Method and device for processing information in game, program product and electronic equipment
By introducing graphical user interface and connected editing technology into strategy games, players can plan the capture order and marching path of multiple plots at one time, solving the problems of inefficiency and cumbersome operations in the existing technology, achieving more efficient and intelligent capture and marching operations, and improving the game experience.
Patent Information
- Application Number
- CN202510545654.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-28
- Publication Date
- 2025-08-15
AI Technical Summary
The interaction design of capture and marching in existing strategy games is inefficient, the operation is cumbersome, and the lack of intelligence is not possible to meet the personalized needs of players. The path planning is single, and the capture sequence, residence time and path points cannot be managed at the same time, which affects the game experience.
It provides a game map information processing method, which responds to plot selection operations through a graphical user interface, generates a path planning interface, allows players to perform line editing, determines the residence time and path point collection based on the geometric characteristic parameters of the continuous marching path, generates a capture execution plan, and controls the controlled virtual object to perform continuous capture operations.
It improves the efficiency and intelligence of capture and marching path planning, reduces players' repeated operations, enhances the playability and strategy depth of the game, and improves the game experience.
Smart Images

Figure CN120478977A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present disclosure relate to the field of computer technology. More specifically, the embodiments of the present disclosure relate to a method, device, program product, and electronic device for processing information in a game. Background Art
[0002] This section is intended to provide a background or context to the embodiments of the present disclosure that are recited in the claims. No statement herein is admitted to be prior art by virtue of its inclusion in this section.
[0003] In some strategy games, players must achieve game objectives by capturing plots, managing resources, and deploying troops. Traditional capture and marching interaction designs are inefficient and cumbersome, especially when capturing multiple plots in a row. This requires repeated manipulation, which compromises the gaming experience. Existing capture and marching interaction designs primarily include single-point capture and manual planning. The former allows players to capture only one plot at a time. Upon completion, the troops return to the main city, and the next target must be manually selected, which is cumbersome. The latter requires players to manually plan each capture and marching route, which is inefficient and prone to errors.
[0004] However, these existing technologies have significant shortcomings. First, cumbersome operations are a major issue. Successively capturing multiple plots requires repetitive operations, resulting in low efficiency. Second, they lack intelligence. Automatic capture and path planning lack flexibility, failing to meet the personalized needs of players. Furthermore, path planning is limited. Existing path planning methods cannot simultaneously manage capture order, dwell time, and waypoints, limiting players' ability to formulate complex strategies. These shortcomings severely impact the player experience and urgently require improvement. Summary of the Invention
[0005] The present disclosure provides a method, device, program product, and electronic device for processing game map information to at least partially solve the above-mentioned problems existing in the related art.
[0006] According to a first aspect of the present disclosure, there is provided an information processing method in a game, comprising: determining a plurality of target capture plots in response to a plot selection operation; displaying a path planning interface including the plurality of target capture plots; generating a continuous marching path connecting the plurality of target capture plots in response to a line editing operation performed on the path planning interface; determining a residence time of a controlled virtual object at each target capture plot and a set of waypoints of the marching path based on geometric characteristic parameters of the continuous marching path; generating a capture execution plan based on the residence time and the set of waypoints, and controlling the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0007] According to a third aspect of the present disclosure, there is provided an information processing device in a game, comprising: a determination module for determining a plurality of target capture plots in response to a plot selection operation; a display module for displaying a path planning interface containing a plurality of target capture plots; an editing module for generating a continuous marching path connecting the plurality of target capture plots in response to a line editing operation performed on the path planning interface; a planning module for determining, based on geometric characteristic parameters of the continuous marching path, a stay duration of a controlled virtual object in each target capture plot and a set of waypoints of the marching path; and a control module for generating a capture execution plan based on the stay duration and the set of waypoints, and controlling the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0008] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.
[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.
[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings, in which several embodiments of the present disclosure are shown by way of example and not limitation, wherein: Figure 1 A schematic diagram schematically shows a system architecture in an embodiment of the present disclosure.
[0012] Figure 2 A flowchart of an information processing method in a game according to an embodiment of the present disclosure is schematically shown.
[0013] Figure 3 A schematic diagram of a game interface in an embodiment of the present disclosure is shown schematically.
[0014] Figure 4 A schematic diagram of a game interface according to an embodiment of the present disclosure is shown schematically.
[0015] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown schematically.
[0016] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION
[0017] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0018] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.
[0019] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0020] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.
[0021] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console and other devices, which have a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. The terminal device 110 is installed with an application, such as a game program. The server 120 generally refers to the background system that provides the game service in this exemplary embodiment, which may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one of the exemplary embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0022] In one embodiment, the above-mentioned method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a gaming method based on cloud computing. In cloud gaming, the game program execution and the game screen presentation are separate. The storage and execution of in-game control and interaction methods are performed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. When playing a game, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0023] In one embodiment, the above method can be implemented solely by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application in a standalone environment to implement the game function and execute the above method.
