Game control method, game control device, program product, and electronic device
By simulating player actions and displaying battle scenes in real time on the game client, the problem of automatic battles affecting fairness and server pressure in existing technologies is solved, improving player experience and the flexibility of strategy adjustments.
Patent Information
- Application Number
- CN202510251736.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-04
- Publication Date
- 2026-01-02
- Estimated Expiration
- 2045-03-04
AI Technical Summary
In existing technologies, automatic combat in games affects game fairness and increases server load, while players cannot observe the combat process in real time and cannot adjust their strategies at any time.
The game client simulates player operations, automatically engaging in combat via game control commands sent from the game server, displaying the battle screen in real time, and allowing players to switch in and adjust their strategies at any time.
It improves the player's experience and controllability in automatic game combat, reduces server pressure, and achieves fairness in game combat and enhances player participation.
Smart Images

Figure CN119868955B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, 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
[0002] Nowadays, game players may not have enough time to personally operate games due to various reasons. Game automatic battles can assist players in automatically performing game battles, help players use fragmented time to improve characters or complete tasks, and improve the convenience and playability of games.
[0003] In one related technology, automatic battles are realized through external plug-ins. Obviously, this external plug-in method affects the fairness of the game. In another related technology, a player configures a game camp in the early stage, and then the server automatically calculates an automatic battle result based on the forces, number of people, equipment, etc. in the game camp, and pushes the result to the two parties in combat after waiting for a period of time, so that the two parties know the final battle result. In this way, the player cannot see the actual battle picture of the automatic game battle in real time, and can only know the final battle result, and all processes are performed in the server side, which is too large a server computing pressure.
[0004] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present disclosure, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY
[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 at least reducing the server pressure in automatic game battles to some extent, and improving the player experience during automatic game battles.
[0006] Other characteristics and advantages of the present disclosure will become apparent from the following detailed description, or will be learned by practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, a game control method applied to a game client is provided, and the method comprises: in the case that a game account in the game client performs automatic game battle, a virtual operation object in the game client performs first game operation in the game client according to a first game operation instruction received from a game server; a game picture corresponding to the automatic game battle generated based on the first game operation is displayed in the game client; and the first game operation instruction is determined by the game server according to game logic calculation of automatic game battle of automatic battle configuration information of the game account.
[0008] According to a second aspect of the present disclosure, a game control method applied to a game server is provided, and the method comprises: in response to an automatic game battle start request of 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 applied to a game client is provided, and the device comprises: a first game operation implementation module configured to, in the case that a game account in the game client performs automatic game battle, a virtual operation object in the game client performs 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 picture corresponding to the automatic game battle generated based on the first game operation in the game client; and the first game operation instruction is determined by the game server according to game logic calculation of automatic game battle of automatic battle configuration information of the game account.
[0010] According to a fourth aspect of the present disclosure, a game control device applied to a game server is provided, and the device comprises: an obtaining module configured to, in response to an automatic game battle start request of a game client, obtain a game account of the game client and automatic battle configuration information corresponding to the game account; and an automatic battle driving module 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 containing instructions, when executed on a computer, causes the computer to perform the steps of the game control method according to 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, having stored thereon a computer program which, when executed by a processor, implements the game control method according to the first aspect and / or the second aspect of the above-described embodiments.
[0013] According to a seventh aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the game control method according to the first aspect and / or the second aspect of the above-described embodiments.
[0014] According to the above technical solutions, the game control method, the game control device, the computer program product and the electronic device according to the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
[0015] In the technical solutions provided in some embodiments of the present disclosure, in the case that the game account in the game client performs automatic game battle, the virtual operation object in the game client performs a first game operation in the game client according to the received first game operation instruction sent by the game server, and the game client displays a game picture corresponding to the automatic game battle generated based on the first game operation. Compared with the related art, on the one hand, the virtual operation object in the game client can simulate the actual game operation process of the game player, so as to display the real picture in the automatic game battle process in the game client in real time, and let the player can observe at any time that the camp configured by the player is performing what kind of battle, thereby improving the automatic game battle experience of the player; on the other hand, since the whole automatic battle process is simulated to the actual operation process of the game player and presented to the game player in real time, the game data is calculated and presented to the player in real time, the player can cut into the game at any time during the automatic game battle process, so as to change the strategy of the automatic game battle, and can adjust the configuration of the automatic game battle at any time, thereby improving the controllability of the automatic game battle.
[0016] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF DRAWINGS
[0017] The accompanying drawings, which are incorporated into and form part of the specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the present disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative labor on the basis of these drawings.
[0018] Figure 1A flow diagram of a game control method is shown, to which the embodiments of the present disclosure can be applied.
[0019] Figure 2 A flow diagram of a method for determining automatic battle configuration information is shown in an example embodiment of the present disclosure.
[0020] Figure 3 A flow diagram of another game control method is shown in an example embodiment of the present disclosure.
[0021] Figure 4 A flow diagram of a method for managing a game account for automatic game battle is shown in an example embodiment of the present disclosure.
[0022] Figure 5 A flow diagram of a method for driving automatic game battle logic is shown in an example embodiment of the present disclosure.
[0023] Figure 6 A composition diagram of a game control device is shown in an example embodiment of the present disclosure.
[0024] Figure 7 A composition diagram of another game control device is shown in an example embodiment of the present disclosure.
