An interaction method, device and equipment in a game and a storage medium

CN122912468APending Publication Date: 2026-10-16GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510420962.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-03
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0003]目前,在上述现有游戏中,虚拟角色的出征属于单一的往返流程,也即,虚拟角色在出征地点处与敌方虚拟角色对战结束之后,会自动返回我方虚拟城池,因此现有游戏中的出征模式较为单一,导致游戏中的出征灵活度较差

Benefits of technology

[0021]This application provides an interactive method, apparatus, device, and storage medium for games. It displays a game scene on a graphical user interface, including a target object. In response to an operation to send the target object out for conquest, multiple candidate character options are displayed. In response to a selection operation of the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expeditionary character, and multiple expedition mode options are displayed. In response to a selection operation of a first expedition mode option among the multiple expedition mode options, a target location specified by the player is determined from the game scene as the campsite for the expeditionary character's conquest. In response to the determination of the campsite, the expeditionary character is controlled to move to the campsite and establish a target camp there. Thus, this application provides players with multiple selectable expedition modes in the game. By simulating the camping behavior during a march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions during the in-game expedition interaction process, which helps improve the flexibility of expeditions in the game.

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Abstract

The application provides an interaction method, device and equipment in a game and a storage medium. The interaction method comprises the following steps: in response to an operation of going out to war for a target object, displaying a plurality of candidate role options; in response to a selection operation for the plurality of candidate role options, determining a virtual role indicated by a selected candidate role option as a war role, and displaying a plurality of war modes; in response to a selection operation for a first war mode option in the plurality of war mode options, determining a target location specified by a player as a camping location when the war role goes to war in a game scene; in response to the determination of the camping location, controlling the war role to go to the camping location, and establishing a target camp at the camping location. In this way, the application provides an interaction method for the player to build a target camp as a strategic location for war in the game, which is beneficial to improve the flexibility of war in the game.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to an interaction method, device, equipment, and storage medium in a game. Background Technology

[0002] In the existing game, players can send virtual characters from their own virtual city to a selected expedition location (mostly an enemy virtual city guarded by enemy virtual characters) to launch an expedition (i.e., to fight against enemy virtual characters at the aforementioned expedition location).

[0003] Currently, in the aforementioned existing games, the expedition of virtual characters is a single round trip process. That is, after the virtual character finishes fighting the enemy virtual character at the expedition location, it will automatically return to our virtual city. Therefore, the expedition mode in the existing games is relatively simple, resulting in poor expedition flexibility. Summary of the Invention

[0004] In view of this, this application provides an interactive method, device, equipment, and storage medium for games, which provides players with multiple optional expedition modes in the game. By simulating the camping behavior during the march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions in the interactive process of expeditions in the game, which is conducive to improving the flexibility of expeditions in the game.

[0005] 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.

[0006] In a first aspect, embodiments of this application provide an interaction method in a game, the interaction method comprising:

[0007] Displaying a game scene on a graphical user interface; wherein the game scene includes a target object;

[0008] In response to an operation to send the target object out to fight, multiple candidate character options are displayed; wherein the multiple candidate character options respectively indicate multiple virtual characters within the target object;

[0009] In response to the selection operation for the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed;

[0010] In response to the selection of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to carry out the expedition.

[0011] In response to the determination of the encampment location, the expeditionary character is controlled to travel to the encampment location and establish a target camp at the encampment location.

[0012] Secondly, embodiments of this application provide an interactive device for a game, the interactive device comprising:

[0013] A first display module is used to display a game scene on a graphical user interface; wherein the game scene includes a target object;

[0014] The role selection module is used to display multiple candidate role options in response to an operation to send the target object out to fight; wherein the multiple candidate role options respectively indicate multiple virtual roles within the target object;

[0015] The mode selection module is used to respond to the selection operation for the multiple candidate role options, determine the virtual character indicated by the selected candidate role option as the expedition role, and display multiple expedition mode options;

[0016] The camp selection module is used to respond to the selection operation of the first expedition mode option among the multiple expedition mode options, and to determine the target location specified by the player from the game scene as the camp location for the expedition character to carry out the expedition.

[0017] The expedition module is used to respond to the determination of the encampment location, control the expedition character to go to the encampment location, and establish a target camp at the encampment location.

[0018] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described interactive method in the game.

[0019] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the interactive method in the game described above.

[0020] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0021] This application provides an interactive method, apparatus, device, and storage medium for games. It displays a game scene on a graphical user interface, including a target object. In response to an operation to send the target object out for conquest, multiple candidate character options are displayed. In response to a selection operation of the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expeditionary character, and multiple expedition mode options are displayed. In response to a selection operation of a first expedition mode option among the multiple expedition mode options, a target location specified by the player is determined from the game scene as the campsite for the expeditionary character's conquest. In response to the determination of the campsite, the expeditionary character is controlled to move to the campsite and establish a target camp there. Thus, this application provides players with multiple selectable expedition modes in the game. By simulating the camping behavior during a march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions during the in-game expedition interaction process, which helps improve the flexibility of expeditions in the game. Attached Figure Description

[0022] 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.

[0023] Figure 1 A flowchart illustrating an interaction method in a game provided in an embodiment of this application is shown;

[0024] Figure 2 This illustration shows an interactive diagram of displaying multiple candidate role options according to an embodiment of this application;

[0025] Figure 3 This illustration shows an interactive diagram of displaying multiple expedition mode options according to an embodiment of this application;

[0026] Figure 4 This illustration shows a schematic diagram of an embodiment of the present application, displaying options for deployed soldiers and deployed resources;

[0027] Figure 5a This illustration shows an interactive diagram of a rotating campsite indicator provided in an embodiment of this application;

[0028] Figure 5b This illustration shows an interactive diagram of a synchronously rotating campsite indicator and an area indicator provided in an embodiment of this application;

[0029] Figure 6aThis illustration shows an interactive diagram of an initial array layout provided in an embodiment of this application;

[0030] Figure 6b This illustration shows an interactive diagram of adjusting the initial formation layout according to an embodiment of this application;

[0031] Figure 7 This illustration shows an interactive diagram of a deployment array provided in an embodiment of this application;

[0032] Figure 8 This illustration shows a structural schematic diagram of an interactive device in a game according to an embodiment of this application;

[0033] Figure 9 This is a schematic diagram of the structure of an electronic device 900 provided in an embodiment of this application. Detailed Implementation

[0034] 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. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0035] 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.

[0036] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0037] Currently, in existing games, the deployment of virtual characters is a simple round-trip process. That is, players usually need to first select the deployment location from the enemy's virtual city, and then select the deployment character from multiple virtual characters in their own virtual city. After confirming the deployment, the terminal device can automatically control the selected deployment character to go to the deployment location. After arriving at the deployment location, the deployment character will automatically engage in battle with the enemy virtual characters there. After the battle ends, the deployment character will automatically return to the player's virtual city. Therefore, the deployment mode in existing games is relatively simple, resulting in poor deployment flexibility in the game.

[0038] Based on this, embodiments of this application provide an interactive method, device, equipment, and storage medium for games, offering players multiple selectable expedition modes in the game. By simulating the camping behavior during the march, the game provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions during the expedition process, which helps to improve the flexibility of expeditions in the game.

[0039] In one embodiment of this application, a game interaction method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game interaction method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices (i.e., terminal devices).

[0040] 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 and the game screen presentation are separate. The storage and execution of interactive methods in the game are completed on the cloud gaming server. The client device's role is to receive and send data and present the game screen. 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 terminal device for information processing is 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.

[0041] 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'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.

[0042] To facilitate understanding of the embodiments of this application, a detailed description of an interactive method, apparatus, device, and storage medium in a game provided by the embodiments of this application is given below.

[0043] Reference Figure 1 As shown, Figure 1 The diagram illustrates a flowchart of an interaction method in a game according to an embodiment of this application, wherein the interaction method includes steps S101-S105; specifically:

[0044] S101 displays the game scene on the graphical user interface.

[0045] S102, in response to the mission to launch an expedition against the target, display multiple candidate role options.

[0046] S103, in response to the selection operation for the multiple candidate role options, the virtual character indicated by the selected candidate role option is determined as the expedition role, and multiple expedition mode options are displayed.

[0047] S104, in response to the selection operation of the first expedition mode option among the plurality of expedition mode options, determine the target location specified by the player from the game scene as the campsite of the expedition character when it goes to war.

[0048] S105, in response to the determination of the campsite, control the expeditionary character to go to the campsite and establish the target campsite.

[0049] The interactive method in the game provided in this application displays a game scene on a graphical user interface. The game scene includes a target object. In response to an operation to send out an expedition targeting the target object, multiple candidate character options are displayed. In response to a selection operation of the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed. In response to a selection operation of the first expedition mode option among the multiple expedition mode options, a target location specified by the player is determined from the game scene as the campsite for the expedition character to carry out the expedition. In response to the determination of the campsite, the expedition character is controlled to go to the campsite and establish a target camp at the campsite. In this way, this application provides players with multiple selectable expedition modes in the game. By simulating the camping behavior during the march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions in the interactive process of expeditions in the game, which is beneficial to improving the flexibility of expeditions in the game.

[0050] The following is an exemplary description of each step in the interaction method in the game provided in the embodiments of this application:

[0051] S101 displays the game scene on the graphical user interface.

[0052] Here, on the player's side, the game's graphical user interface can be displayed through a terminal device, and the game scene can be displayed on the graphical user interface; wherein, the game scene may include at least one target object, the target object is used to represent a virtual building belonging to our faction (i.e., the game faction to which the player belongs) (e.g., the target object may be a virtual camp or a virtual city). This application embodiment does not limit the specific type of virtual building represented by the above target object.

[0053] S102, in response to the mission to launch an expedition against the target, display multiple candidate role options.

[0054] Here, the aforementioned expedition operation can be a specific type of operation triggered by the player on a target object (for example, after the player clicks on the target object, the expedition operation is triggered by a specific key), or the terminal device can respond to the trigger operation on the target object (touch operation, mouse click, etc.) and display an expedition option on the graphical user interface. After the player clicks on the expedition option, the expedition operation on the target object is triggered. This application embodiment does not limit the specific operation type of the aforementioned expedition operation.

[0055] Specifically, the target object contains multiple virtual characters that players can command. The multiple candidate character options can each indicate multiple virtual characters within the target object, so that players can choose the specific character to send out for this expedition (i.e., leaving the target object to go to other places to fight).

[0056] For example, consider a target object containing n virtual characters that can be deployed. Figure 2 This illustration shows an interactive diagram of displaying multiple candidate role options according to an embodiment of this application, such as... Figure 2 As shown, in response to a trigger operation (touch operation, mouse click, etc.) on the target object 201, the terminal device displays an expedition option on the graphical user interface 200. After the player clicks the expedition option, an expedition operation is triggered on the target object 201. At this time, in response to the expedition operation on the target object 201, the terminal device displays a task list 202 on the graphical user interface 200. The task list 202 displays candidate character options corresponding to n virtual characters (i.e., virtual character a-virtual character n). Each candidate character option can display the character name, character attributes, and other relevant character information of the virtual character corresponding to the candidate character option.

[0057] S103, in response to the selection operation for the multiple candidate role options, the virtual character indicated by the selected candidate role option is determined as the expedition role, and multiple expedition mode options are displayed.