[0024] According to one embodiment of the present disclosure, a method for processing information of a game map is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0025] According to one embodiment of the present disclosure, a method for processing game map information may include the following steps: Step S1: In response to a plot selection operation, a plurality of target plots to be occupied are determined; Step S2: displaying a path planning interface including the plurality of target capture blocks; Step S3: generating a continuous marching path connecting the plurality of target capture blocks in response to a line editing operation performed on the path planning interface; Step S4: determining the length of time the controlled virtual object stays at each target occupied area and a set of waypoints on the marching path based on the geometric characteristic parameters of the continuous marching path; Step S5: generating a capture execution plan based on the stay duration and the set of waypoints, and controlling the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0026] The method provided in this embodiment allows players to plan the capture order and marching routes of multiple plots at one time through online editing, reducing the trouble of repeated operations and improving the capture efficiency.
[0027] Optionally, the terminal provides a graphical user interface (GUI), which serves as the primary interface for players to interact with the game. Through this interface, players can intuitively view the controlled virtual objects and multiple captureable tiles in the game scene. Controlled virtual objects in the game scene can be player-controlled troops, while captureable tiles are plots of land that players must capture through capture operations. These plots can be enemy-controlled or neutral. Through the GUI, players can clearly see the location and status of these tiles, enabling them to make capture decisions.
[0028] Optionally, in response to a plot selection operation, multiple target plots are determined. The plot selection operation is an operation to select the plots to be captured. For example, a player can select a plot individually by clicking on it, or can select multiple plots to be captured in batches by long-pressing a plot and then clicking on multiple other plots, or can select multiple plots to be captured in batches by sliding between multiple plots. Figure 3As shown, players can select multiple plots to capture in batches and then click the Attack button 301. The system will then record these plots as target plots to capture. This allows players to select multiple plots at once, rather than selecting them one by one, improving operational efficiency. The selection of target plots is the foundation of the capture plan. Players can choose different plot combinations based on their strategic needs, thereby implementing diverse capture strategies.
[0029] Optionally, display a path planning interface with multiple capture targets. This interface is the primary interface for players to edit connections. It displays the player's selected capture targets and provides connection tools. Through this interface, players can visually visualize the positional relationships between each capture target, allowing them to better plan their capture sequence and marching route. The path planning interface should be concise and easy to use, while providing sufficient information to support decision-making.
[0030] Optionally, in response to line editing operations performed on the path planning interface, a continuous marching path connecting multiple target capture plots is generated. Players can drag and drop lines between selected plots, and these lines represent the troops' marching paths. The shape and path of the lines can be freely adjusted by the player. For example, by adjusting the curvature of the line, the player can control the duration of the troops' stay in a certain plot. Line editing allows players to flexibly plan marching paths, thus realizing personalized capture plans.
[0031] Optionally, the geometric characteristic parameters of the continuous marching path are used to determine the duration of the controlled virtual object's stay at each target capture plot and the set of waypoints along the marching path. Geometric characteristic parameters include the length of the connecting line and the curvature of the curve. These parameters can be used to calculate the unit's dwell time at each target capture plot. For example, a larger curvature indicates a longer dwell time. The set of waypoints refers to the intermediate points that the unit needs to pass through during the march. These points can be new plots of land or cities that serve as supply stations. Using these parameters, the system can generate a detailed capture execution plan to ensure that the unit carries out the capture according to the predetermined plan.
[0032] Optionally, by introducing line editing, this method not only improves the efficiency of capture and march route planning, but also enhances the game's intelligence and playability. Players can flexibly control the unit's dwell time and path points by adjusting the curve of the connection and adding anchor points, implementing personalized capture plans. For example, players can set a longer dwell time at a key plot to facilitate replenishment or resource recovery, thus gaining an advantage in subsequent captures. Furthermore, automated line editing reduces the complexity of manual operations, allowing players to focus more on strategy development and increasing the depth and strategic nature of the game. This allows players to quickly understand and adjust capture plans through intuitive visual feedback, enhancing the gaming experience.
[0033] Optionally, this method can also support more complex strategy development. By fine-tuning the capture order, dwell time, and waypoints, players can develop more complex capture plans, adding depth to the game. For example, after capturing a key plot, a player can select a suitable supply station to replenish troops before moving on to the next objective. This strategic planning not only increases the success rate of captures but also adds to the challenge and fun of the game. Furthermore, through the path simulation preview interface, players can preview their capture plans and further adjust the connections until they are satisfied. This allows players to quickly understand and adjust their capture plans through intuitive visual feedback, enhancing the gaming experience.
[0034] In an optional embodiment, in addition to displaying multiple target capture blocks, the path planning interface also displays a main city base. In response to the connection editing operation performed on the path planning interface, a continuous marching path connecting the multiple target capture blocks is generated. In response to the connection editing operation performed on the path planning interface for the multiple target capture blocks and the main city base, a continuous marching path connecting the multiple target capture blocks and the main city base is generated.