[0025] Figure 8 A structure diagram of an electronic device is shown in an example embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] Example implementations will now be described more fully with reference to the accompanying drawings. Example implementations may, however, be implemented in many different forms and should not be construed as limited to the implementations set forth herein; rather, these implementations are provided so that this disclosure will be thorough and complete, and will fully convey the scope of example implementations to those skilled in the art. The described features, structures, or characteristics can be combined in one or more implementations. In the following description, numerous specific details are provided to give a thorough understanding of example implementations. One skilled in relevant art will recognize, however, that the implementations can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures have not been described in detail to avoid obscuring the underlying principles of the implementations.
[0027] The terms "one", "an", and "the" are used to mean one or more than one, unless the context clearly dictates otherwise. The term "includes" and "including" means inclusive of, and that there are additional items or elements that are not listed. The term "first", "second" and the like, define only order, and do not necessarily limit the number or order of the elements. The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of this disclosure. It is also possible in the present disclosure that
[0028] Furthermore, the accompanying drawings are merely schematic and are not intended to be to scale. Identical reference signs denote the same or similar parts throughout the attached drawings and their description. Some of the blocks in the drawings are functional entities that do not necessarily have to be physically or logically independent entities. These functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0029] In a related technology, automatic battles of a game are implemented by a plug-in, such as a clicker implemented by a client alone. The clicker determines which devices can be clicked and the frequency of clicking, and automatically clicks a fire button. Since the clicker is implemented by the client alone, it is difficult to check on the server side, which not only affects the fairness of the game, but also easily increases the pressure on the game server.
[0030] In another related technology, an automatic battle mode is purely on the server side. That is, a player only configures a game camp on a client side. After the configuration is completed, the server automatically calculates a result by calculating good time, characteristics of troops, equipment, and number of people, and pushes the result to the two parties in combat after waiting for a period of time, so that the two parties know the result of the combat. In this way, the player cannot observe the real-time automatic game battle picture and can only select troops well in advance and then send them out to fight and wait for the result. The player cannot modify the related configuration during the automatic game battle process and cannot participate in the automatic game battle in a timely manner. At the same time, all processes are on the server side, which increases the pressure on the server.
[0031] To solve the above problems, the present disclosure provides a game control method. An exemplary Figure 1 A flowchart of a game control method in an exemplary embodiment of the present disclosure is shown. The method can be applied to a game client. Referring to Figure 1 The method can include:
[0032] In step S110, in a case where 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;
[0033] Step S120, displaying, in the game client, a game picture corresponding to the automatic game battle generated based on the first game operation.
[0034] The first game operation instruction is determined by the game server according to game logic calculation of automatic game battle based on automatic battle configuration information of the game account.
[0035] In Figure 1 In the technical solution provided in the embodiments, in the case that the game account in the game client performs automatic game battle, the virtual operation object in the game client performs first game operation in the game client according to the received first game operation instruction sent by the game server, and the game picture corresponding to the automatic game battle generated based on the first game operation is displayed in the game client. Compared with the related art, on the one hand, the virtual operation object in the game client can simulate the actual game operation process of the game player, so that the real picture in the automatic game battle process is displayed in the game client in real time, and the player can observe at any time how the camp configured by the player is fighting, thereby improving the automatic game battle experience of the player; on the other hand, since the whole automatic battle process is simulated to be presented to the game player in real time, the game data is calculated and presented to the player in real time, the player can cut in the game at any time during the automatic game battle process, so as to change the strategy of the automatic game battle, and the configuration of the automatic game battle can be adjusted at any time, thereby improving the controllability of the automatic game battle.
[0036] Next, the specific implementation of "in the case that the game account in the game client performs automatic game battle, the virtual operation object in the game client performs first game operation in the game client according to the received first game operation instruction sent by the game server" will be described in detail.
[0037] In an exemplary embodiment, the first game operation instruction is determined by the game server according to game logic calculation of automatic game battle based on automatic battle configuration information of the game account.
[0038] For example, the automatic battle configuration information is generated according to the automatic battle parameters input in the automatic battle configuration interface of the game client.
[0039] In an exemplary embodiment, only the game account with automatic game battle permission can perform automatic game battle. Whether the game account is a game account with automatic game battle permission can be determined according to the account level of the game account, whether there is a preset game prop in the game prop library of the game account, and the like.
[0040] For example, the game server can check whether the game account has the automatic game battle permission, and the game account can start the automatic game battle after the check is passed. Taking the game account with the game prop A as an example, the game client has a first control of the automatic battle configuration information configuration interface in the page, and when the game player in the game client triggers the first control, the game server obtains the account information of the game account currently logged in the game client, and then checks whether the game prop A exists in the game prop library of the game account in the database. If yes, the automatic battle configuration information configuration interface is jumped to, and if not, the game client is sent a prompt information to prompt the game player in the game client that the game account currently does not have the automatic game battle permission and the permission mode of starting the automatic game battle. The permission mode of starting the automatic game battle can be determined according to the requirement, for example, the game player can obtain the automatic game battle permission by obtaining a preset game prop, so that the game player can obtain the automatic game battle permission if the game player draws the preset game prop in the game process. The present exemplary embodiment does not make special limitation to this.
[0041] In the case that the game player has the automatic game battle permission, the game player can jump to the automatic battle configuration interface by clicking the first control in the game client. The game player can input the automatic battle parameter configuration information in the automatic battle configuration interface. The battle parameter that can be configured by the player can be determined according to the requirement, and the present exemplary embodiment does not make special limitation to this. For example, the player is allowed to configure the specific battle mode, such as whether to surround the enemy, how far to surround the enemy, and which type of enemy to prefer to fight (such as the enemy with low blood volume, the enemy with high blood volume, the enemy with large tonnage, the enemy with small tonnage, etc.). The game client can generate the automatic battle configuration information according to the automatic battle parameter configuration information input by the game player in the automatic battle configuration interface.
