Information processing method and device in game, storage medium and electronic equipment
By identifying the marching route type and virtual target location in strategy games, a recommended outpost is constructed from the starting point to the target location. This solves the problem of too many outposts, reduces game time and resource consumption, and improves the accuracy of the recommendations.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-28
- Publication Date
- 2026-03-10
AI Technical Summary
In strategy games, recommending settlement locations solely based on starting and destination points leads to an excessive number of settlements, increasing game duration and resource consumption, which in turn increases server load and power consumption.
By determining the traffic type of the recommended marching route, identifying virtual target locations, and constructing recommended encampments between the departure point and the virtual target location, route markers and encampment markers are displayed to improve the accuracy of encampment recommendations.
It reduced game duration, decreased server load and power consumption, and improved the accuracy of location recommendations.
Smart Images

Figure CN121623316A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer application technology, and in particular to an information processing method, apparatus, storage medium and electronic device for games. Background Technology
[0002] In strategy games, players need to build settlements to expand their territory. Typically, settlement locations are recommended based on the starting and ending points. However, since building settlements requires significant resources and time, recommending settlements based solely on these points might result in an excessive number of settlements, increasing player playtime and resource consumption, and consequently, server load and battery consumption. Summary of the Invention
[0003] In view of this, the purpose of this application is to provide at least one information processing method, apparatus, storage medium and electronic device in a game to overcome at least one of the above-mentioned defects.
[0004] This application mainly includes the following aspects:
[0005] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game's scene map. The method includes: determining a recommended marching route in response to a preset trigger event; determining a virtual target location based on the traffic type of the recommended marching route; constructing at least one recommended encampment between the starting point of the recommended marching route and the virtual target location; and displaying route markers representing the recommended marching route and encampment markers indicating the at least one recommended encampment in the scene map.
[0006] Secondly, embodiments of this application also provide an information processing device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game's scene map. The device includes: a marching route determination module, used to determine a recommended marching route in response to a preset trigger event; a target location determination module, used to determine a virtual target location based on the traffic type of the recommended marching route; a garrison construction module, used to construct at least one recommended garrison between the starting point of the recommended marching route and the virtual target location; and a display control module, used to display route markers representing the recommended marching route and garrison markers indicating the at least one recommended garrison in the scene map.
[0007] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory through the bus, and the machine-readable instructions are executed by the processor to perform the steps of the information processing method in the game described in the first aspect or any possible implementation of the first aspect.
[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described in the first aspect or any possible implementation of the first aspect.
[0009] This application provides an information processing method, apparatus, storage medium, and electronic device for games, which can reduce game duration by increasing the accuracy of location recommendations, and effectively reduce server usage and power consumption.
[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 A flowchart of an information processing method in a game provided by an embodiment of this application is shown.
[0013] Figure 2 This illustration shows a scene map provided in an embodiment of the present application.
[0014] Figure 3 This illustration shows a scene diagram of another scene map provided in an embodiment of this application.
[0015] Figure 4 A schematic diagram of a recommended marching route provided in an embodiment of this application is shown.
[0016] Figure 5 This illustration shows the process of determining at least one recommended location as provided in an embodiment of this application. Figure 1 .
[0017] Figure 6 A flowchart illustrating the steps for determining at least one recommended location provided in an embodiment of this application is shown.
[0018] Figure 7 This illustration shows the process of determining at least one recommended location as provided in an embodiment of this application. Figure 2 .
[0019] Figure 8 This illustration shows the process of determining at least one recommended location as provided in an embodiment of this application. Figure 3 .
[0020] Figure 9 This illustration shows a schematic diagram of a display behavior prompt information provided in an embodiment of this application.
[0021] Figure 10 This paper illustrates a functional block diagram of an information processing device for a game provided in an embodiment of this application.
[0022] Figure 11 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0024] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0025] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0026] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0027] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0028] In existing technology, strategy games require players to start with a main city, i.e., an initial base, to expand their sphere of influence. Since bases can only be built within the player's sphere of influence, players need to establish new bases within the sphere of influence of existing bases in order to expand their sphere of influence, gradually expanding outwards until the destination of their march falls within the sphere of influence of the bases they have built, at which point they can conquer those bases.
[0029] Since building outposts requires significant resources and time, it's necessary to recommend to users how many outposts to build and where to build them to capture a destination. This allows users to calculate their own time and resource availability and decide whether to build outposts based on the recommendations. Currently, recommended outpost locations are only considered based on the starting and ending points. Generally, recommending outpost locations directly along the straight line connecting the starting and ending points may result in too many recommended locations. Consequently, if users build outposts according to the recommended locations, it will increase their game time and virtual resource consumption, as well as increase server load and power consumption.
[0030] To address at least one of the aforementioned problems, this application proposes an information processing method, apparatus, storage medium, and electronic device for games, which can reduce game duration by increasing the accuracy of location recommendations, effectively reducing server usage and power consumption.
[0031] First, the names involved in the embodiments of this application will be introduced.
[0032] Terminal equipment:
[0033] The terminal device involved in this application mainly refers to an intelligent device used to provide game graphics (e.g., game settings / configuration interfaces, game scene presentation interfaces) and to control virtual characters. The terminal device can be, but is not limited to, any of the following: smartphones, tablets, laptops, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. This terminal device has an application installed and running that supports the game scene, such as an application supporting 3D game scenes. This application can be, but is not limited to, any of the following: virtual reality applications, 3D map applications, military simulation applications, MOBA (Multiplayer Online Battle Arena) games, multiplayer shooting survival games, and third-person shooter (TPS) games. Optionally, the application can be a standalone application, such as a standalone 3D (Three Dimensions) game application, or a network-connected application.
[0034] Graphical User Interface:
[0035] It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, launch programs, or perform other tasks.
