Resource interaction control method and device, equipment and medium

By introducing resource interaction control methods based on coordinate position-based scanning area and dynamic activity mode switching in electronic games, the problems of insufficient interaction sense and high development costs of traditional equipment and pet mechanisms are solved, and higher player interaction and game strategy are achieved, and development costs and cycles are reduced.

CN120189707APending Publication Date: 2025-06-24GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Application Number
CN202510557903.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-29
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

Traditional equipment and pet mechanisms have problems such as insufficient interaction, high development costs and single gameplay in electronic games, which are difficult to satisfy players' continued pursuit of freshness and interest.

Method used

By introducing a resource interaction control method in the game, a scanning area is generated based on the coordinate position of the player character in the game map, the existence of hostile targets is judged in real time, and the activity mode of the scorpion resource is dynamically adjusted according to the results, thereby realizing the switching between the accompanying activity mode and the combat activity mode.

Benefits of technology

This method improves the interaction and fun of players with game resources, enriches the strategic nature of game combat, reduces the cost and cycle of game development, simplifies the development process, and improves the overall quality and market competitiveness of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention relates to a resource interaction control method and device, equipment and a medium. The method comprises the steps of generating a scanning area of a preset range based on a coordinate position of a player character in a corresponding area in a game map, and judging whether an enemy target exists in the scanning area or not; when the hostile target does not exist in the scanning area, determining that a corresponding activity mode of a wreckage resource currently configured by the player character is an accompanying activity mode so as to drive the wreckage resource to execute a displacement behavior around the player character according to a preset movement rule; and when the hostile target exists in the scanning area, determining that the activity mode corresponding to the wreckage plastic resource is a combat activity mode so as to drive the wreckage plastic resource to execute a combat behavior on the hostile target. According to the method, the interaction effect of the game resources and the game interaction experience of players are improved, meanwhile, the game development process is optimized, and the playability and design diversity of the game are improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to a resource interaction control method, apparatus, device, and medium therefor. Background Art

[0002] In many current video game works, especially role-playing games (RPGs) and open-world games, the game settings of traditional equipment mechanisms and pet mechanisms have shown a relatively fixed pattern to a certain extent. The benefits brought by the advantages of this traditional mode have been verified in the game market. Such a set, although solidified but mature enough, through general game mechanisms such as equipment and pets, can enable new players who have little exposure to games to quickly get started, enabling new players to quickly understand the overall game mechanism and be familiar with basic operations such as how to obtain and use equipment and raise pets, thus lowering the threshold for novice players to enter the world of video games and enabling video games to attract and retain a certain number of game users in a relatively short period of time. However, the traditional equipment and pet mechanisms still have limitations that cannot be ignored.

[0003] On the one hand, the interaction between equipment and pets in fixed-designed video games is significantly insufficient. Equipment mostly exists as a simple attribute bonus tool, and players cannot feel the substantial linkage and echo between equipment and pets during use. In most cases, the two are independent modules. During battles, it is difficult for the special effects of equipment to be adapted and interacted with according to the skills or states of pets, and pets cannot dynamically adjust their combat performance based on the characteristics of equipment, resulting in the enhancement of the game character by the two being simply superimposed separately, lacking the depth and strategy of the game mechanism, and reducing the expectations and exploration desires of senior players who retain the game for a long time.

[0004] On the other hand, the traditional fixed equipment setting mode and pet setting mode limit the diversity and innovation of game development to a certain extent. When game developers follow this fixed mode for development, they often need to separately invest time and effort in constructing and maintaining relatively standardized equipment systems and pet systems. This not only increases the development cycle and cost, but also makes it difficult to expand more novel and unique game playstyles and content within the limited development time, making it difficult to meet players' continuous pursuit of freshness and fun, thereby affecting the long-term competitiveness and attractiveness of the game in the market, and also causing many defects in the interaction level of game resources, unable to fully exert their due value and potential, and hindering the further improvement of the overall quality of the game.

[0005] Therefore, the fixed patterns of traditional game resources such as equipment and pets cannot meet the needs of players in terms of player interaction, freshness and fun, and cannot further optimize the game development process. The existence of these problems leads to a lack of game resource interaction effects and insufficient player game interaction experience, limiting the playability and design diversity of the game. Summary of the invention

[0006] The purpose of the present application is to solve the above-mentioned problems and to provide a resource interaction control method and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.

[0007] According to one aspect of the present application, a resource interaction control method is provided, comprising:

[0008] Based on the coordinate position of the player character in the corresponding area of ​​the game map, a scanning area of ​​a preset range is generated, and it is determined whether there is a hostile target in the scanning area;

[0009] When the hostile target does not exist in the scanning area, determining that the corresponding activity mode of the skeleton resource currently configured by the player character is the accompanying activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule;

[0010] When the hostile target exists in the scanning area, the corresponding activity mode of the skeleton resource is determined to be a combat activity mode, so as to drive the skeleton resource to perform a preset combat behavior against the hostile target.

[0011] According to another aspect of the present application, a resource interaction control device is provided, comprising:

[0012] A target scanning module is configured to generate a scanning area of ​​a preset range based on the coordinate position of the player character in the corresponding area in the game map, and determine whether there is a hostile target in the scanning area;

[0013] A companion control module is configured to determine that the corresponding activity mode of the skeleton resource currently configured by the player character is a companion activity mode when the hostile target does not exist in the scanning area, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule;

[0014] The combat control module is configured to determine that the corresponding activity mode of the skeleton resource is a combat activity mode when the hostile target exists in the scanning area, so as to drive the skeleton resource to perform a preset combat behavior against the hostile target.

[0015] According to another aspect of the present application, a resource interaction control device is provided, comprising a central processing unit and a memory, wherein the central processing unit is used to call and run a computer program stored in the memory to execute the steps of the method described in the present application.

[0016] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the resource interaction control method in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the method are executed.

[0017] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, wherein the computer program / instruction implements the steps of the method when executed by a processor.

[0018] This application effectively solves the shortcomings of traditional resource interaction mechanisms in terms of game resource interaction fun and development costs by real-time determination of hostile targets in the scanning area and dynamic adjustment of the activity patterns of the skeleton resources, and achieves many beneficial effects, including but not limited to:

[0019] This technical solution generates a scanning area based on the player character coordinates and determines the presence of hostile targets, and flexibly switches the activity mode of the skeleton resources. When there are no hostile targets, the accompanying activity mode accompanies the player to move to enhance the interactivity and fun between the player and the game resources; when there are hostile targets, it quickly switches to the combat activity mode, so that the skeleton resources actively participate in the battle, enriching the combat strategy. This dynamic adjustment mechanism not only improves the player's gaming experience, but also reduces the workload of game developers to design multiple resource interaction modes for different scenarios, reducing development costs and cycles. At the same time, the unified activity mode switching logic simplifies the development process, allowing developers to expand the gameplay more efficiently, improving the overall quality and market competitiveness of the game.

[0020] First of all, this application generates a corresponding scanning area based on the coordinate position of the player character and determines whether a hostile target exists. It can be used to provide a corresponding activity mode basis for the current state of the skeleton resource, so that the skeleton resource can dynamically adjust the current activity basis according to the hostile target, thereby providing a flexible and automatic skeleton resource state switching mechanism to optimize the interactive experience of the game.

[0021] Secondly, the present application dynamically adjusts the current activity mode of the skeleton resources through real-time judgment of hostile targets, so that the skeleton resources can interact with the player characters or hostile targets in real time in the game interface. On the one hand, when there are no hostile targets in the scanning area, the skeleton resources can accompany the player in displacement through the accompanying activity mode, so that the skeleton resources can interact with the player through animation while accompanying the player's movement, thereby enhancing the interactivity and fun between the player and the skeleton resources; on the other hand, when there are hostile targets in the scanning area, the skeleton resources can automatically participate in the battle, further enriching the strategic nature of the game battle.

[0022] At the same time, through the above-mentioned dynamic adjustment mechanism of skeleton resources, skeleton resources can have the characteristics of traditional equipment and traditional pets through configuration, so that the design of skeleton resources can not only enhance the player's gaming experience, but also reduce the workload of game developers to design multiple resource interaction modes for different game resources and scenes, reducing development costs and cycles, so that the design logic of skeleton resources can not only combine the design characteristics of traditional equipment and traditional pets, but also bring interactivity, freshness and fun to game players in a new form of expression, and simplify the game development process, so that game developers can expand the gameplay more efficiently, thereby improving the overall quality and market competitiveness of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 This is an exemplary network architecture for this application;

[0024] Figure 2 A flowchart of an embodiment of the resource interaction control method of the present application;

[0025] Figure 3 This is a principle block diagram of the resource interaction control device of the present application;

[0026] Figure 4 This is a schematic diagram of the structure of a resource interaction control device used in this application. DETAILED DESCRIPTION

[0027] The technical solution of this application can be deployed in a variety of network architectures. Figure 1An exemplary network architecture is shown. In this architecture, a game server 81 is connected to multiple player terminals 80 via a network, which are deployed with a computer program product implemented according to the resource interaction control method of the present application. When the computer program product is run, it is responsible for real-time processing of various events and interactions in the game. The game server 81 is responsible for managing the state of the game world, including instance generation of player characters and skeleton resources, action control of player characters and skeleton resources, and state switching of player characters and skeleton resources. The player terminal 80 communicates with the game server via the network, receives game status information and sends the player's operation instructions.