[0058] Here, in response to the selection operation of multiple candidate character options, the terminal device can identify the virtual character indicated by the candidate character option selected by the player as the expedition character (i.e., the virtual character expected to be transferred to the target object for conquest), and display multiple expedition mode options for the player to choose on the graphical user interface, so that the player can select the specific expedition mode corresponding to the above expedition character for this expedition.

[0059] In the embodiments of this application, the above-mentioned multiple expedition mode options include at least: a first expedition mode option and a second expedition mode option; wherein, the first expedition mode option is used to indicate an expedition mode that requires setting up camp (i.e., establishing a camp), while the second expedition mode option is used to indicate an expedition mode that does not require setting up camp (i.e., does not require establishing a camp).

[0060] It should be noted that the above selection operation can be a single click (clicking a candidate character option with a finger, clicking a candidate character option with a mouse, etc.), a double click (double-clicking a candidate character option with a finger, double-clicking a candidate character option with a mouse, etc.), a long press operation, etc. The specific operation type of the above selection operation is not limited in this application embodiment.

[0061] An exemplary description, Figure 3 This illustration shows an interactive diagram of displaying multiple expedition mode options according to an embodiment of this application, such as... Figure 3 As shown, item list 202 displays candidate role options for n virtual characters (i.e., virtual character a to virtual character n) respectively (refer to the above regarding...). Figure 2 (Related instructions) The terminal device responds to the player's selection of multiple candidate character options, determines that the currently selected candidate character option is the candidate character option corresponding to virtual character a and virtual character b respectively. After the player selects the candidate character option, clicking the confirmation control can indicate confirmation of the current selection result. At this time, the terminal device responds to the player's trigger operation on the confirmation control, and can determine the virtual character a and virtual character b indicated by the selected candidate character option as the expedition characters, and display the expedition mode option 300 on the graphical user interface 200; whereby, if the player selects to check the expedition mode option 300, it means that the above-mentioned first expedition mode option is selected (that is, this expedition requires setting up camp), and if the player does not select to check the expedition mode option 300, it means that the above-mentioned second expedition mode option is selected (that is, this expedition does not require setting up camp).

[0062] S104, in response to the selection operation of the first expedition mode option among the plurality of expedition mode options, determine the target location specified by the player from the game scene as the campsite of the expedition character when it goes to war.

[0063] Here, as Figure 3 As shown, the terminal device responds to the selection operation of the first expedition mode option among the above multiple expedition mode options (i.e., the player selects to check the box). Figure 3 The expedition mode options 300 shown above can also display camp markers 301 on the graphical user interface to indicate camping locations, so that players can select camping locations by adjusting the position of the camp markers in the game scene.

[0064] It should be noted that, Figure 3 The expedition mode option 300 shown is only one specific display style of multiple expedition mode options provided in this application embodiment. In addition, two separate expedition mode options can be displayed on the graphical user interface (i.e., a first expedition mode option and a second expedition mode option are displayed respectively). In this case, the player can click to select the first expedition mode option, or double-click or long-press to select the first expedition mode option. This application embodiment does not limit the specific selection operation type of the first expedition mode option.

[0065] Specifically, the terminal device responds to the aforementioned campsite signage (such as...) Figure 3The movement operation of the camp sign 301 shown can control the camp sign to move in the game scene following the movement operation. After the player stops moving the camp sign, the terminal device responds to the end of the movement operation (i.e., the player stops moving the camp sign) and determines the camping location based on the location of the camp sign in the game scene (i.e., the target location specified by the player).

[0066] It should be noted that the above-mentioned movement operation can be a sliding operation on the campsite sign. This application embodiment does not limit the specific operation type of the above-mentioned movement operation.

[0067] It should be noted that during the process of the player moving the above camp indicator to select a campsite, since the graphical user interface only displays a portion of the game scene, when the above camp indicator moves to the boundary of the game scene currently displayed on the graphical user interface, in response to the continuous movement of the above camp indicator, the terminal device will also update the specific game scene displayed on the graphical user interface, so that the selection of campsites is not limited to the local game scene displayed on the graphical user interface.

[0068] S105, in response to the determination of the campsite, control the expeditionary character to go to the campsite and establish the target campsite.

[0069] Here, as an optional embodiment, the terminal device can confirm the completion of the campsite determination when the player finishes moving towards the campsite indicator, control the expedition character to go to the campsite, and establish the target campsite.

[0070] Here, as another optional embodiment, such as Figure 3 As shown, it can also be that after the player stops moving the above camp indicator, in response to the player's confirmation operation below the expedition mode option 300, the camp location is confirmed, the expedition character is controlled to go to the camp location, and the target camp is established at the camp location.

[0071] It should be noted that when executing step S105, the terminal device may display a game screen about establishing the target camp at the camp site while controlling the expeditionary character to leave the target object and go to the camp site (equivalent to controlling the expeditionary character to go to the camp site and establishing the target camp at the camp site can be done simultaneously); or it may first control the expeditionary character to leave the target object and go to the camp site, and then display a game screen about establishing the target camp at the camp site after the expeditionary character arrives at the camp site (equivalent to controlling the expeditionary character to go to the camp site and establishing the target camp at the camp site can be done asynchronously).

[0072] The specific implementation process of each of the above steps in the embodiments of this application will be described in detail below:

[0073] Regarding the specific implementation of step S102 above, considering that in addition to multiple virtual characters that can be deployed, the target object may also include virtual soldiers who can follow each virtual character into battle and the supply resources required for the battle (such as virtual building materials required to establish the target camp, virtual food and fodder required by the expedition characters and soldiers during the battle), as an optional embodiment, the battle conditions required for the battle can be pre-set in the game according to the number of characters in the expedition team (i.e., the expedition characters and soldiers mentioned above) and the amount of supply resources configured at the time of the battle. This allows players to select the specific expedition character and the number of virtual soldiers following the expedition character and the amount of supply resources configured. After confirming that the player's selection meets the battle conditions, the subsequent steps S103-S105 are then executed (i.e., after confirming that the battle conditions are met, the expedition character selected by the player is allowed to execute the subsequent battle process).

[0074] Here, when executing step S102, it is also possible to determine whether the player's current choice meets the preset deployment conditions in the game, as shown in steps a1-a4 below:

[0075] Step a1: Display the options for dispatched soldiers and dispatched resources on the graphical user interface.

[0076] Here, the options for dispatching soldiers may include an adjustable progress bar or an input box, so that players can specify the specific number of virtual soldiers to follow the dispatching character in this expedition by adjusting the buttons on the adjustable progress bar or entering specific values ​​in the input box.

[0077] In addition, the options for deploying soldiers may include: target number identifier; where the target number identifier is used to indicate the total number of virtual soldiers that can be deployed within the target object.

[0078] Here, as an optional embodiment, the expedition resource options may include: multiple resource options, wherein each resource option corresponds to a configurable supply resource quantity, so that players can specify the supply resource quantity configured when the expedition character goes on an expedition from multiple resource options.

[0079] In addition, as another optional embodiment, the expedition resource option may also include an input box, so that the player can enter a specific value in the input box, thereby determining the specific amount of supply resources configured when the expedition character goes into battle based on the specific value entered by the player.

[0080] Step a2: In response to the selection operation for the expeditionary soldier option, determine the number of virtual soldiers that will follow the expeditionary character.

[0081] It should be noted that, referring to the relevant description of the soldier deployment option in step a1 above, when the soldier deployment option includes the aforementioned adjustable progress bar, the selection operation for the soldier deployment option can be a sliding operation of the button on the aforementioned adjustable progress bar; when the soldier deployment option includes the aforementioned input box, the selection operation for the soldier deployment option can be a text input operation of the aforementioned input box. This application embodiment does not limit the specific operation type of the above selection operation.

[0082] An exemplary description, Figure 4 The illustration shows a schematic diagram of an embodiment of this application displaying options for deployed soldiers and deployed resources, as shown below. Figure 4 As shown, item list 202 displays candidate role options for n virtual characters (i.e., virtual character a to virtual character n) respectively (refer to the above regarding...). Figure 2 In addition to the relevant instructions, the item list 202 also displays the "Deploy Soldiers" option 203. For example, if the total number of virtual soldiers that can be deployed within the target object is 4500, the terminal device can respond to the player's sliding operation on the button on the adjustable progress bar in the "Deploy Soldiers" option 203. Based on the specific position of the button on the adjustable progress bar, the terminal device can determine the number of virtual soldiers 2000 that match the position of the button from the 4500 virtual soldiers that can be deployed within the target object as the number of virtual soldiers that will follow the deploying character.

[0083] Step a3: In response to the selection operation for the expedition resource option, determine the amount of supply resources configured when the expedition character goes on expedition.

[0084] It should be noted that, referring to the relevant description of the expedition resource options in step a1 above, when the expedition resource options include multiple resource options, the above selection operation for the expedition resource options can be a trigger operation for any one of the above resource options; when the expedition resource options include the above input box, the above selection operation for the expedition resource options can be a text input operation for the above input box. This application embodiment does not limit the specific operation type of the above selection operation.

[0085] Exemplary illustrations, such as Figure 4 As shown, the item list 202 also displays the expedition resource option 204, which includes three resource options. The supply resource quantities corresponding to the three resource options are 30, 60, and 90, respectively. If the player selects the resource option corresponding to the supply resource quantity of 30, the terminal device can determine from the supply resources within the target object that the supply resources configured for the expedition character are 30 supply resources.

[0086] Step a4: In response to the mismatch between the number of roles in the expeditionary force and the amount of supply resources, determine that the expeditionary force does not meet the expedition conditions, and display the target prompt information on the graphical user interface.

[0087] Here, the expeditionary force includes expeditionary characters and virtual soldiers. In the game, the amount of supply resources required for an expeditionary character and the amount of supply resources required for a virtual soldier to go into battle can be preset. Based on the number of expeditionary characters and virtual soldiers in the expeditionary force, the total amount of supply resources required for the expeditionary force to go into battle can be calculated.

[0088] Specifically, as an optional embodiment, if the calculated total amount of supply resources is less than the quantity of supply resources, it can be determined that the number of characters in the expedition team does not match the quantity of supply resources. In this case, the terminal device can display the target prompt information on the graphical user interface. The target prompt information is used to indicate that the expedition team does not meet the expedition conditions, so that players can adjust the number of characters or the configured quantity of supply resources in the expedition team according to the target prompt information until the expedition conditions are met.

[0089] It should be noted that the aforementioned target prompt information can be text information or other types of interactive information (for example, it can be highlighting an existing virtual control or existing display content on the graphical user interface in red to indicate to the player that the current selection result does not meet the expedition conditions); the specific information format of the aforementioned target prompt information is not limited in this application embodiment.

[0090] Specifically, if the calculated total amount of the above-mentioned supply resources is greater than or equal to the above-mentioned supply resources quantity, it can be determined that the number of roles in the expedition team matches the above-mentioned supply resources quantity. At this time, the terminal device responds to the fact that the expedition conditions are met and can continue to execute the subsequent steps S103-S105.