[0036] A graphical user interface (GUI) provides or displays the application's corresponding interface, which is a screen corresponding to at least one observation method for observing the game scene. Here, at least one observation method may include, but is not limited to: observation perspective, observation configuration (e.g., whether night vision is enabled), observation center, and observation angle. For example, the interface may refer to a screen obtained by observing the game scene from an observation perspective centered on a virtual object or a coordinate position within the game scene and at a certain camera height. For example, the GUI may include virtual objects such as game characters executing game logic, NPC characters (non-player characters), and AI (Artificial Intelligence) characters.
[0037] The graphical user interface includes any visible controls or elements, such as game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., number of defeats, match time, etc.), or game settings controls (e.g., system settings, shop, coins, etc.). It may also include controls such as images, input boxes, and text boxes, some of which respond to user actions.
[0038] Virtual scene:
[0039] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment, and can include elements such as sky, land, and ocean. The virtual scene serves as the setting where the user controls the complete game logic of a virtual character. Optionally, the virtual scene can also be used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual characters.
[0040] Virtual objects:
[0041] Virtual objects can be virtual objects controlled by players in a virtual environment, including but not limited to at least one of virtual characters, virtual animals, anime characters, virtual warships, virtual vehicles, virtual airplanes, and virtual ships. They can also be virtual objects not controlled by players (NPCs). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology. Different appearances are achieved by giving the virtual object different skins. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.
[0042] Multiple virtual objects can exist in a virtual scene. These virtual objects can be player-controlled (i.e., objects controlled by the player through input devices) or artificial intelligence trained and configured for battle in the virtual environment. Optionally, the virtual object is a virtual character / object competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual match; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene and can also control the virtual object to use virtual skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0043] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0044] This application describes the applicable scenarios. It can be applied to the field of game technology, where multiple players participate in the same virtual game.
[0045] Before entering a virtual match, players can choose different character attributes for their virtual objects, such as identity attributes. Assigning different character attributes determines different factions, allowing players to complete game-assigned tasks at different stages of the virtual match to win. For example, multiple virtual objects with character attribute A can win by eliminating virtual objects with character attribute B during the match. Alternatively, character attributes can be randomly assigned to each virtual object participating in the virtual match upon entry.
[0046] An implementation environment provided in one embodiment of this application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server to achieve data communication. In this embodiment, the first terminal device and the second terminal device are each equipped with an application program that executes the information processing method in the game provided in this application, and the server is a server-side application that executes the information processing in the game provided in this application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.
[0047] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the first terminal device receives a response from the game server, it displays the game scene corresponding to the virtual game through its graphical user interface. The first terminal device is a device controlled by a first user, and the virtual object displayed in the graphical user interface is the player character controlled by that first user. The first user inputs operation commands through the graphical user interface to control the virtual object to perform corresponding operations in the game scene.
[0048] Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional implementation, the server establishes a virtual game based on the game request from the application. The parameters of the virtual game can be determined based on the parameters in the received game request; for example, the parameters may include the number of participants and the character levels. When the second terminal device receives a response from the server, it displays the game scene corresponding to the virtual game through its graphical user interface. The second terminal device is a device controlled by a second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by that second user. The second user inputs operation commands through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.
[0049] The server performs data calculations based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronized data sent by the game server.
[0050] In this embodiment, the virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device are virtual objects in the same virtual game. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may have the same role attributes or different role attributes. The virtual objects controlled by the first terminal device and the virtual objects controlled by the second terminal device may belong to the same faction or to opposing factions. The game AI virtual objects participating in the virtual game may belong to a faction; for example, they may belong to the faction controlled by the first terminal device or the faction controlled by the second terminal device. Alternatively, the game AI virtual objects may not belong to a faction and may interact with other virtual objects in the virtual game.
[0051] It should be noted that a virtual game can include two or more virtual objects, and different virtual objects can correspond to different terminal devices. In other words, in a virtual game, there are two or more terminal devices that send and synchronize game data with the game server.
[0052] The virtual character control method provided in this application can be applied to any of the following: virtual reality applications, 3D map applications, military simulation applications, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, third-person shooter games, and first-person shooter games.
[0053] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0054] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0055] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0056] Secondly, the applicable scenarios of this application are introduced. This application can be applied to the field of game technology, such as massively multiplayer online strategy games, where a large number of players operate on the same sandbox map, including expeditions, marches, and battles. Among these, marching lines are a very common element, dispatched by players, pointing from the starting point to the destination, serving as guide lines to indicate the direction and distance of marching.
[0057] In one possible implementation, this invention provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0058] To facilitate understanding of this application, the following provides a detailed description of the information processing methods, apparatus, electronic devices, and storage media in games provided in the embodiments of this application.
[0059] Please see Figure 1 This is a flowchart of an information processing method in a game provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the information processing method in the game includes the following steps:
[0060] S101: In response to a preset trigger event, determine the recommended marching route.
[0061] The marching line, running from the starting point to the destination, is a guide line used to direct the marching direction and distance of departing units. The marching line represents the movement route of departing units in the game scene; the direction of march is from the starting point to the destination, and units can advance from the starting point to the destination along the path indicated by the marching line.
[0062] For example, such as Figure 2 As shown, Figure 2 This is a scene map diagram. The scene map is displayed in the graphical user interface 200. The scene map includes a marching line 201, which is a path from the starting point 210 to the destination 220.
[0063] The preset trigger events include a first trigger event for creating a marching route and / or a second trigger event for selecting a marching route. The first trigger event is the game program automatically generating a recommended marching route based on the starting point and destination. The second trigger event is the user selecting a recommended marching route from at least one already created marching route.
[0064] For example, the starting point is a tile on the game map occupied by the player's faction (including friendly and allied factions). The starting point can be the player's default main city location in the game, a tile location actively selected by the player on the map, or the current location of the player's chosen expeditionary force. The destination is an unoccupied original tile on the game map or an enemy tile occupied by an opposing faction. The destination can be the player's default expeditionary tile in the game, or a location actively selected by the player on the map. Furthermore, both the starting point and destination can be locations actively selected by the player on the map, or both can be default locations in the game. Alternatively, the starting point can be the player's default starting location in the game, and the destination can be a location actively selected by the player on the map, or the starting point can be a location actively selected by the player on the map, and the destination can be the player's default expeditionary destination in the game.