[0028] In terms of application scenarios, the technical solution of the present application is applicable to games that need to dynamically configure the behavior mode of game resources that can be adjusted in real time. For example, in role-playing games (RPGs) and open world games, players can assemble different game resources, and game resources can bring players a rich form of expression of the game screen, or bring players a gain effect during the game experience. Through the technical solution of the present application, the game can determine the permanent skeleton resources that can be resident in the game scene according to the skeleton resources currently configured by the player's character. The skeleton resources can have the characteristics of traditional equipment resources and traditional pet resources at the same time. Players do not need to configure resources separately. They can obtain the resource attributes possessed by the permanent skeleton resources by configuring the permanent skeleton resources for the current character, and can also make the skeleton resources resident in the game scene while automatically adjusting their behavior mode, so that in one case, the technical solution of the present application can be regarded as a fusion innovation of the player's equipment resources and pet resources. Players can obtain the equipment resource gain in the traditional sense by configuring the skeleton resources, and can obtain the pet resource effect in the traditional sense by configuring the permanent skeleton resources, thereby providing an innovative game resource configuration form to improve the player's game experience.

[0029] The hostile target of the present application can be a non-player character (NPC), which refers to a character or entity controlled by the game system rather than directly operated by the player, or an enemy character controlled by other game users. Non-player characters can be represented as hostile monsters, environmental creatures, or other entities. In some cases, the hostile target can also be an interactive target in the game scene, and the interactive target can be configured as a game resource existing in the game scene, such as tree resources, ice resources, stone resources, and torch resources, etc., which can be flexibly configured by the game developer at any time.

[0030] In the present application, skeleton resources are a special type of equipment resource provided by the present application for the game. Skeleton resources are mostly game resources generated by resource reuse based on monster resources existing in the game. Skeleton resources can be displayed on the game interface in the form of monster resources in the game, and can also correspond to equipment attributes of equipment resources.

[0031] In some cases, players can equip one or more skeleton resources for game characters at the same time. When the game starts loading, the game system will obtain the corresponding skeleton resource information of the main skeleton resource of the player in the skeleton resource configuration interface. Among them, the skeleton resources can be pre-set to different resource expressions. When the expression form of the main skeleton resource currently configured by the player is the type of resident skeleton resource, the game system will instantiate the resident skeleton resource in the game scene according to the skeleton resource information corresponding to the resident skeleton resource, and set the initial position of the resident skeleton resource to the side of the player character in the game scene. In this way, the resident skeleton resource can be configured by the player similar to the equipment resource, and can also be displayed in the game screen through animation similar to the pet resource.

[0032] Specifically, when the game is loaded, the game server will obtain the skeleton resource information currently configured by the player to determine the type of the main skeleton resource currently configured by the player. When the main skeleton resource currently configured by the player is not a resident skeleton resource, the game server can set the corresponding resource expression form, such as setting the instantiated skeleton resource to be hidden in a certain position of the game map that the player cannot see in the game scene, or setting the skeleton resource not to be instantiated. Only after the player triggers a specific skill release instruction, the hidden skeleton resource will be transmitted to the specified position or the skeleton resource will be instantiated. After the skeleton resource completes the skill release operation corresponding to the skill release instruction, it will be hidden again to a certain position of the game map that the player cannot see, or the instantiation of the skeleton resource will be canceled.

[0033] When the player configures the resident skeleton resource as the main skeleton resource, the game server will instantiate the resident skeleton resource in the game scene, and the resident skeleton resource will reside in the game scene and follow the player's movement, and execute its corresponding configuration behavior according to the behavior of the player character in the game scene. For example, when there are no hostile targets around the current player character, the resident skeleton resource can move around the player, and the displacement behavior can be expressed in the form of walking, running, rolling, jumping and flying in the game screen. The resident skeleton resource will have a certain range of activities, and the range of activities can be determined according to the current coordinate position of the player character, so that the range of activities of the resident skeleton resource will not exceed a certain range based on the current coordinate position of the player character, making the resident skeleton resource closer to the theme of accompaniment in the accompanying activity mode. When there are hostile targets around the current player character, the resident skeleton resources can have autonomous aggressiveness towards the hostile targets after entering the combat activity mode, by rolling towards the coordinate position of the hostile target and performing melee attacks, and performing long-range attacks on the coordinate position of the hostile target at the preset position, so as to achieve the preset combat behavior of the resident skeleton resources. When the player triggers a specific skill release command, the resident skeleton resources can respond to the skill release command in a variety of forms, and the specific response method can be flexibly configured by the game developer. In some cases, after entering the combat activity mode, the resident skeleton resources can also have the ability to increase the attributes of the player character or provide defensive protection for the player character.

[0034] In some cases, the activity mode corresponding to the above-mentioned permanent skeleton resources can be configured as a behavior logic composed of modules such as a behavior tree module, a logic state machine module, and a hatred perception module, and the corresponding module mechanism can be flexibly configured by those skilled in the art. In this application, the permanent skeleton resources can complete their displacement behavior and combat behavior in the corresponding activity mode according to the corresponding behavior logic pre-configured in the game system.

[0035] Therefore, the configuration of permanent skeleton resources can provide players with a more playable game resource configuration method, and improve the player's game fun and sense of interaction through the exclusively designed interactive effects. Compared with traditional game resource configuration forms, the technical solution of this application provides fresher and richer game resource interaction effects, improves the player's game interaction experience, and also further optimizes the game development process.

[0036] See also Figure 2 The resource interaction control method of the present application, in some embodiments thereof, comprises the following steps:

[0037] Step S3100: Generate a scanning area of ​​a preset range based on the coordinate position of the player character in the corresponding area in the game map, and determine whether there is a hostile target in the scanning area;

[0038] In a role-playing game or an open-world game, different game scenarios usually have different gameplay, which is specifically manifested in making corresponding area divisions for the game scenarios and displaying them in the form of a game map. In a role-playing game or an open-world game, the game map is usually divided into different areas, such as towns, the wild, etc. Each area corresponds to different gameplay and rules. When a player enters a certain area, the player can experience the gameplay configured for the corresponding area. In addition to the general interactive game resources configured for the player in the game scenario, such as collectibles and treasure chests, the game usually imposes behavior restrictions on the player in areas such as a set town. The player cannot cause harm to other non-player characters (NPCs) within the town area of the game map, and in some scenarios, the player's attack command is also disabled. When the player is in a game map area such as the wild area of the game map where the player character is allowed to fight, the game system will judge whether there are hostile targets that can be attacked in the area where the player is located.

[0039] When the player completes the game loading and enters the game scenario, the player character will appear and be displayed in the game screen. First, the game system needs to obtain the coordinate position of the player character in the game map in real time. The coordinate position can include the basic three-dimensional space coordinates (X, Y, Z), and can also include the area identification information of the area where the player character is located. For example, the area identification information can identify different types of areas such as the current town, the wild, or a dungeon. When the player character enters an area where combat behavior is allowed, such as the wild and dungeon areas, the game system will automatically generate a scanning area within a preset range based on the coordinate position of the player character. This preset range can be dynamically adjusted according to the game design requirements. For example, in an open area, a relatively large circular scanning radius such as 20 meters can be set, while in a narrow passage or a building, the scanning range is reduced to 5 meters to adapt to the combat requirements of different scenarios. In one embodiment, the judgment logic of the scanning area can be to make the player character coincide with the center of a sector currently, and the front direction of the character coincides with the center line of the sector. This sector can be an acute angle or an obtuse angle, and the length of the radius can also be freely defined to dynamically adjust the range of the scanning area.

[0040] After completing the generation of the scanning area, the game system will call all the interactive target information about the current area in the background database. The interactive targets corresponding to these interactive target information include non-player characters and interactive objects, etc. When there are interactive targets in the scanning area, the game system can quickly retrieve the interactive target information of all interactive targets in the scanning area, and classify these interactive targets according to the pre-defined hostile target rules. For example, the system will identify which targets are monster NPCs, which targets are neutral NPCs, which targets are friendly NPCs or player characters, or which targets are interactive targets in the current area. When the game system confirms that a certain interactive target is a hostile target, it will further obtain detailed information corresponding to the hostile target, such as location, type and status, so as to trigger and execute subsequent combat behaviors.

[0041] In one embodiment, the generation of the scanning area and the judgment of hostile targets will be intelligently adjusted according to the type of area where the player character is located. For example, in a town area, even if there are other NPCs or player characters in the scanning area, the game system will not identify them as hostile targets unless a special player-to-player (PVP) combat mechanism is triggered. In the wild area, the game system will dynamically determine which interactive targets should be regarded as hostile targets and trigger combat behaviors based on the attributes of the interactive targets and the camp and level of the player character, so as to improve the rationality and coherence of the game logic through this scanning and judgment mechanism based on regional characteristics and rules, and enhance the player's immersion and interactive experience in different game scenarios.

[0042] Step S3200: when the hostile target does not exist in the scanning area, determining that the corresponding activity mode of the skeleton resource currently configured by the player character is the accompanying activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule;

[0043] In the present application, each type of skeleton resource is configured with corresponding skeleton resource information, which includes the skeleton type, appearance expression, movement characteristics and preset activity mode of the corresponding skeleton resource. The terminal determines whether the skeleton resource currently configured by the player character is a resident skeleton resource based on the skeleton resource information. Among them, when the player is in the game loading stage, the game system will determine whether the skeleton type of the main skeleton resource currently configured by the player is a resident skeleton resource. If it is confirmed that the main skeleton resource configured by the player character is a resident skeleton resource, the game system will instantiate the resident skeleton resource in the game scene according to the skeleton resource information of the resident skeleton resource, and determine the activity mode of the instantiated resident skeleton resource as the accompanying activity mode. At the same time, the game system will also detect the player's operations on the main skeleton resource configured by it, including the assembly, replacement or disassembly of the main skeleton resource. When the game system determines that the player's current main skeleton resource is a permanent skeleton resource, after instantiating the permanent skeleton resource in the game scene, the activity mode of the permanent skeleton resource is determined as the accompanying activity mode.