[0091] Based on steps a1-a4 above, as an optional embodiment, the supply resources can gradually decrease as the expeditionary force stays at the target camp for longer. In this case, after the expeditionary force arrives at the target camp, the terminal device can automatically determine the specific timing for withdrawing the expeditionary force from the target camp to the target object, as shown in steps b1-b2. Specifically:

[0092] Step b1: In response to the consumption of the supply resources at the target camp, determine the remaining amount of the supply resources.

[0093] Here, the game can also preset the amount of supply resources that each expeditionary character needs to consume per unit of time (e.g., a day in the game or an hour in the game) during the expedition, as well as the amount of supply resources that each virtual soldier needs to consume per unit of time during the expedition.

[0094] Specifically, the time that the expeditionary characters and virtual soldiers spend at the target camp is also included in the expedition time. Therefore, after the expeditionary force arrives at the target camp, as the expeditionary force spends more time at the target camp, the supply resources will gradually be consumed at the target camp. This allows the terminal device to respond to the consumption of supply resources at the target camp and determine the remaining amount of supply resources in real time.

[0095] Step b2: In response to the remaining resource amount being lower than a preset resource amount threshold, control the entire expedition team to withdraw from the target object.

[0096] Specifically, when the remaining supply resources are lower than the preset resource threshold, the terminal device can determine that the remaining supply resources for this expedition are insufficient. If the subsequent supply resources transferred from the target object to the target camp by the player are not received in time, the entire expedition team can be controlled to retreat to the target object for rest.

[0097] It should be noted that the specific value of the preset resource threshold can be preset by the game system or set by the player. This application embodiment does not impose any limitations on this.

[0098] Regarding the specific implementation of step S104 above, as an optional embodiment when selecting a campsite, the campsite indicator can be a simple geometric shape. In this case, the campsite indicator can resemble... Figure 3Like the camp sign 301 shown, it only has the function of indicating the specific location of the sign from the game scene.

[0099] In addition, as another optional embodiment, the camp sign may also include a directional sign for indicating the camp orientation (i.e., the direction of the main gate of the target camp to be established later), so that when players select a camping location, they can also adjust the specific camp orientation corresponding to the target camp to be established at the camping location by rotating the camp sign.

[0100] Here, in the above optional embodiment, the terminal device responds to the rotation operation of the campsite indicator, controls the campsite indicator to rotate according to the rotation angle indicated by the rotation operation, and determines the campsite orientation corresponding to the establishment of the target campsite at the campsite location based on the direction indicator displayed on the rotated campsite indicator.

[0101] It should be noted that the above-mentioned rotation operations include, but are not limited to, sliding operations, clockwise rotation operations, and counterclockwise rotation operations for campsite signs. This application embodiment does not limit the specific operation type of the above-mentioned rotation operations.

[0102] An exemplary description, Figure 5a This illustration shows an interactive diagram of a rotating campsite indicator provided in an embodiment of this application, such as... Figure 5a As shown, the campsite indicator 301 may also include a direction indicator 400 for indicating the campsite orientation. When the player rotates the campsite indicator 301 90° clockwise, the terminal device responds to the above-mentioned rotation operation on the campsite indicator 301, and can control the campsite indicator 301 to rotate 90° clockwise. Based on the direction indicator 400 displayed on the rotated campsite indicator 301, the orientation of the campsite when establishing the target campsite at the campsite location is determined.

[0103] Specifically, in addition to the aforementioned directional signs, as another optional embodiment, the sign style of the campsite sign can also be determined according to the campsite level of the target campsite. That is, the sign style of the campsite sign matches the campsite level of the target campsite. The higher the campsite level of the target campsite, the larger the sign size of the campsite sign, or different campsite levels are matched with different sign styles (e.g., low-level target campsites are matched with brown signs, medium-level target campsites are matched with blue signs, and high-level target campsites are matched with red signs, etc.). This application embodiment does not limit the specific sign style of the campsite sign matched for each campsite level.

[0104] It should be noted that the camp level of the target camp can be determined based on the number of virtual characters and / or the attributes of the characters in the expeditionary force; for example, the more expeditionary characters there are (or the more expeditionary characters and virtual soldiers in the expeditionary force), the higher the camp level of the target camp, or the higher the character level of the virtual characters in the expeditionary force (the character level is included in the character attributes), the higher the camp level of the target camp, and so on.

[0105] Based on the above descriptions regarding expeditionary forces, supply resources, and camp levels, it can be seen that in this embodiment, the deploying character (or expeditionary force) can consume a certain amount of game time and supply resources while moving from the target object to the target camp. Furthermore, to simulate the real-world camping process, establishing a target camp can also consume a certain amount of game time, and the length of game time consumed can vary depending on the camp level. Based on this, in the specific implementation of step S104, as an optional embodiment, when selecting a camping location, the terminal device can also, according to steps c1-c3 below, display on the graphical user interface information regarding the game time required to reach the camping location and related prompts regarding the game time required to set up camp, based on the camping location indicated by the current camping location indicated by the camping location at the moment of the player's movement of the camping indicator. Specifically:

[0106] Step c1: Determine the first time that matches the distance between the moved camp sign and the target object.

[0107] Here, the first time is the estimated game time for the expeditionary character to travel from the target to the campsite; the location of the campsite indicator is the campsite selected by the player at the current moment. Therefore, as an optional embodiment, the greater the distance between the campsite indicator and the target, the longer the first time is matched with that distance (equivalent to a longer estimated game time for the expeditionary character to travel from the target to the campsite).

[0108] Step c2: Determine the second time that matches the target game element based on the target game element.

[0109] Here, the second time refers to the estimated game time consumed by setting up camp at the designated campsite.

[0110] It should be noted that the aforementioned target game elements include at least one of the following: the number of virtual characters included in the expeditionary force, and the size of the target camp; in addition, since the expeditionary force may also include virtual soldiers, and the size of the target camp can be determined according to the camp level of the target camp, the aforementioned target game elements may also include: the total number of virtual soldiers and expeditionary characters in the expeditionary force, and the camp level of the target camp, etc. This application embodiment does not limit the specific content of the aforementioned target game elements.

[0111] Specifically, the more virtual characters included in the expeditionary force, the longer the second time will be (equivalent to a longer game time required to set up camp), and the larger the target camp's size, the longer the second time will be (equivalent to a longer game time required to set up camp).

[0112] Step c3: Display the time prompts corresponding to the first time and the second time on the graphical user interface.

[0113] Here, the time reminder information can be text information. For example, the time reminder information corresponding to the first time can be "Estimated arrival time: 3 days", and the time reminder information corresponding to the second time can be "Estimated camping time: 4 days".

[0114] Here, the time prompt information can also be a graphic symbol, for example, displaying the specific time value of the first time or the second time on a geometric symbol; this application embodiment does not limit the specific information style of the above time prompt information.

[0115] In this embodiment, the first expedition mode option is used to indicate an expedition mode that requires setting up camp (i.e., establishing a camp). Unlike the expedition modes in existing games (where the virtual character automatically returns to their own virtual city after finishing a battle with the enemy virtual character at the expedition location), where players can only choose the enemy virtual city as the expedition location, in the expedition mode indicated by the first expedition mode option, players can choose the camp location from the game scene. The expedition location of the expedition character (i.e., the location where the expedition character actually fights the enemy virtual character) can be automatically determined based on the camp location selected by the player. This makes the choice of expedition location no longer limited to a limited number of enemy virtual cities, which helps to improve the flexibility of expedition location selection.

[0116] Specifically, in the expedition mode indicated by the first expedition mode option, the campsite has a corresponding first expedition area. The first expedition area is used to indicate the warning range of the campsite in the game scene. After the player selects the campsite from the game scene, the terminal device can automatically determine the first expedition area corresponding to the campsite as the expedition location of the expedition character (that is, when the enemy virtual character enters the first expedition area, the expedition character will be triggered to fight against the enemy virtual character).

[0117] It should be noted that the aforementioned first expedition area is a geometric region generated based on the location of the campsite (which is also equivalent to the location of the target camp subsequently established at the campsite). The specific shape of the first expedition area includes, but is not limited to, circular areas, fan-shaped areas, rectangular areas, etc. The campsite (which is also equivalent to the location of the target camp) can be located at the center of the aforementioned first expedition area (e.g., the first expedition area can be a circular area with the campsite as the center and a preset distance threshold as the radius), or it can be located at other locations within the first expedition area (e.g., the first expedition area can be a fan-shaped area with the campsite as the vertex and a first preset distance threshold as the side length, or a geometric region with a position at a distance of a second preset distance threshold from the campsite as the vertex and a first preset distance threshold as the side length, where the second preset distance threshold is less than the first preset distance threshold to ensure that the campsite is located within the formed geometric region). This application embodiment does not limit the specific shape of the aforementioned first expedition area or the specific relative positional relationship between the aforementioned first expedition area and the aforementioned campsite.

[0118] Based on the fact that the first expedition zone is a geometric region generated according to the location of the campsite, in the specific implementation of step S104 above, when selecting a campsite, as an optional embodiment, it can also be done in the manner shown in steps d1-d3 below. While displaying the campsite indicator, a region indicator for indicating the first expedition zone matching the location of the campsite indicator is also displayed, so that players can intuitively determine the expedition location (i.e., the first expedition zone) corresponding to the currently selected campsite while selecting a campsite. Specifically:

[0119] Step d1: Display campsite markers and area markers indicating the first expedition area on the graphical user interface.

[0120] Here, campsite signs can be classified as simple geometric symbols (see reference). Figure 3 (As shown), or it can be a campsite sign that includes directional indicators (see reference). Figure 5aAs shown in the figure, the relevant descriptions in the above-mentioned optional embodiments can be referred to for campsite signage, and the repeated parts will not be repeated here.

[0121] Here, the specific style of the aforementioned area indicator can be determined based on the shape of the first expedition area. For example, if the first expedition area is a circular area with the campsite as the center and a preset distance threshold as the radius, then the aforementioned area indicator can be a circular indicator; if the first expedition area is a fan-shaped area with the campsite as the vertex and a preset distance threshold as the side length, then the aforementioned area indicator can be a fan-shaped indicator. This application embodiment does not impose any limitations on the specific style of the aforementioned area indicator.

[0122] Step d2: In response to a movement operation on the camp sign, control the camp sign and the area sign to move in the game scene following the movement operation.

[0123] Here, similar to step S104 above, the terminal device can still control the camp indicator to move in the game scene in response to the movement operation of the camp indicator; where, since the area indicator indicates the first expedition area, and the location of the first expedition area depends on the location of the campsite, while controlling the camp indicator to move in the game scene in response to the movement operation, the area indicator will also move along with the camp indicator (that is, move in the game scene in response to the movement operation).

[0124] Step d3: In response to the end of the movement operation, determine the campsite according to the location of the camp indicator in the game scene, and determine the first expedition area according to the location of the area indicator in the game scene.

[0125] Regarding the relative positional relationship between the first departure area and the encampment, please refer to the relevant description of the first departure area in the preceding steps. Repeated points will not be repeated here.

[0126] It should be noted that, as can be seen from the relevant description in the aforementioned optional embodiments, the terminal device can control the campsite indicator to rotate according to the rotation angle indicated by the rotation operation in response to the rotation operation operation. At this time, similar to the aforementioned step d2, while controlling the campsite indicator to rotate with the rotation operation, the aforementioned area indicator will also rotate with the rotation of the campsite indicator (that is, rotate according to the rotation angle indicated by the rotation operation).