[0042] In an exemplary embodiment, after the configuration is completed, the user can enter the automatic game battle by clicking the second control, such as the confirmation control, in the automatic battle configuration interface.
[0043] In an exemplary embodiment, the game client is configured with a virtual operation object, which is used to simulate the game operation of the user. The virtual operation object can include a virtual operation AI (Artificial Intelligence).
[0044] For example, the game logic of the automatic game battle and the game logic when the user performs the operation are completely the same, for example, in a non-automatic battle scene, that is, a scene in which the user performs the game operation, the user needs to click a control 1 in a game interface, jump to an A page, click a control 2 in the A page to jump to a B page, and click a control 3 in the B page to obtain a game prop 22. In the automatic game battle scene in the present disclosure, the virtual operation object also needs to click the control 1 in the game interface first, jump to the A page, click the control 2 in the A page to jump to the B page, and click the control 3 in the B page to obtain the game prop 22.
[0045] In an exemplary embodiment, the game server can perform calculation of the game logic according to the automatic battle configuration information, and generate the first operation instruction according to the calculation result of each game logic. For example, in the game logic calculation of a certain step, the game prop 22 needs to be obtained, according to the game logic, the game server needs to receive the instruction of clicking the control 1 first, then receive the instruction of clicking the control 2, and then receive the instruction of clicking the control 3, to issue the game prop 22. Then the game server generates the operation instruction of clicking 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 the control 1 in the game client according to the received instruction. After the game server detects that the control 1 is clicked, it continues to send the instruction of clicking the control 2 to the virtual operation object. The virtual operation object performs the operation of clicking the control 2 in the game client according to the received instruction of clicking the control 2. After the game server detects that the control 2 is clicked, it continues to send the instruction of clicking the control 3 to the virtual operation object in the game client. The virtual operation object clicks the control 3 in the page of the game client after receiving the operation instruction of clicking the control 3. After the game server detects that the control 3 is clicked, it issues the game prop 22 to the game account.
[0046] In an example 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 generated based on the first game operation is displayed in real time in the graphical user interface of the game client. For example, a virtual finger can be displayed in the graphical user interface of the game client according to the first game operation performed by the virtual operation object, i.e., 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 clicking a control 1 in the game client, a virtual finger is displayed at the position of the control 1 to click the control 1. Alternatively, the virtual finger can not be displayed, and the virtual operation object can be displayed in a special manner, so that the player can also observe the operation process of the automatic battle, so that the player can intervene in the automatic battle at any time. For example, if the first operation is clicking a control 2 in the game client, the control 2 can be highlighted while the instruction of clicking the control 2 is sent. Of course, the first game operation performed by the virtual operation object can not be displayed, and the example embodiment does not limit the first game operation.
[0047] The specific embodiment of the step S120 of 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 as follows.
[0048] For example, when the virtual operation object performs the first game operation, it is equivalent to simulating that the user performs the first game operation. The first game operation can change the game screen in real time, and the actual game screen of the automatic game battle generated based on the first game operation can be displayed in real time in the graphical user interface of the game client.
[0049] In an example embodiment, the game control method in the disclosure further includes: the game client sends a second game operation instruction corresponding to a second game operation of the player to the game server in response to detecting the second game operation of the player in the game client, so that the game server performs game logic calculation according to the second game operation instruction.
[0050] For example, in the present disclosure, the actual game picture of the automatic game battle process is displayed in real time in the graphical user interface of the game client, so that the player can see the actual process of the automatic game battle at any time, and when the player wants to cut in at a certain moment for player operation, the player can cut in the game according to the needs at any time to perform player operation. For example, the current game client selects game prop C when performing automatic battle, and the player wants to use game prop B to fight, so the player can cut in the automatic battle at this time, modify the game prop of the virtual character controlled by the player from game prop C to game prop B, so that the virtual character uses game prop B to fight. When the second game operation of the player in the game client is detected, the second game operation instruction can be generated according to the second game operation, and the second game operation instruction is sent to the game server, so that the game server drives and calculates the game logic according to the second game operation instruction, thereby performing the game.
[0051] In the present example embodiment, the second game operation can be a contact type second game operation performed by the player through an external input medium such as a hand, a stylus, or a mouse, or a non-contact type second game operation performed by the player through a gesture action, eye movement, or voice instruction. The present example embodiment does not make special limitations on this.
[0052] As described above, the player can cut in the automatic battle at any time to adjust the strategy of the automatic battle, such as replacing the battle prop from game prop C to game prop B. Based on this, the adjustment operation of the player can be statistically analyzed to obtain the operation preference of the player, and the automatic battle configuration information is determined according to the operation preference of the player to improve the accuracy of the automatic battle.
[0053] For example, Figure 2 A flowchart of a method for determining automatic battle configuration information in an example embodiment of the present disclosure is shown. Referring to Figure 2 The method can include steps S210 to S250, wherein:
[0054] In step S210, the 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 cutting in the automatic battle during the process of starting the automatic battle can be recorded. For example, in the automatic game battle, the player automatically receives task A, but the player sees it and modifies the received task A to task B through the second game operation, so that the game event "modifying the automatically received task A to task B" can be recorded.