[0065] For example, at least one marching line that has been created is displayed in the map scene; in response to a triggering operation for a recommended marching line, a recommended marching line is determined from the at least one marching line.
[0066] For example, such as Figure 3 As shown, Figure 3 This is a schematic diagram of a scene map for another type of scene map. The scene map is displayed in the graphical user interface 200. The scene map includes a first marching line 201 and a second marching line 202. The first marching line and the second marching line are different marching lines from the same starting point 210 to the same destination 220.
[0067] At least one marching line can be the marching line of the player's corresponding expeditionary unit, or the marching line of the expeditionary units corresponding to different player factions. Different player factions include friendly forces, allied forces, enemy forces, etc.
[0068] The starting points of at least one marching line can be the same or different, and the destinations of at least one marching line can be the same or different. Optionally, at least one marching line can be different marching lines from the same starting point to the same destination, marching lines from the same starting point to different destinations, marching lines from different starting points to the same destination, or marching lines from different starting points to different destinations.
[0069] The triggering operation can be achieved by the player touching the graphical user interface of the terminal device with their finger, or by clicking the mouse or pressing a keyboard key. Specifically, the triggering operation can be to determine a marching line in the map scene displayed on the graphical user interface by touching the graphical user interface with the player's finger, or the player can select a marching line in the map scene displayed on the graphical user interface by clicking the mouse or pressing a keyboard key, so that the marching line selected by the player can be used as the recommended marching line.
[0070] return Figure 1 S102: Determine the virtual target location based on the recommended marching route's traffic type.
[0071] The travel types include passable routes and obstructed routes. A passable route refers to a marching route without obstructions, while an obstructed route refers to a marching route with obstructions. The step of determining the virtual target location based on the travel type of the recommended marching route includes: if the recommended marching route is an obstructed route, then the obstructed location on the recommended marching route is determined as the virtual target location; if the recommended marching route is a passable route, then the destination of the recommended marching route is determined as the virtual target location.
[0072] If there are obstructions on the recommended marching route, the player's expeditionary force cannot pass through the obstructions while marching along the recommended marching route. The player's expeditionary force must capture the obstruction, or an expeditionary force belonging to the same faction as the player must capture the obstruction before the expeditionary force can pass through the obstruction.
[0073] In other words, determine whether there are any obstructions on the recommended marching route; if there are obstructions on the recommended marching route, designate the obstruction as a virtual target location; if there are obstructions on the recommended marching route, designate the destination of the recommended marching route as a virtual target location.
[0074] For example, the obstacles along the recommended marching route are displayed differently on the scene map. Specifically, the obstacles are marked on the recommended marching route, or their coordinates are described in text. If a player's expeditionary force needs to march along the route to its destination so that it can eventually capture it, it needs to capture each obstacle.
[0075] The marching route includes at least one obstruction point. Optionally, if there are multiple obstruction points, the obstruction point closest to the starting point will be used as the virtual target location.
[0076] The recommended marching route includes a first marching segment and a second marching segment. The first marching segment refers to the marching segment from the starting point of the recommended marching route to the blocking position, and the second marching segment refers to the marching segment from the blocking position to the destination of the recommended marching route. The route markers representing the recommended marching route are displayed in the scene map in the following manner: the route markers corresponding to the first marching segment are displayed in the scene map using a first display parameter, and the route markers corresponding to the second marching segment are displayed using a second display parameter.
[0077] In other words, the blocking location divides the recommended marching route into passable and impassable marching sections, and the passable and impassable marching sections are displayed using different display parameters.
[0078] Optionally, if there are multiple blocking locations, the target blocking location closest to the starting point is determined along the marching direction on the recommended marching line. The target blocking location divides the recommended marching line into the first marching segment and the second marching segment.
[0079] Display parameters include color, line thickness, dashed line style, and transparency. For example, if the first display parameter is green and the second display parameter is red, then the route marker for the first marching segment of the recommended marching line will be represented in green, and the route marker for the second marching segment of the recommended marching line will be represented in red.
[0080] For example, such as Figure 4 As shown, Figure 4 This is a schematic diagram of a recommended marching route, using lines of different colors to mark different segments of the route. The graphical user interface 200 displays a scene map showing the recommended marching route from the starting point 410 to the destination 420. An obstacle position 402 is displayed on the recommended marching route, dividing it into a first marching segment 4011 from the starting point to the obstacle position and a second marching segment 4012 from the obstacle position to the destination.
[0081] return Figure 1 S103: Construct at least one recommended encampment between the starting point of the recommended marching route and the virtual target location.
[0082] The method further includes: determining whether the virtual target location is within the attackable range of the starting point; if the virtual target location is outside the attackable range of the starting point, then constructing at least one recommended outpost between the starting point of the recommended marching route and the virtual target location.
[0083] In other words, after determining the location of the virtual target, it is also necessary to determine whether the location of the virtual target is within the attackable range of the starting point; if the location of the virtual target is within the attackable range of the starting point, there is no need to build a recommended outpost; if the location of the virtual target is outside the attackable range of the starting point, then step S103 is executed: build at least one recommended outpost between the starting point of the recommended marching route and the location of the virtual target.
[0084] The attackable range of the starting point is the first preset range to which the starting point's location belongs. It indicates that each block within the first preset range is the player's territory corresponding to the starting point. In other words, players can only attack obstacles and / or establish bases within the attackable range of the starting point. Therefore, when the virtual target location has already fallen within the attackable range of the starting point, there is no need to determine a recommended base to increase the territory; the obstacle or destination that the player needs to attack is already within the player's territory.
[0085] The attackable area of the starting point can be of any shape. For example, the attackable area of the starting point is a circular area constructed with the starting point as the center and a first preset distance as the radius, and this circular area is used as the attackable area of the starting point.