[0127] For example, taking the first expedition area as an example, which is a fan-shaped area with the campsite as the vertex and a preset distance threshold as the side length, in... Figure 5a Based on the campsite sign 301 shown, Figure 5b This illustration shows an interactive diagram of a synchronously rotating campsite indicator and an area indicator provided in an embodiment of this application. Figure 5b As shown, while displaying the camp indicator 301, a region indicator 401 is also displayed to indicate the first expedition area that matches the position of the camp indicator 301. When the player rotates the camp indicator 301 90° clockwise, the terminal device responds to the above-mentioned rotation operation on the camp indicator 301 and can control the camp indicator 301 and the region indicator 401 to rotate 90° clockwise.

[0128] Here, considering that the target camp can serve as a supply and rest stop for the expeditionary character near the departure point (i.e., the first departure area mentioned above), as an optional embodiment, after determining the target location specified by the player as the encampment point for the expeditionary character during the campaign, the player can also, according to steps e1-e3 below, pre-determine the initial formation layout of the expeditionary character at the target camp before controlling the expeditionary character to travel to the encampment point. This allows the expeditionary character to promptly engage in combat with enemy virtual characters upon encountering them after arriving at the target camp, thus shortening the player's tactical planning time for the expeditionary character. Specifically:

[0129] Step e1: In response to the determination of the campsite, a first panel is displayed on the graphical user interface.

[0130] Here, the first panel includes indicator icons for the expeditionary characters and multiple formation positions; among them, the aforementioned multiple formation positions correspond to multiple role positions in the formation layout (including but not limited to: vanguard, flank, center, defender, strategist, adjutant, logistics, standby troops, etc.).

[0131] Specifically, when performing step e1, the indicator icon corresponding to the expeditionary character can be displayed on the first panel in the formation position corresponding to the above-mentioned standby troops, so that the player can select the indicator icon of the expeditionary character whose formation position needs to be adjusted one by one.

[0132] Step e2: In response to the deployment operation for the position of the indicator icon on the first panel, update the formation position of the indicator icon on the first panel, and determine the initial formation layout of the expeditionary character corresponding to the target camp based on the updated formation position of the indicator icon.

[0133] Here, referring to the relevant explanation of step e1 above, we know that each lineup position corresponds to a role position in the lineup layout. Therefore, when performing step e2, players can determine the specific role position of the virtual character indicated by the different indicator icons in the formation layout by adjusting the lineup positions of the different indicator icons on the first panel. Thus, based on the lineup positions of each indicator icon after the update, the initial formation layout of the expeditionary character in the target camp can be determined.

[0134] Specifically, for each expeditionary character's corresponding indicator icon, players can drag the indicator icon on the first panel to change its position in the lineup; alternatively, they can click on the indicator icon separately (i.e., click on the indicator icon first and then click on another lineup position) to move the indicator icon into the clicked lineup position. This application embodiment does not limit the specific operation method for changing the lineup position of the indicator icon on the first panel (i.e., the specific operation type of the above-mentioned position deployment operation).

[0135] Step e3: In response to the determination of the initial formation layout, control the expeditionary character to go to the encampment location and establish the target camp at the encampment location.

[0136] Here, players can click on other display areas outside the first panel on the graphical user interface to indicate the confirmation of the initial formation layout (equivalent to the terminal device responding to the player's trigger operation on the aforementioned other display areas, automatically controlling the expeditionary character to go to the campsite and establish the target campsite); alternatively, a confirmation control for indicating the confirmation of the currently deployed initial formation layout can be displayed on the graphical user interface, and the player can click on the confirmation control to indicate the confirmation of the initial formation layout (equivalent to the terminal device responding to the player's trigger operation on the aforementioned confirmation control, automatically controlling the expeditionary character to go to the campsite and establish the target campsite); the specific method of determining the aforementioned initial formation layout is not limited in this embodiment.

[0137] An exemplary illustration, Figure 6a This illustration shows an interactive diagram of an initial array layout provided in an embodiment of this application, such as... Figure 6aAs shown, after selecting a campsite, the player can click the confirmation control to confirm the campsite indicated by the current campsite indicator 301. At this time, the terminal device responds to the confirmation of the campsite and displays a first panel 600 on the graphical user interface 200. The first panel 600 displays the indicator icons corresponding to the expeditionary characters (e.g., the first indicator icon 601 for expeditionary character a, the second indicator icon 602 for expeditionary character b, and the third indicator icon 603 for expeditionary character c) and multiple formation positions (e.g., the formation positions corresponding to the roles of vanguard, flank, center, garrison, strategist, adjutant, logistics, and standby troops). Among them, at the initial display time of the first panel, the indicator icons corresponding to the expeditionary characters (i.e., the first indicator icon 601 for expeditionary character a, the second indicator icon 602 for expeditionary character b, and the third indicator icon 603 for expeditionary character c) are displayed. The second indicator icon 602 and the third indicator icon 603 corresponding to the expeditionary character c can all be displayed in the formation positions corresponding to the above-mentioned standby troops. If the player drags the first indicator icon 601 to the formation position corresponding to the strategist, drags the second indicator icon 602 to the formation position corresponding to the military advisor, and drags the third indicator icon 603 to the formation position corresponding to the vanguard, and then clicks on other display areas outside the first panel 600 on the graphical user interface 200 to indicate the determination of the initial formation layout, the terminal device responds to the click operation and can determine that the initial formation layout is "expeditionary character a as strategist, expeditionary character b as military advisor, and expeditionary character c as vanguard", and controls expeditionary characters a, b, and c to go to the camping point indicated by the camping indicator 301, and establish the target camp at the camping point.

[0138] Based on this, after the expeditionary character arrives at the target camp, if the player does not make any adjustments to the initial formation layout, the terminal device will respond to the enemy virtual character entering the first expedition area and control the expeditionary character to fight against the enemy virtual character according to the initial formation layout.

[0139] For example, taking the virtual characters a, b, and c in the above example as the expeditionary characters, after the expeditionary characters arrive at the target camp, if it is detected that the enemy virtual characters have entered the first expeditionary area corresponding to the encampment point (i.e., the target camp), the terminal device can control the virtual characters a, b, and c to fight against the enemy virtual characters according to the initial formation layout of "expeditionary character a as strategist, expeditionary character b as adjutant, and expeditionary character c as vanguard".

[0140] Based on steps e1-e3 above, after the expeditionary character arrives at the target camp, players can also access the first panel on the graphical user interface using the steps f1-f2 shown above. By adjusting the position of the indicator icons on the first panel, the initial formation layout can be adjusted. Specifically:

[0141] Step f1: In response to a target operation targeting the target camp, display the first panel on the graphical user interface.

[0142] It should be noted that the aforementioned target operation can be a specific operation triggered at any location within the target camp (e.g., a finger click, double-click, long-press, mouse click, or double-click operation for the target camp), or an operation triggered at a specific location within the target camp (e.g., a finger click, double-click, long-press, mouse click, or double-click operation for a specific virtual building within the target camp). This application does not limit the specific operation type to which the aforementioned target operation belongs.

[0143] Specifically, in response to the aforementioned target operation, the terminal device displays the aforementioned first panel on the graphical user interface. At this time, the formation position corresponding to each indicator icon on the first panel can be determined according to the role positioning of the virtual character indicated by the indicator icon in the aforementioned initial formation layout.

[0144] An exemplary illustration, Figure 6b This illustration shows an interactive diagram of adjusting the initial formation layout according to an embodiment of this application, such as... Figure 6b As shown, taking the initial formation layout in the above example (i.e., "the expeditionary character a as the strategist, the expeditionary character b as the military advisor, and the expeditionary character c as the vanguard") as an example, the terminal device responds to the target operation on the target camp 700 and displays the first panel 600 on the graphical user interface 200. Corresponding to the above initial formation layout, on the first panel 600, the first indicator icon 601 corresponding to the expeditionary character a is displayed in the formation position corresponding to the strategist, the second indicator icon 602 corresponding to the expeditionary character b is displayed in the formation position corresponding to the military advisor, and the third indicator icon 603 corresponding to the expeditionary character c is displayed in the formation position corresponding to the vanguard.

[0145] Step f2: In response to the deployment operation on the first panel for the position of the indicator icon, update the formation position of the indicator icon on the first panel, and adjust the initial formation layout according to the updated formation position of the indicator icon to obtain the target formation layout corresponding to the expeditionary character at the target camp.

[0146] Here, the specific implementation of updating the position of the indicator icon on the first panel in step f2 is the same as the specific implementation in step e2 above, and the repetitions will not be repeated here.

[0147] Exemplary illustrations, such as Figure 6bAs shown, if the player drags the second indicator icon 602 corresponding to the expedition character b to the corresponding formation position in the middle army, the above initial formation layout (i.e., "expedition character a as strategist, expedition character b as adjutant, and expedition character c as vanguard") can be adjusted to the target formation layout "expedition character a as strategist, expedition character b as middle army, and expedition character c as vanguard".

[0148] Based on this, after the expeditionary character arrives at the target camp, if the player adjusts the initial formation layout to the target formation layout, the terminal device will respond to the enemy virtual character entering the first expedition area and control the expeditionary character to fight against the enemy virtual character according to the target formation layout.

[0149] An exemplary illustration, to Figure 6b Taking the target formation layout shown as an example, if an enemy virtual character is detected entering the first expedition area corresponding to the encampment location (i.e., the target camp), the terminal device can control virtual characters a, b, and c to fight against the enemy virtual character according to the adjusted target formation layout: "expedition character a as strategist, expedition character b as the central army, and expedition character c as the vanguard".

[0150] Regarding the aforementioned initial formation layout and target formation layout, in this embodiment of the application, the virtual characters expected to be dispatched to defend the target camp can be collectively referred to as the "deployment formation," and the virtual characters expected to remain in the target camp can be collectively referred to as the "remaining formation." Therefore, when the terminal device responds to the enemy virtual characters entering the first deployment area and controls the deployment characters to fight against the enemy virtual characters according to the formation layout (i.e., the initial formation layout or the target formation layout), as an optional embodiment, it can also control the deployment characters belonging to the deployment formation in the aforementioned formation layout to fight against the enemy virtual characters according to their respective role positions.

[0151] It should be noted that the roles in the aforementioned field lineup include, but are not limited to: forward, flank, and center, while the roles in the aforementioned defensive lineup include, but are not limited to: defender, strategist, military advisor, logistics personnel, and standby troops. The specific role types corresponding to the field lineup and the defensive lineup can be adjusted according to the actual game configuration requirements, and this application embodiment does not impose any limitations on this.

[0152] In this embodiment of the application, after the expeditionary character arrives at the target camp, in addition to being able to fight against enemy virtual characters in the first expedition area or adjust the initial formation layout in the manner described above, the player is also allowed to perform a variety of different interactive operations at the target camp to enrich the interactive performance of the target camp as a strategic location for expedition.

[0153] Here, as an optional embodiment, players can reselect a new campsite at the target campsite using the steps shown in g1-g3, thereby relocating the target campsite based on the updated campsite. Specifically:

[0154] Step g1: In response to the transfer operation for the target camp, display campsite indicator signs on the graphical user interface to indicate the campsite location.