[0056] In step S220, in a case where the first preset condition is met, the recorded game events are statistically analyzed, 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 can include that the recording duration reaches a preset duration, or the number of recorded game events reaches a preset number, and then the recorded game events can be statistically analyzed. For example, the number of same game events is counted. For example, the player modifies the first type of task A accepted automatically to the second type of task in multiple automatic battles, which indicates that the player prefers to accept the second type of task.
[0058] In step S230, the adjustment prompt information of the preset automatic battle configuration information of the game account is generated according to the game preference.
[0059] In an exemplary embodiment, the preset automatic battle configuration information can be understood as the automatic battle configuration information configured by the player in the last automatic battle, or can be understood as the default automatic battle configuration information configured by the player, etc. For example, the task acceptance preference parameter in the preset automatic battle configuration information of the game account of the player is the first type of task, and the adjustment prompt information “Do you need to modify the type of task accepted by the automatic battle from the first type to the second type?” can be generated.
[0060] In step S240, in response to the game account starting the automatic game battle, the adjustment prompt information is displayed in the game client where the game account is located.
[0061] For example, when the player starts the automatic battle, if it is detected that the type parameter of the task accepted in the automatic battle configuration information of the player is still the first type, the above adjustment prompt information can be displayed in the game client where the game account of the player is logged in, to prompt the player whether the automatic adjustment of the automatic battle configuration parameter is needed. If it is detected that the type parameter of the task accepted is modified to the second type, the adjustment prompt information can 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 started 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 game preference of the player, and the related parameters in the automatic battle configuration information can be modified according to the adjustment information, and the automatic battle configuration information of the current opened 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 is not modified.
[0064] In an exemplary embodiment, the game control method in the present disclosure can further include: in response to an adjustment operation on the automatic battle configuration information in the game client, sending the game account and the adjusted automatic battle configuration information to the game server, so that the game server performs game logic calculation of automatic game battle according to the adjusted automatic battle configuration information.
[0065] For example, the target control can be configured in the graphical user interface of the game terminal, and the target control can be displayed in the graphical user interface of the game client all the time after the automatic game battle is opened. The player can trigger the target control at any time to enter the automatic battle configuration interface, so as to modify the automatic battle configuration information at any time. For example, the player sets to prefer to attack far enemies at the beginning, and wants to modify to prefer to attack near enemies in the middle of the way. The player can enter the automatic battle configuration interface at any time to modify the parameter value of the parameter, and after the modification is completed, the battle strategy in the subsequent automatic battle process will become to prefer to attack near enemies.
[0066] In an exemplary embodiment, the game control method in the present disclosure can further include: in the case that the automatic game battle instructs the virtual character to reach a specified task location, the game client executes task location navigation logic to navigate the virtual character to the specified task location; and / or in the case 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.
[0067] For example, the game in the present disclosure can include task receiving requirement and path finding requirement. Task receiving 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 task location to perform the character when completing the game task. In the automatic battle process, the virtual character needs to automatically reach the task location through the path finding logic, which is 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 receiving logic and the path finding logic can be configured on the game client, and the non-core game logic can be completed on the game server side through the game client, such as the task receiving logic, the path finding logic, the logic of judging whether the blood volume continues to start the automatic battle, the logic of being ready to evacuate the battlefield at any time, and the like are executed on the game client, and the core game battle logic and some verification logic and the like are executed on the server. In this way, the safety and fairness of the game can be ensured, the computing pressure of the game server can be reduced, and the computing capacity of the server can be improved.
[0069] Exemplarily, Figure 3 A flowchart of another game control method in an exemplary embodiment of the present disclosure is shown, which can be applied to the game server, that is, the method can be executed by the game server. Referring to Figure 3 The method can include steps S310 to S320, wherein:
[0070] In step S310, in response to an automatic game battle starting request of a game client, a game account of the game client and 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, and when the game server detects that the game client starts the automatic battle, the game account logged in the game client and the automatic battle configuration information corresponding to the game account can be obtained. After the game account and the automatic battle configuration information of the game account are associated, they are cached in the automatic battle manager, and the automatic battle manager manages all game accounts that start the automatic battle.
[0072] In an exemplary embodiment, the game in the present disclosure includes a plurality of 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 the game scene space identifier and the game process identifier have a one-to-one mapping relationship, that is, one game scene space identifier corresponds to one game process identifier, such as the 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. One game account can play in different game scene spaces.
[0073] Based on this, before the automatic game battle driver is bound to the game account that starts the automatic battle, the game account needs to be associated with the game scene space in which it is currently located, so as to determine which game process is currently used to process the automatic game battle of the game account.
[0074] Exemplary, Figure 4 A flowchart illustrating a method of managing a game account for automatic game battle in an exemplary embodiment of the present disclosure is shown. Referring to Figure 4 The method can include steps S410 to S420.
[0075] In step S410, a target game scene space to which the game account belongs is determined according to a game scene position in which a virtual character controlled by the game account is located when the game account requests to start automatic game battle.
[0076] For example, the game server can determine the target game scene space in which the game account is currently located according to the game scene position in which the virtual character controlled by the game account is currently located.
[0077] In step S420, the game account is associated with a game progress 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 start automatic game battle in different game scene spaces can be stored and managed separately. For example, the game accounts that start automatic game battle in different game scene spaces can be associated with game progress identifiers corresponding to game scene space identifiers of the game scene spaces, and then stored in the automatic battle manager. That is, in the automatic battle manager, there are game accounts that start automatic game battle and automatic battle configuration information of the automatic game account under each game progress identifier.
