Virtual open-world interaction method and device, computer device, readable storage medium and program product
Patent Information
- Application Number
- CN202610754474.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-28
- Publication Date
- 2026-08-18
AI Technical Summary
[0004]然而,开放场景和战斗场景的切换会导致玩家和开放场景的交互中断以及玩家和玩家的交互中断,如双方在独立战场中时,对开放世界的态势感知完全中断,无法感知周围其他玩家的动态
[0039]上述虚拟开放世界交互方法、装置、计算机设备、计算机可读存储介质和计算机程序产品,首先,通过显示虚拟开放世界中的可操控角色;其中,可操控角色是预先编排的队伍角色在虚拟开放世界的映射;在卡牌战斗类游戏中能够保留对卡牌/编队策略的特点;其次,在虚拟开放世界中确定与可操控角色交互的对手角色;并响应于可操控角色与对手角色的交互指令,控制可操控角色和对手角色处于交战状态;在虚拟开放世界中确定对手角色,并使二者进入交战状态,不再进行对虚拟开放世界场景的切换,一方面既保证了玩家和虚拟开放世界的交互,另一方面也保证了其他玩家和进入交战状态的可操控角色交互的对手角色的交互。最后,基于可操控角色的聚合属性以及对手角色的聚合属性,确定交战状态对应的交战结果;其中,聚合属性是一组队伍角色的战斗参数,交战结果是通过在虚拟开放世界中的二者所属的队伍的战斗参数确定,且战斗参数又是依赖于玩家预先对队伍角色的编排确定的,实际上,对战的双方在确定预先编排的队伍角色的时候,就已经决定了最后的结果(但是当下时刻交战双方无法获知),并通过在虚拟开放世界中进入交战状态,呈现交战结果使得交战双方获悉交战结果,从而完成玩家与虚拟开放世界不中断的交互。另外,虚拟开放世界中还存在除可操控角色和对手角色之外的其他角色,由于不会进行虚拟开放世界到战斗场景的切换,也使得虚拟开放世界的其他角色保持与进入战斗的可操控角色和对手角色的交互,从而保证不发生交互的中断。
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Figure CN122582591A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology in video games, and in particular to a virtual open world interaction method, device, computer equipment, computer-readable storage medium, and computer program product. Background Technology
[0002] Card battle games (including hero formation and deck-based battles) are a widely popular game genre. In these games, players pre-arrange their card / hero lineups and engage in battles through a combat system.
[0003] In traditional technology, in order to embed this type of combat mechanism into open-world (large-scale) multiplayer online games, the system loads the two sides into an independent battle scene when two or more players fight in the open world. In this scene, the complete card / turn-based / team-based combat process is executed, and the two sides are returned to the open world after the battle ends.
[0004] However, switching between open and combat scenarios can disrupt player interaction with the open world and player-to-player interaction. For example, when both sides are in an independent battlefield, their situational awareness of the open world is completely interrupted, and they cannot perceive the dynamics of other players around them. Summary of the Invention
[0005] Therefore, it is necessary to provide a virtual open world interaction method, device, computer equipment, computer-readable storage medium, and computer program product that can provide uninterrupted interaction to address the aforementioned technical problems.
[0006] Firstly, this application provides a virtual open-world interaction method, the method comprising:
[0007] Displays playable characters in the virtual open world; wherein, the playable characters are mappings of pre-arranged team characters in the virtual open world;
[0008] In the virtual open world, identify the opposing character with whom the controllable character interacts;
[0009] In response to the interaction commands between the controllable character and the opponent character, the controllable character and the opponent character are put into a combat state.
[0010] Based on the aggregated attributes of the controllable character and the aggregated attributes of the opponent character, the combat result corresponding to the combat state is determined; wherein, the aggregated attributes are a set of combat parameters of the team characters.
[0011] In one embodiment, determining the opponent character that interacts with the controllable character includes:
[0012] Obtain candidate characters within the lock range of the controllable character and the status of each candidate character; wherein, the lock range is a range determined with the controllable character as the center and the lock distance as the radius;
[0013] Retain the candidate roles that are in the idle state, and calculate the corresponding comprehensive score for each retained candidate role;
[0014] Based on the overall score and the attack range of the controllable character, an opponent character that interacts with the controllable character is obtained; wherein the attack range is less than the lock-on distance.
[0015] In one embodiment, calculating the corresponding comprehensive score for each of the retained candidate roles includes:
[0016] The distance between each retained candidate character and the controllable character, the stickiness score of the locked target, and the user selection tendency score are obtained; wherein, the user selection tendency score includes a switching reward score and a switching penalty score; the switching reward score is used to increase the overall score of locking a new target; the switching penalty score is used to decrease the overall score of locking a target;
[0017] Based on the distance between each of the retained candidate characters and the controllable character, the stickiness score of the locked target, the switching reward score, and the switching penalty score, the comprehensive score corresponding to each of the retained candidate characters is determined.