[0155] Here, the aforementioned transfer operation can be a specific type of operation triggered by the player targeting a target camp (for example, after the player clicks on the target camp, a transfer operation targeting the target camp is triggered by a specific button), or the terminal device can respond to the trigger operation targeting the target camp (touch operation, mouse click, etc.) and display multiple interactive options on the graphical user interface, among which the multiple interactive options include a transfer option. After the player clicks on the transfer option, a transfer operation targeting the target camp is triggered. This application embodiment does not limit the specific operation type of the aforementioned transfer operation.

[0156] For details on how campsite signs are displayed, please refer to the aforementioned explanations on campsite signs when choosing a campsite location. Repeated points will not be repeated here.

[0157] Step g2: In response to a movement operation on the camp sign, control the camp sign to move within the game scene following the movement operation.

[0158] Step g3: In response to the end of the movement operation, the target camp is moved to the location indicated by the camp marker in the game scene.

[0159] Specifically, for the specific implementation method of reselecting the campsite location in steps g1-g2 above, please refer to the specific implementation method of selecting the campsite location mentioned above. The repeated parts will not be repeated here.

[0160] Here, as another optional embodiment, players can select the virtual characters to be transferred to the target camp from the virtual characters at the target location through the steps shown in h1-h3, so as to replenish the expeditionary characters at the target camp in a timely manner. Specifically:

[0161] Step h1: In response to the call-in operation for the target camp, display multiple alternative role options on the graphical user interface.

[0162] Here, the aforementioned loading operation can be a specific type of operation triggered by the player for the target camp (for example, after the player clicks on the target camp, a loading operation for the target camp is triggered by a specific key), or the terminal device can respond to the triggering operation for the target camp (touch operation, mouse click, etc.) by displaying multiple interactive options on the graphical user interface, among which the multiple interactive options include a loading option. After the player clicks on the loading option, the loading operation for the target camp is triggered. This application embodiment does not limit the specific operation type of the aforementioned loading operation.

[0163] Specifically, the specific display method of the above-mentioned multiple alternative role options can be referred to the specific implementation method of displaying multiple candidate role options in the aforementioned step S102, and the repeated parts will not be repeated here.

[0164] It should be noted that since the expeditionary character is located in the target camp rather than within the target object, the above-mentioned multiple alternative character options refer to virtual characters within the target object other than the expeditionary character.

[0165] Step h2: In response to the selection operation for the plurality of alternative role options, the virtual character indicated by the selected alternative role option is determined as the first virtual character to be transferred to the target camp.

[0166] Specifically, the method of selecting the first virtual character from the above multiple alternative character options can refer to the specific implementation method of selecting the expedition character from multiple candidate character options in the aforementioned step S103. The repetition will not be repeated here.

[0167] Step h3: In response to the end of the selection operation for the plurality of alternative character options or the trigger operation for the target virtual control, control the first virtual character to go to the target camp.

[0168] Here, the target virtual control and Figure 2 Similar to the confirmation controls shown, they are all used to indicate the confirmation result of the current selection; that is, similar to the way of selecting the expeditionary role in step S103 above, the terminal device can determine the currently selected first virtual role in response to the end of the above selection operation, or it can determine the currently selected first virtual role in response to the trigger operation of the above target virtual control.

[0169] It should be noted that, unlike the aforementioned step S103, since transferring a virtual character from the target object to the target camp does not involve reselecting the expedition mode and the campsite, in step h3, the terminal device can directly control the first virtual character to go from the target object to the target camp in response to the end of the selection operation for multiple alternative character options or the trigger operation for the target virtual control.

[0170] Here, as another optional embodiment, players can also select the virtual character of the target object to be recalled from the expeditionary characters at the target camp through the steps shown in i1-i3, so as to flexibly adjust the expeditionary characters at the target camp. Specifically:

[0171] Step i 1: In response to the retrieval operation for the target camp, display the expedition role options corresponding to the expedition role on the graphical user interface.

[0172] Here, the aforementioned call-out operation can be a specific type of operation triggered by the player for the target camp (for example, after the player clicks on the target camp, a call-out operation for the target camp is triggered by a specific key), or the terminal device can respond to the trigger operation for the target camp (touch operation, mouse click, etc.) by displaying multiple interactive options on the graphical user interface, among which the multiple interactive options include a call-out option. After the player clicks on the call-out option, a call-out operation for the target camp is triggered. This application embodiment does not limit the specific operation type of the aforementioned call-out operation.

[0173] Specifically, the specific display method of the above-mentioned expedition role options can be referred to the specific implementation method of displaying multiple candidate role options in the aforementioned step S102, and the repeated parts will not be repeated here.

[0174] Step i2: In response to the selection operation for the expedition role option, the expedition role indicated by the selected expedition role option is determined as the second virtual role to be recalled to the target object.

[0175] Specifically, the method of selecting the second virtual character from the multiple expedition character options can be referred to the specific implementation method of selecting an expedition character from multiple candidate character options in step S103 above, and the repeated parts will not be repeated here.

[0176] Step i3: In response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control, control the second virtual character to return to the target object.

[0177] Here, the target virtual control and Figure 2 Similar to the confirmation controls shown, they are all used to indicate confirmation of the current selection result; that is, similar to the way of selecting the expeditionary role in step S103 above, the terminal device can determine the currently selected second virtual role in response to the end of the above selection operation, or it can determine the currently selected second virtual role in response to the trigger operation of the above target virtual control.

[0178] It should be noted that, unlike step S103 mentioned above, since returning the expedition role from the target camp to the target object does not involve reselecting the expedition mode and campsite, in step i3, the terminal device can directly control the second virtual character to return from the target camp to the target object in response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control.

[0179] Here, as another optional embodiment, players can also select a virtual character to retreat (i.e., withdraw the target object) from the expeditionary characters at the target camp through the steps j1-j3 shown, so as to flexibly adjust the expeditionary characters at the target camp. Specifically:

[0180] Step j1: In response to the withdrawal operation for the target camp, display multiple withdrawal options on the graphical user interface.

[0181] Here, the aforementioned retreat operation can be a specific type of operation triggered by the player targeting a target camp (for example, after the player clicks on the target camp, a retreat operation is triggered by a specific button), or the terminal device can respond to the trigger operation targeting the target camp (touch operation, mouse click, etc.) by displaying multiple interactive options on the graphical user interface, among which a retreat option is included. After the player clicks the retreat option, a retreat operation targeting the target camp is triggered. This application embodiment does not limit the specific operation type of the aforementioned retreat operation.

[0182] Specifically, the aforementioned retreat options may include at least: a first retreat option and a second retreat option; wherein, the first retreat option is used to instruct all expeditionary characters at the target camp to retreat to the target object, and the second retreat option is used to instruct all expeditionary characters to retreat to the target camp. Thus, based on the existence of the target camp, expeditionary characters can selectively retreat to the target camp that is closer to the expedition location (i.e., the first expedition area) in the event of a battle defeat, instead of being forcibly retreated to the target object that is farther away.

[0183] Step j2: In response to the selection operation of the first retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target object.

[0184] Specifically, in response to the selection operation of the first withdrawal option, the terminal device can withdraw all expeditionary characters to the target object; wherein, the withdrawn expeditionary characters may include expeditionary characters inside the target camp and expeditionary characters outside the target camp.

[0185] Step j3: In response to the selection operation of the second retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target camp.

[0186] Specifically, in response to the selection of the second withdrawal option mentioned above, the terminal device can withdraw all expeditionary characters to the target object; wherein, the withdrawn expeditionary characters can refer to expeditionary characters located outside the target camp.

[0187] Here, based on the existence of the target camp, as an optional embodiment, in response to the expeditionary character losing a battle against the enemy virtual character, the terminal device can prioritize controlling the expeditionary character to return from the battle location to the target camp which is closer to the battle location.

[0188] After executing step S103 above, unlike the expedition mode that requires setting up camp as indicated by the first expedition mode option, when the player selects the second expedition mode option, the terminal device, in response to the selection operation of the second expedition mode option among multiple expedition mode options, can determine the target location specified by the player from the game scene as the place where the expedition character stays during the expedition. Here, unlike the camping location, since the second expedition mode option indicates an expedition mode that does not require setting up camp, the terminal device, in response to the determination of the aforementioned place of stay, can control the expedition character to go to the aforementioned place of stay, but will not establish a target camp at the place of stay.

[0189] Here, although no camp will be set up at the designated stop, the expeditionary character can remain at the aforementioned stop after arriving at the stop, just like in the target camp.

[0190] Specifically, similar to the first expedition zone corresponding to the campsite, the stop location also has a corresponding second expedition zone. The second expedition zone is used to indicate the warning range of the stop location in the game scene. After the player selects the stop location from the game scene, the terminal device can automatically determine the second expedition zone corresponding to the stop location as the expedition location for the expedition character (that is, when the enemy virtual character enters the second expedition zone, it will trigger the expedition character to fight against the enemy virtual character).

[0191] In this embodiment, the second expedition area is a geometric region generated based on the location of the stopping point and the attack trigger range of the expedition character. The specific shape of the second expedition area includes, but is not limited to, a circular area, a fan-shaped area, a rectangular area, etc. The stopping point can be located at the center of the second expedition area (e.g., the second expedition area can be a circular area with the stopping point as the center and the attack trigger range of the expedition character as the radius), or it can be located at other locations in the second expedition area (e.g., the second expedition area can be a fan-shaped area with the stopping point as the vertex and the attack trigger range of the expedition character as the side length). This embodiment does not limit the specific shape of the second expedition area or the specific relative positional relationship between the second expedition area and the stopping point.

[0192] It should be noted that different types of virtual characters may have different attack trigger ranges (for example, some virtual characters are good at ranged attacks, while others are good at melee attacks). Therefore, when the expeditionary force includes multiple virtual characters of different types, the specific second expeditionary area corresponding to different types of expeditionary characters may be different at the same location (for example, the attack trigger range of expeditionary characters that are good at ranged attacks is wider, so the second expeditionary area corresponding to that expeditionary character at the location will also be a wider area).

[0193] Here, similar to the first panel displayed after the campsite is determined, as an optional embodiment, after determining the player-specified target location as the stop location for the expeditionary character during battle, the player can also pre-determine the deployment formation for the expeditionary character at the stop location before controlling the character to travel there, as shown in steps k1-k3 below. This allows the player to promptly engage enemy virtual characters upon arrival at the stop location using the pre-determined deployment formation, thus shortening the player's tactical planning time. Specifically:

[0194] Step k1: In response to the determination of the stopping location, a second panel is displayed on the graphical user interface.

[0195] Similar to the first panel mentioned above, the second panel can also include indicator icons for the deployed characters and multiple lineup positions.

[0196] Specifically, unlike the first panel, since no target camp is established at the stop point, all the expeditionary characters at the stop point can only be virtual characters located within the formation layout. As a result, the specific formation positions displayed on the second panel are different from those displayed on the first panel. That is, the first panel can include the formation positions corresponding to the roles of the characters in the stay-at-home formation as well as the formation positions corresponding to the roles in the expeditionary formation, while the second panel can only include the formation positions corresponding to the roles in the expeditionary formation.

[0197] It should be noted that the roles in the above-mentioned lineups include, but are not limited to: forward, wing, and center. In other words, the lineup positions displayed on the second panel include, but are not limited to, the lineup positions corresponding to the roles of forward, wing, and center.