[0035] The main city base is the core player base for development in the game. It utilizes a modular building system to facilitate resource production, technological research and development, military deployment, and defensive deployment. Players drive the development of their territory by planning building layouts, allocating resources, and upgrading facilities. A main city typically includes resource-rich buildings (such as farmland and mines), utility buildings (such as barracks and research institutes), and defensive buildings (such as city walls and arrow towers). These modules work together to form a strategic cycle: resources support construction, technology enhances military units, and defenses ensure resource security. Players can use the connections on the route planning interface to plan marching routes between the main city base and multiple target capture areas. Optionally, the route planning interface displays both the main city base and multiple target capture areas. The main city base is the player's core base, typically containing important resources and troops. It utilizes a modular building system to facilitate resource production, technological research and development, military deployment, and defensive deployment. Players drive the development of their territory by planning building layouts, allocating resources, and upgrading facilities. A main city typically consists of resource-rich buildings (such as farmland and mines), functional buildings (such as barracks and research institutes), and defensive buildings (such as city walls and arrow towers). These modules work together to form a strategic cycle: resources support construction, technology enhances military units, and defense ensures resource security. By displaying the main city base on the path planning interface, players can more clearly see the path from the main city base to each target capture area. For example, players can draw a line between the main city base and the target capture area to generate a continuous marching path connecting the main city base and the target capture area. This allows players to more intuitively plan their troops' marching routes, reducing the complexity of manual operations and improving capture efficiency.
[0036] Optionally, the line editing operation is a line connection operation between node identifiers. Multiple node identifiers are displayed on the path planning interface, where the target capture plot has a corresponding plot node identifier, and the main city base has a corresponding main city node identifier.
[0037] Specifically, multiple node markers will be displayed on the path planning interface. These node markers represent key locations in the game, including target capture plots and main city bases. Each target capture plot has a corresponding plot node marker, and the main city base also has a corresponding main city node marker. Players can edit the capture order and marching path by drawing lines between these node markers. This design allows players to see the relationship between each plot and the main city more intuitively, so as to better plan the capture strategy. Figure 4 As shown, players can draw multiple lines 407 between the main city base 401 and multiple target capture plots (plots 402, 403, 404, 405, and 406). Each line represents a marching path, and multiple lines form a continuous marching path. By adjusting the order and shape of the lines, players can flexibly control the marching routes and stop times of their troops.
[0038] Optionally, the use of node identifiers is not limited to target capture areas and main city bases, but can also be extended to other key locations. For example, players can add other types of node identifiers on the path planning interface, such as supply stations, resource points, etc. These node identifiers can be used to add waypoints to help players better manage the supply and resources of the troops. By drawing lines between these node identifiers, players can plan the marching paths of the troops more flexibly and ensure that the troops can obtain supplies and resources in a timely manner during the march. For example, players can add a supply station node identifier between the main city base and the target capture area. By drawing lines between the main city base, the supply station and the target capture area, players can ensure that the troops can obtain supplies in a timely manner during the march and increase the success rate of the capture.
[0039] In an optional embodiment, line editing operations include at least one of the following: adjusting the curvature of connecting segments between adjacent target capture tiles; adding auxiliary anchor points to the continuous marching path; and adjusting the order of target capture tiles within the continuous marching path. Through these operations, players can flexibly adjust marching paths and capture order, making capture plans more intelligent and personalized, thereby enhancing the gaming experience.
[0040] Optional curvature adjustment within line editing allows players to control the duration of their troops' stay on a target plot by changing the curvature of the connecting line. For example, a straight line indicates that troops will proceed directly without stopping at that plot; a larger arc indicates that troops will remain on that plot for a longer period. This provides players with intuitive visual feedback, allowing them to quickly understand and adjust their capture plans, thereby improving capture efficiency and flexibility.
[0041] Optionally, the Add Auxiliary Anchor Points function within the line editing process allows players to add temporary stopping points along a continuous marching path. These temporary stopping points can be new plots of land or cities, serving as supply depots for troops to replenish troops or recover resources. This allows players to more precisely control the marching paths and stop times of their troops, enabling more complex capture strategies. For example, players can place supply depots at key locations to ensure troops remain in optimal condition during a capture, thereby increasing the success rate of the capture.
[0042] Optionally, the Order Adjustment function within the Link Editing operation allows players to change the capture order of their target tiles. This provides greater flexibility, allowing players to adjust their capture plans based on the actual situation. For example, if a tile is found to have strong defenses, players can adjust the capture order to a more easily captured tile, thereby optimizing their capture strategy and increasing their capture efficiency. This allows players to better cope with various challenges in the game and enhance their gaming experience.
[0043] Optionally, the curvature adjustment, auxiliary anchor point addition, and order adjustment operations in the line editing process can be combined to implement more complex capture plans. For example, players can first use the curvature adjustment operation to set the unit's dwell time on certain plots, then use the auxiliary anchor point operation to set up supply depots, and finally use the order adjustment operation to optimize the capture order. This combined operation method provides players with a high degree of flexibility and intelligence, allowing them to develop more sophisticated and efficient capture strategies, thereby improving the gaming experience.
[0044] Optionally, the curvature adjustment and auxiliary anchor point addition operations during line editing can be optimized based on the in-game terrain and resource distribution. For example, players can set a larger arc on plots with complex terrain or rich resources to increase dwell time and ensure that troops can fully utilize the terrain advantages and resources. Furthermore, players can set supply stations at key locations to ensure that troops are in optimal condition during the capture process. In this way, players can better utilize the various resources in the game and increase the success rate of the capture.
[0045] Optionally, curvature adjustment and auxiliary anchor point addition in line editing can be optimized in conjunction with dynamic events in the game. For example, when temporary resource points or dynamic changes in enemy forces occur in the game, players can quickly adjust their marching paths and stop times to respond to these dynamic events. This dynamic adjustment capability allows players to better respond to various unexpected situations in the game and enhance the gaming experience. Furthermore, this approach allows players to better utilize dynamic events in the game to develop more flexible and efficient capture strategies.