[0018] In one embodiment, the step of determining the opponent character that interacts with the controllable character based on the overall score and the attack range of the controllable character includes:
[0019] The candidate character with the highest overall score and is within the attack range of the controllable character and is in an idle state is identified as the opponent character that interacts with the controllable character.
[0020] After identifying the candidate character with the highest overall score who is within the attack range of the controllable character and is in an idle state as the opponent character to interact with the controllable character, the following is also included:
[0021] If the opponent character is outside the attack range, maintain the combat state between the opponent character and the controllable character until a preset condition is met, at which point the combat state between the opponent character and the controllable character is cancelled; the preset condition includes any of the following:
[0022] The duration during which the distance between the opponent character and the controllable character exceeds the attack distance exceeds a preset time;
[0023] Alternatively, the distance between the opponent character and the controllable character exceeds the lock distance;
[0024] Alternatively, in response to a change command that replaces the opponent's role.
[0025] In one embodiment, controlling the playable character and the opponent character to be in combat includes:
[0026] Move the positions of the controllable character and the opponent character to a preset combat distance on the line connecting them, and adjust the orientation of the controllable character and the opponent character to obtain the controllable character and the opponent character facing opposite directions.
[0027] The controllable character and the opponent character, whose directions are opposite, are in a state of combat.
[0028] In one embodiment, determining the combat result corresponding to the combat state based on the aggregated attributes of the controllable character and the aggregated attributes of the opponent character includes:
[0029] When the controllable character and the opponent character engage in combat, the calculation engine is invoked to calculate the aggregate attributes of the controllable character and the opponent character, and to calculate the combat result of both parties in the combat state.
[0030] The playable characters and opposing characters in the virtual open world are labeled and the battle results are displayed.
[0031] Secondly, this application also provides a virtual open-world interactive device, the device comprising:
[0032] A display module is used to display playable characters in the virtual open world; wherein, the playable characters are mappings of pre-arranged team characters in the virtual open world;
[0033] A determination module is used to determine the opponent character that interacts with the controllable character in the virtual open world;
[0034] A control module is used to respond to the interaction commands between the controllable character and the opponent character, and to control the controllable character and the opponent character to be in a combat state.
[0035] The result determination module is used to determine the combat result corresponding to the combat state based on the aggregate attributes of the controllable character and the aggregate attributes of the opponent character; wherein, the aggregate attributes are a set of combat parameters of the team characters.
[0036] Thirdly, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps of the above-described method.
[0037] Fourthly, this application also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps of the above-described method.
[0038] Fifthly, this application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the above-described method.
[0039] The aforementioned virtual open-world interaction method, apparatus, computer device, computer-readable storage medium, and computer program product, firstly, display controllable characters in a virtual open world; wherein the controllable characters are mappings of pre-arranged team characters in the virtual open world; in card battle games, this preserves the characteristics of card / team formation strategies; secondly, identify opponent characters interacting with the controllable characters in the virtual open world; and respond to interaction commands between the controllable characters and opponent characters, control the controllable characters and opponent characters to be in a combat state; identifying opponent characters in the virtual open world and putting them into a combat state without switching the virtual open world scene, on the one hand, ensures the interaction between the player and the virtual open world, and on the other hand, ensures the interaction between other players and the opponent characters interacting with the controllable characters in the combat state. Finally, based on the aggregate attributes of the playable character and the opponent's character, the combat outcome corresponding to the combat state is determined. The aggregate attribute is a set of combat parameters for a group of team characters. The combat outcome is determined by the combat parameters of the teams to which the two characters belong in the virtual open world. These combat parameters depend on the player's pre-arranged team character composition. In fact, the final outcome is determined when the two sides determine their pre-arranged team characters (but neither side can know this at the moment of combat). By entering combat in the virtual open world and presenting the combat outcome, both sides are informed of the result, thus achieving uninterrupted interaction between the player and the virtual open world. In addition, other characters besides the playable and opponent characters exist in the virtual open world. Since there is no switch between the virtual open world and the combat scene, these other characters in the virtual open world maintain interaction with the playable and opponent characters entering combat, ensuring uninterrupted interaction. Attached Figure Description
[0040] To more clearly illustrate the technical solutions in the embodiments of this application or related technologies, the drawings used in the description of the embodiments of this application or related technologies will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0041] Figure 1 This is a flowchart illustrating a virtual open-world interaction method in one embodiment;
[0042] Figure 2 This is a flowchart illustrating the process of determining an opponent character that interacts with a controllable character in one embodiment.