[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 can be bound to each game account under each game progress identifier in the automatic battle manager. Thus, the automatic battle driver is controlled to drive the game server to execute 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 game logic according to the automatic battle configuration information, thereby realizing automatic game battle.
[0082] Exemplary, Figure 5 A flowchart illustrating a method of driving automatic game battle logic in an exemplary embodiment of the present disclosure is shown. Referring to Figure 5The method can include steps S510-S530. In step S510, the game process identifiers corresponding to different game scene spaces are looped through. In step S520, for a target game process identifier currently looped through, a target game account associated with the target game process identifier is looped through. In step S530, the automatic game battle driver of the target game account is controlled to drive a target game process indicated by the target game process identifier associated with the target game account according to automatic battle configuration information of the target game account to execute automatic game battle logic.
[0083] For example, each game process identifier in the automatic battle manager described above can be looped through. For a game process identifier currently looped through, a game account associated with the game process identifier can be looped through. Then, for the looped-through game account, an automatic game battle driver bound to the game account can be controlled to drive a game process indicated by the game process identifier according to automatic battle configuration information of the game account to execute automatic game battle logic. According to a 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] For example, the automatic game battle logic in the present disclosure can include the following processes: driving the automatic game battle logic, updating the first game operation instruction, performing conditional checking based on the updated first game operation instruction, such as checking whether a firing target exists, if the firing target exists, checking whether the firing target is a valid target, if yes, locking the target, then activating weapon logic and reading an algorithm or configuration to fire, if the firing target is not a valid target, turning off the activated weapon, unlocking the target, and releasing the firing target. If the firing target does not exist or has died, a new firing target is found.
[0085] In an example embodiment, each game account corresponds to an automatic game battle permission duration. The initial automatic game battle permission duration of each game account can be the same or different, and the present example embodiment does not make special limitations thereon. For example, each game account initially has an automatic battle permission duration of 2 hours. If the automatic battle permission duration of a game account is used up, the game account cannot perform automatic game battle even if it has automatic battle permission.
[0086] Based on this, the game control method in the disclosure can further include: in response to an automatic game battle start request of a game client, 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 battle permission time length of each game account associated with the time manager to obtain the remaining automatic game battle permission time length of each game account; determining a first game account whose remaining automatic game battle permission time length is less than or equal to 0, and sending first indication information to a first game 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 information; determining a second game account whose remaining automatic game battle permission time length is less than or equal to a preset value and greater than 0, and sending second prompt information to a second game client where the second game account is located, the second prompt information being used to prompt the remaining automatic game battle permission time length of the second game account in the second game client.
[0087] For example, the time manager can be used to manage the automatic game battle permission time length of each game account. For example, it can batch deduct the time of the game account it manages every fixed time to obtain the remaining automatic game battle permission time length of each game account. If the remaining automatic game battle permission time length is less than or equal to 0, the game client is notified to forcibly close the automatic game battle. If the remaining automatic game battle permission is greater than 0 but less than or equal to a smaller preset value, the preset value can be the time interval mentioned above, it means that the remaining automatic game battle permission time length of the game account is less, reminding the player that the remaining automatic battle time length is not much.
[0088] In an exemplary embodiment, the game control method in the disclosure can further include: in response to satisfying a second preset condition, determining the closing time of the automatic game battle of the game account according to the current time; determining the automatic game battle permission use time length of the game account according to the start time and the closing time of the automatic game battle of the game account; based on the automatic game battle permission use time length of the game account, updating the automatic game battle permission time length 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 listening to the change of the connection state of the player of the game account.
[0089] For example, the time manager also records the time when each game account starts the automatic game battle, and then stops the automatic game battle when the game account exits the automatic battle or the player closes the automatic battle on the client, updates the automatic battle authority time length of the player, or the player enters a non-battle scene, and forcibly closes the automatic game battle of the player to avoid unnecessary loss of automatic battle authority time length of 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 automatic battle manager described above. For example, the weapons and equipment in the automatic battle driver of the game account are closed first, and then the game account and its automatic battle configuration information are removed from the automatic battle manager, so that the automatic battle driver of the game account will no longer drive the related logic of the automatic battle.
[0091] In an exemplary embodiment, the game control method in the present disclosure can further include: in response to the game account using a preset game prop in the automatic game battle, obtaining an automatic game battle authority time length increment corresponding to the preset game prop; and updating the automatic game battle authority time length corresponding to the game account according to the automatic game battle authority time length increment.
[0092] For example, a game player can increase his own automatic game battle authority time length by using a preset game prop in the automatic game battle. A player with automatic game battle authority can also increase his own automatic game battle authority time length by using a preset game prop in a non-automatic battle.
[0093] For example, in the present disclosure, the specific battle logic related content of the automatic battle can be deployed in the server, such as which weapon to use, when to fire, target enemy sorting, fire cycle number, reading automatic battle configuration information transmitted by the client, driving fire, driving stop fire, checking automatic battle start state, checking the remaining time length of the automatic battle authority time length, driving the player to realize the surrounding target, locking the enemy, resetting the state, canceling the fire, opening the defense equipment, etc. The non-battle core logic such as pathfinding, task receiving, and automatic battle configuration is deployed in the client, which reduces the pressure on the server. At the same time, through the interaction between the server and the client, the actual automatic battle picture can be displayed in real time in the client, the player can cut into the automatic battle at any time, adjust the configuration information of the automatic battle at any time, and improve the automatic battle experience of the player.