[0046] Optionally, the sorting order adjustment in the link editing process can be optimized based on multiplayer interaction within the game. For example, when a player collaborates with other players on a capture, the sorting order can be adjusted to optimize the capture order, ensuring that each player's forces can work together and improve capture efficiency. Furthermore, when competing with other players, the sorting order can be adjusted to gain an advantage and increase the success rate of the capture. This allows players to better interact with other players and enhance the gaming experience.
[0047] In an optional embodiment, line editing operations include at least one of the following: adjusting the curvature of connecting segments between adjacent capture targets; adding auxiliary anchor points to the continuous marching path; and adjusting the order of capture targets within the continuous marching path. These operations allow players to more flexibly control the marching paths and dwell times of their troops, enhancing the intelligence and personalization of capture plans.
[0048] Optionally, the alignment editing function allows players to rearrange the order of capture targets. For example, players can drag and drop to adjust the alignment order, allowing troops to capture a key plot first, followed by other plots. This design allows players to flexibly adjust the capture order based on battlefield conditions and strategic needs, improving capture efficiency. Furthermore, by adjusting the capture order, players can better control the battlefield situation and reduce the risk of enemy counterattacks.
[0049] Optionally, online editing can be combined with AI-assisted features to further enhance the intelligence of capture plans. For example, the system can provide intelligent recommendations, automatically recommending the optimal capture sequence and marching path based on the player's capture target and the current battlefield situation. Players can quickly generate capture plans with a simple confirmation operation, reducing the complexity of manual operations. Furthermore, the AI-assisted feature can learn from players' capture habits based on their historical operation records and provide more personalized recommendations, further improving capture efficiency.
[0050] In an optional implementation, adding an auxiliary anchor point triggers the following: a temporary stopover point associated with the auxiliary anchor point is added to the set of waypoints; and the marching speed parameter of the controlled virtual object is recalculated based on the topological relationship between the auxiliary anchor point and the adjacent target capture area. This allows players to more flexibly control the marching path and dwell time of their troops, making capture plans more intelligent and personalized.
[0051] Optionally, players can add auxiliary anchor points by dragging or clicking them within the path planning interface to add new key points to a continuous marching route. These auxiliary anchor points can be used to add waypoints, such as new plots or cities, to serve as supply depots. Once a player adds an auxiliary anchor point, the system automatically adds a temporary stopover point associated with the location of the auxiliary anchor point to the waypoint collection. This allows troops to resupply or rest at these temporary stopover points during the march, improving their combat effectiveness and endurance. Furthermore, the system recalculates the marching speed parameters of controlled virtual objects based on the topological relationship between the auxiliary anchor point and adjacent target plots. For example, if an auxiliary anchor point is located far between two target plots, the system adjusts the marching speed to ensure troops reach their target plots on time. This dynamic adjustment of marching speed allows troops to better adapt to complex terrain and strategic requirements, increasing the flexibility and efficiency of capture plans.
[0052] Optionally, the addition of auxiliary anchor points is not limited to key points on the path, but can also be used to adjust the shape of the marching path. For example, players can add multiple auxiliary anchor points to the path to form a complex curved path to avoid enemy defensive positions or take advantage of terrain. The system will recalculate the geometric characteristic parameters of the marching path, such as the curvature and length of the curve, based on the location of these auxiliary anchor points. In this way, players can achieve fine control over the marching path by adjusting the location of the auxiliary anchor points, improving the intelligence and personalization of the capture plan. In addition, the system will dynamically adjust the marching speed of the troops based on the location and number of auxiliary anchor points to ensure that the troops can reach the target plot on time, improving the execution efficiency of the capture plan.
[0053] Optionally, the addition of auxiliary anchor points can also be used to adjust the order of the marching path. For example, players can add multiple auxiliary anchor points to the path and change the order of the marching path by adjusting the position of these anchor points. The system will recalculate the geometric characteristic parameters of the marching path, such as the arc and length of the curve, based on the position and order of the auxiliary anchor points. In this way, players can achieve fine-grained control over the marching path by adjusting the position and order of the auxiliary anchor points, making the capture plan more intelligent and personalized. In addition, the system will dynamically adjust the marching speed of the troops based on the position and order of the auxiliary anchor points to ensure that the troops can reach the target plot on time, improving the execution efficiency of the capture plan.
[0054] In an optional embodiment, the method further includes: providing a path simulation preview interface after generating the capture execution plan; and dynamically updating the geometric characteristic parameters of the continuous march path in response to adjustment instructions received in the path simulation preview interface. This allows players to intuitively see the execution effect of the capture plan in the preview interface and make adjustments as needed, thereby improving the accuracy and flexibility of the capture plan.
[0055] The optional path simulation preview interface is a visual interface automatically generated by the system after the player completes the connection editing. It is used to display the specific path and stop time of the capture execution plan. Through this interface, players can intuitively see the marching route, stop points and stop time of the troops, so as to better understand the execution process of the capture plan. The path simulation preview interface not only provides visual feedback, but also allows players to make dynamic adjustments, such as changing the curvature of the connection, adding or deleting anchor points, etc., to optimize the capture plan. The introduction of the path simulation preview interface allows players to plan and adjust the capture path more efficiently, reducing the complexity and error rate of manual operations and improving the gaming experience.