[0043] Figure 3 This is a flowchart illustrating the process of obtaining the opponent character that interacts with the controllable character based on the comprehensive score and the attack distance of the controllable character in one embodiment.
[0044] Figure 4 This is a flowchart illustrating the process of controlling a controllable character and an opponent character to be in combat in one embodiment;
[0045] Figure 5 This is a structural block diagram of a virtual open world interactive device in one embodiment;
[0046] Figure 6 This is an internal structural diagram of a computer device in one embodiment. Detailed Implementation
[0047] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the scope of this application.
[0048] In one embodiment, such as Figure 1 As shown, a virtual open-world interaction method is provided. This embodiment illustrates the method applied to a terminal, but it is understood that the method can also be applied to a server, and to a system including both a terminal and a server, and implemented through interaction between the terminal and the server. In this embodiment, the method includes the following steps S102 to S108. Wherein:
[0049] Step S102: Display the controllable characters in the virtual open world.
[0050] Among them, the playable characters are the mappings of pre-arranged team characters in a virtual open world.
[0051] Optionally, the preparation period refers to a preparatory phase before the official start of a virtual open-world capture-the-point game, used by players to adjust their teams, observe the aggregate attributes and tasks of each team, etc. During the preparation period, the player-controlled characters remain in the virtual open world, but some Heads-Up Display (HUD) elements are hidden or replaced to highlight key information and operations required for the preparation period. Players adjust their teams using buttons such as the "Team Edit" button, which remains interactive throughout the preparation period. A player controls multiple of their virtual characters to form teams. When the player clicks, a team formation interface pops up on the terminal. In this interface, players can adjust the card / hero members (deploy / remove, change the leader) of each team in the currently formed teams; they can also adjust the battle order of team characters; and preview the aggregate attributes of each team's characters after aggregation, such as visible combat power and maximum mana. After editing, the player closes the interface, and the terminal immediately updates the physical appearance and implicit combat parameters of the corresponding playable characters in the virtual open world, such as the team leader, according to the new configuration. In other words, the pre-arranged team characters are mapped to playable characters in the virtual open world, such as the team leader.
[0052] Optionally, multiplayer battles can also be implemented in the virtual open world. For example, several players can form a faction to attack another faction. Each faction has its own leader, and only the leader's character model is displayed in the virtual open world. The leader controls the movement and attacks. Assuming players A, B, and C form a faction, it should be noted that the faction is determined by the teams controlled by players A, B, and C, with player A as the leader. In the virtual open world, only the character controlled by player A (e.g., a warrior appearance) is visible. Players B and C do not have independently displayed characters; they move with A or are hidden. Later, when player A (representing the entire faction) locks onto an enemy and launches an attack, the terminal aggregates the card team attributes of the three players and then performs card battle calculations against the aggregated attributes of the enemy faction. The outcome is determined by the overall configuration of the three teams, and the result simultaneously affects the magic points or team status of the three players.
[0053] Optionally, at the start of the match, the terminal displays a virtual open world and the location and orientation of the player-controlled characters within it, such as the team leader. Multiple playable characters will be displayed in the virtual open world. The terminal also displays information above each playable character's head, including basic information and status. Basic information includes the player's name, displayed combat parameters such as combat power, and combat power tier display thresholds. Combat power will change in real-time based on temporary buffs. Status indicators include combat status and win streak announcements.
[0054] Step S104: Identify the opposing character to interact with in the virtual open world.
[0055] The opposing character can be a character controlled by another player or a character controlled by a non-player character (NPC). Characters controlled by other players can be the physical appearance displayed by a single player's team character, or the physical appearance of an opposing faction representing multiple players. Physical appearances include the physical appearance of the team leader character or a user-specified character.
[0056] Optionally, at the start of the match, the terminal will determine the target of the battle in the open world based on the distance and the overall score, that is, the opponent character with whom the controllable character can interact.
[0057] Step S106: In response to the interaction command between the controllable character and the opponent character, control the controllable character and the opponent character to be in a combat state.
[0058] Interaction commands can be attack commands issued by players to attack opposing characters, or attack commands issued by other players or NPCs to attack controllable characters.
[0059] Optionally, in response to interaction commands such as attack commands between the controllable character and the opponent, the terminal freezes both the controllable character and the opponent to ensure that neither can be locked or attacked by a third party, nor can they launch attacks against a third party. The terminal then promptly plays the sequence of actions corresponding to the attack command. After the sequence is completed, the terminal puts the controllable character and the opponent into a combat state, displaying this state above their heads. The sequence of actions is a set of pre-configured real-time actions, which may include pre-teleportation effects (played at the original location), post-teleportation effects (played at the new location), attack animations, and projectile attack effects.
[0060] Step S108: Determine the combat result corresponding to the combat state based on the aggregate attributes of the controllable character and the aggregate attributes of the opponent character.