[0044] When a player character and a skeleton resource whose skeleton type is a permanent skeleton resource coexist in a game scene, the game system will determine in real time whether there is a hostile target in the scanning area generated corresponding to the player character. When it is not determined that there is a hostile target in the scanning area, the corresponding activity mode of the skeleton resource is set to the accompanying activity mode. In the accompanying activity mode, the game system drives the skeleton resource to perform displacement behavior based on the player character according to preset movement rules. The movement rules include parameters such as the movement path, movement speed, and relative distance of the skeleton resource from the player character. For example, the movement path can be a circular, elliptical or other geometric trajectory. The movement speed can be set to a fixed value or a dynamically adjusted value according to the game design requirements, and the relative distance can be adaptively adjusted according to the movement speed of the player character and the complexity of the game scene.

[0045] In one embodiment, assuming that the resident skeleton resource currently configured by the player character is a skeleton resource with flying characteristics, after the game system determines its activity mode as the accompanying activity mode, the skeleton resource will fly around the player character in a circular trajectory with a radius of 5 meters according to the preset movement rules, and the flight speed is set to 3 meters per second. When the player character moves, the game system will update the position of the skeleton resource in real time to ensure that it always flies around the player character and maintains a relative distance of no more than 5 meters from the player character. If the player character enters a narrow passage or building, the game system will also dynamically adjust the flight trajectory of the skeleton resource according to the geometric shape of the passage or building to avoid collision with obstacles in the scene.

[0046] In another embodiment, it is assumed that the resident skeleton resource currently configured by the player character is a skeleton resource with ground movement characteristics. After the game system determines its activity mode as the accompanying activity mode, the skeleton resource will move around the player character in a circular trajectory with a radius of 3 meters according to the preset movement rules, and the movement speed is set to 2 meters per second. When the player character is stationary in the scene, the skeleton resource will move around the player character in a circular trajectory at a set frequency rhythm; when the player character moves in an open area, the skeleton resource will follow the player character in a stable S-shaped trajectory; when the player character enters a complex terrain area, such as a mountain or forest, the game system will dynamically adjust the movement path of the skeleton resource according to the undulations of the terrain and the location of obstacles, so that it can flexibly avoid obstacles and continue to move around the player character.

[0047] In addition, the game system can also design unique animation effects and sound effects for the skeleton resources according to their types. For example, for flying skeleton resources, the game system can add animation effects of flapping wings and wind sounds during their flight; for ground-moving skeleton resources, the game system can add animation effects of footsteps and body swinging, and the skeleton resources will also trigger special behaviors after the player character enters a specific area, such as moving happily at a higher frequency or making specific calls, to enhance the interactivity and fun of the game, so that the displacement behavior of the skeleton resources in the accompanying activity mode can enhance the player's gaming experience, allowing players to experience the fun of interacting with the skeleton resources even in a non-combat state.

[0048] Step S3300: When the hostile target exists in the scanning area, determine that the corresponding activity mode of the skeleton resource is a combat activity mode, so as to drive the skeleton resource to perform a preset combat behavior against the hostile target.

[0049] When the game system determines that there are hostile targets in the scanning area, it will set the corresponding activity mode of the skeleton resources to the combat activity mode. In the combat activity mode, the game system drives the skeleton resources to perform combat actions on the hostile targets according to the preset combat rules. The combat rules corresponding to the combat actions include the attack method, attack attribute, attack frequency, attack range and interaction logic with the hostile targets of the skeleton resources. For example, the attack method can be a melee attack and / or a long-range attack, the attack attribute can be any one or more of ice, fire, thunder, wind, light and darkness, the attack frequency can be dynamically adjusted according to the type and level of the skeleton resources, the attack range can be adaptively adjusted according to the position and movement speed of the hostile target, and the interaction logic with the hostile target is adaptively set according to the pre-configured behavior logic.

[0050] In one embodiment, assuming that the resident skeleton resource currently configured by the player character is a skeleton resource with melee attack characteristics, after the game system determines its activity mode as a combat activity mode, the skeleton resource will perform melee attacks on hostile targets in the scanning area according to the preset combat rules, and attack the hostile targets at a frequency of 2 times per second. The attack range is a circular area with a radius of 2 meters centered on the skeleton resource. When the hostile target enters the attack range, the skeleton resource will automatically adjust its current position to ensure that it maintains a suitable distance from the hostile target and continues to attack. If the hostile target moves faster, the game system will dynamically adjust the attack direction and position of the skeleton resource according to its movement trajectory to ensure the effectiveness of the attack.

[0051] In another embodiment, assuming that the resident skeleton resource currently configured by the player character is a skeleton resource with long-range attack characteristics, after the game system determines its activity mode as a combat activity mode, the skeleton resource will perform long-range attack behaviors on hostile targets in the scanning area according to preset combat rules. For example, the skeleton resource will launch a long-range attack trajectory at the hostile target at an attack frequency of 1 time per second, and the attack range is a circular area with a radius of 10 meters centered on the skeleton resource. When the hostile target enters the attack range, the skeleton resource will automatically lock the target, adjust the attack direction according to its position, and launch a long-range attack trajectory. If the hostile target enters the obstacle area during movement, the game system will dynamically adjust the attack path according to the position and shape of the obstacle to ensure that the attack trajectory can bypass the obstacle and hit the target.

[0052] In addition, the game system can also design unique combat animation effects and sound effects for the skeleton resources according to their types. For example, for melee attack skeleton resources, the game system can add animation effects and collision sound effects of collision actions during their attack; for long-range attack skeleton resources, the game system can add animation effects of launching ballistics and wind-breaking sound effects. At the same time, the skeleton resources can also trigger special behaviors according to the combat situation during the battle, such as making a happy cry after successfully hitting the enemy target a certain number of times, or triggering a special effect animation when being attacked by a specific attack, so as to further enhance the interactivity and fun of the game, so that the combat behavior of the skeleton resources in the combat activity mode can bring combat assistance effects to the players, making the players' combat experience richer and the combat forms more diverse, while obtaining a further fun interactive experience with the skeleton resources.

[0053] From the above process, it can be seen that in the process of the player character participating in the game, by generating a scanning area based on the player character coordinates and judging the existence of hostile targets in real time, the dynamic switching of the skeleton resource activity mode can be achieved, which has significant technical advantages in improving the player's gaming experience and optimizing the game development process.

[0054] In this application, on the one hand, when there is no hostile target in the scanning area, the skeleton resources enter the accompanying activity mode, and perform displacement behavior based on the player character. This accompanying behavior not only enhances the visual interaction between the player and the skeleton resources through animation effects, but also can enhance the player's auditory and emotional experience through sound effects and special behaviors, so that the player can also feel the company and interaction of the game resources in a non-combat state, significantly enhancing the fun and immersion of the game. When there is a hostile target in the scanning area, the skeleton resources quickly switch to the combat activity mode and actively perform combat behavior on the hostile target. This dynamic switching mechanism enables the skeleton resources to adjust the attack mode, attributes, frequency and range in real time according to the battle scene, providing players with a variety of combat strategy options. For example, players can flexibly configure skeleton resources with different characteristics according to the type and state of the hostile target, realize the combination of melee and long-range attacks and the combination of attribute restraint attacks, thereby enriching the strategy and tension of the battle. Therefore, by judging the presence of hostile targets in the scanning area in real time, the game system can provide accurate status switching basis for the skeleton resources, so that the skeleton resources can seamlessly switch between accompanying activity mode and combat activity mode without manual intervention by the player, providing players with a flexible and automated gaming experience and further optimizing the game's interactive process.

[0055] On the other hand, in traditional game development, the equipment system and the pet system are usually designed and maintained independently, and a lot of time and energy are required to be invested separately. This application simplifies the game development process by integrating the functions of equipment and pets into a kind of skeleton resources. Developers only need to design a set of skeleton resource systems to realize the dual functions of traditional equipment and pets through the design of resident skeleton resources, reducing the workload of designing multiple interactive modes for different game resources and scenes, thereby significantly reducing the development cost and cycle. And the unified activity mode switching logic adopted in this application enables the behavior mode of the skeleton resources to be dynamically adjusted according to the hostile targets in the scanning area, simplifies the development process, and also enables game developers to perform code maintenance and function expansion more efficiently. For example, game developers can quickly realize different types of skeleton resource behaviors by adjusting the preset movement rules and combat rules, without having to write complex interaction logic separately for each skeleton resource. And by dynamically adjusting the behavior mode of the skeleton resources, this application not only improves the game experience of players, but also provides game developers with a more efficient content expansion method, so that game developers can use the saved time and energy to further optimize the game screen, sound effects and plot, thereby further improving the overall quality of the game. The above-mentioned game resource allocation form and optimized development process can also significantly enhance the competitiveness of the game in the market and better meet the players' continuous pursuit of freshness and fun.

[0056] Thus, by dynamically adjusting the activity mode of the skeletal plastic resources, this application not only provides players with a richer and more interesting interactive experience, but also brings a more efficient and low-cost development process to game developers, achieving a double improvement in player experience and development efficiency.