[0086] Furthermore, it is necessary to differentiate the travel types of recommended marching routes in order to select different virtual target locations for different travel types. Thus, the recommended encampment should be determined based on the origin and virtual target location, rather than just the origin and destination. This would reduce the number of recommended encampments and prevent excessively long player playtime from affecting server usage.
[0087] The at least one recommended outpost includes multiple outposts, wherein multiple recommended outposts are constructed in the following manner: a first recommended outpost is determined based on the positional relationship between the recommended marching line and the attackable range of the starting point, wherein the first recommended outpost refers to the recommended outpost closest to the starting point; at least one second recommended outpost is determined based on the first recommended outpost and the virtual target location, wherein the at least one second recommended outpost refers to the recommended outpost between the first recommended outpost and the virtual target location.
[0088] The first recommended encampment is the closest recommended encampment to the starting point along the recommended marching route, starting from the starting point and proceeding in the direction of march. In other words, multiple recommended encampment areas are divided into a first recommended encampment and a second recommended encampment (excluding the first recommended encampment), and the methods for determining the first and second recommended encampments differ.
[0089] The step of determining the first recommended garrison location based on the positional relationship between the recommended marching route and the arbitable area of the starting point includes: determining the intersection of the boundary of the arbitable area of the starting point and the recommended marching route as the first recommended garrison location.
[0090] If the at least one recommended encampment is included, then the intersection of the boundary of the attackable area of the departure point and the recommended marching line is determined as a recommended encampment.
[0091] The number of recommended outposts is determined as follows: After determining the first recommended outpost, it is determined whether the virtual target location is within the attackable range of the first recommended outpost; if the virtual target location is within the attackable range of the first recommended outpost, then the number of recommended outposts is one, and the first recommended outpost is the determined recommended outpost; if the virtual target location is outside the attackable range of the first recommended outpost, then at least one second recommended outpost is determined based on the first recommended outpost and the virtual target location.
[0092] The attackable range of the first recommended outpost is a second preset range to which the location of the first recommended outpost belongs. This range indicates that each block within the second preset range constitutes the player's territory corresponding to the first recommended outpost. In other words, only by establishing an actual outpost at the location of the first recommended outpost can the player attack and / or establish outposts at obstructing locations within the attackable range of that outpost. Therefore, if the virtual target location already falls within the attackable range of the first recommended outpost, there is no need to determine a second recommended outpost to expand the territory; the obstructing location or destination that the player needs to attack is already within the player's territory.
[0093] The attackable area of the first recommended base can be of any shape. For example, the attackable area of the first recommended base is a circular area constructed with the first recommended base as the center and a second preset distance as the radius, and this circular area is used as the attackable area of the first recommended base.
[0094] The step of determining at least one second recommended base based on the first recommended base and the virtual target location includes: constructing a first line connecting the first recommended base to the virtual target location; and determining at least one second recommended base along the first line based on the attackable range of the recommended base.
[0095] In other words, after determining the first recommended base, if the virtual target location is outside the attackable range of the first recommended base, then the first recommended base and the virtual target location are connected by a straight line to obtain the first line. At least one second recommended base is determined on the first line according to the attackable range of the recommended base.
[0096] The garrison markers are displayed in the scene map as follows: At the intersection of the attackable area boundary of the starting point and the recommended marching line, a garrison marker corresponding to the first recommended garrison is displayed in the scene map. A first line connecting the first recommended garrison to the virtual target location is displayed in the scene map. Garrison markers corresponding to each second recommended garrison are displayed on the first line. The distance between two adjacent second recommended garrisons satisfies the attackability condition. Each garrison marker displays the corresponding recommended garrison number, which is determined based on the direction of the recommended marching line.
[0097] The site identifiers for the first and second recommended sites can be the same or different. For example, each site identifier can be represented by the same shape, such as a circle or a triangle.
[0098] For example, the attackable range of the second recommended outpost is a circular area constructed with the recommended outpost as the center and a third preset distance as the radius. The distance between two adjacent second recommended outposts satisfies the attackable condition if the distance between them is equal to the third preset distance. Furthermore, when determining the first line connecting the first recommended outpost and the virtual target location, at least one second recommended outpost is sequentially determined from the first line according to the third preset distance.
[0099] For one possible implementation, please refer to Figure 5 , Figure 5 To determine at least one recommended location Figure 1 .like Figure 5 As shown, a scene map is displayed in the graphical user interface 200. The scene map shows a recommended marching route from the starting point 510 to the destination 520. There is an obstruction point 501 on the recommended marching route, which divides the marching route into a first marching segment indicated by a black dashed line and a second marching segment indicated by a gray dashed line. This obstruction point is used as a virtual target location. The virtual target location is located outside the attackable range 511 of the starting point. The intersection of the boundary of the attackable range of the starting point and the recommended marching route is used as the first recommended outpost 502. The virtual target location is located outside the attackable range of the first recommended outpost. The first recommended outpost 502 is connected to the virtual target location 501 to form a first connecting line 503. Starting from the first recommended outpost 502, each second recommended outpost 504 is determined by a third preset distance corresponding to the attackable range of the second recommended outpost, until the virtual target location is within the attackable range of the second recommended outpost.
[0100] For example, please refer to Figure 6 , Figure 6 A flowchart of the steps to determine at least one recommended location.
[0101] like Figure 6 As shown, at least one recommended location is determined in the following way:
[0102] S601: Determine the first recommended garrison location based on the positional relationship between the recommended marching route and the attackable area of the starting point.
[0103] S602: Determine whether the first virtual base is within the attackable range of the first recommended base.
[0104] S603: Stop determining recommended locations.
[0105] If it is determined that the first virtual base is within the attackable range of the first recommended base, then the determination of the recommended base is stopped.
[0106] S604: Connect the first recommended base location with the virtual target location to obtain the first connection line.
