any one of receiving an automatic game battle closing request sent by the game client and monitoring a change in the player connection status of the game account.
13. The method according to claim 7, characterized in that Each game account corresponds to an automatic game battle permission duration, and the method further includes: In response to the game account using a preset game item in the automatic game battle, obtaining an increment of the automatic game battle authority duration corresponding to the preset game item; The automatic game battle permission duration corresponding to the game account is incrementally updated according to the automatic game battle permission duration.
14. A game control device, characterized in that: Applied to a game client, the device comprises: The first game operation implementation module is configured to, when a game account in a game client performs an automatic game battle, cause a virtual operation object in the game client to perform a first game operation in the game client according to a first game operation instruction received from a game server; An automatic battle process display module, configured to display a game screen corresponding to the automatic game battle generated based on the first game operation in the game client; The first game operation instruction is determined by the game server after performing game logic calculation of automatic game battle according to the automatic battle configuration information of the game account.
15. A game control device, characterized in that: Applied to a game server, the device comprises: An acquisition module is configured to, in response to a request from a game client to start an automatic game battle, acquire a game account of the game client and automatic battle configuration information corresponding to the game account; The automatic battle driving module is configured to bind an automatic game battle driver to the game account, and control the automatic game battle driver to drive the game server to execute automatic game battle logic according to the automatic battle configuration information of the game account.
16. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 13 is implemented.
17. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 13.
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