[0057] Based on the coordinate position of the player character in the corresponding area of the game map in any embodiment of the method of this application, a scanning area within a preset range is generated, and it is determined whether there is a hostile target within the scanning area, including:

[0058] Step S3110: According to the game map where the player character is currently located, determine the corresponding character positioning data of the coordinate position of the player character in the current area, set the character positioning data as the coordinate origin, generate the corresponding scanning area according to the coordinate origin, and obtain the interaction target information of all interactive targets within the scanning area;

[0059] In the game scene corresponding to a role-playing game or an open-world game, the position of the player character in the game map can be determined by the character positioning data. The character positioning data includes the three-dimensional coordinates of the player character and the identification information of the area where the player character is located. When the player character enters the game scene, the game system obtains this character positioning data in real time, and uses the coordinate position in the character positioning data as the coordinate origin to generate a scanning area according to the preset scanning rules. The shape and size of the scanning area can be adjusted according to the game design requirements. For example, in an open area, it can be set as a circular area with a radius of 20 meters, and in a narrow passage, it can be set as a fan-shaped area with a radius of 5 meters. The angle of the fan can be set to 90 degrees, 120 degrees, 180 degrees, etc. according to the specific scene requirements. At the same time, the game system obtains the interaction target information of all interactive targets within the scanning area by calling the background database, including the position information and status information of interactive targets such as monster NPCs, neutral NPCs, and interactive objects. The game system can retrieve the position information and corresponding status information of all monster NPCs within the scanning area, providing data support for subsequent hostile target judgment.

[0060] In one embodiment, the game system can use a spatial indexing algorithm to quickly retrieve all interactive targets within the scanning area through a quadtree or an octree, improve the retrieval efficiency, and dynamically adjust the range and shape of the scanning area according to the moving speed and direction of the player character to ensure that the scanning area always covers the potential interactive area around the player character, so that the interactive targets within the scanning range of the player character.

[0061] Step S3120: Calculate the interaction weight value of the interaction target information to determine whether there is interaction target information within the scanning area whose interaction weight value is higher than the preset hostile threshold;

[0062] After the game system obtains the interaction target information of all interactive targets within the scanned area, it calculates the interaction weight value of each piece of interaction target information according to the preset weight calculation rule. The calculation of the interaction weight value can comprehensively consider multiple factors, such as the distance between the target and the player character, the type of the target, whether the behavior state of the target is in an attack state, the camp and level of the player character, etc. The specific calculation formula can be expressed as:

[0063] Interaction weight value = w1 × distance weight + w2 × type weight + w3 × behavior state weight + w4 × camp weight + w5 × level weight

[0064] Among them, w1, w2, w3, w4, and w5 are preset weight coefficients, which can be adjusted according to the game design requirements. For example, the distance weight can be calculated based on the distance between the target and the player character, and the closer the distance, the higher the weight; the type weight can set a higher weight for monster NPCs and a lower weight for neutral NPCs; the behavior state weight can set a higher weight for targets in an attack state; the camp weight can set a higher weight for targets opposing the player character's camp; the level weight can set a higher weight for higher-level targets. After the game system calculates the interaction weight values of the interactive targets within the current scanned area, it compares them with the preset hostility threshold to determine whether there is interactive target information with an interaction weight value higher than the hostility threshold within the scanned area.

[0065] Step S3130: When the corresponding interaction weight value of the interaction target information is higher than the hostility threshold, mark the interactive target corresponding to the interaction target information as the hostile target.

[0066] When the game system compares the corresponding interaction weight value of the interaction target information with the hostility threshold, if there is interactive target information with an interaction weight value higher than the hostility threshold, the interactive target corresponding to the interaction target information will be marked as a hostile target. For example, the preset hostility threshold can be set to 100. When the interaction weight value of a certain interactive target exceeds 100, the game system will mark the interactive target as a hostile target and store the location information and status information of the target in the memory for subsequent triggering and execution of combat behaviors; at the same time, the game system can send a warning signal to the player to remind the player to pay attention to the current potential threat, ensuring that the game system can quickly identify and respond to potential combat scenarios, enhancing the real-time and interactivity of the game.

[0067] In one embodiment, the game system can generate a unique identifier for the marked hostile target and store it in a temporary data structure for quick retrieval and management. In addition, the game system can dynamically adjust the scope and shape of the scanning area according to the type and status of the hostile target to ensure that the scanning area always covers the potential combat area. For example, if the marked hostile target is a fast-moving monster NPC, the terminal can expand the scope of the scanning area to ensure continuous monitoring of the target's dynamics.

[0068] In one embodiment, after the game system obtains one or more of the interaction weight values higher than the hostile threshold, it compares the calculated interaction weight value of each interactable target with the preset hostile threshold to screen out all interactable targets with interaction weight values higher than the hostile threshold. For example, if the preset hostile threshold is 100, the terminal stores the information of all interaction targets with interaction weight values greater than 100 in a temporary data structure so that the corresponding interactable targets can be marked as hostile targets according to the interaction target information later.

[0069] When the interaction weight value is one, mark the interactable target corresponding to the interaction weight value as the hostile target. Among them, if there is only one interactable target with an interaction weight value higher than the hostile threshold screened out by the game system, the game system marks the interactable target as the hostile target, including generating a unique identifier for the hostile target and storing its corresponding location information and status information in memory for subsequent triggering and execution of combat behaviors. At the same time, the game system can send a warning signal to the player character to remind the player of potential threats. For example, if there is only one monster NPC in the scanning area with an interaction weight value of 120, which is higher than the preset hostile threshold of 100, the game system marks it as the hostile target and stores its location information and status information.

[0070] When there are multiple interaction weight values, the interactive target corresponding to the highest interaction weight value is selected as the hostile target, wherein, if there are multiple interactive targets with interaction weight values ​​higher than the hostile threshold screened out by the game system, the interaction weight values ​​of these interactive targets are further compared, and the interactive target with the highest interaction weight value is selected and marked as a hostile target. For example, if there are three interactive targets with interaction weight values ​​of 120, 130 and 110 in the scanning area, the game system marks the interactive target with an interaction weight value of 130 as a hostile target, and generates a unique identifier for the hostile target, and stores its related information in the memory so that subsequent combat behaviors can be triggered and executed. At the same time, the game system can send a warning signal to the player character to remind the player to pay attention to potential threats. In addition, the game system can also mark other interactive targets with higher interaction weight values ​​as secondary hostile targets as needed, so that after the main hostile target is eliminated, it can quickly switch to the next threatening target.

[0071] The above hostile target confirmation mechanism realizes accurate monitoring of the environment around the player character and dynamic identification of hostile targets. By generating a scanning area based on the player character's position and obtaining all interactive target information in the scanning area, it provides comprehensive data support for subsequent hostile target judgment. By calculating the interaction weight value and judging whether it is higher than the preset hostile threshold, it realizes accurate identification of potential hostile targets, avoiding traditional misjudgment based on a single rule. By marking hostile targets, it provides the game system with clear combat targets, improving the real-time and interactivity of the game.

[0072] The above mechanism based on dynamic scanning and weight judgment not only improves the accuracy and reliability of hostile target identification, but also enhances the strategy and complexity of the game. Players need to comprehensively judge potential threats based on the surrounding environment and target status, which also improves the fun and challenge of the game. At the same time, the above mechanism also optimizes the game development process, reduces the workload of developers to design multiple interaction modes for different scenarios, reduces development costs and cycles, enables the game system to handle complex combat scenarios more efficiently, and improves the overall quality and market competitiveness of the game.

[0073] On the basis of any embodiment of the method of the present application, when the hostile target does not exist in the scanning area, determining that the corresponding activity mode of the skeleton resource currently configured by the player character is the accompanying activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule, includes:

[0074] Step S3210: when there is no interactive target information whose interactive weight value is higher than a preset hostile threshold in the scanning area, driving the skeleton resource to move according to the accompanying activity mode;

[0075] When the game system determines that there is no interactive target information with an interaction weight value higher than the preset hostile threshold in the scanning area, the skeleton resource enters the accompanying activity mode. In the accompanying activity mode, the game system drives the skeleton resource to perform displacement behavior according to the preset movement rules. These movement rules include parameters such as movement path, movement speed, and relative distance from the player character. For example, the movement path can be a circular, elliptical or other geometric trajectory, the movement speed can be set to a fixed value or a dynamically adjusted value according to the game design requirements, and the relative distance can be adaptively adjusted according to the movement speed of the player character and the complexity of the game scene.

[0076] In one embodiment, it is assumed that the resident skeleton resource currently configured by the player character is a skeleton resource with flying characteristics. After the game system determines its activity mode as the accompanying activity mode, the skeleton resource will fly in a circular trajectory with a radius of 5 meters around the player character according to the preset movement rules, and the flight speed is set to 3 meters per second. When the player character moves, the game system will update the position of the skeleton resource in real time to ensure that it always flies around the player character and keeps the relative distance from the player character no more than 5 meters. If the player character moves quickly in an open area, the flying skeleton resource can appropriately increase the flight altitude to avoid collision with ground obstacles; if the player character enters a narrow passage or building, the game system will dynamically adjust the flight trajectory of the skeleton resource according to the geometry of the passage or building, such as lowering the flight altitude and reducing the flight radius to adapt to the geometry of the passage to avoid collision with obstacles in the scene. In addition, the game system can also adjust the movement speed and trajectory of the skeleton resources according to the player character's current movement state such as running, walking or standing still. When the player character is running, the flying skeleton resources can adopt a faster flight trajectory; when the player character is standing still, the flying skeleton resources can adopt a slower circling trajectory.