[0107] If it is determined that the first virtual base is outside the attackable range of the starting point, then the first recommended base is connected to the virtual target location to obtain the first connection line.
[0108] S605: Determine the next second recommended base along the first line based on the attackable range of the first recommended base.
[0109] The intersection of the attackable area boundary of the first recommended base and the first line will be designated as the next second recommended base.
[0110] S606: Determine whether the first virtual base is within the attackable range of the second recommended base.
[0111] If it is determined that the first virtual base is within the attackable range of the second recommended base, then return to step S603: stop determining the recommended base.
[0112] S607: Determine the next second recommended base along the first line based on the attackable range of the second recommended base.
[0113] If it is determined that the first virtual base is outside the attackable range of the second recommended base, then the intersection of the boundary of the attackable range of the second recommended base and the first line is taken as the next second recommended base, and the process returns to step S606: determine whether the first virtual base is within the attackable range of the second recommended base and continue execution.
[0114] The method further includes: for each virtual target, displaying a range marker in the scene map to represent the attackable range of the virtual target, wherein the virtual target includes at least one of the following: the starting point of the recommended marching route, and at least one recommended garrison location.
[0115] In other words, the scene map displays the attackable range markers for the starting point of the marching line and / or the attackable range markers for at least one recommended outpost. The attackable range markers can be indicated by a preset shape. For example, if the attackable ranges for the starting point of the marching line and at least one recommended outpost are both circular areas, then circles are used to represent the attackable ranges of each virtual target.
[0116] For example, the attackable area of the second recommended outpost is a circular region with the second recommended outpost as the origin and the third preset distance as the radius. Please refer to [link / reference]. Figure 7 , Figure 7 To determine at least one recommended location Figure 2 .like Figure 7 As shown, a scene map is displayed in the graphical user interface 200. The scene map shows a recommended marching route from the starting point 710 to the destination 720. An obstruction position 701 is shown on the recommended marching route, dividing the marching route into a first marching segment indicated by a black dashed line and a second marching segment indicated by a gray dashed line. This obstruction position is used as a virtual target position. The virtual target position is located outside the attackable area 711 of the starting point. The intersection of the boundary of the attackable area of the starting point and the recommended marching route is used as the first recommended outpost 702. The virtual target position is located outside the attackable area 7021 of the first recommended outpost. Connecting the first recommended outpost 702 and the virtual target position 701 forms a first connecting line 703. The intersection of the first connecting line and the boundary of the attackable area of the first recommended outpost is used as the second recommended outpost 704. When the virtual target location is outside the attackable range 7041 of the second recommended base, the intersection of the boundary of the attackable range of the second recommended base and the first line is taken as the next second recommended base. It is then determined whether the virtual target location is within the attackable range of the core of the second recommended base. If the virtual target location is within the attackable range of the core of the second recommended base, the determination of the second recommended base stops. If the virtual target location is outside the attackable range of the core of the second recommended base, the intersection of the boundary of the attackable range of the second recommended base and the first line is taken as the next second recommended base, until the virtual target location is within the attackable range of the second recommended base.
[0117] The method further includes: in response to a change in the attribution status of the obstruction location, constructing at least one third recommended encampment between the obstruction location and the destination of the recommended marching route; and displaying encampment markers in the scene map to indicate the at least one third recommended encampment.
[0118] Different factions in the scenario map determine the ownership status of the blocking positions by capturing them. The change in the ownership status of the blocking positions includes the blocking positions belonging to a designated party, which refers to a party that has a preset relationship with one of the planned recommended marching routes.
[0119] In general, strategy games, ownership of a barrier is determined by any player's virtual character and / or their corresponding expeditionary force capturing it. If no attack is made on a barrier, it does not belong to any player. A pre-defined relationship refers to a player belonging to the same faction as the player corresponding to the planned recommended march line. Any player within that faction is considered an ally relative to the player corresponding to the planned recommended march line; in other words, the player corresponding to the planned recommended march line is allied with other players within that faction.
[0120] Furthermore, when a player and their corresponding expeditionary force, and / or other players belonging to the same faction as the player and their expeditionary forces, attack and capture a barrier location, the barrier location belongs to the player's faction. At this time, all players and their expeditionary forces under that faction can pass through the barrier location.
[0121] In other words, if any player under our faction captures a barrier location, the ownership status of the barrier location changes, and the barrier location belongs to our faction. Consequently, players and their corresponding expeditionary forces along the planned recommended marching route can then pass through the barrier location. At this point, at least one third recommended outpost is constructed between the barrier location and the destination of the recommended marching route, and an outpost marker is displayed on the scene map to indicate the at least one third recommended outpost.
[0122] The construction of at least one third recommended outpost from the blocking position to the destination of the recommended marching line includes: connecting the recommended outpost where the blocking position is located with the destination of the recommended marching line to obtain a second line, and determining at least one third recommended outpost on the second line according to the attackable range of the recommended outpost.
[0123] The step of displaying the garrison markers in the scene map to indicate the at least one third recommended garrison includes: displaying a second line in the scene map connecting the blocking position to the destination of the recommended marching route; and displaying the garrison markers corresponding to each third recommended garrison on the second line according to the garrison's arsenal, wherein the distance between two adjacent third recommended garrisons satisfies the arsenal arsenal condition.
[0124] For example, the attackable area of the third recommended outpost is a circular region constructed with the third recommended outpost as the center and a fourth preset distance as the radius. Furthermore, at least one third recommended outpost is determined on the second line at intervals of the fourth preset distance between the blocking position and the destination of the recommended marching line.
[0125] The first preset distance corresponding to the starting point of the marching route, the second preset distance corresponding to the first recommended station, the third preset distance corresponding to the second recommended station, and the fourth preset distance corresponding to the third recommended station can be the same or different.