[0056] Optionally, in response to adjustment instructions received in the path simulation preview interface, the geometric characteristic parameters of the continuous marching path are dynamically updated. This means that for any adjustment operation performed by the player in the preview interface, the system will update the geometric characteristic parameters of the path in real time, such as the curvature of the connecting line and the position of the anchor point. Changes in these geometric characteristic parameters directly affect the marching speed, dwell time, and waypoints of the troops. For example, players can change the dwell time of the troops in a certain area by adjusting the curvature of the connecting line, and increase waypoints by adding anchor points, thereby achieving more refined path planning. The dynamic update mechanism ensures that every adjustment made by the player is immediately reflected in the preview interface, improving the real-time and accuracy of the adjustment.
[0057] The optional path simulation preview interface not only provides visual feedback but also supports a variety of interactive operations. For example, players can adjust the path by dragging the connection line, add or delete waypoints by clicking the anchor point, and view the status of troops in different time periods by sliding the timeline. These interactive operations allow players to more intuitively understand and adjust the capture plan, improving the convenience and flexibility of operation. In addition, the path simulation preview interface can also display information such as the combat power changes of troops and resource consumption, helping players make more reasonable decisions.
[0058] The introduction of an optional path simulation preview interface not only improves the visualization of players' capture plans but also enhances the game's strategic depth. Through this preview interface, players can more intuitively see the impact of different path plans on capture effectiveness, allowing them to formulate more complex strategies. For example, players can adjust their paths to avoid heavy enemy defenses and ensure the combat effectiveness of their troops by setting appropriate stop times. The dynamic update mechanism of the path simulation preview interface allows players to adjust their capture plans in real time, increasing the flexibility and playability of their strategies.
[0059] Optionally, the path simulation preview interface can integrate more features, such as displaying enemy troop movements, terrain effects, and weather changes. These features can help players gain a more comprehensive understanding of the capture environment, allowing them to make more informed decisions. For example, players can use the preview interface to see the enemy troop's movement direction and speed, allowing them to adjust their capture path and avoid unnecessary conflict. Furthermore, changes in terrain and weather can also affect the troop's marching speed and combat effectiveness. Players can use the preview interface to understand these factors in advance and formulate more scientific capture plans.
[0060] In an optional embodiment, determining multiple target capture tiles includes: filtering and displaying a set of captureable tiles based on the current combat power attribute of the controlled virtual object; and generating a recommended capture sequence based on the topological distance between each tile in the captureable tile set and the main city base. In this way, by generating a recommended capture sequence based on the current combat power attribute and topological distance, the player's capture efficiency and success rate can be improved.
[0061] Optionally, the process of identifying multiple target capture plots can be divided into two main steps. First, the system filters out captureable plots that meet the capture criteria based on the current combat power attributes of the controlled virtual object. These combat power attributes may include, but are not limited to, troop numbers, combat power, and resource reserves. This filtering step eliminates plots that are currently uncapturable based on the player's combat power, thereby reducing ineffective player actions. Second, the system generates a recommended capture sequence based on the topological distance between these captureable plots and the main city base. Topological distance refers to the relative position of plots. For example, plots closer to the main city base are prioritized because they are easier to capture and pose a lower risk. By generating a recommended capture sequence, the system can help players plan capture paths more efficiently, improving the success rate and efficiency of the capture.
[0062] Optionally, filtering based on the current combat power attributes of the controlled virtual objects can ensure that the player's selected plots are within their current combat power. For example, if the player has a small number of troops, the system will prioritize plots with weaker defenses; if the player has sufficient resources, the system will recommend resource-rich plots. This combat power-based filtering mechanism prevents players from selecting plots that are beyond their current combat power, thereby reducing ineffective operations and wasted resources. Furthermore, by generating a recommended capture sequence, the system can provide a reasonable capture order, helping players plan capture paths more efficiently and improving the success rate and efficiency of the capture.
[0063] Optionally, a recommended capture sequence can be generated based on the topological distance between captureable plots and the main city base, further optimizing the player's capture strategy. Topological distance not only considers the straight-line distance between plots, but also the connectivity and path complexity between plots. For example, if a plot is far from the main city base but can be reached via a relatively flat path, the system may recommend it first. Conversely, if a plot is close but the path is complex and susceptible to enemy interference, the system may place it lower in the recommended sequence. Through this recommendation mechanism that comprehensively considers topological distance, the system can provide more reasonable and efficient capture paths, helping players better plan their capture strategies.
[0064] Optionally, the process of generating a recommended capture sequence can be combined with a comprehensive evaluation of multiple factors. In addition to combat power attributes and topological distance, the system can also consider other factors, such as the resource value of the plot, the enemy's defense strength, and the player's capture history. For example, if a plot is rich in resources and has weak enemy defenses, the system will prioritize it; if a plot is rich in resources but has strong enemy defenses, the system may place it lower in the recommended sequence. Through this multi-factor comprehensive evaluation recommendation mechanism, the system can provide more comprehensive and reasonable capture suggestions, helping players develop more effective capture strategies.