[0077] For the skeletal plastic resources with ground movement characteristics, the game system also drives them to perform displacement behaviors in the accompanying activity mode according to the preset movement rules. For example, the skeletal plastic resources will move in a circular trajectory with a radius of 3 meters around the player character, and the movement speed is set at 2 meters per second. When the player character is stationary in the scene, the skeletal plastic resources will move in a circular trajectory around the player character at a set frequency rhythm; when the player character moves in an open area, the skeletal plastic resources will move along a stable S-shaped trajectory following the player character; when the player character enters a complex terrain area, such as a mountain or a forest, the game system will dynamically adjust the movement path of the skeletal plastic resources according to the undulations of the terrain and the positions of obstacles, enabling it to flexibly avoid obstacles and continue to move around the player character. At the same time, the game system can also dynamically adjust the movement speed of the skeletal plastic resources according to the movement speed of the player character to ensure that it can smoothly follow the player character. For example, when the player character accelerates, the ground movement type of skeletal plastic resources can correspondingly increase the movement speed and create a smooth acceleration change animation accordingly; when the player character decelerates, the skeletal plastic resources can correspondingly reduce the movement speed to maintain a stable following state.

[0078] Step S3220: Obtain the real-time movement data of the player character, control the skeletal plastic resources to move following the player character according to the real-time movement data, and correct the displacement behavior of the skeletal plastic resources in real time to match the displacement change of the player character;

[0079] The game system obtains the real-time movement data of the player character, including the current coordinate position, movement speed, and movement direction of the player character. According to these real-time movement data, it controls the skeletal plastic resources to move following the player character and corrects the displacement behavior of the skeletal plastic resources in real time to match the displacement change of the player character.

[0080] In one embodiment, the game system can calculate the optimal movement path of the skeletal plastic resources through an interpolation algorithm to ensure that it can quickly and smoothly adjust its position. When the player character suddenly changes direction during rapid movement, the game system calculates a smooth movement path through the interpolation algorithm, enabling the skeletal plastic resources to quickly adjust the direction and maintain the relative distance from the player character, and dynamically adjusts the movement speed of the skeletal plastic resources according to the movement speed of the player character to ensure that it can flexibly follow the player character. For example, when the player character accelerates, the game system can correspondingly increase the movement speed of the skeletal plastic resources; when the player character stops moving, the game system can also correspondingly reduce the movement speed of the skeletal plastic resources so that its speed decreases in a smooth manner to maintain a stable following state.

[0081] In another embodiment, the game system can also design unique animation effects and sound effects for the skeleton resources to enhance the realism and fun of the game. For flying skeleton resources, the game system can add animation effects of flapping wings and wind sounds during their flight; for ground moving skeleton resources, the game system can add animation effects of footsteps and body swinging. The corresponding animation and sound effects can be dynamically adjusted according to the movement speed and direction of the player character, making the behavior of the skeleton resources more natural and vivid. For example, when the player character is running, the ground moving skeleton resources can emit faster footsteps; when the player character is stationary, the flying skeleton resources can emit softer wind sounds.

[0082] Step S3230, calculating the target following range of the skeleton resource according to the real-time movement data, and when the distance between the skeleton resource and the player character is greater than the target following range, preferentially driving the skeleton resource to move toward the coordinate position of the player character.

[0083] The game system calculates the target following range of the skeleton resource based on the real-time movement data of the player character. The target following range can be dynamically adjusted according to the movement speed of the player character and the complexity of the game scene. For example, when the player character moves in an open area, the target following range can be set to 5 meters; when the player character moves in a narrow passage or building, the target following range can be reduced to 3 meters. The game system determines whether the displacement behavior of the skeleton resource needs to be adjusted by calculating the distance between the skeleton resource and the player character in real time.

[0084] When the distance between the skeleton resource and the player character is greater than the target following range, the game system will give priority to driving the skeleton resource to move toward the coordinate position of the player character. The optimal movement path of the skeleton resource can be calculated through the interpolation algorithm to ensure that it can adjust its position quickly and smoothly. For example, if the distance between the skeleton resource and the player character exceeds 5 meters, the game system will adjust the movement speed and direction of the skeleton resource to make it quickly approach the player character until the distance returns to the target following range. The game system can also dynamically adjust the movement speed of the skeleton resource according to its type and properties. For skeleton resources with flying characteristics, the game system can allow them to move at a higher speed to quickly adjust their position; for skeleton resources with ground movement characteristics, the game system can appropriately reduce their movement speed to ensure that they can smoothly follow the player character.

[0085] In addition, the game system can dynamically adjust the movement speed and trajectory of the skeleton resources according to the player character's current movement state, such as running, walking or standing still. For example, when the player character is running, the game system can increase the movement speed of the skeleton resources so that it can quickly keep up with the player character; when the player character is standing still, the game system can reduce the movement speed of the skeleton resources so that it can smoothly adjust its position and remain on the preset movement trajectory. This dynamic adjustment mechanism ensures the stable following of the skeleton resources in complex terrain or fast-moving scenes, thereby improving the smoothness and immersion of the game.

[0086] Through the synergistic effect of the above-mentioned embodiments, the present application can realize the efficient following and dynamic adjustment of skeleton resources in the accompanying activity mode. First, by driving the skeleton resources to perform displacement behavior according to the preset movement rules, the dynamic interactivity of the skeleton resources in a non-combat state is ensured; secondly, by obtaining the real-time movement data of the player character and correcting the displacement behavior of the skeleton resources in real time, it is ensured that the skeleton resources can flexibly follow the movement of the player character, thereby enhancing the interactivity between the player and the skeleton resources; finally, by calculating the target following range and preferentially driving the skeleton resources to approach the player character, it is ensured that the skeleton resources can stably follow in complex terrain or fast-moving scenes, thereby improving the smoothness and immersion of the game. The dynamic adjustment mechanism thus formed not only improves the following performance of the skeleton resources, but also enhances the realism and fun of the game, so that players can enjoy the interactive fun with the skeleton resources in a non-combat state. At the same time, the game system can dynamically adjust the behavior of the skeleton resources according to real-time data to ensure that it always maintains a suitable distance from the player character, so as to further optimize the interactive experience of the game and improve the player's game satisfaction. At the same time, it also provides game developers with an efficient and flexible resource management method to reduce development costs and cycles.

[0087] On the basis of any embodiment of the method of the present application, when the hostile target exists in the scanning area, determining the corresponding activity mode of the skeleton resource as a combat activity mode to drive the skeleton resource to perform a preset combat behavior on the hostile target includes:

[0088] Step S3310: when there is interactive target information whose interactive weight value is higher than a preset hostile threshold in the scanning area, driving the skeleton resource to enter combat according to the combat activity mode;

[0089] When the game system detects that there is interactive target information with an interactive weight value higher than the preset hostile threshold in the scanning area, it will trigger the skeleton resource to enter the combat activity mode. In the combat activity mode, the game system activates the combat function of the skeleton resource according to the preset combat rules, wherein the combat rules define in detail the attack method (such as melee attack or ranged attack) of the skeleton resource, the attack attribute (such as an attack with a certain attribute definition), the attack frequency, the attack range, and the interaction logic with the hostile target. For example, for melee skeleton resources, the attack frequency can be set to 2 times per second, and the attack range is a circular area with a radius of 2 meters centered on the skeleton resource; and for long-range skeleton resources, the attack frequency can be set to 1 time per second, and the attack range is a circular area with a radius of 10 meters centered on the skeleton resource.

[0090] In the combat activity mode, the game system will dynamically adjust the combat behavior of the skeleton resources according to the position information and status information of the enemy target. If the enemy target is a fast-moving long-range attack monster, the game system can adjust the attack method of the skeleton resources to long-range attack, and predict its position according to the movement trajectory of the enemy target, and launch the attack trajectory in advance; if the enemy target is a melee monster and is close to the skeleton resources, the game system will switch the attack method of the skeleton resources to melee attack, and adjust its movement path to approach the enemy target.

[0091] Step S3320, obtaining the hostile positioning data of the hostile target, determining the combat type of the skeleton resource in the combat activity mode, and driving the skeleton resource to automatically perform corresponding combat operations according to the combat type and the hostile positioning data;

[0092] In the combat activity mode, the game system obtains hostile positioning data based on the position information and status information of the hostile target. The hostile positioning data includes the coordinate position, movement speed, movement direction and current state of the hostile target. The current state can be the health value of the hostile target, whether the hostile target is in a state of alert, etc. Based on the hostile positioning data, the game system can determine the combat type of the skeleton resource to drive it to perform corresponding combat operations. Because when the game starts loading or the player changes the configuration of the main skeleton resource, the game system has determined the combat type of the resident skeleton resource that can be resident in the game scene according to the configuration information of the corresponding skeleton resource, that is, the combat type of the resident skeleton resource is a long-range attack or a melee attack, and in some cases it can also be a transformation attack, so that the combat type determines the corresponding skill form of the skeleton resource skill that can be triggered by the skeleton resource. The game system can drive the skeleton resources to perform preset combat operations based on the acquired hostile positioning data and the preset combat type. After determining the combat type, the game system will adjust the attack direction and timing of the skeleton resources in real time according to the hostile positioning data of the hostile target. If the hostile target is moving quickly, the game system will calculate its future position through a prediction algorithm and adjust the attack direction of the skeleton resources in advance to ensure that the attack can hit accurately.