[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 the exemplary embodiments of the present application, and are not for limiting purposes. 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 executed synchronously or asynchronously, for example, in multiple modules.
[0095] Further, the exemplary embodiments of the present disclosure also provide a game control device 600, which can be applied to a game client. Referring to Figure 6 As shown, the game control device 600 includes the following program modules: a first game operation implementation module 610, configured to, in the case that a game account in a game client performs automatic game battle, a virtual operation object in the game client performs first game operation according to a received first game operation instruction sent by a game server; an automatic battle process display module 620, configured to display a game picture 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 according to the game logic calculation of the automatic game battle of the automatic battle configuration information of the game account.
[0096] In an exemplary embodiment, the device further includes: in response to detecting a second game operation of a 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 calculation according to the second game operation instruction.
[0097] In an exemplary embodiment, the device further includes: in response to an adjustment operation of the automatic battle configuration information in the game client, sending the game account and the adjusted automatic battle configuration information to the game server, so that the game server performs game logic calculation according to the adjusted automatic battle configuration information.
[0098] In an exemplary embodiment, the determination mode of the automatic battle configuration information includes: recording a game event corresponding to the second game operation instruction of the game account in the game client; in the case that a first preset condition is met, statistically analyzing the recorded game event, and determining a game preference of the game account according to the statistical analysis result; generating adjustment prompt information of preset automatic battle configuration information of the game account according to the game preference; in response to the game account starting automatic game battle, displaying the adjustment prompt information in the game client where the game account is located; in response to a triggering operation of the adjustment prompt information, determining the automatic battle configuration information of the automatic game battle currently started by the game account.
[0099] In an exemplary embodiment, the automatic battle configuration information is generated according to the automatic battle parameters input in the automatic battle configuration interface of the game client.
[0100] In an exemplary embodiment, the device further comprises: in the case that the automatic game battle instruction virtual character reaches a designated task location, the game client executes task location navigation logic to navigate the virtual character to the designated task location; and / or in the case that the automatic game battle instruction virtual character accepts a task, the game client executes task selection logic to accept the task for the virtual character.
[0101] Further, the exemplary embodiments of the present disclosure also provide a game control device 700 which can be applied to a game server. Referring to Figure 7 As shown, the game control device 700 comprises the following program modules: an acquisition module 710 configured to, in response to an automatic game battle start request of a game client, acquire a game account of the game client and automatic battle configuration information corresponding to the game account; an automatic battle driver driving 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 automatic game battle logic according to the automatic battle configuration information of the game account.
[0102] In an exemplary embodiment, the game comprises a plurality of game scene spaces, each corresponding to a game process identifier, and before binding the automatic game battle driver to the game account, the device further comprises: determining a target game scene space to which the game account belongs according to a game scene position in which a virtual character controlled by the game account is located when the game account requests to start automatic game battle; and associating the game account with a game process identifier corresponding to the target game scene space to which the game account belongs.
[0103] In an exemplary embodiment, the control of 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 comprises: cyclically traversing game process identifiers corresponding to different game scene spaces; for a target game process identifier currently traversed, traversing target game accounts associated with the target game process identifier; and controlling the automatic game battle driver of the target game account to drive a target game process indicated by the target game process identifier associated with the target game account to execute automatic game battle logic according to the automatic battle configuration information of the target game account.
[0104] In an example embodiment, each game account corresponds to an automatic game battle permission duration, and the device further comprises: in response to an automatic game battle start request of a game client, 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 battle permission duration of each game account associated with the time manager to obtain a remaining automatic game battle permission duration of each game account; determining a first game account whose remaining automatic game battle permission duration is less than or equal to 0, and sending first indication information to a first game 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 information.
[0105] In an example embodiment, the device further comprises: 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, and sending second prompt information to a second game client where the second game account is located, the second prompt information being used to prompt the remaining automatic game battle permission duration of the second game account in the second game client.
[0106] In an example embodiment, the device further comprises: in response to satisfying a second preset condition, determining a closing time of the automatic game battle of the game account according to a current time; determining an automatic game battle permission use duration of the game account according to a starting time and a closing time of the automatic game battle of the game account; and updating the automatic game battle permission duration of the game account stored in a database of the game server based on the automatic game battle permission use duration of the game account; wherein the second preset condition includes any one of receiving an automatic game battle closing request sent by the game client and listening to a change in a connection state of a player of the game account.
[0107] In an example embodiment, the device further comprises: in response to the game account using a preset game prop in the automatic game battle, obtaining an automatic game battle permission duration increment corresponding to the preset game prop; and updating the automatic game battle permission duration corresponding to the game account according to the automatic game battle permission duration increment.
[0108] The specific details of each part of the above device have been described in detail in the method embodiment, and the undisclosed details can be referred to the embodiment content of the method part, and thus will not be described again.
[0109] It should be noted that although several modules or units of the devices for action execution are mentioned in the above detailed description, such division is not mandatory. Indeed, according to exemplary embodiments of the present disclosure, features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, features and functions of one module or unit described above can be further divided into embodied by multiple modules or units.
[0110] Moreover, although the various steps of the methods in the present disclosure are described in a particular order in the accompanying drawings, this is not required or implied that the steps must be performed in this particular order, or that all of the steps shown must be performed to achieve the desired result. Additionally or alternatively, certain steps can be omitted, multiple steps can be combined into one step, one step can be broken down into multiple steps, etc.