[0198] Specifically, similar to the execution method of step e1 mentioned above, when executing step k1, the indicator icons corresponding to the expeditionary characters can also be displayed on the second panel in the formation positions corresponding to the above-mentioned standby troops, so that players can select the indicator icons of the expeditionary characters whose formation positions need to be adjusted one by one.

[0199] Step k2: In response to the deployment operation on the second panel for the position of the indicator icon, update the formation position of the indicator icon on the second panel, and determine the deployment formation of the expeditionary character at the stop location based on the updated formation position of the indicator icon.

[0200] Here, referring to the relevant explanation of step k1 above, we know that on the second panel, each lineup position corresponds to a role position in the lineup layout within the deployment lineup. Therefore, when executing step k2, players can determine the specific role position of the virtual character indicated by each indicator icon in the deployment lineup by adjusting the lineup positions on the second panel. Thus, based on the updated lineup positions of each indicator icon, the deployment formation corresponding to the aforementioned deployment character's location is determined, rather than the initial formation layout including the defense lineup.

[0201] Specifically, for each expeditionary character's corresponding indicator icon, players can drag the indicator icon on the second panel to change its position in the lineup; alternatively, they can click on the indicator icon separately (i.e., click on the indicator icon first and then click on another lineup position) to move the indicator icon into the clicked lineup position. This application embodiment does not limit the specific operation method for changing the lineup position of the indicator icon on the second panel (i.e., the specific operation type of the above-mentioned position deployment operation).

[0202] Step k3: In response to the determination of the deployment formation, control the expeditionary character to proceed to the designated location.

[0203] Here, players can click on other display areas outside the second panel on the graphical user interface to confirm the deployment formation (equivalent to the terminal device responding to the player's trigger operation on the aforementioned other display areas and automatically controlling the deployed character to the designated location); alternatively, a confirmation control for indicating the currently deployed deployment formation can be displayed on the graphical user interface, and the player can click on the confirmation control to confirm the deployment formation (equivalent to the terminal device responding to the player's trigger operation on the aforementioned confirmation control and automatically controlling the deployed character to the designated location); the specific method for determining the deployment formation is not limited in this embodiment.

[0204] An exemplary illustration, Figure 7 This illustration shows an interactive diagram of a deployment array provided in an embodiment of this application, such as... Figure 7 As shown, the terminal device responds to the selection operation of the second expedition mode option among the above multiple expedition mode options (i.e., the player chooses not to check the box). Figure 7The expedition mode option 300 shown above, when displaying the above multiple expedition mode options, can also display a location indicator 701 on the graphical user interface to indicate the stop location, so that players can select the stop location by adjusting the position of the location indicator 701 in the game scene; whereby, after the player selects the stop location, they can click the confirmation control to confirm the stop location indicated by the current location indicator 701. At this time, the terminal device responds to the confirmation of the stop location and displays a second panel 700 on the graphical user interface 200. The second panel 700 displays the indicator icons corresponding to the expedition characters (e.g., the first indicator icon 601 corresponding to expedition character a, the second indicator icon 602 corresponding to expedition character b, and the third indicator icon 603 corresponding to expedition character c) and multiple formation positions (e.g., the formation positions corresponding to the roles of the vanguard, flank, and center formations, as well as the positions corresponding to the standby troops). The formation positions); where, at the initial display time of the second panel, the indicator icons corresponding to the expeditionary characters (i.e., the first indicator icon 601 corresponding to expeditionary character a, the second indicator icon 602 corresponding to expeditionary character b, and the third indicator icon 603 corresponding to expeditionary character c) can all be displayed in the formation positions corresponding to the above-mentioned standby troops. If the player drags the first indicator icon 601 to the formation position corresponding to the vanguard, drags the second indicator icon 602 to the formation position corresponding to the flank, and drags the third indicator icon 603 to the formation position corresponding to the center, and then clicks on other display areas outside the second panel 700 on the graphical user interface 200 to indicate the confirmation of the expeditionary formation, the terminal device responds to the click operation and can confirm that the expeditionary formation is "expeditionary character a as the vanguard, expeditionary character b as the flank, and expeditionary character c as the center", and controls expeditionary characters a, b, and c to go to the stopping location indicated by the location indicator 701.

[0205] Based on this, after the expeditionary character arrives at the designated location, if the player does not make any adjustments to the above-mentioned formation, the terminal device will respond to the enemy virtual character entering the second expedition area, and the player can control the expeditionary character to fight against the enemy virtual character according to the above-mentioned formation.

[0206] For example, taking the virtual characters a, b, and c in the above example as the expeditionary characters, after the expeditionary characters arrive at the destination, if it is detected that an enemy virtual character has entered the second expeditionary area corresponding to the destination, the terminal device can control the virtual characters a, b, and c to fight against the enemy virtual character according to the formation of "expeditionary character a as the vanguard, expeditionary character b as the flank, and expeditionary character c as the center".

[0207] In this embodiment of the application, after the expeditionary character arrives at the stop location, in addition to being able to fight against enemy virtual characters in the second expedition area, the player can also perform a variety of different interactive operations at the stop location to enrich the interactive performance of the stop location as a strategic location for expedition.

[0208] Here, as an optional implementation, players can select a new expedition mode at the rest stop location using the steps shown in L1-L3, allowing them to decide whether to set up camp after arriving at the rest stop location. Specifically:

[0209] Step L1: In response to the expedition operation for the expedition role, display the multiple expedition mode options on the graphical user interface.

[0210] Here, the aforementioned expedition operation can be a specific type of operation triggered by the player for any expedition character (for example, after the player clicks on the expedition character, the expedition operation is triggered by a specific button), or the terminal device can respond to the triggered operation for the expedition character (touch operation, mouse click, etc.) and display multiple interactive options on the graphical user interface, among which the multiple interactive options include an expedition option. After the player clicks on the expedition option, the expedition operation for the expedition character is triggered. This application embodiment does not limit the specific operation type of the aforementioned expedition operation.

[0211] For details on the specific display methods of the multiple expedition mode options, please refer to the relevant explanation in step S103 above. Repeated points will not be repeated here.

[0212] Step L2: In response to the selection operation for the first expedition mode option, determine the target location specified by the player in the game scene as the campsite for the expedition character to carry out the expedition.

[0213] Here, the specific implementation of step L2 is the same as that of step S104 described above, and the repeated parts will not be described again here.

[0214] Step L3: In response to the determination of the campsite, control the expeditionary character to go to the campsite and establish a campsite there.

[0215] Here, the specific implementation of step L3 is the same as that of step S105 described above, and the repeated parts will not be described again here.

[0216] Specifically, as another optional implementation, players can also select a new stop location at the current stop location through the steps shown in m1-m3, so that players can update the stop location of their expeditionary characters in a timely manner. Specifically:

[0217] Step m1: In response to the expedition operation for the expedition role, display the multiple expedition mode options on the graphical user interface.

[0218] Here, the specific implementation of step m1 is the same as that of step L1 mentioned above, and the repeated parts will not be described again.

[0219] Step m2: In response to the selection operation for the second expedition mode option, determine the target location specified by the player from the game scene as the updated stop location.

[0220] Step m3: In response to the determination of the updated stop location, control the expedition character to go to the updated stop location.

[0221] Here, the specific implementation of steps m2-m3 is the same as the specific implementation of the first selection of the stop location in the aforementioned steps, and the repetitions will not be repeated here.

[0222] Regarding the interaction methods shown in steps L1-L3 and m1-m3 above, it should be noted that in this embodiment, the player can select the expedition mode for the first time at the target object. Taking the expedition mode selected by the player at the target object as an expedition mode that does not require setting up camp (i.e., the expedition mode indicated by the second expedition mode option above) as an example, after the expedition character arrives at the above-mentioned stopping point, the player can also select the expedition mode for the second time at the stopping point through the methods shown in steps L1-L3 and m1-m3 above. This gives the player the opportunity to modify the expedition strategy (i.e., expedition mode) midway through the complete expedition process, making the expedition process in the game no longer a fixed back-and-forth process in existing games, effectively improving the flexibility of expeditions in the game.

[0223] Corresponding to steps L1-L3 and m1-m3 above, if the player selects a camping-required expedition mode at the target location (i.e., the expedition mode indicated by the first expedition mode option above), in this embodiment, as an optional implementation, as shown in steps n1-n3 below, after the expeditionary character arrives at the target camp, the player can also change the expedition mode (i.e., change from a camping-required expedition mode to a campless expedition mode) to further improve the flexibility of expeditions in the game. Specifically:

[0224] Step n1: In response to the mode change operation for the target camp, display the multiple expedition mode options on the graphical user interface.

[0225] Here, the aforementioned mode change operation can be a specific type of operation triggered by the player for the target camp (for example, after the player clicks on the target camp, a mode change operation for the target camp is triggered by a specific button), or the terminal device can respond to the trigger operation for the target camp (touch operation, mouse click, etc.) and display multiple interactive options on the graphical user interface, among which the multiple interactive options include a mode change option. After the player clicks on the mode change option, a mode change operation for the target camp is triggered. This application embodiment does not limit the specific operation type of the aforementioned mode change operation.

[0226] For details on the specific display methods of the multiple expedition mode options, please refer to the relevant explanation in step S103 above. Repeated points will not be repeated here.

[0227] Step n2: In response to the selection operation of the second expedition mode option among the multiple expedition mode options, determine the target location specified by the player in the game scene as the location where the expedition character will stay when going into battle.

[0228] Step n3: In response to the determination of the stop location, control the expedition character to go to the stop location.

[0229] Here, the specific implementation of steps n2-n3 is the same as the specific implementation of the first selection of the stop location in the aforementioned steps, and the repetitions will not be repeated here.

[0230] Here, after the expeditionary character arrives at the resting point, as another optional implementation, the player can also choose to withdraw the expeditionary character from the resting point; however, unlike the withdrawal method at the target camp, since there is no target camp at the resting point that can gather all the expeditionary characters, at the resting point, the player can only select one expeditionary character at a time as the virtual character to be withdrawn to the target object.

[0231] Specifically, at the stop location, the terminal device responds to the retreat operation for the expeditionary role (i.e., an expeditionary role at the stop location) and can control the expeditionary role to retreat to the target object.

[0232] It should be noted that the aforementioned retreat operation can be a specific type of operation triggered by the player for the deployed character (for example, after the player clicks on the deployed character, a retreat operation is triggered for the deployed character via a specific key), or the terminal device can respond to the triggered operation for the deployed character (touch operation, mouse click, etc.) by displaying a retreat option on the graphical user interface, and after the player clicks the retreat option, a retreat operation for the deployed character is triggered; the specific operation type of the aforementioned retreat operation is not limited in this application embodiment.

[0233] Here, after the expeditionary character arrives at the designated location, if the expeditionary character loses the battle against the enemy virtual character, and since there is no target camp at the designated location, as an optional embodiment, the terminal device can control the expeditionary character to return from the battle location to the target object in response to the expeditionary character's failure to fight the enemy virtual character.

[0234] Here, in the expedition mode that does not require setting up camp, as indicated by the second expedition mode option, if the player selects an enemy virtual object (such as an enemy virtual character, enemy virtual building, etc.) instead of a target location in the game scene, the terminal device, in response to the selection operation of the second expedition mode option among multiple expedition mode options, can determine the aforementioned enemy virtual object specified by the player as the attack target for the expedition character when it goes to war. Since the second expedition mode option indicates an expedition mode that does not require setting up camp, the terminal device, in response to the determination of the attack target, can directly control the expedition character to attack the aforementioned attack target.