[0126] Please see Figure 8 , Figure 8 To determine at least one recommended location Figure 3 .like Figure 8As shown, a scene map is displayed in the graphical user interface 200. The scene map shows a recommended marching route from the starting point 810 to the destination 820. An obstruction point 801 is shown on the recommended marching route. If the obstruction point belongs to the same faction as the player who planned the recommended marching route, then the second marching segment 803, which is split from the obstruction point, is passable. Consequently, the display parameters of the second marching segment are changed to the display parameters of the first marching segment 802, that is, the gray dotted line corresponding to the second marching segment is changed to a black dotted line. Furthermore, on the second line connecting the recommended base where the obstruction point is located and the destination, third recommended positions are determined sequentially according to a second preset distance, until the destination is within the attackable range of the third recommended position.
[0127] Optionally, there may be multiple blocking locations. The method further includes: determining the current blocking location closest to the starting point along the marching direction on the marching line; the current blocking location divides the marching line into a first marching segment and a second marching segment; when the ownership status of the current blocking location changes to designated ownership, determining whether there is a next blocking location closest to the current blocking location on the second marching route; when there is a next blocking location closest to the current blocking location on the second marching route, connecting the recommended encampment at the current blocking location with the next blocking location to obtain a third line; determining a fourth recommended encampment on the third line according to the attackable range of the recommended encampment; determining the next... If the next obstruction point falls within the attackable range of the fourth recommended garrison, then the next obstruction point is taken as the current obstruction point, and the marching line is re-divided into the first marching segment and the second marching segment based on the current obstruction point. If there is no next obstruction point closest to the current obstruction point on the second marching route, then the recommended garrison point where the current obstruction point is located is connected to the destination to form the fourth line. On the fourth line, at least one fifth recommended garrison point is determined according to the attackable range of the recommended garrison points, until the destination falls within the attackable range of the last fifth recommended garrison point.
[0128] return Figure 1 S104: Display route markers for representing the recommended marching route and station markers for indicating the at least one recommended station in the scene map.
[0129] The method further includes: while displaying route markers and base markers in the scene map, displaying behavioral prompts for the at least one recommended base on the graphical user interface, wherein the behavioral prompts include resource prompts and / or time prompts, the resource prompts indicating the virtual resources required to build the at least one recommended base in the scene map, and the time prompts indicating the time required to build the at least one recommended base in the scene map.
[0130] The step of displaying behavioral prompts for the at least one recommended encampment on the graphical user interface includes: displaying behavioral prompts on the graphical user interface in response to displaying a complete recommended marching route on the graphical user interface.
[0131] Furthermore, the complete recommended marching route is displayed on the graphical user interface (GUI), along with behavioral prompts. Specifically, the complete recommended marching route is displayed on the GUI by controlling the map zoom level in response to a zoom operation on the recommended marching route, thereby displaying the route markers for the complete recommended marching route and the location markers for each recommended encampment along the route.
[0132] For example, the zoom operation is used to change the zoom level of the map scene displayed in the graphical user interface, and the zoom level corresponding to the zoom operation is used to maintain the complete display of the recommended marching line in the graphical user interface. As an example, the zoom operation can be an operation of an icon, button, progress bar, or diagram for map zooming, or an operation of a shortcut key on the terminal device and / or an external input device (e.g., a keyboard and / or mouse) connected to the terminal device. For example, in the case where the terminal device is an electronic device with a touch screen, the operation can be a touch operation performed on an icon on the touch screen, and / or a sliding operation of a mouse wheel.
[0133] In this embodiment, the zoom command includes a zoom-in command for zooming in on the scene map or a zoom-out command for zooming out on the scene map. Optionally, if the terminal device has a touchscreen, the user can use a two-finger spread gesture to trigger the zoom-in command and a two-finger pinch gesture to trigger the zoom-out command. Furthermore, the user can also use a double-click and / or an upward scroll of the mouse wheel to trigger the zoom-in command, and a triple-click and / or a downward scroll of the mouse wheel to trigger the zoom-out command.
[0134] Here, the map zoom level is negatively correlated with the size of the scene map displayed in the graphical user interface, and positively correlated with the scene map's detail. Specifically, the larger the map zoom level, the smaller the scene map size and the higher the scene map's detail; conversely, the smaller the map zoom level, the larger the scene map size and the lower the scene map's detail. In other words, as the map zoom level increases, more detailed map elements will be displayed in the scene map. This can also be one of the following actions performed on a touchscreen: two-finger pinch-to-swipe, hard press, or long press.
[0135] In other words, while displaying the route markers of the recommended marching route in the graphical user interface according to the scaling ratio corresponding to the scaling operation, it also displays the location markers of each recommended encampment, so that users can intuitively view the location of each recommended encampment and then consider whether to actually set up an encampment at the recommended encampment location.
[0136] For example, while displaying the route markers of the recommended marching route and the station markers of each recommended outpost in the graphical user interface according to the scaling ratio corresponding to the scaling operation, the graphical user interface also displays resource and / or time prompts required to build each recommended outpost. The resource prompts can be determined based on the time required to build one recommended outpost and the number of at least one recommended outpost. The virtual resources required to build one recommended outpost and the number of at least one recommended outpost can also be determined. The time required for different recommended outposts can be the same or different, and the virtual resources required for different recommended outposts can be the same or different.
[0137] Please see Figure 9 , Figure 9 This is a diagram illustrating a method of displaying behavioral prompts. Figure 9 In the graphical user interface, a first icon "+" and a second icon "-" are displayed to change the zoom level. The first icon indicates increasing the zoom level to reduce the map size, and the second icon indicates decreasing the zoom level to increase the map size. Furthermore, receiving a click command on the first icon increases the map size. While the recommended marching line is fully displayed on the map, the graphical user interface also displays resource and time prompts for building each recommended base.