[0061] Among them, the aggregate attribute is a set of combat parameters for team characters.
[0062] Optionally, upon entering combat, the terminal uses the logic of complete team character battles, such as card / team combat, to calculate the outcome (based on strategic elements such as hero attributes, skills, and lineup counters of both sides' teams, i.e., the aggregated attributes of pre-arranged team characters). The terminal does not display the complete battle screen of the controllable characters and the opponent's characters, nor does it display changes in combat power values. It only conveys the battle progress through information above the characters' heads and brief skill release animations, confining the entire battle process to a preset time (e.g., 3 seconds) for rapid completion. This compresses traditional card battles that take tens of seconds to several minutes to approximately a few seconds, improving processing efficiency while preserving the strategic depth of card games. The battle result can also be displayed in the virtual open world through the status above the characters' heads.
[0063] In the aforementioned virtual open-world interaction method, firstly, playable characters in the virtual open world are displayed; these playable characters are mappings of pre-arranged team characters within the virtual open world; this preserves the characteristics of card / team strategy in card battle games. Secondly, opponent characters interacting with the playable characters are identified in the virtual open world; and in response to interaction commands between the playable characters and opponent characters, the playable characters and opponent characters are controlled to enter a combat state. Identifying opponent characters in the virtual open world and putting them into combat without switching the virtual open-world scene ensures interaction between the player and the virtual open world, as well as interaction between other players and the opponent characters interacting with the playable characters in combat. Finally, based on the aggregate attributes of the playable character and the opponent's character, the combat outcome corresponding to the engagement state is determined. The aggregate attribute is a set of combat parameters for a group of characters in a team. The combat outcome is determined by the combat parameters of the teams to which the two players belong in the virtual open world. These combat parameters depend on the player's pre-arranged team composition. In fact, the final outcome is determined when the two sides determine their pre-arranged team composition (though they cannot know it at the moment of engagement). By entering a combat state in the virtual open world and presenting the combat outcome, both sides are informed of the result, thus achieving uninterrupted interaction between the player and the virtual open world. Furthermore, other characters besides the playable and opponent characters exist in the virtual open world. Since there is no switching between the virtual open world and the combat scene, these other characters in the virtual open world maintain interaction with the playable and opponent characters entering combat, eliminating the interruption of interaction during scene switching. This allows for timely access to the dynamic information of surrounding characters, improving the user's interactive experience.
[0064] In one exemplary embodiment, such as Figure 2 As shown, determining the opponent character that interacts with the controllable character includes the following steps S202 to S206. Wherein:
[0065] Step S202: Obtain the candidate characters within the lock range of the controllable character and the status of each candidate character.
[0066] The lock-on range is the area defined by the controllable character as the center and the lock-on distance as the radius.
[0067] Optionally, the terminal searches for all enemy faction characters (i.e., candidate characters) within a locked radius, centered on the controllable character, as well as the status of each candidate character, including the combat state when in battle, the invincible state during the injury protection period, and the idle state.
[0068] Step S204: Retain the candidate roles that are in an idle state, and calculate the corresponding comprehensive score for each retained candidate role.
[0069] The overall score is a preset score designed to improve efficiency and smoothness of gameplay, automatically matching the player with the most suitable opponent.
[0070] Optionally, the terminal retains candidate characters in an idle state, and marks candidate characters in combat or invincible states as unattackable. A dotted lock-on indicator line is displayed between unattackable characters and controllable characters, but the attack button is not interactive.
[0071] Furthermore, the terminal calculates the corresponding comprehensive score for each retained candidate role.
[0072] Step S206: Based on the overall score and the attack range of the controllable character, obtain the opponent character that interacts with the controllable character.
[0073] The attack range is less than the lock-on range.
[0074] Optionally, the terminal selects candidate characters with the highest overall score and those within the attack range of the controllable character as adversaries to interact with the controllable character.
[0075] Within the lock-on range, a lock-on indicator line is displayed between the candidate character and the controllable character, and the attack button is interactive. Outside the lock-on range but within the lock-on range, a dashed lock-on indicator line is displayed between the candidate character and the controllable character, and the attack button is not interactive.
[0076] In this embodiment, by considering the candidate character's status, overall score, and attack distance from the controllable character, the most suitable opponent character can be automatically and efficiently matched to the controllable character.
[0077] In an exemplary embodiment, a comprehensive score is calculated for each retained candidate role, including: obtaining the distance between each retained candidate role and the controllable role, the stickiness score of the locked target, and the user selection tendency score; and determining the comprehensive score corresponding to each retained candidate role based on the distance between each retained candidate role and the controllable role, the stickiness score of the locked target, the switching reward score, and the switching penalty score.