[0111] Exemplary embodiments of the present disclosure also provide a computer program product. The computer program product includes a computer program which, when executed by a processor, implements the game control method described above.
[0112] In an embodiment, the computer program product can be a tangible product containing the computer program, such as a computer readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, etc. 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 disk (SSD), etc. Exemplarily, the computer program product can be implemented as a non-volatile storage medium storing the computer program, such as read only memory, Nand flash memory, etc.
[0113] In an embodiment, the computer program product can be an intangible product containing the computer program. Exemplarily, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, etc. digital file storing the computer program.
[0114] The code of the computer program can be written in one or more programming languages. Programming languages include, for example, C, 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 kind of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (for example, through an Internet connection provided by an operator).
[0115] The computer program can be carried or transmitted by electrical, magnetic, optical, electromagnetic, infrared, etc. signals. The electronic device can convert the signal carrying the computer program into a digital signal, and then run the computer program. When the computer program is running on the electronic device, its code is used to make the electronic device execute (more specifically, can make the processor of the electronic device execute) the method steps of various exemplary embodiments of the present disclosure, such as the game control method described above, which includes the following steps: in the case of automatic game battle of a game account in a game client, a virtual operation object in the game client performs a first game operation according to a first game operation instruction received from a game server; displaying a game picture 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 according to the automatic battle configuration information of the game account and the game logic calculation of the automatic game battle.
[0116] By executing the above method steps by the computer program, on the one hand, the virtual operation object in the game client can simulate the actual game operation process of the game player, so as to display the real picture in the automatic game battle process in the game client in real time, so that the player can observe at any time what kind of battle the camp configured by himself is performing, and improve the automatic game battle experience of the player; on the other hand, since the whole automatic battle process is simulated to the actual operation process of the game player and presented to the game player in real time, the game data is calculated and presented to the player in real time, the player can cut into the game at any time during the automatic game battle process, so as to change the strategy of the automatic game battle, and can adjust the configuration of the automatic game battle at any time, and improve the controllability of the automatic game battle.
[0117] An exemplary embodiment of the present disclosure also provides an electronic device, which can be the terminal device 110 or the server 120 described above. The electronic device can include a processor and a memory. The memory stores executable instructions of the processor, which can be a computer program. The processor performs the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device can also include a display for displaying a graphical user interface.
[0118] The following will be described with reference to Figure 8 It should be understood that, Figure 8 The electronic device 800 shown is merely an example and should not limit the functions and use range of the embodiments of the present disclosure.
[0119] As Figure 8 The electronic device 800 can 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, as shown.
[0120] The memory 820 can include a volatile memory, such as a RAM 821, a cache unit 822, and can also include a non-volatile memory, such as a ROM 823. The memory 820 can also include one or more program modules 824, which include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination of which can include the implementation of a network environment. For example, the program modules 824 can include the modules in the above-described apparatus.
[0121] The processor 810 can include one or more processing units, for example: the processor 810 can 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 a NPU (Neural-Network Processing Unit), etc.
[0122] The processor 810 can be configured to execute executable instructions stored in the memory 820, such as the game control method described above, which includes the following steps: in the case that the game account in the game client performs automatic game battle, the virtual operation object in the game client performs first game operation according to the received first game operation instruction sent by the game server; displaying the game picture 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 according to the automatic battle configuration information of the game account and the game logic calculation of the automatic game battle.
[0123] By implementing the above method through a computer program, on the one hand, the virtual operation object in the game client can simulate the actual game operation process of the game player, so as to display the real picture in the automatic game battle process in the game client in real time, so that the player can observe at any time what kind of battle the camp configured by the player is performing, thereby improving the automatic game battle experience of the player; on the other hand, since the whole automatic battle process is simulated to the actual operation process of the game player and presented to the game player in real time, the game data is calculated and presented to the player in real time, the player can cut into the game at any time during the automatic game battle process, so as to change the strategy of the automatic game battle, and the player 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 configured to realize the connection between different components of the electronic device 800, and can 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 (such as 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, such as a network adapter 850 that can provide a mobile communication solution such as 3G / 4G / 5G, or provide a wireless communication solution such as a wireless local area network, 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 can display a graphical user interface through the display 860, such as an interface for displaying a game picture of an automatic game battle, etc.
[0128] Although Figure 8 Other hardware and / or software modules can 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] Further, the above-described diagrams are merely schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended for limiting purposes. It is easily understood that the processes shown in the above-described diagrams do not indicate or limit the time sequence of the processes. In addition, it is also easily understood that the processes can be executed synchronously or asynchronously, for example, in a plurality of modules.
[0130] As can be seen from the above, the technical solutions of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, and the like. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented as follows: a complete hardware implementation, a complete software implementation (including firmware, microcode, and the like), or an implementation combining hardware and software aspects, which can be referred to as "circuitry", "module", or "system", respectively.
[0131] It should be understood that the present disclosure is not limited to the specific process steps or structures described above and shown in the drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art, based on the specific embodiments provided by the present disclosure, will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and should cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure, and include common knowledge or conventional technical means in the technical field that are not disclosed by 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 is engaged in automatic game combat, the virtual operation object in the game client performs the first game operation in the game client according to the first game operation instruction sent by the game server. The game client displays the 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 process in the game server driven by the auto-battle driver pre-bound to the game account, which performs game logic calculations for auto-battle based on the auto-battle configuration information of the game account. The game process is indicated by a game process identifier pre-associated with the game account. The game includes multiple game scene spaces, each corresponding to a game process identifier. The game account is pre-associated with the game process identifier corresponding to the target game scene space to which the game account belongs. The target game scene space to which the game account belongs is determined based on the game scene location where the game account is when it requests to start auto-battle.