[0138] Based on the same application concept, this application also provides an information processing device in the game corresponding to the information processing method in the game provided in the above embodiments. Since the principle of the device in this application is similar to the information processing method in the game in the above embodiments of this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0139] like Figure 10 As shown, Figure 10 This application provides a functional block diagram of an information processing device for a game. The information processing device provides a graphical user interface (GUI) via a terminal device, displaying at least a portion of the game's scene map. The information processing device 900 includes: a marching route determination module 901, used to determine a recommended marching route in response to a preset trigger event; a target location determination module 902, used to determine a virtual target location based on the traffic type of the recommended marching route; a garrison construction module 903, used to construct at least one recommended garrison between the starting point of the recommended marching route and the virtual target location; and a display control module 904, used to display route markers representing the recommended marching route and garrison markers indicating the at least one recommended garrison in the scene map.
[0140] The passage types include passable routes and obstructed routes. Passable routes refer to marching routes without obstructions, while obstructed routes refer to marching routes with obstructions. The target location determination module is further configured to determine the obstructed locations on the recommended marching route as the virtual target location if the passage type of the recommended marching route is an obstructed route; and to determine the destination of the recommended marching route as the virtual target location if the passage type of the recommended marching route is a passable route.
[0141] The device further includes a determination module for determining whether the virtual target location is within the attackable range of the starting point: if the virtual target location is outside the attackable range of the starting point, then at least one recommended encampment is constructed between the starting point of the recommended marching route and the virtual target location.
[0142] The at least one recommended outpost includes multiple outposts, wherein the outpost construction module is further configured to construct multiple recommended outposts in the following manner: determining a first recommended outpost based on the positional relationship between the recommended marching line and the attackable range of the starting point, wherein the first recommended outpost refers to the recommended outpost closest to the starting point; determining at least one second recommended outpost based on the first recommended outpost and the virtual target location, wherein the at least one second recommended outpost refers to a recommended outpost between the first recommended outpost and the virtual target location.
[0143] The first recommended encampment construction module is used to determine the intersection of the attackable area boundary of the starting point and the recommended marching line as the first recommended encampment.
[0144] The second recommended base construction module is used to construct a first line connecting the first recommended base to the virtual target location; and to determine at least one second recommended base on the first line based on the attackable range of the recommended base.
[0145] The display control module is also used to display garrison markers in the scene map in the following ways: In the scene map, a garrison marker corresponding to a first recommended garrison is displayed at the intersection of the boundary of the attackable area of the starting point and the recommended marching line; a first line connecting the first recommended garrison to the virtual target location is displayed in the scene map; a garrison marker corresponding to each second recommended garrison is displayed on the first line; the distance between two adjacent second recommended garrisons satisfies the attackable condition; wherein, the number of the corresponding recommended garrison is displayed in each garrison marker, and the number of each recommended garrison is determined according to the marching direction of the recommended marching line.
[0146] The recommended marching route includes a first marching segment and a second marching segment. The first marching segment refers to the marching segment from the starting point of the recommended marching route to the blocking position, and the second marching segment refers to the marching segment from the blocking position to the destination of the recommended marching route. The display control module is also used to display route markers representing the recommended marching route in the scene map in the following manner: in the scene map, the route markers corresponding to the first marching segment are displayed with a first display parameter, and the route markers corresponding to the second marching segment are displayed with a second display parameter.
[0147] The device also includes: a third recommended encampment determination model, configured to construct at least one third recommended encampment between the blocked location and the destination of the recommended marching route in response to a change in the attribution status of the blocked location; and a display control module, further configured to display encampment markers in the scene map to indicate the at least one third recommended encampment.
[0148] Different factions in the scenario map determine the ownership status of the blocking positions by capturing them. The change in the ownership status of the blocking positions includes the blocking positions belonging to a designated party, which refers to a party that has a preset relationship with one of the planned recommended marching routes.
[0149] The display control module is also used to display a second line connecting the location of the obstruction to the destination of the recommended marching route on the scene map; based on the arbitrable range of the recommended garrison, display the garrison marker corresponding to each third recommended garrison on the second line, and the distance between two adjacent third recommended garrisons meets the arbitrability condition.
[0150] The device also includes a behavior prompt information display module, which is further configured to display behavior prompt information for the at least one recommended base on the graphical user interface while displaying route markers and base markers in the scene map. The behavior prompt information includes resource prompt information and / or time prompt information. The resource prompt information is used to indicate the virtual resources required to build the at least one recommended base in the scene map, and the time prompt information is used to indicate the time required to build the at least one recommended base in the scene map.
[0151] The behavior prompt information display module is also used to display behavior prompt information on the graphical user interface in response to displaying the complete recommended marching route on the graphical user interface.
[0152] The device also includes a virtual target display module, for which the method further includes: for each virtual target, displaying a range marker in the scene map to characterize the attackable range of the virtual target, wherein the virtual target includes at least one of the following: the starting point of the recommended marching route, and at least one recommended garrison location.
[0153] Based on the same application concept, see [link / reference] Figure 11 The diagram shown is a structural schematic of an electronic device provided in an embodiment of this application. The electronic device 1100 includes a processor 1101, a memory 1102, and a bus 1103. The memory 1102 stores machine-readable instructions executable by the processor 1101. When the electronic device 1100 is running, the processor 1101 and the memory 1102 communicate through the bus 1103. The machine-readable instructions are executed by the processor 1101 to perform the steps of the information processing method in any of the above embodiments.
[0154] Specifically, when the machine-readable instructions are executed by the processor 1101, they can perform the following processing: providing a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of the game's scene map, the method comprising: determining a recommended marching route in response to a preset trigger event; determining a virtual target location based on the traffic type of the recommended marching route; constructing at least one recommended encampment between the starting point of the recommended marching route and the virtual target location; and displaying route markers for representing the recommended marching route and encampment markers for indicating the at least one recommended encampment in the scene map.
[0155] Based on the same concept, this application also provides a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the information processing method in the game provided in the above embodiments.
[0156] Specifically, the storage medium can be a general-purpose storage medium, such as a portable disk or hard disk. When the computer program on the storage medium is run, it can execute the information processing methods in the game, thereby reducing game time by increasing the accuracy of the location recommendation and effectively reducing server usage and power consumption.