[0235] It should be noted that the aforementioned enemy virtual objects may represent enemy virtual characters or enemy virtual buildings. This application embodiment does not limit the specific object type to which the aforementioned enemy virtual objects belong.

[0236] Based on the interactive method in the game provided in the embodiments of this application, a game scene is displayed on the graphical user interface. The game scene includes a target object. In response to the operation of going out to conquer for the target object, multiple candidate character options are displayed. In response to the selection operation of multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed. In response to the selection operation of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to conquer. In response to the determination of the campsite, the expedition character is controlled to go to the campsite and establish the target camp at the campsite. In this way, this application provides players with multiple optional expedition modes in the game. By simulating the camping behavior during the march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions in the interactive process of expeditions in the game, which is conducive to improving the flexibility of expeditions in the game.

[0237] Based on the same inventive concept, this application also provides an interactive device in a game corresponding to the interactive method in the above-mentioned game. Since the principle of solving the problem by the interactive device in the game in the embodiments of this application is similar to the interactive method in the above-mentioned game in the embodiments of this application, the implementation of the interactive device in the game can refer to the implementation of the interactive method in the above-mentioned game, and the repeated parts will not be described again.

[0238] Reference Figure 8As shown, Figure 8 A schematic diagram of the structure of an interactive device in a game provided in an embodiment of this application is shown, wherein the interactive device in the game includes:

[0239] The first display module 801 is used to display a game scene on a graphical user interface; wherein the game scene includes a target object;

[0240] The character selection module 802 is used to display multiple candidate character options in response to an outbound expedition operation targeting the target object; wherein the multiple candidate character options respectively indicate multiple virtual characters within the target object;

[0241] The mode selection module 803 is used to, in response to the selection operation for the multiple candidate role options, determine the virtual role indicated by the selected candidate role option as the expedition role and display multiple expedition mode options;

[0242] The camp selection module 804 is used to respond to the selection operation of the first expedition mode option among the multiple expedition mode options, and to determine the target location specified by the player from the game scene as the camp location when the expedition character goes to war.

[0243] The expedition module 805 is used to control the expedition character to go to the campsite in response to the determination of the campsite, and to establish a target campsite at the campsite.

[0244] In one optional implementation, the campsite has a corresponding first expedition area; wherein, the first expedition area is used to indicate the warning range corresponding to the campsite in the game scene, and the first expedition area is a geometric area generated based on the location of the campsite.

[0245] In an optional implementation, when determining the target location specified by the player from the game scene as the encampment location for the expeditionary character, the encampment selection module 804 is used to:

[0246] Display campsite signs for indicating campsite locations on the graphical user interface;

[0247] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0248] In response to the end of the movement operation, the campsite is determined based on the location of the campsite indicator in the game scene.

[0249] In one optional embodiment, the campsite signage includes: a directional signage for indicating the orientation of the campsite, and the interactive device further includes: a rotation module, wherein the rotation module is used for:

[0250] In response to a rotation operation on the campsite indicator, the campsite indicator is controlled to rotate according to the rotation angle indicated by the rotation operation, and the campsite orientation corresponding to establishing the target campsite at the campsite location is determined according to the direction indicator displayed on the rotated campsite indicator.

[0251] In one optional implementation, the camp indicator's style matches the camp level of the target camp; wherein the camp level of the target camp is determined based on the number of virtual characters and / or character attributes included in the expeditionary role.

[0252] In an alternative implementation, when the campsite indicator moves in the game scene following the movement operation, the campsite selection module 804 is configured to:

[0253] Based on the distance between the moved camp marker and the target object, a first time matching that distance is determined; wherein, the first time represents the estimated game time consumed by the expeditionary character from the target object to the camp location;

[0254] Based on the target game element, a second time matching the target game element is determined; wherein the target game element includes at least one of the following: the number of virtual characters included in the expeditionary character, and the size of the target camp; the second time represents the estimated game time consumed by setting up camp at the campsite.

[0255] The graphical user interface displays time prompts corresponding to the first time and the second time, respectively.

[0256] In an optional implementation, the interactive device further includes: a first departure point selection module, wherein the first departure point selection module is used for:

[0257] The graphical user interface displays campsite markers to indicate encampment locations and area markers to indicate the first departure area;

[0258] In response to a movement operation on the camp sign, control the camp sign and the area sign to move within the game scene following the movement operation;

[0259] In response to the end of the movement operation, the campsite is determined according to the location of the camp indicator in the game scene, and the first expedition area is determined according to the location of the area indicator in the game scene.

[0260] In an optional implementation, after determining the target location specified by the player as the encampment location for the expeditionary character, the encampment selection module 804 is further configured to:

[0261] In response to the determination of the encampment location, a first panel is displayed on the graphical user interface; wherein, the first panel includes indicator icons corresponding to the expeditionary characters and multiple formation positions;

[0262] In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout of the expeditionary character in the target camp is determined according to the updated formation position of the indicator icon.

[0263] In response to the determination of the initial formation layout, the expeditionary character is controlled to travel to the encampment location and establish the target camp at the encampment location.

[0264] In one optional implementation, the interactive device further includes: a layout adjustment module; wherein the layout adjustment module is used for:

[0265] In response to a target operation targeting the target camp, the first panel is displayed on the graphical user interface;

[0266] In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout is adjusted according to the updated formation position of the indicator icon to obtain the target formation layout corresponding to the expeditionary character at the target camp.

[0267] In one optional implementation, the interactive device further includes: a first battle module; wherein the first battle module is used for:

[0268] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the initial formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0269] In one optional implementation, the interactive device further includes: a second battle module; wherein the second battle module is used for:

[0270] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the target formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0271] In one optional embodiment, the interactive device further includes: a transfer module; wherein the transfer module is used for:

[0272] In response to a relocation operation to the target camp, a campsite indicator is displayed on the graphical user interface to indicate the campsite location;

[0273] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0274] In response to the end of the movement operation, the target camp is moved to the location indicated by the camp marker in the game scene.

[0275] In one optional embodiment, the interactive device further includes: a loading module; wherein the loading module is used for:

[0276] In response to a call-in operation for the target camp, multiple alternative role options are displayed on the graphical user interface; wherein the multiple alternative role options respectively indicate virtual roles within the target object other than the deployed role;

[0277] In response to the selection operation for the plurality of alternative role options, the virtual character indicated by the selected alternative role option is determined as the first virtual character to be transferred to the target camp;

[0278] In response to the end of the selection operation for the plurality of alternative character options or the trigger operation for the target virtual control, the first virtual character is controlled to go to the target camp.

[0279] In one optional embodiment, the interactive device further includes: a call-out module; wherein the call-out module is used for:

[0280] In response to the retrieval operation for the target camp, the deployment character options corresponding to the deployment character are displayed on the graphical user interface;

[0281] In response to the selection operation for the expedition role option, the expedition role indicated by the selected expedition role option is determined as the second virtual role expected to be recalled to the target object;

[0282] In response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control, the second virtual character is controlled to return to the target object.

[0283] In one optional implementation, the interactive device further includes: a first retreat module; wherein the first retreat module is used for:

[0284] In response to a withdrawal operation targeting the target camp, multiple withdrawal options are displayed on the graphical user interface;

[0285] In response to the selection of the first retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target object.

[0286] In one optional implementation, the interactive device further includes: a second retreat module; wherein the second retreat module is used for:

[0287] In response to the selection of the second retreat option among the plurality of retreat options, control all expeditionary characters to retreat to the target camp.

[0288] In one optional implementation, the interactive device further includes: a third retreat module; wherein the third retreat module is used for:

[0289] In response to the expeditionary character losing a battle against an enemy virtual character, the expeditionary character is controlled to return from the battle location to the target camp.

[0290] In one optional implementation, the interactive device further includes a mode-changing module; wherein the mode-changing module is used to:

[0291] In response to a mode change operation for the target camp, the plurality of expedition mode options are displayed on the graphical user interface;

[0292] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0293] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0294] In one optional implementation, the interactive device further includes: a stop selection module; wherein the stop selection module is used for:

[0295] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0296] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0297] In an optional implementation, the interactive device further includes an attack target selection module; wherein the attack target selection module is used to:

[0298] In response to the selection of the second expedition mode option among the plurality of expedition mode options, the player-specified enemy virtual object is determined from the game scene as the attack target when the expedition character goes into battle; wherein, the enemy virtual object represents an enemy virtual character or an enemy virtual building;

[0299] In response to the determination of the attack target, the deployed character is controlled to attack the attack target.

[0300] In one optional implementation, the stopping point has a corresponding second expedition area; wherein, the second expedition area is used to indicate the warning range corresponding to the stopping point in the game scene, and the second expedition area is a geometric area generated based on the location of the stopping point and the attack trigger range of the expedition character.

[0301] In one optional embodiment, the interactive device further includes: a formation setting module; wherein the formation setting module is used for:

[0302] In response to the determination of the stopping location, a second panel is displayed on the graphical user interface; wherein the second panel includes indicator icons corresponding to the expeditionary character and multiple lineup positions;

[0303] In response to the deployment operation on the second panel for the position of the indicator icon, the formation position of the indicator icon on the second panel is updated, and the deployment formation of the expeditionary character at the stop location is determined according to the updated formation position of the indicator icon.

[0304] In response to the determination of the deployment formation, the deployed character is controlled to proceed to the designated location.

[0305] In one optional implementation, the interactive device further includes: a third battle module; wherein the third battle module is used for:

[0306] In response to an enemy virtual character entering the second expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the deployment formation; wherein, the second expedition area is used to indicate the warning range corresponding to the stop location in the game scene, and the second expedition area is a geometric area generated based on the location of the stop location and the attack trigger range of the expedition character.

[0307] In one optional implementation, the interactive device further includes: a first update module; wherein the first update module is used to:

[0308] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0309] In response to the selection operation of the first expedition mode option, the target location specified by the player is determined from the game scene as the campsite of the expedition character when it goes to war;

[0310] In response to the determination of the campsite, the expeditionary character is controlled to travel to the campsite and establish a campsite there.

[0311] In one optional implementation, the interactive device further includes: a second update module; wherein the second update module is used for:

[0312] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0313] In response to the selection of the second expedition mode option, the player's designated target location is determined from the game scene as the updated stop location;

[0314] In response to the determination of the updated stop location, the expeditionary character is controlled to travel to the updated stop location.

[0315] In one optional implementation, the interactive device further includes: a fourth retreat module; wherein the fourth retreat module is used for:

[0316] In response to a withdrawal operation for the deployed character, control the deployed character to withdraw to the target object.

[0317] In one optional implementation, the interactive device further includes: a fifth retreat module; wherein the fifth retreat module is used for:

[0318] In response to the defeated enemy virtual character losing the battle, the deployed character is controlled to return from the battle location to the target object.

[0319] In one optional implementation, the interactive device further includes: a judgment module; wherein the judgment module is used to:

[0320] The graphical user interface displays options for deploying soldiers and resources.