[0078] The user preference score includes switching reward points and switching penalty points. Switching reward points increase the overall score for locking onto a new target, while switching penalty points decrease the overall score for locking onto a target. Both switching reward and penalty points have time limits and expire automatically after the time limit. A locked target refers to the currently locked target. If candidate character i is already the locked target, additional stickiness points are added to candidate character i, which are the stickiness points for the locked target. This aims to reduce unnecessary target jumps, make the lock more stable, and prevent candidate characters from randomly jumping to targets when they get slightly closer.
[0079] Optionally, the terminal obtains the corresponding calculation parameters according to formula (1): the attack distance of the controllable character, the distance between each retained candidate character and the controllable character, the stickiness score of the currently locked target, and the switching reward score and switching penalty score. If the user does not switch the locked target, the switching reward score and switching penalty score are both 0.
[0080] Overall score = (Lock distance - Current distance from candidate character i) / Lock distance * Weight of distance factor + Stickiness score of locked target + Switching reward score - Switching penalty score. Formula (1)
[0081] Suppose there are two candidate characters in front of the controllable character: Candidate A: 3 meters away, currently locked on, with distance score + stickiness score. Candidate B: 2 meters away, but not the current target, with distance score (greater than Candidate A's distance score), but no stickiness score. If the locked target's stickiness score is high enough (e.g., 15), even if B is closer, A's total score is still higher due to its stickiness score, and the lock won't jump. If the player manually clicks on B, B gains a SwitchBuff (+10), and A gains a SwitchPenalty (-5). B's total score instantly surpasses A's, and the lock switches to B.
[0082] In this embodiment, a comprehensive score is determined by distance and stickiness score, switching reward score, and switching penalty score. This combines user preferences with the prevention of meaningless switching of locked targets, thus reducing the number of switching times.
[0083] In one exemplary embodiment, such as Figure 3As shown, based on the overall score and the attack range of the controllable character, the opponent characters that interact with the controllable character are obtained, including:
[0084] Step S302: The candidate character with the highest overall score and is within the attack range of the controllable character and is in an idle state is identified as the opponent character to interact with the controllable character.
[0085] Optionally, if the distance to the candidate character with the highest overall score is less than or equal to the attack range, and the target is not in an unattackable state, then the attack button will be displayed as interactive (highlighted, clickable). This means that the candidate character with the highest overall score, within the attack range of the controllable character, and currently in an idle state, will be identified as the opponent character to interact with. Otherwise, the attack button will be displayed as uninteractive (grayed out, unresponsive to clicks). In other words, if there is a candidate character with a lower overall score, or if the distance to the candidate character is greater than the attack range, or if the candidate character is in one of the aforementioned unattackable states such as combat or invincibility, then the attack button for that candidate character will be displayed as not uninteractive.
[0086] After identifying the candidate character with the highest overall score who is within the attack range of the controllable character and is in an idle state as the opponent character to interact with the controllable character, the method further includes: step S304, maintaining the opponent character and the controllable character in a combat state when the opponent character is beyond the attack range, until a preset condition is met, and canceling the combat state between the opponent character and the controllable character; the preset condition includes any of the following: the duration for which the distance between the opponent character and the controllable character exceeds the attack range exceeds a preset duration; or, the distance between the opponent character and the controllable character exceeds the lock distance; or, in response to a change command to change the opponent character.
[0087] Optionally, this embodiment is an attack range fault tolerance mechanism. When a target enters the attack range and then leaves, the terminal will not immediately cancel the attack-interactive state, but will cancel it only when any of the following conditions are met: the distance between the opponent character and the controllable character exceeds the attack range for a preset duration (e.g., 5 seconds); or, the distance between the opponent character and the controllable character exceeds the lock distance; or, in response to a change command to change the opponent character.
[0088] Without this fault tolerance mechanism, the following scenario would occur:
[0089] When the playable character and the candidate character are moving around each other near the attack range boundary, the candidate character may change frequently. At this time, the attack button of one of the candidate characters will flash frequently, going from interactive to non-interactive to interactive and back to non-interactive. It may even cause the candidate character to change just as the player presses the button, making the operation invalid.
[0090] In this embodiment, an attack range fault tolerance mechanism is used to avoid frequent button state switching caused by fluctuations in distance boundaries, making the interaction smoother and more in line with player expectations.
[0091] In one exemplary embodiment, such as Figure 4 As shown, the controllable character and the opponent character are in a state of combat, including steps S402 to S406. Wherein:
[0092] Step S402: Move the positions of the controllable character and the opponent character to the preset battle distance on the line connecting the two.
[0093] Step S404: Adjust the orientation of the controllable character and the opponent character to obtain controllable characters and opponent characters with opposite orientations.