[0065] Optionally, the system can also provide an intelligent recommendation function, generating personalized recommended capture sequences based on the player's historical capture behavior and preferences. For example, if the system finds that the player tends to prioritize capturing resource-rich plots, the system will prioritize these plots in the recommended capture sequence. If the system finds that the player tends to prioritize capturing nearby plots, the system will prioritize these plots in the recommended capture sequence. This personalized recommendation mechanism can improve the player's capture efficiency and satisfaction, helping them better achieve their game goals. In addition, the system can also provide a learning mode, allowing players to familiarize themselves with the recommended capture sequence through simulated captures, thereby better mastering capture strategies.
[0066] In an optional embodiment, generating a continuous marching route includes: performing a compliance check on the edited initial route based on preset marching constraints; and automatically generating an alternative route plan and prompting for selection if the route violates the constraints. This compliance check and generation of alternative routes ensures that the generated marching route complies with the game rules and logic, improving the reliability and rationality of route planning.
[0067] Optionally, the process of generating a continuous marching path first needs to perform a compliance check on the edited initial path according to the preset marching constraints. These constraints may include, but are not limited to: path length limit, terrain limit, resource consumption limit, etc. By checking these constraints, it can be ensured that the generated path is feasible in the actual game, avoiding problems such as the path being too long, the terrain being impassable, or the resource consumption being too high. For example, if the path length exceeds the preset maximum value, the system will prompt that the path is too long and needs to be replanned. If the terrain through which the path passes is not suitable for marching, the system will prompt that the terrain is not feasible and the path needs to be adjusted. Through these checks, it can be ensured that the generated path is feasible in the actual game, thereby improving the reliability and rationality of path planning.
[0068] Optionally, when a path is detected to violate preset marching constraints, the system will automatically generate an alternative path plan and prompt for selection. The generation of alternative path plans is based on the analysis and optimization of the initial path. The system will recalculate a feasible path based on the constraints. For example, if the terrain traversed by the initial path is not suitable for marching, the system will replan the path and select a path with suitable terrain. If the resource consumption of the initial path is too high, the system will replan the path and select a path with lower resource consumption. By generating these alternative path plans, players can ensure that they have multiple options when encountering path planning problems, improving the flexibility and operability of path planning.
[0069] Optionally, the preset marching constraints can include various types, such as terrain restrictions, resource consumption restrictions, and time restrictions. Terrain restrictions can ensure that the terrain traversed by the path is suitable for marching, for example, avoiding swamps, mountains, and other terrain that is unsuitable for marching. Resource consumption restrictions can ensure that the resource consumption of the path is within an acceptable range, for example, avoiding excessive resource consumption due to a long path. Time restrictions can ensure that the marching time of the path is within a reasonable range, for example, avoiding excessive marching time due to a long path. By setting these constraints, the generated path can be ensured to be feasible in the actual game, improving the reliability and rationality of path planning.
[0070] Optionally, the compliance verification process can include multiple steps, such as path length verification, terrain verification, and resource consumption verification. Path length verification ensures that the path length is within a preset range, preventing excessive resource consumption due to excessively long paths. Terrain verification ensures that the terrain traversed by the path is suitable for marching, preventing the path from traversing unsuitable terrain. Resource consumption verification ensures that the path's resource consumption is within an acceptable range, preventing excessive resource consumption. These verification steps ensure that the generated path is feasible in the actual game, improving the reliability and rationality of path planning.
[0071] Alternatively, alternative paths can be generated based on various algorithms, such as the shortest path algorithm and the minimum resource consumption algorithm. The shortest path algorithm ensures the generated path is the shortest, reducing travel time. The minimum resource consumption algorithm ensures the generated path consumes the least resources, reducing resource consumption. Using these algorithms ensures that the generated path is feasible in the actual game, improving the reliability and rationality of path planning.
[0072] Optionally, compliance verification and alternative route generation can be optimized based on historical player data and game data. For example, the system can analyze a player's marching habits and preferences based on their historical march data to generate a route more consistent with their habits. The system can also analyze current game terrain, resource distribution, and other information based on game data to generate a more appropriate route. These optimizations can enhance the intelligence and personalization of route planning, improving the player's gaming experience.
[0073] In one embodiment, a device for processing information in a game is also provided, wherein the meanings of the terms are the same as those in the above method, and the specific implementation details can be referred to the description in the method embodiment.
[0074] The information display control device may be integrated into an electronic device, and may include: A determination module, configured to determine a plurality of target capture plots in response to a plot selection operation; A display module, configured to display a path planning interface including the plurality of target capture blocks; An editing module, configured to generate a continuous marching path connecting multiple target capture blocks in response to a line editing operation performed on the path planning interface; The planning module is used to determine the length of time the controlled virtual object stays in each target captured area and the set of waypoints on the marching path based on the geometric characteristic parameters of the continuous marching path; The control module is used to generate a capture execution plan based on the stay duration and the set of waypoints, and control the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0075] In an optional embodiment, the line editing operation includes at least one of the following: Adjust the curvature of the connecting line segments between adjacent target occupied blocks; Operation of adding auxiliary anchor points on continuous marching paths; Adjust the order of target capture blocks in a continuous marching path.
[0076] In an optional embodiment, the planning module is also used to determine that the stay time of the corresponding target occupied area is a first preset time when it is detected that the connecting line segment presents a first curvature feature; when it is detected that the connecting line segment presents a second curvature feature, the stay time of the corresponding target occupied area is determined to be a second preset time, wherein the curvature radius of the first curvature feature is smaller than that of the second curvature feature.