[0093] In one embodiment, if the skeleton resource configured by the player character is a long-range attack type, the game system obtains the coordinate position of the hostile target and calculates the distance between the skeleton resource and the hostile target. If the distance is within the long-range attack range of the skeleton resource, the game system drives the skeleton resource to launch a long-range attack trajectory to the hostile target, wherein the launch direction of the long-range attack trajectory is dynamically adjusted according to the coordinate position of the hostile target to ensure that the attack can hit accurately. For the skeleton resource of the melee attack type, the game system also drives the skeleton resource to move toward the hostile target according to the coordinate position and movement information of the hostile target until the distance between the two enters the melee attack range, wherein, within the melee attack range, the skeleton resource launches a melee attack on the hostile target according to a preset attack frequency. In some cases, the game system monitors the current state of the hostile target in real time, for example, when the health value of the hostile target drops below a specific threshold, the game system can drive the special attack skills triggered by the skeleton resource to quickly eliminate the hostile target.

[0094] In another embodiment, the game system can also design special combat behaviors for the skeleton resources in specific areas of the game map according to the corresponding type and current status of the enemy target. If the enemy target is a monster with special abilities, it can release a special shield to absorb a large amount of damage caused by player characters. If the special attack skill of the skeleton resource is triggered at this time, it can break the special shield of the enemy target and cause additional damage, thereby improving the player's combat efficiency and increasing the diversity and fun of the battle.

[0095] Step S3330: Update the hostile target in real time according to the interaction weight value. When there is no hostile target in the target area, adjust the activity mode of the skeleton shaping resource from the combat activity mode to the accompanying activity mode.

[0096] During the battle, the interaction weight value can be dynamically adjusted and calculated according to factors such as the health value of the hostile target, whether it is hit, and its current state. The game system will update the state of the hostile target in real time according to the interaction weight value. For example, when the health value of the hostile target drops to 0, its interaction weight value will also become 0. At this time, the hostile target can correspondingly switch to other interactable targets in the game scene with an interaction weight value higher than the hostile threshold; or if multiple interactable targets on the field are under area attack and one of the interactable targets enters a special paralysis state, its interaction weight value can be increased accordingly, marking it as the current hostile target, so that the attacks of the player character or the skeleton shaping resource can automatically target the interactable target in the special paralysis state with higher efficiency.

[0097] The game system continuously monitors all potential hostile targets in the scanned area. When there is no hostile target with an interaction weight value higher than the preset hostile threshold in the target area, the game system adjusts the activity mode of the skeleton shaping resource from the combat activity mode to the accompanying activity mode. In the accompanying activity mode, the skeleton shaping resource will move with a stable speed and trajectory and follow the player character for displacement according to the preset movement rules. During the following process, it can also perform interactive behaviors such as circling around the player, and the distance between the skeleton shaping resource and the player character always remains within the preset following range.

[0098] If an interactable target with an interaction weight value higher than the preset hostile threshold appears again in the scanned area, the game system will immediately drive the skeleton shaping resource to re-enter the combat activity mode, ensuring that the skeleton shaping resource can seamlessly switch between the combat activity mode and the accompanying activity mode, further improving the fluency and interactivity of the game.

[0099] In one embodiment, the game system can dynamically adjust the combat behavior of the skeleton shaping resource according to the combat state and needs of the player character. When the player character is at a disadvantage in the battle, the skeleton shaping resource can trigger a powerful attack with a cooldown time to assist the player character in turning the tide of the battle; if the player character is at an advantage in the battle, adjust the combat behavior of the skeleton shaping resource to make it perform more auxiliary attacks to improve the combat efficiency and enhance the sense of achievement of the player after winning the battle.

[0100] The synergistic effects of the above embodiments achieve efficient combat behavior and dynamic adjustment of the skeletal plastic resources in the combat activity mode. First, by driving the skeletal plastic resources into the combat activity mode, it ensures that the skeletal plastic resources can quickly respond to potential combat scenarios, improving the timeliness and efficiency of combat. Second, by obtaining the positioning data of the hostile target and determining the combat type, the skeletal plastic resources are driven to automatically execute corresponding combat operations according to the combat type and the hostile positioning data, ensuring the accuracy and effectiveness of combat behavior. Finally, by real-time updating the status of the hostile target and adjusting the activity mode of the skeletal plastic resources to the accompanying activity mode when there is no hostile target in the target area, it ensures that the skeletal plastic resources can seamlessly switch between the combat activity mode and the accompanying activity mode, enhancing the fluency and interactivity of the game. This not only improves the combat performance of the skeletal plastic resources, but also enables players to enjoy the fun of cooperative combat with the skeletal plastic resources. At the same time, the game system can dynamically adjust the behavior of the skeletal plastic resources according to real-time data to ensure that it always maintains consistency with the behavior of the player character, and can further optimize the interactive experience of the game by more efficiently processing complex combat scenarios, improving the player's game satisfaction and the overall quality of the game.

[0101] Based on any embodiment of the method of the present application, it includes:

[0102] Step S4100, in response to a skill release instruction triggered by the current player character, release the corresponding skeletal plastic skill of the skeletal plastic resource to the hostile target according to the combat type of the skeletal plastic resource, where the skeletal plastic skill includes a first skeletal plastic skill released according to the hostile positioning data of the hostile target, and a second skeletal plastic skill released after synchronizing the hit judgment box information and collision volume information of the skeletal plastic resource and the player character.

[0103] In an electronic game, the skill release instruction is usually triggered by the player through input devices such as a keyboard, a mouse, or a game controller. When the player character triggers the skill release instruction, the game system responds to the skill release instruction and determines the corresponding skeletal plastic skill to be released according to the combat type of the skeletal plastic resource. Among them, the game system monitors the operation input of the player character. When detecting the skill release instruction, it immediately responds to the skill release event triggered by the skill release instruction through the event listening mechanism and associates it with the skeletal plastic resource currently configured by the player character to determine the type of skeletal plastic skill to be released according to the combat type of the skeletal plastic resource.

[0104] For resident skeleton resources whose skeleton skill type is a melee attack type, the game system can drive the skeleton resource to release the first skeleton skill according to the hostile positioning data of the hostile target. The hostile positioning data includes coordinate position, moving speed and direction. The game system calculates the current position of the hostile target to adjust the release direction and position of the skeleton skill. If the hostile target is moving quickly, the game system can make the long-range attack of the skeleton resource change with the coordinate change of the hostile target to ensure that the attack can hit the target. For example, when the skeleton skill type of the skeleton resource is a melee attack type, the skeleton resource will move quickly to the current position of the hostile target at a preset speed, and when the distance from the hostile target is less than the skill release distance, the melee attack skill will be released to the hostile target.

[0105] For the resident skeleton resources whose skeleton skill type is set to the long-range attack type, the game system drives the skeleton resource to release the second skeleton skill after synchronizing the hit judgment box information and collision volume information of the skeleton resource and the player character. When the game system responds to the skill release event corresponding to the skeleton resource of the long-range attack type, it can decide whether to use the current coordinate position of the skeleton resource as the release position of the second skeleton skill, or the current coordinate position of the player character as the release position of the second skeleton skill according to the actual configuration, and the latter is usually set in the game. In the case of using the current coordinate position of the player character as the release position of the second skeleton skill, the game system hides the instantiation animation of the current player character, and after synchronizing the player character's current hit judgment box information and collision volume information as the hit judgment box information and collision volume information of the skeleton resource, the skeleton resource is transmitted to the current coordinate position of the player character, so as to replace the instantiation animation of the player character with the instantiation animation of the skeleton resource, and release the long-range attack skill accordingly. When the skeleton resource releases a long-range attack skill against an enemy target, if the enemy target happens to be in a fast-moving state, the long-range attack skill will move at the preset ballistic speed following the coordinate position of the enemy target, so that the long-range attack skill can hit the enemy target.

[0106] In one embodiment, for a skeleton resource whose skeleton skill type is a transformation attack type, the game system hides the instantiation animation of the current player character, and after synchronously configuring the player character's current hit judgment box information and collision volume information as the hit judgment box information and collision volume information of the skeleton resource, it can transmit the skeleton resource to the player character's current coordinate position and, for a certain period of time, use the skeleton resource to replace the player character as the player's current controlled character, so that the player can experience the effect of transforming into the skeleton resource, further improving the interaction effect between the player and the skeleton resource.

[0107] In one embodiment, the skeleton skills of the skeleton resources can be configured in a diversified combination at the system level, wherein each skeleton resource can be configured with an active skeleton skill and nine resource plug-ins, and players can obtain resource plug-ins in the corresponding area of ​​a specific game scene. Resource plug-ins can be configured as ordinary plug-ins, skill plug-ins, and core plug-ins. Among them, ordinary plug-ins are used to change the skill range size, skill damage frequency, number of skill flying objects, skill duration, skill cooling time, and specific attributes of the skeleton resources. Skill plug-ins are used to give the skeleton resource the ability to obtain other different types of skeleton resources. For example, when the current skeleton resource is equipped with an empowerment skill plug-in of another skeleton resource, the current skeleton resource can release its own skeleton skills and the skeleton skills corresponding to the empowerment skill plug-in at the same time after the player character triggers the skill release instruction. The core plug-in is used to upgrade the skeleton skills of the skeleton resource itself. In addition, each skeleton resource can be configured to be equipped with up to six ordinary plug-ins, two skill plug-ins of other skeleton resources, and a core plug-in of its own dumpling.