[0094] Optionally, the terminal freezes both the playable character and the opponent character before moving their positions to a preset combat distance on the line connecting them. Then, the positions of both characters are instantly teleported to the preset combat distance on the line connecting them, and their orientation is adjusted so that they face each other, resulting in a playable character and an opponent character facing opposite directions.
[0095] The above process is in response to interactive commands such as attack commands, and is accompanied by a performance sequence during the freezing, teleporting, and orientation adjustment processes, which includes pre-teleportation effects (played at the original position), post-teleportation effects (played at the new position), attack animation, and projectile attack effects.
[0096] Step S406: The controllable character and the opponent character, whose directions are opposite, are in combat.
[0097] Optionally, after the performance sequence is completed, the controllable characters and their opponents, whose control directions are opposite, are in combat. All of the above steps are performed in place within the open virtual world scene without triggering any scene switching or loading.
[0098] When a player clicks the attack button while the attack button is interactive, the terminal initiates a timed execution process as shown in Table 1 (all time points are configurable).
[0099] Table 1 Execution Flow
[0100] Time point event illustrate T+0ms Combat readiness status activated Both sides are immediately marked as "ready to engage," and third parties cannot target or attack them. T+ Displacement correction Both sides teleported to a position at the combat distance on their line of sight, adjusting their orientation to face each other. T+ Pre-teleportation effects Play a disappearing effect at the attacker's original location. T+ Special effects after teleportation Special effects appeared when the attacking player was in their new location. T+ attack actions The attacking character plays a casting / raising animation. T+ Attack projectile effects Particle effects that fly from the attacker's designated skeletal node to the attacker's designated skeletal node. T+ The attacked party is locked The attacked character is prohibited from moving. T+ Combat Link Effects A continuous visual effect displays the heads of both sides, indicating a state of combat. T+ Entering combat Both sides officially entered a state of combat, initiating a simplified card battle process.
[0101] The total duration of the entire initiation sequence is controlled within a very short time (e.g., 1 to 2 seconds) to ensure efficiency and immediacy; all special effects and animations are played in place in the open virtual world scene without switching camera perspectives, loading new scenes, or obscuring the world view; both sides are frozen from the first frame, isolated from the interaction of other players, ensuring the one-on-one fairness of the battle.
[0102] In this embodiment, by teleporting and adjusting orientation, it is possible to enter a combat state in a virtual open world without switching scenes, ensuring interaction with other players and thus achieving uninterrupted interaction.
[0103] In an exemplary embodiment, the combat result corresponding to the combat state is determined based on the aggregate attributes of the controllable character and the aggregate attributes of the opponent character, including: when the controllable character and the opponent character are in combat, calling the computing engine to calculate the aggregate attributes of the controllable character and the opponent character, calculating the combat result of both parties in the combat state; marking the controllable character and the opponent character in the virtual open world and displaying the combat result.
[0104] Optionally, when the controllable character and the opponent character engage in combat, the calculation engine is invoked to calculate the aggregate attributes of the controllable character and the opponent character, such as strategic elements based on the hero attributes, skills, and lineup counters of both sides' teams. That is, the aggregate attributes of the pre-arranged team characters, and the result of the battle is calculated. The terminal does not display the complete battle screen between the controllable character and the opponent character, nor does it display changes in combat power values. It only conveys the battle progress through information above the characters' heads and brief skill release animations, limiting the entire battle process to a preset time (such as about 3 seconds) and completing it quickly. This compresses the traditional card battles that take tens of seconds to several minutes to about a few seconds, improving processing efficiency while preserving the depth of card strategy.
[0105] Furthermore, the battle settlement is completed instantly within the virtual open world, and the battle results immediately affect the status of both sides in the virtual open world: based on the calculation results of the card battle, the losing team has resource points (such as magic points) deducted, and the team with zero resources is marked as severely injured and unusable; the winning character entity immediately returns to an interactive idle state, and can continue to move in the open world and initiate the next battle; the losing character entity enters a brief protective state (stunned to invincible), and resumes operation after being teleported a certain distance away. If the losing side has multiple usable teams, it automatically switches to the leader character model corresponding to the next team's character and continues to operate in the virtual open world.
[0106] The battle results are marked and displayed in the virtual open world through the status indicators above the heads of the playable and opposing characters. For example, both characters display battle status markers and simplified progress / health indicators. The full team battle screen, damage bars, and power level changes typical of card battles are not displayed; however, feedback at key moments is retained: such as brief animated prompts when either team unleashes a powerful attack (played above or beside the character). Through continuous special effects linking both sides, the battle status is also visible to other players in the open virtual world.
[0107] The following constraints must be followed when tagging and displaying combat results for playable and opposing characters in a virtual open world:
[0108] 1. Does not obstruct the virtual open world view; players can always see other players, strongholds, and terrain in the virtual open world scene. 2. Does not take over the camera; the camera still follows the player character's position in the world. 3. Does not add extra user interaction UI layers; all combat information is conveyed through the HUD above the character's head and world space effects.