[0077] In an optional embodiment, the operation of adding an auxiliary anchor point triggers the following processing: Add a temporary stop point associated with the auxiliary anchor point position in the waypoint set; recalculate the marching speed parameters of the controlled virtual object based on the topological relationship between the auxiliary anchor point and the adjacent target occupied area.
[0078] In an optional embodiment, it also includes: a preview module for providing a path simulation preview interface after generating an attack execution plan; an adjustment module for dynamically updating the geometric feature parameters of the continuous marching path in response to adjustment instructions received in the path simulation preview interface.
[0079] In an optional embodiment, the determination module is further used to filter and display the set of conquerable plots based on the current combat power attributes of the controlled virtual object; and generate a recommended capture sequence based on the topological distance between each plot in the set of conquerable plots and the main city base.
[0080] In an optional embodiment, the editing module is further used to perform compliance verification on the edited initial path according to preset marching constraints; when it is detected that the path violates the constraints, an alternative path plan is automatically generated and a selection prompt is given.
[0081] The exemplary embodiments of the present disclosure further provide a computer program product, which includes a computer program, and implements the above method when the computer program is executed by a processor.
[0082] In one embodiment, a computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), hard disk drive (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory (ROM) or NAND flash memory.
[0083] In one embodiment, the computer program product may be an intangible product containing a computer program. For example, the computer program product may be implemented as a virtual digital product, such as a digital file such as an executable file or installation package storing the computer program.
[0084] The code of a computer program can be written in one or more programming languages, such as C, Java, C++, and the like. The program code can be executed entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or wide area network (WAN), or can be connected to an external computing device (e.g., via an internet connection provided by a carrier).
[0085] Computer programs can be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. Electronic devices can convert signals carrying computer programs into digital signals to execute the computer programs. When a computer program is executed on an electronic device, its code causes the electronic device (more specifically, the processor of the electronic device) to execute the method steps of various exemplary embodiments of the present disclosure, such as: A method for processing information in a game, providing a graphical user interface through a terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene, wherein the game scene includes a controlled virtual object and multiple captureable blocks; the method comprises: determining multiple target capture blocks in response to a block selection operation; displaying a path planning interface including the multiple target capture blocks; generating a continuous marching path connecting the multiple target capture blocks in response to a line editing operation performed on the path planning interface; determining the residence time of the controlled virtual object at each target capture block and a set of waypoints on the marching path based on geometric characteristic parameters of the continuous marching path; generating a capture execution plan based on the residence time and the set of waypoints, and controlling the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0086] In an optional embodiment, the line editing operation includes at least one of the following: Adjust the curvature of the connecting line segments between adjacent target occupied blocks; Operation of adding auxiliary anchor points on continuous marching paths; Adjust the order of target capture blocks in a continuous marching path.
[0087] In an optional embodiment, determining the stay time based on the geometric feature parameters includes: when it is detected that the connecting line segment presents a first curvature feature, determining the stay time of the corresponding target occupied area to be a first preset time; when it is detected that the connecting line segment presents a second curvature feature, determining the stay time of the corresponding target occupied area to be a second preset time, wherein the curvature radius of the first curvature feature is smaller than that of the second curvature feature.
[0088] In an optional embodiment, the operation of adding an auxiliary anchor point triggers the following processing: Add a temporary stop point associated with the auxiliary anchor point position in the waypoint set; recalculate the marching speed parameters of the controlled virtual object based on the topological relationship between the auxiliary anchor point and the adjacent target occupied area.
[0089] In an optional embodiment, it also includes: after generating the capture execution plan, providing a path simulation preview interface; in response to the adjustment instructions received in the path simulation preview interface, dynamically updating the geometric feature parameters of the continuous marching path.
[0090] In an optional embodiment, determining multiple target capture plots includes: filtering and displaying a set of captureable plots based on the current combat power attributes of the controlled virtual object; and generating a recommended capture sequence based on the topological distance between each plot in the captureable plot set and the main city base.
[0091] In an optional embodiment, generating a continuous marching path includes: performing a compliance check on the edited initial path according to preset marching constraints; when it is detected that the path violates the constraints, automatically generating an alternative path plan and prompting for selection.
[0092] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. The electronic device may also include a display for displaying a graphical user interface.
[0093] Reference below Figure 5 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 5 The electronic device 600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0094] like Figure 5 As shown, the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .
[0095] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.
[0096] The processor 610 may include one or more processing units. For example, the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.
[0097] The processor 610 can be used to execute the executable instructions stored in the memory 620 to execute the above-mentioned method of the present disclosure, such as executing the following method steps: a method for processing information in a game, providing a graphical user interface through a terminal, the content displayed by the graphical user interface at least partially including a game scene, and the game scene includes a controlled virtual object and multiple captureable blocks; the method includes: determining multiple target capture blocks in response to a block selection operation; displaying a path planning interface including multiple target capture blocks; generating a continuous marching path connecting multiple target capture blocks in response to a line editing operation performed on the path planning interface; determining the length of time the controlled virtual object stays in each target capture block and a set of waypoints on the marching path based on the geometric characteristic parameters of the continuous marching path; generating a capture execution plan based on the length of time and the set of waypoints, and controlling the controlled virtual object to perform continuous capture operations according to the capture execution plan.