[0108] Through the above embodiments of the present application, players can flexibly choose skeleton resources of long-range attack type or melee attack type according to the battle scene, which increases the diversity of combat strategies, and players can obtain a more relaxed and interesting combat experience based on the skeleton skills with superior auxiliary combat mechanism, which can reduce the player's combat difficulty, and through the flexible skill release mechanism and the transformation mechanism of skeleton resources provided to the player, the player's sense of control and experience can be further enhanced, thereby improving the overall fun and attractiveness of the game; and from the perspective of background development logic, resident sound skeleton resources can be expressed as sound skeleton resources, and there is no need to create a new definition type in the background logic code, which makes development more convenient while showing a richer form of game.

[0109] On the basis of any embodiment of the method of the present application, before the step of generating a scanning area of ​​a preset range based on the coordinate position of the player character in the corresponding area in the game map, the method includes:

[0110] Step S5100, responding to a game start event, detecting whether the main skeleton resource currently configured by the player character is a permanent skeleton resource;

[0111] When a player enters the game, the game startup event is triggered accordingly. The game system responds to this game startup event and enters the initialization phase, retrieving the configuration information of the player character from local storage and / or the game server, including the corresponding configuration information of the player character's main skeleton shaping resources, to determine whether the main skeleton shaping resources currently equipped by the player character are permanent skeleton shaping resources. The game system first responds to the game startup event by listening for specific startup signals. Once the game startup event is detected, the game system immediately initiates the initialization process and loads the necessary configuration information of the game. Among them, the configuration information is usually stored in a database or a configuration file and includes the basic attributes of the player character and the main skeleton shaping resources currently configured by the player character.

[0112] By parsing the configuration information in the game, the game system extracts the type identifier of the main skeleton shaping resources from the loaded configuration information to extract the information of the main skeleton shaping resources currently configured by the player character. If the type identifier is "permanent", it is confirmed that the main skeleton shaping resources currently configured by the player character are permanent skeleton shaping resources, and this result is marked as the boolean value true and stored in memory; if the type identifier is "non-permanent", it is confirmed that the main skeleton shaping resources currently configured by the player character are not permanent skeleton shaping resources, and this result is marked as the boolean value false and stored in memory.

[0113] In one embodiment, the game system can obtain the configuration information of the player character in various ways, including reading data from the player character configuration file stored locally or obtaining the latest configuration information from the game server through the network. When obtaining data from the game server, the game system can store the configuration information in the local cache after obtaining it for quick access. When the game system detects the type of the main skeleton shaping resources, it can also perform further verification based on other attribute information. For example, the game system can check whether the resource identifier of the main skeleton shaping resources exists in the preset list of permanent skeleton shaping resources. If the resource identifier exists in the list, it is further confirmed that the main skeleton shaping resources are permanent skeleton shaping resources; or verify based on other attributes of the main skeleton shaping resources currently configured by the player character to ensure that it meets the preset conditions of the permanent skeleton shaping resources.

[0114] Step S5200: Respond to the skeleton shaping instance event, and instantiate the main skeleton shaping resources determined to be the permanent skeleton shaping resources in the game scene, so as to visually display the permanent skeleton shaping resources and the player character in the game scene at the same time;

[0115] During the game initialization phase, when the game system confirms that the main skeleton resource currently configured by the player character is a permanent skeleton resource type, the game system will further respond to the skeleton instance event. When the skeleton instance event is triggered, the game system retrieves a series of skeleton resource data related to the permanent skeleton resource from the resource library, including but not limited to the skeleton appearance model, skeleton animation resources, skeleton behavior scripts, and initial state parameters, etc., which together constitute the instantiation basis of the permanent skeleton resource.

[0116] According to the corresponding skeleton resource data, the game system creates a specific instance object for the resident skeleton resource in the game scene. The initial position and orientation of this instance object will be set according to the initial state of the player character to ensure that the resident skeleton resource and the player character can form a reasonable accompanying relationship in the game scene. The initial position of the resident skeleton resource may be set near the player character, and its orientation is consistent with the player character, so as to visually present to the player the effect that the two are closely related and advance and retreat together.

[0117] Subsequently, the game system adds the instance object of the resident skeleton resource to the rendering queue of the game scene, and passes the skeleton appearance model and skeleton animation resource data of the instance object to the rendering system of the game, so that the resident skeleton resource can be visually displayed in the game scene. At the same time, the game system assigns a unique identifier to the instance object to facilitate the subsequent management and control of its instance object.

[0118] Step S5300: In response to a data acquisition event, obtain the activity mode data corresponding to the resident modeling resource to drive the resident modeling resource to perform activity behaviors according to the activity mode data.

[0119] After the resident skeleton resource is successfully instantiated and visualized into the game scene, the game system will respond to the data acquisition event and retrieve the activity mode data of the resident skeleton resource from the preset resource library or configuration file. The activity mode data describes in detail the behavior mode of the resident skeleton resource in different scenarios, covering the specific behavior rules in the accompanying activity mode and the combat activity mode. The activity mode data contains movement rules, attack rules and interaction logic. The movement rules define the movement path, speed and relative distance of the resident skeleton resource with the player character in the accompanying activity mode, while the attack rules define the attack method, attack frequency, attack range and attack attributes of the resident skeleton resource in the combat activity mode. The interaction logic specifies the interaction method of the resident skeleton resource with the player character or other interactive targets.

[0120] After obtaining the activity mode data, the game system drives the resident skeleton resources to perform corresponding activity behaviors according to the activity mode data. For the accompanying activity mode, the game system calculates the movement path and speed of the resident skeleton resources according to the movement rules. For example, if the movement rule is "moving in a circular trajectory with a radius of 3 meters with the player character as the center", the game system will calculate the position of the player character in real time, and dynamically adjust the movement path and speed of the resident skeleton resources accordingly. At the same time, the game system will also dynamically adjust the movement speed and trajectory of the resident skeleton resources according to the movement speed and direction of the player character to maintain the preset relative distance and ensure the coordination of the two in the game scene. In the combat activity mode, the game system controls the resident skeleton resources to perform attack operations on the hostile target according to the attack rules. For example, if the attack method is a long-range attack, the game system will control the resident skeleton resources to launch a long-range attack trajectory at the hostile target, and dynamically adjust the attack direction according to the movement trajectory of the hostile target to improve the hit rate of the attack.

[0121] At the same time, when the player's game status is online, the game system will dynamically adjust the behavior of the resident skeleton resources based on the real-time collected game data. When the player character enters a new game area, the game system will adjust the movement path and attack method of the resident skeleton resources according to the environmental characteristics of the area, such as terrain, obstacles, etc. At the same time, the game system will also dynamically adjust the behavior pattern of the resident skeleton resources according to the real-time status of the player character, such as whether it is in combat, whether it is attacked, etc., to ensure the adaptability and flexibility of its behavior, so as to accurately drive the resident skeleton resources to perform corresponding activities. By responding to data acquisition events,

[0122] The above embodiments of the present application can clarify the nature of the main skeleton resources at the beginning of game loading by responding to game startup events and detecting whether the main skeleton resources currently configured by the player character are of a permanent type, thereby providing an accurate basis for subsequent instantiation judgment and behavior driving. By responding to the skeleton instance event, the game system instantiates the main skeleton resources determined to be of a permanent type in the game scene, and visualizes them together with the player character in the game scene at the same time, which can enhance the visual interactivity between the player and the skeleton resources and ensure the coordination and consistency between the two in the game scene. When the game starts, the player can quickly see the permanent skeleton resources configured by him and intuitively feel the accompanying relationship between him and the character, thereby enhancing the immersion and fun of the game; and by responding to the data acquisition event, the game system obtains the activity mode data corresponding to the permanent skeleton resources, and drives the permanent skeleton resources to perform corresponding activity behaviors according to the activity mode data, and can dynamically adjust the activity behaviors of the permanent skeleton resources according to real-time data, so that it can exhibit behaviors that meet the scene requirements in both the accompanying activity mode and the combat activity mode, which not only optimizes the operation efficiency of the game, but also makes the behaviors exhibited by the permanent skeleton resources more natural and smooth.

[0123] See also Figure 3 According to one aspect of the present application, a resource interaction control device is provided, including a target scanning module 6100, a companion control module 6200 and a combat control module 6300, wherein the target scanning module 6100 is configured to generate a scanning area of ​​a preset range based on the coordinate position of the corresponding area of ​​the player character in the game map, and determine whether there is a hostile target in the scanning area; the companion control module 6200 is configured to determine that when the hostile target does not exist in the scanning area, the corresponding activity mode of the skeleton resource currently configured by the player character is a companion activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to preset movement rules; the combat control module 6300 is configured to determine that when the hostile target exists in the scanning area, the corresponding activity mode of the skeleton resource is a combat activity mode, so as to drive the skeleton resource to perform preset combat behavior on the hostile target.

[0124] Based on any embodiment of the device of the present application, the target scanning module 6100 includes: an area scanning module, which is configured to determine the corresponding character positioning data of the coordinate position of the player character in the current area according to the game map where the player character is currently located, set the character positioning data as the coordinate origin, generate the corresponding scanning area according to the coordinate origin, and obtain interactive target information of all interactive targets in the scanning area; a weight calculation module, which is configured to calculate the interactive weight value of the interactive target information to determine whether there is interactive target information in the scanning area whose interactive weight value is higher than a preset hostile threshold; a target marking module, which is configured to mark the interactive target corresponding to the interactive target information as the hostile target when the corresponding interactive weight value of the interactive target information is higher than the hostile threshold.

[0125] Based on any embodiment of the device of the present application, the target marking module includes: a weight acquisition module, configured to obtain one or more interaction weight values ​​higher than the hostile threshold; a first marking module, configured to mark the interactive target corresponding to the interaction weight value as the hostile target when the interaction weight value is one; and a second marking module, configured to select the interactive target corresponding to the highest interaction weight value as the hostile target when there are multiple interaction weight values.