[0109] In this embodiment, while retaining the team role allocation strategy, the timeliness of interaction between playable characters and opponent characters is ensured, thus improving the efficiency of interaction. In addition, both sides in the battle still exist in the virtual open world as character entities, and other players can perceive the battlefield situation through overhead information and visual effects, thereby improving the efficiency of information transmission in multiplayer scenarios.
[0110] It should be understood that although the steps in the flowcharts of the embodiments described above are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the embodiments described above may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.
[0111] Based on the same inventive concept, this application also provides a virtual open world interaction device for implementing the virtual open world interaction method described above. The solution provided by this device is similar to the implementation scheme described in the above method; therefore, the specific limitations in one or more virtual open world interaction device embodiments provided below can be found in the limitations of the virtual open world interaction method described above, and will not be repeated here.
[0112] In one exemplary embodiment, such as Figure 5 As shown, a virtual open-world interactive device is provided, including: a display module 501, a determination module 502, a control module 503, and a result determination module 504, wherein:
[0113] Display module 501 is used to display playable characters in a virtual open world; wherein, playable characters are mappings of pre-arranged team characters in the virtual open world.
[0114] The determination module 502 is used to determine the opponent characters who interact with the controllable character in a virtual open world.
[0115] The control module 503 is used to respond to the interaction commands between the controllable character and the opponent character, and to control the controllable character and the opponent character to be in a combat state.
[0116] The result determination module 504 is used to determine the combat result corresponding to the combat state based on the aggregate attributes of the controllable characters and the aggregate attributes of the opponent characters; wherein, the aggregate attributes are a set of combat parameters of the team characters.
[0117] In an exemplary embodiment, the determining module 502 is further configured to obtain candidate characters within the lock range of the controllable character and the state of each candidate character; wherein, the lock range is a range defined by the controllable character as the center and the lock distance as the radius; retain candidate characters in the idle state, and calculate the corresponding comprehensive score for each retained candidate character; based on the comprehensive score and the attack distance of the controllable character, obtain the opponent character that interacts with the controllable character; wherein, the attack distance is less than the lock distance.
[0118] In an exemplary embodiment, the determining module 502 is further configured to obtain the distance between each retained candidate role and the controllable role, the stickiness score of the locked target, and the user selection tendency score; wherein, the user selection tendency score includes a switching reward score and a switching penalty score; the switching reward score is used to increase the overall score of locking a new target; the switching penalty score is used to decrease the overall score of the locked target; and the overall score corresponding to each retained candidate role is determined based on the distance between each retained candidate role and the controllable role, the stickiness score of the locked target, the switching reward score, and the switching penalty score.
[0119] In an exemplary embodiment, the determining module 502 is further configured to determine the candidate character with the highest overall score and within the attack range of the controllable character that is in an idle state as the opponent character to interact with the controllable character; the canceling module is further configured to maintain the opponent character and the controllable character in a combat state when the opponent character is out of attack range, until a preset condition is met, and cancel the combat state between the opponent character and the controllable character; the preset condition includes any of the following:
[0120] The distance between the opponent and the controllable character exceeds the attack range for a period of time exceeding the preset duration.
[0121] Alternatively, the distance between the opponent character and the controllable character exceeds the lock-on distance.
[0122] Alternatively, in response to a switch command that changes the opponent's character.
[0123] In an exemplary embodiment, the control module 503 is further configured to move the positions of the controllable character and the opponent character to a preset combat distance on the line connecting the two sides, and adjust the orientation of the controllable character and the opponent character to obtain controllable characters and opponent characters with opposite directions; and control the controllable characters and opponent characters with opposite directions to be in combat.
[0124] In an exemplary embodiment, the result determination module 504 is used to call the calculation engine to calculate the aggregate attributes of the controllable character and the aggregate attributes of the opponent character when the controllable character and the opponent character are engaged in combat, calculate the combat result of both parties in the combat state, and mark and display the combat result of the controllable character and the opponent character in the virtual open world.
[0125] The modules in the aforementioned virtual open-world interactive device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device, or stored in the memory of a computer device as software, so that the processor can call and execute the operations corresponding to each module.
[0126] In one exemplary embodiment, a computer device is provided, which may be a server, and its internal structure diagram may be as follows: Figure 6 As shown, this computer device includes a processor, memory, input / output interfaces (I / O), and a communication interface. The processor, memory, and I / O interfaces are connected via a system bus, and the communication interface is also connected to the system bus via the I / O interfaces. The processor provides computational and control capabilities. The memory includes non-volatile storage media and internal memory. The non-volatile storage media stores the operating system, computer programs, and a database. The internal memory provides the environment for the operating system and computer programs stored in the non-volatile storage media. The database stores virtual open-world data and character data. The I / O interfaces are used for exchanging information between the processor and external devices. The communication interface is used for communicating with external terminals via a network connection. When the computer program is executed by the processor, it implements a virtual open-world interaction method.