[0098] In an optional embodiment, the line editing operation includes at least one of the following: Adjust the curvature of the connecting line segments between adjacent target occupied blocks; Operation of adding auxiliary anchor points on continuous marching paths; Adjust the order of target capture blocks in a continuous marching path.
[0099] In an optional embodiment, determining the stay time based on the geometric feature parameters includes: when it is detected that the connecting line segment presents a first curvature feature, determining the stay time of the corresponding target occupied area to be a first preset time; when it is detected that the connecting line segment presents a second curvature feature, determining the stay time of the corresponding target occupied area to be a second preset time, wherein the curvature radius of the first curvature feature is smaller than that of the second curvature feature.
[0100] In an optional embodiment, the operation of adding an auxiliary anchor point triggers the following processing: Add a temporary stop point associated with the auxiliary anchor point position in the waypoint set; recalculate the marching speed parameters of the controlled virtual object based on the topological relationship between the auxiliary anchor point and the adjacent target occupied area.
[0101] In an optional embodiment, it also includes: after generating the capture execution plan, providing a path simulation preview interface; in response to the adjustment instructions received in the path simulation preview interface, dynamically updating the geometric feature parameters of the continuous marching path.
[0102] In an optional embodiment, determining multiple target capture plots includes: filtering and displaying a set of captureable plots based on the current combat power attributes of the controlled virtual object; and generating a recommended capture sequence based on the topological distance between each plot in the captureable plot set and the main city base.
[0103] In an optional embodiment, generating a continuous marching path includes: performing a compliance check on the edited initial path according to preset marching constraints; when it is detected that the path violates the constraints, automatically generating an alternative path plan and prompting for selection.
[0104] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.
[0105] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .
[0106] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.
[0107] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.
[0108] although Figure 5Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0109] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, devices, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will appreciate that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation that combines hardware and software aspects, such as "circuits," "modules," or "systems," respectively.
[0110] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, which should cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the field of the present technology that are not disclosed in the present disclosure.
Claims
1. A method for processing information in a game, characterized in that: The method provides a graphical user interface through a terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene, and the game scene includes a controlled virtual object and a plurality of attackable blocks; the method includes: In response to the plot selection operation, determining a plurality of target plots to be occupied; Displaying a path planning interface including the plurality of target capture blocks; In response to a line editing operation performed on the path planning interface, generating a continuous marching path connecting the plurality of target capture blocks; Determining the length of time the controlled virtual object stays at each target captured area and a set of waypoints along the marching path based on the geometric characteristic parameters of the continuous marching path; A capture execution plan is generated based on the stay duration and the set of waypoints, and the controlled virtual object is controlled to perform continuous capture operations according to the capture execution plan.
2. The method according to claim 1, characterized in that The line editing operation includes at least one of the following: Adjust the curvature of the connecting line segments between adjacent target occupied blocks; An operation of adding auxiliary anchor points on the continuous marching path; The operation of adjusting the order of target captured blocks in the continuous marching path.
3. The method according to claim 2, characterized in that Determining the dwell time according to the geometric characteristic parameters includes: When it is detected that the connecting line segment presents a first curvature feature, determining that the stay time of the corresponding target occupied block is a first preset time; When it is detected that the connecting line segment presents the second curvature feature, the duration of stay of the corresponding target occupied block is determined to be the second preset duration. The curvature radius of the first curvature feature is smaller than that of the second curvature feature.
4. The method according to claim 2, characterized in that The operation of adding auxiliary anchor points triggers the following processing: Adding a temporary stop point associated with the auxiliary anchor point position to the set of waypoints; The marching speed parameter of the controlled virtual object is recalculated according to the topological relationship between the auxiliary anchor point and the adjacent target occupied land.
5. The method according to claim 1, wherein The method further comprises: After generating the capture execution plan, a path simulation preview interface is provided; In response to the adjustment instruction received in the path simulation preview interface, the geometric characteristic parameters of the continuous marching path are dynamically updated.
6. The method according to claim 1, characterized in that Determining multiple target capture areas includes: Filtering and displaying a set of captureable plots based on the current combat power attribute of the controlled virtual object; A recommended capture sequence is generated based on the topological distance between each block in the captureable block set and the main city base.
7. The method according to claim 1, characterized in that Generating a continuous marching path includes: According to the preset marching constraints, the edited initial path is checked for compliance; When it is detected that a path violates the constraint conditions, an alternative path solution is automatically generated and a selection is prompted.
8. An information processing device in a game, characterized in that The method provides a graphical user interface through a terminal, wherein the content displayed by the graphical user interface at least partially includes a game scene, and the game scene includes a controlled virtual object and a plurality of attackable blocks; the device includes: A determination module, configured to determine a plurality of target capture plots in response to a plot selection operation; A display module, configured to display a path planning interface including the plurality of target capture blocks; An editing module, configured to generate a continuous marching path connecting the plurality of target capture blocks in response to a line editing operation performed on the path planning interface; A planning module, configured to determine the length of time the controlled virtual object stays at each target captured area and a set of waypoints along the marching path based on the geometric characteristic parameters of the continuous marching path; The control module is used to generate a capture execution plan based on the residence time and the set of waypoints, and control the controlled virtual object to perform continuous capture operations according to the capture execution plan.
9. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.
10. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 7 by executing the executable instructions.