[0126] Based on any embodiment of the device in the present application, the accompanying control module 6200 includes: an accompanying determination module configured to drive the skeletal plastic resource to displace according to the accompanying activity mode when there is no interaction target information with an interaction weight value higher than a preset hostile threshold in the scanned area; a displacement correction module configured to obtain real-time movement data of the player character, control the skeletal plastic resource to move following the player character according to the real-time movement data, and correct the displacement behavior of the skeletal plastic resource in real time to match the displacement change of the player character; a range control module configured to calculate a target following range of the skeletal plastic resource according to the real-time movement data, and when the distance between the skeletal plastic resource and the player character is greater than the target following range, preferentially drive the skeletal plastic resource to displace to the coordinate position where the player character is located.

[0127] Based on any embodiment of the device in the present application, the combat control module 6300 includes: a combat determination module configured to drive the skeletal plastic resource to enter combat according to the combat activity mode when there is interaction target information with an interaction weight value higher than a preset hostile threshold in the scanned area; a combat drive module configured to obtain hostile positioning data of the hostile target, determine the combat type of the skeletal plastic resource in the combat activity mode, so as to drive the skeletal plastic resource to automatically execute corresponding combat operations according to the combat type and the hostile positioning data; a mode adjustment module configured to update the hostile target in real time according to the interaction weight value, and when there is no hostile target in the target area, adjust the activity mode of the skeletal plastic resource from the combat activity mode to the accompanying activity mode.

[0128] Based on any embodiment of the device in the present application, it includes: a skill response module configured to respond to a skill release instruction triggered by the current player character, and release the corresponding skeletal plastic skill of the skeletal plastic resource to the hostile target according to the combat type of the skeletal plastic resource, where the skeletal plastic skill includes a first skeletal plastic skill released according to the hostile positioning data of the hostile target, and a second skeletal plastic skill released after synchronizing the hit determination box information and collision volume information of the skeletal plastic resource and the player character.

[0129] Based on any embodiment of the device in this application, prior to the target scanning module 6100, it includes: a skeleton plastic detection module, configured to respond to a game startup event and detect whether the main skeleton plastic resource currently configured by the player character is a permanent skeleton plastic resource; a skeleton plastic instance module, configured to respond to a skeleton plastic instance event and instantiate the main skeleton plastic resource determined to be the permanent skeleton plastic resource in the game scene, so as to visually display the permanent skeleton plastic resource and the player character in the game scene at the same time; a data acquisition module, configured to respond to a data acquisition event and acquire the activity mode data corresponding to the permanent skeleton plastic resource, so as to drive the permanent skeleton plastic resource to perform activity behaviors according to the activity mode data.

[0130] Another embodiment of this application also provides a resource interaction control device. As Figure 4 shown, it is a schematic internal structure diagram of the resource interaction control device. The resource interaction control device includes a processor, a computer-readable storage medium, a memory, and a network interface connected through a system bus. Among them, the computer-readable non-volatile storage medium of the resource interaction control device stores an operating system, a database, and computer-readable instructions. Information sequences can be stored in the database. When the computer-readable instructions are executed by the processor, the processor can implement a resource interaction control method.

[0131] The processor of the resource interaction control device is used to provide computing and control capabilities to support the operation of the entire resource interaction control device. Computer-readable instructions can be stored in the memory of the resource interaction control device. When the computer-readable instructions are executed by the processor, the processor can execute the resource interaction control method of this application. The network interface of the resource interaction control device is used to connect and communicate with the terminal.

[0132] Those skilled in the art can understand that Figure 4 the structure shown in

[0133] is only a block diagram of some structures related to the solution of this application, and does not constitute a limitation on the resource interaction control device to which the solution of this application is applied. The specific resource interaction control device may include more or fewer components than those shown in the figure, or combine some components, or have different component arrangements.

[0133] In this embodiment, the processor is used to execute Figure 3 the specific functions of each module in

[0134] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors are caused to execute the steps of the resource interaction control method according to any embodiment of the present application.

[0135] The present application also provides a computer program product, including a computer program / instructions. When the computer program / instructions are executed by one or more processors, the steps of the method according to any embodiment of the present application are implemented.

[0136] Those of ordinary skill in the art can understand that all or part of the processes of implementing the methods in the above embodiments of the present application can be completed by instructing relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the embodiments of the above methods. Among them, the foregoing storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM), etc.

Claims

1. A resource interaction control method, characterized in that: include: Based on the coordinate position of the player character in the corresponding area of ​​the game map, a scanning area of ​​a preset range is generated, and it is determined whether there is a hostile target in the scanning area; When the hostile target does not exist in the scanning area, determining that the corresponding activity mode of the skeleton resource currently configured by the player character is the accompanying activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule; When the hostile target exists in the scanning area, the corresponding activity mode of the skeleton resource is determined to be a combat activity mode, so as to drive the skeleton resource to perform a preset combat behavior against the hostile target.

2. The resource interaction control method according to claim 1, characterized in that: Based on the coordinate position of the player character in the corresponding area of ​​the game map, a scanning area of ​​a preset range is generated, and it is determined whether there is a hostile target in the scanning area, including: According to the game map where the player character is currently located, the corresponding character positioning data of the coordinate position of the player character in the current area is determined, the character positioning data is set as the coordinate origin, the corresponding scanning area is generated according to the coordinate origin, and the interactive target information of all interactive targets in the scanning area is obtained; Calculating the interaction weight value of the interaction target information to determine whether there is interaction target information whose interaction weight value is higher than a preset hostile threshold in the scanning area; When the corresponding interaction weight value of the interaction target information is higher than the hostile threshold, the interactive target corresponding to the interaction target information is marked as the hostile target.

3. The resource interaction control method according to claim 2, characterized in that: When the interaction weight value corresponding to the interaction target information is higher than the hostile threshold, marking the interactive target corresponding to the interaction target information as the hostile target includes: obtaining one or more interaction weight values ​​above the hostile threshold; When the interaction weight value is one, marking the interactable target corresponding to the interaction weight value as the hostile target; When there are multiple interaction weight values, the interactive target corresponding to the highest interaction weight value is selected as the hostile target.

4. The resource interaction control method according to claim 3, characterized in that: When the hostile target does not exist in the scanning area, determining that the corresponding activity mode of the skeleton resource currently configured by the player character is the accompanying activity mode, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule, includes: When there is no interactive target information whose interactive weight value is higher than a preset hostile threshold in the scanning area, driving the skeleton resource to move according to the accompanying activity mode; Acquire the real-time movement data of the player character, control the skeleton resource to follow the movement of the player character according to the real-time movement data, and modify the displacement behavior of the skeleton resource in real time to match the displacement change of the player character; The target following range of the skeleton resource is calculated according to the real-time movement data. When the distance between the skeleton resource and the player character is greater than the target following range, the skeleton resource is preferentially driven to move toward the coordinate position of the player character.

5. The resource interaction control method according to claim 3, characterized in that: When the hostile target exists in the scanning area, determining the corresponding activity mode of the skeleton resource as a combat activity mode to drive the skeleton resource to perform a preset combat behavior on the hostile target includes: When there is interactive target information with the interactive weight value higher than the preset hostile threshold in the scanning area, driving the skeleton resource to enter combat according to the combat activity mode; Acquire the hostile positioning data of the hostile target, determine the combat type of the skeleton resource in the combat activity mode, and drive the skeleton resource to automatically perform corresponding combat operations according to the combat type and the hostile positioning data; The hostile target is updated in real time according to the interaction weight value, and when the hostile target does not exist in the target area, the activity mode of the skeleton resource is adjusted from the combat activity mode to the accompanying activity mode.

6. The resource interaction control method according to claims 1 to 5, characterized in that: Also includes: In response to the skill release instruction triggered by the current player character, the corresponding skeleton skill of the skeleton resource is released to the hostile target according to the combat type of the skeleton resource, wherein the skeleton skill includes a first skeleton skill released according to the hostile positioning data of the hostile target, and a second skeleton skill released after synchronizing the hit judgment box information and collision volume information of the skeleton resource and the player character.

7. The resource interaction control method according to claims 1 to 5, characterized in that: Before the step of generating a scanning area of ​​a preset range based on the coordinate position of the player character in the corresponding area in the game map, the method includes: In response to a game start event, detecting whether the main skeleton resource currently configured by the player character is a permanent skeleton resource; In response to the skeleton instance event, the main skeleton resource determined to be instantiated in the game scene is instantiated to visualize the resident skeleton resource in the game scene; In response to a data acquisition event, activity mode data corresponding to the resident skeleton resource is acquired to drive the resident skeleton resource to perform activity behavior according to the activity mode data.

8. A resource interaction control device, characterized in that: include: A target scanning module is configured to generate a scanning area of ​​a preset range based on the coordinate position of the player character in the corresponding area in the game map, and determine whether there is a hostile target in the scanning area; A companion control module is configured to determine that the corresponding activity mode of the skeleton resource currently configured by the player character is a companion activity mode when the hostile target does not exist in the scanning area, so as to drive the skeleton resource to perform displacement behavior based on the player character according to a preset movement rule; The combat control module is configured to determine that the corresponding activity mode of the skeleton resource is a combat activity mode when the hostile target exists in the scanning area, so as to drive the skeleton resource to perform a preset combat behavior against the hostile target.

9. A resource interaction control device, comprising a central processing unit and a memory, characterized in that: The central processing unit is used to call and run the computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 7.

10. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 7 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.

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