[0127] Those skilled in the art will understand that Figure 6 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.
[0128] In one embodiment, a computer device is also provided, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above method embodiments.
[0129] In one embodiment, a computer-readable storage medium is provided having a computer program stored thereon that, when executed by a processor, implements the steps in the above method embodiments.
[0130] In one embodiment, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps in the above method embodiments.
[0131] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile memory and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, central processing units, graphics processing units, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, artificial intelligence (AI) processors, etc., and are not limited to these.
[0132] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this application.
[0133] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.
Claims
1. A virtual open-world interaction method, characterized in that, The method includes: Displays playable characters in the virtual open world; wherein, the playable characters are mappings of pre-arranged team characters in the virtual open world; In the virtual open world, identify the opposing character with whom the controllable character interacts; In response to the interaction commands between the controllable character and the opponent character, the controllable character and the opponent character are put into a combat state. Based on the aggregated attributes of the controllable character and the aggregated attributes of the opponent character, the combat result corresponding to the combat state is determined; wherein, the aggregated attributes are a set of combat parameters of the team characters.
2. The method according to claim 1, characterized in that, The process of determining the opponent character that interacts with the controllable character includes: Obtain candidate characters within the lock range of the controllable character and the status of each candidate character; wherein, the lock range is a range determined with the controllable character as the center and the lock distance as the radius; Retain the candidate roles that are in the idle state, and calculate the corresponding comprehensive score for each retained candidate role; Based on the overall score and the attack range of the controllable character, an opponent character that interacts with the controllable character is obtained; wherein the attack range is less than the lock-on distance.
3. The method according to claim 2, characterized in that, The calculation of the corresponding comprehensive score for each retained candidate role includes: The distance between each retained candidate character and the controllable character, the stickiness score of the locked target, and the user selection tendency score are obtained; wherein, the user selection tendency score includes a switching reward score and a switching penalty score; the switching reward score is used to increase the overall score of locking a new target; the switching penalty score is used to decrease the overall score of locking a target; Based on the distance between each of the retained candidate characters and the controllable character, the stickiness score of the locked target, the switching reward score, and the switching penalty score, the comprehensive score corresponding to each of the retained candidate characters is determined.
4. The method according to claim 2, characterized in that, The method of determining the opponent characters that interact with the controllable character based on the overall score and the attack range of the controllable character includes: The candidate character with the highest overall score and is within the attack range of the controllable character and is in an idle state is identified as the opponent character that interacts with the controllable character. After identifying the candidate character with the highest overall score who is within the attack range of the controllable character and is in an idle state as the opponent character to interact with the controllable character, the following is also included: If the opponent character is outside the attack range, maintain the combat state between the opponent character and the controllable character until a preset condition is met, at which point the combat state between the opponent character and the controllable character is cancelled; the preset condition includes any of the following: The duration during which the distance between the opponent character and the controllable character exceeds the attack distance exceeds a preset time; Alternatively, the distance between the opponent character and the controllable character exceeds the lock distance; Alternatively, in response to a change command that replaces the opponent's role.
5. The method according to claim 1, characterized in that, The control of the playable character and the opponent character to be in combat includes: Move the positions of the controllable character and the opponent character to a preset combat distance on the line connecting them, and adjust the orientation of the controllable character and the opponent character to obtain the controllable character and the opponent character facing opposite directions. The controllable character and the opponent character, whose directions are opposite, are in a state of combat.
6. The method according to claim 1, characterized in that, Determining the combat result corresponding to the combat state based on the aggregated attributes of the controllable character and the aggregated attributes of the opponent character includes: When the controllable character and the opponent character engage in combat, the calculation engine is invoked to calculate the aggregate attributes of the controllable character and the opponent character, and to calculate the combat result of both parties in the combat state. The playable characters and opposing characters in the virtual open world are labeled and the battle results are displayed.
7. A virtual open-world interactive device, characterized in that, The device includes: A display module is used to display playable characters in the virtual open world; wherein, the playable characters are mappings of pre-arranged team characters in the virtual open world; A determination module is used to determine the opponent character that interacts with the controllable character in the virtual open world; A control module is used to respond to the interaction commands between the controllable character and the opponent character, and control the controllable character and the opponent character to be in a combat state. The result determination module is used to determine the combat result corresponding to the combat state based on the aggregate attributes of the controllable character and the aggregate attributes of the opponent character; wherein, the aggregate attributes are a set of combat parameters of the team characters.
8. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 6.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 6.
10. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method according to any one of claims 1 to 6.