[0157] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0158] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0159] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0160] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0161] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. An information processing method in a game, characterized by, The method comprises the following steps: A graphical user interface is provided by a terminal device, and the graphical user interface displays at least part of a scenario map of a game, the method comprising: In response to a preset triggering event, a recommended marching line is determined; According to the type of the recommended marching line, a virtual target position is determined; At least one recommended campsite is constructed between the starting point of the recommended marching line and the virtual target position; 2. The method of claim 1, wherein, In the scenario map, a route mark representing the recommended marching line and a campsite mark indicating the at least one recommended campsite are displayed. The type of the recommended marching line includes a passable route and a blocked route, the passable route indicating that there is no blocking position on the marching line, and the blocked route indicating that there is a blocking position on the marching line, According to the type of the recommended marching line, the virtual target position is determined, comprising: If the type of the recommended marching line is the blocked route, the blocking position on the recommended marching line is determined as the virtual target position; 3. The method of claim 2, wherein, If the type of the recommended marching line is the passable route, the destination of the recommended marching line is determined as the virtual target position. The method further comprises: Determining whether the virtual target position is within the attackable range of the starting point:
4. The method of claim 1, wherein, If the virtual target position is outside the attackable range of the starting point, at least one recommended campsite is constructed between the starting point of the recommended marching line and the virtual target position. The at least one recommended campsite includes a plurality of According to the position relationship between the recommended marching line and the attackable range of the starting point, a first recommended campsite is determined, the first recommended campsite being the closest recommended campsite to the starting point; According to the first recommended campsite and the virtual target position, at least one second recommended campsite is determined, the at least one second recommended campsite being the recommended campsite between the first recommended campsite and the virtual target position.
5. The method of claim 4, wherein, According to the position relationship between the recommended marching line and the attackable range of the starting point, the first recommended campsite is determined, comprising: The intersection of the area boundary of the attackable range of the starting point and the recommended marching line is determined as the first recommended campsite.
6. The method of claim 4, wherein, According to the first recommended campsite and the virtual target position, the at least one second recommended campsite is determined, comprising: A first connecting line is constructed from the first recommended campsite to the virtual target position; According to the attackable range of the recommended campsite, at least one second recommended campsite is determined on the first connecting line.
7. The method of claim 4, wherein, The campsite mark is displayed in the scenario map in the following manner: In the scenario map, the campsite mark corresponding to the first recommended campsite is displayed at the intersection of the area boundary of the attackable range of the starting point and the recommended marching line, In the scenario map, the first connecting line from the first recommended campsite to the virtual target position is displayed, and the campsite mark corresponding to each second recommended campsite is displayed on the first connecting line, and the distance between adjacent two second recommended campsites satisfies the attackable condition, The number of the corresponding recommended position is displayed in each position mark, and the number of each recommended position is determined according to the marching direction of the recommended marching line.
8. The method of claim 2, wherein, The recommended marching line includes a first marching section and a second marching section, the first marching section refers to a marching section from a starting point of the recommended marching line to the blocking position, and the second marching section refers to a marching section from the blocking position to a destination of the recommended marching line, The route mark for representing the recommended marching line is displayed in the scene map in the following manner: In the scene map, the route mark corresponding to the first marching section is displayed with a first display parameter, and the route mark corresponding to the second marching section is displayed with a second display parameter.
9. The method according to claim 2 or 8, characterized in that, The method further includes: In response to a change in the ownership state of the blocking position, at least one third recommended position between the blocking position and the destination of the recommended marching line is constructed; Position marks for indicating the at least one third recommended position are displayed in the scene map.
10. The method of claim 9, wherein, Different forces in the scene map determine the ownership state of the blocking position by occupying the blocking position, The change in the ownership state of the blocking position includes that the ownership state of the blocking position belongs to a specified ownership party, and the specified ownership party refers to an ownership party having a preset relationship with a party planning the recommended marching line.
11. The method of claim 9, wherein, The display of the position marks for indicating the at least one third recommended position in the scene map includes: A second connecting line from the blocking position to the destination of the recommended marching line is displayed in the scene map; According to the occupiable range of the recommended position, the position mark corresponding to each third recommended position is displayed on the second connecting line, and the distance between two adjacent third recommended positions satisfies the occupiable condition.
12. The method of claim 1, wherein, The method further includes: While the route mark and the position mark are displayed in the scene map, behavior prompt information for the at least one recommended position is displayed on the graphical user interface, The behavior prompt information includes resource prompt information and / or time prompt information, the resource prompt information is used to indicate the virtual resources consumed for building the at least one recommended position in the scene map, and the time prompt information is used to indicate the time length consumed for building the at least one recommended position in the scene map.
13. The method of claim 12, wherein, The display of the behavior prompt information for the at least one recommended position on the graphical user interface includes: In response to the complete recommended marching line being displayed on the graphical user interface, the behavior prompt information is displayed on the graphical user interface.
14. The method of claim 7, wherein, The method further includes: For each virtual target, a range mark for representing the occupiable range of the virtual target is displayed in the scene map, The virtual target includes at least one of the following: the starting point of the recommended marching line, and the at least one recommended position.
15. An information processing apparatus in a game, comprising: A graphical user interface is provided by a terminal device, the graphical user interface displays at least part of a scene map of a game, and the device includes: A marching line determination module is configured to determine a recommended marching line in response to a preset trigger event. A target position determining module, configured to determine a virtual target position according to a traffic type of the recommended marching line; A garrison constructing module, configured to construct at least one recommended garrison between a departure place of the recommended marching line and the virtual target position; A display control module, configured to display a route identifier for representing the recommended marching line and a garrison identifier for indicating the at least one recommended garrison in the scene map.
16. An electronic device, comprising: Comprise: A processor, a memory and a bus, the memory stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the memory communicate through the bus, the machine readable instructions are executed by the processor to perform the steps of the method as claimed in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, the computer program is executed by the processor to perform the steps of the method as claimed in any one of claims 1 to 14.