2. The method according to claim 1, characterized in that, The method further includes: In response to detecting a player's second game operation 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 calculations based on the second game operation instruction.
3. The method according to claim 1, characterized in that, The method further includes: In response to the adjustment operation of the auto-battle configuration information in the game client, the game account and the adjusted auto-battle configuration information are sent to the game server, so that the game server performs game logic calculations for automatic game battles based on the adjusted auto-battle configuration information.
4. The method according to claim 2, characterized in that, The methods for determining the automatic combat configuration information include: Record the game events corresponding to the second game operation instruction in the game client; Under the condition of meeting the first preset condition, the recorded game events are statistically analyzed, and the game preferences of the game account are determined based on the statistical analysis results. Based on the game preferences, generate adjustment prompts for the preset auto-battle configuration information of the game account; In response to the game account enabling automatic game battles, the adjustment prompt information is displayed in the game client where the game account is located; 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.
5. The method according to claim 1, characterized in that, The automatic combat configuration information is generated in the following ways: The automatic battle configuration information is generated based on the automatic battle parameters entered in the automatic battle configuration interface of the game client.
6. The method according to claim 1, characterized in that, The method further includes: When the automatic game combat instructs the virtual character to reach a designated mission location, the game client executes mission location navigation logic to navigate the virtual character to the designated mission location; and / or When the automatic game battle instructs the virtual character to accept a mission, the game client executes mission selection logic to allow the virtual character to accept the mission.
7. A game control method, characterized in that, Applied to a game server, the method includes: In response to the game client's request to start automatic game battle, obtain the game account of the game client and the automatic battle configuration information corresponding to the game account; 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; The game includes multiple game scene spaces, each corresponding 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 based on the game scene location where the virtual character controlled by the game account is located when the game account requests to start 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.
8. The method according to claim 7, characterized in that, The process of 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 includes: Iterate through the game process identifiers corresponding to different game scene spaces; For each target game process identifier currently encountered, iterate through the target game accounts associated with that target game process identifier. The auto-battle driver 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 auto-battle logic according to the auto-battle configuration information of the target game account.
9. The method according to claim 7, characterized in that, Each game account corresponds to a set duration of automatic game combat permissions, and the method further includes: In response to the game client's request to start automatic game battle, the game account in the game client is associated with the time manager in the game server; According to a preset time interval, the automatic game battle permission time is deducted from each game account associated with the time manager to obtain the remaining automatic game battle permission time for each game account; The system identifies a first game account whose remaining automatic game battle permission duration is less than or equal to 0, and sends a first instruction message to the first client containing the first game account, 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 instruction message.
10. The method according to claim 9, characterized in that, The method further includes: If a second game account is determined to have a remaining automatic game battle privilege duration that is less than or equal to a preset value and greater than 0, a second prompt message is sent to the second game client where the second game account is located. The second prompt message is used to indicate the remaining automatic game battle privilege duration of the second game account in the second game client.
11. The method according to claim 7, characterized in that, Each game account corresponds to a set duration of automatic game combat permissions, and the method further includes: In response to the fulfillment of the second preset condition, the automatic game battle shutdown time of the game account is determined based on the current time; The duration of the automatic game battle permission for the game account is determined based on the start and stop times of the automatic game battle of the game account. Based on the usage duration of the game account's auto-battle permission, the auto-battle permission duration of the game account stored in the database of the game server is updated; The second preset condition includes either receiving an automatic game battle shutdown request sent by the game client or detecting a change in the player connection status of the game account.
12. The method according to claim 7, characterized in that, Each game account corresponds to a set duration of automatic game combat permissions, and the method further includes: In response to the game account using a preset game item in the automatic game battle, obtain the automatic game battle permission duration increment corresponding to the preset game item; The automatic game battle permission duration for the game account is updated based on the incremental change in the automatic game battle permission duration.
13. A game control device, characterized in that, The device, used in a game client, includes: The first game operation implementation module is configured such that when the game account in the game client is engaged in automatic game battles, the virtual operation object in the game client performs a first game operation in the game client according to the first game operation instruction sent by the game server. An automatic battle process display module is configured to display the 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 process in the game server driven by the auto-battle driver pre-bound to the game account, which performs game logic calculations for auto-battle based on the auto-battle configuration information of the game account. The game process is indicated by a game process identifier pre-associated with the game account. The game includes multiple game scene spaces, each corresponding to a game process identifier. The game account is pre-associated with the game process identifier corresponding to the target game scene space to which the game account belongs. The target game scene space to which the game account belongs is determined based on the game scene location where the game account is when it requests to start auto-battle.
14. A game control device, characterized in that, The device, used in a game server, includes: The acquisition module is configured to, in response to the game client's request to start automatic game battle, acquire the game client's game account and the automatic battle configuration information corresponding to the game account; An automatic battle driver 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; The game includes multiple game scene spaces, each corresponding to a game process identifier. Before binding the automatic game battle driver to the game account, the device further includes: determining the target game scene space to which the game account belongs based on the game scene location where the virtual character controlled by the game account is located when the game account requests to start 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.
15. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 12.
16. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 12.
Citation Information
Patent Citations
Method and client side for automatic fighting in online game, mobile terminal and computer terminal
CN105457275A