[0321] In response to the selection operation for the expeditionary soldier option, determine the number of virtual soldiers that will follow the expeditionary character into battle;

[0322] In response to the selection operation for the expedition resource option, determine the amount of supply resources configured when the expedition character goes into battle;

[0323] In response to a mismatch between the number of characters in the expeditionary force and the amount of supply resources, it is determined that the expeditionary force does not meet the expeditionary conditions, and a target prompt message is displayed on the graphical user interface; wherein, the expeditionary force includes the expeditionary characters and the virtual soldiers, and the target prompt message is used to indicate that the expeditionary force does not meet the expeditionary conditions.

[0324] In an optional implementation, the interactive device further includes: a sixth retreat module; wherein the sixth retreat module is used for:

[0325] In response to the consumption of the supply resources at the target camp, determine the remaining amount of the supply resources;

[0326] In response to the remaining resource amount being lower than a preset resource amount threshold, the entire expeditionary force is controlled to withdraw from the target object.

[0327] Based on the interactive device in the game provided in the embodiments of this application, a game scene is displayed on the graphical user interface. The game scene includes a target object. In response to the operation of going out to conquer for the target object, multiple candidate character options are displayed. In response to the selection operation of multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed. In response to the selection operation of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to conquer. In response to the determination of the campsite, the expedition character is controlled to go to the campsite and establish the target camp at the campsite. In this way, this application provides players with multiple selectable expedition modes in the game. By simulating the camping behavior during the march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions in the interactive process of expeditions in the game, which is conducive to improving the flexibility of expeditions in the game.

[0328] Based on the same inventive concept, this application also provides an electronic device corresponding to the interaction method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiments of this application is similar to the interaction method in the above-mentioned game in the embodiments of this application, the implementation of the electronic device can refer to the implementation of the interaction method in the above-mentioned game, and the repeated parts will not be described again.

[0329] Figure 9A schematic diagram of the structure of an electronic device 900 provided in this application embodiment includes: a processor 901, a memory 902, and a bus 903. The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs an interactive method in a game as described in the embodiment, the processor 901 communicates with the memory 902 via the bus 903. The processor 901 executes the machine-readable instructions, wherein the processor 901 executes the machine-readable instructions to perform the following steps:

[0330] Displaying a game scene on a graphical user interface; wherein the game scene includes a target object;

[0331] In response to an operation to send the target object out to fight, multiple candidate character options are displayed; wherein the multiple candidate character options respectively indicate multiple virtual characters within the target object;

[0332] In response to the selection operation for the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed;

[0333] In response to the selection of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to carry out the expedition.

[0334] In response to the determination of the encampment location, the expeditionary character is controlled to travel to the encampment location and establish a target camp at the encampment location.

[0335] In one optional implementation, the campsite has a corresponding first expedition area; wherein, the first expedition area is used to indicate the warning range corresponding to the campsite in the game scene, and the first expedition area is a geometric area generated based on the location of the campsite.

[0336] In an optional implementation, when determining the target location specified by the player from the game scene as the encampment location for the expeditionary character, the processor 901 is configured to:

[0337] Display campsite signs for indicating campsite locations on the graphical user interface;

[0338] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0339] In response to the end of the movement operation, the campsite is determined based on the location of the campsite indicator in the game scene.

[0340] In one optional implementation, the campsite indicator includes: a direction indicator for indicating the orientation of the campsite, and the processor 901 is further configured to:

[0341] In response to a rotation operation on the campsite indicator, the campsite indicator is controlled to rotate according to the rotation angle indicated by the rotation operation, and the campsite orientation corresponding to establishing the target campsite at the campsite location is determined according to the direction indicator displayed on the rotated campsite indicator.

[0342] In one optional implementation, the camp indicator's style matches the camp level of the target camp; wherein the camp level of the target camp is determined based on the number of virtual characters and / or character attributes included in the expeditionary role.

[0343] In an alternative implementation, while controlling the camp indicator to move within the game scene following the movement operation, the processor 901 is further configured to:

[0344] Based on the distance between the moved camp marker and the target object, a first time matching that distance is determined; wherein, the first time represents the estimated game time consumed by the expeditionary character from the target object to the camp location;

[0345] Based on the target game element, a second time matching the target game element is determined; wherein the target game element includes at least one of the following: the number of virtual characters included in the expeditionary character, and the size of the target camp; the second time represents the estimated game time consumed by setting up camp at the campsite.

[0346] The graphical user interface displays time prompts corresponding to the first time and the second time, respectively.

[0347] In an alternative implementation, the processor 901 is further configured to:

[0348] The graphical user interface displays campsite markers to indicate encampment locations and area markers to indicate the first departure area;

[0349] In response to a movement operation on the camp sign, control the camp sign and the area sign to move within the game scene following the movement operation;

[0350] In response to the end of the movement operation, the campsite is determined according to the location of the camp indicator in the game scene, and the first expedition area is determined according to the location of the area indicator in the game scene.

[0351] In an optional implementation, after determining the target location specified by the player as the encampment location for the expeditionary character, the processor 901 is further configured to:

[0352] In response to the determination of the encampment location, a first panel is displayed on the graphical user interface; wherein, the first panel includes indicator icons corresponding to the expeditionary characters and multiple formation positions;

[0353] In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout of the expeditionary character in the target camp is determined according to the updated formation position of the indicator icon.

[0354] In response to the determination of the initial formation layout, the expeditionary character is controlled to travel to the encampment location and establish the target camp at the encampment location.

[0355] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0356] In response to a target operation targeting the target camp, the first panel is displayed on the graphical user interface;

[0357] In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout is adjusted according to the updated formation position of the indicator icon to obtain the target formation layout corresponding to the expeditionary character at the target camp.

[0358] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0359] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the initial formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0360] In an alternative implementation, the processor 901 is further configured to:

[0361] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the target formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0362] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0363] In response to a relocation operation to the target camp, a campsite indicator is displayed on the graphical user interface to indicate the campsite location;

[0364] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0365] In response to the end of the movement operation, the target camp is moved to the location indicated by the camp marker in the game scene.

[0366] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0367] In response to a call-in operation for the target camp, multiple alternative role options are displayed on the graphical user interface; wherein the multiple alternative role options respectively indicate virtual roles within the target object other than the deployed role;

[0368] In response to the selection operation for the plurality of alternative role options, the virtual character indicated by the selected alternative role option is determined as the first virtual character to be transferred to the target camp;

[0369] In response to the end of the selection operation for the plurality of alternative character options or the trigger operation for the target virtual control, the first virtual character is controlled to go to the target camp.

[0370] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0371] In response to the retrieval operation for the target camp, the deployment character options corresponding to the deployment character are displayed on the graphical user interface;

[0372] In response to the selection operation for the expedition role option, the expedition role indicated by the selected expedition role option is determined as the second virtual role expected to be recalled to the target object;

[0373] In response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control, the second virtual character is controlled to return to the target object.

[0374] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0375] In response to a withdrawal operation targeting the target camp, multiple withdrawal options are displayed on the graphical user interface;

[0376] In response to the selection of the first retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target object.

[0377] In an alternative implementation, after displaying multiple retreat options on the graphical user interface, the processor 901 is further configured to:

[0378] In response to the selection of the second retreat option among the plurality of retreat options, control all expeditionary characters to retreat to the target camp.

[0379] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0380] In response to the expeditionary character losing a battle against an enemy virtual character, the expeditionary character is controlled to return from the battle location to the target camp.

[0381] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0382] In response to a mode change operation for the target camp, the plurality of expedition mode options are displayed on the graphical user interface;

[0383] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0384] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0385] In an alternative implementation, after displaying the plurality of expedition mode options on the graphical user interface, the processor 901 is further configured to:

[0386] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0387] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0388] In an alternative implementation, after displaying the plurality of expedition mode options on the graphical user interface, the processor 901 is further configured to:

[0389] In response to the selection of the second expedition mode option among the plurality of expedition mode options, the player-specified enemy virtual object is determined from the game scene as the attack target when the expedition character goes into battle; wherein, the enemy virtual object represents an enemy virtual character or an enemy virtual building;

[0390] In response to the determination of the attack target, the deployed character is controlled to attack the attack target.

[0391] In one optional implementation, the stopping point has a corresponding second expedition area; wherein, the second expedition area is used to indicate the warning range corresponding to the stopping point in the game scene, and the second expedition area is a geometric area generated based on the location of the stopping point and the attack trigger range of the expedition character.

[0392] In an optional implementation, after determining the target location specified by the player as the stopping point for the expeditionary character during the campaign, the processor 901 is further configured to:

[0393] In response to the determination of the stopping location, a second panel is displayed on the graphical user interface; wherein the second panel includes indicator icons corresponding to the expeditionary character and multiple lineup positions;

[0394] In response to the deployment operation on the second panel for the position of the indicator icon, the formation position of the indicator icon on the second panel is updated, and the deployment formation of the expeditionary character at the stop location is determined according to the updated formation position of the indicator icon.

[0395] In response to the determination of the deployment formation, the deployed character is controlled to proceed to the designated location.

[0396] In an alternative implementation, after the expeditionary force arrives at the designated location, the processor 901 is further configured to:

[0397] In response to an enemy virtual character entering the second expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the deployment formation; wherein, the second expedition area is used to indicate the warning range corresponding to the stop location in the game scene, and the second expedition area is a geometric area generated based on the location of the stop location and the attack trigger range of the expedition character.

[0398] In an alternative implementation, after the expeditionary force arrives at the designated location, the processor 901 is further configured to:

[0399] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0400] In response to the selection operation of the first expedition mode option, the target location specified by the player is determined from the game scene as the campsite of the expedition character when it goes to war;

[0401] In response to the determination of the campsite, the expeditionary character is controlled to travel to the campsite and establish a campsite there.

[0402] In an alternative implementation, after the expeditionary force arrives at the designated location, the processor 901 is further configured to:

[0403] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0404] In response to the selection of the second expedition mode option, the player's designated target location is determined from the game scene as the updated stop location;

[0405] In response to the determination of the updated stop location, the expeditionary character is controlled to travel to the updated stop location.

[0406] In an alternative implementation, after the expeditionary force arrives at the designated location, the processor 901 is further configured to:

[0407] In response to a withdrawal operation for the deployed character, control the deployed character to withdraw to the target object.

[0408] In an alternative implementation, after the expeditionary force arrives at the designated location, the processor 901 is further configured to:

[0409] In response to the defeated enemy virtual character losing the battle, the deployed character is controlled to return from the battle location to the target object.

[0410] In an alternative implementation, when the plurality of candidate role options are displayed on the graphical user interface, the processor 901 is further configured to:

[0411] The graphical user interface displays options for deploying soldiers and resources.

[0412] In response to the selection operation for the expeditionary soldier option, determine the number of virtual soldiers that will follow the expeditionary character into battle;

[0413] In response to the selection operation for the expedition resource option, determine the amount of supply resources configured when the expedition character goes into battle;

[0414] In response to a mismatch between the number of characters in the expeditionary force and the amount of supply resources, it is determined that the expeditionary force does not meet the expeditionary conditions, and a target prompt message is displayed on the graphical user interface; wherein, the expeditionary force includes the expeditionary characters and the virtual soldiers, and the target prompt message is used to indicate that the expeditionary force does not meet the expeditionary conditions.

[0415] In an alternative implementation, after the expeditionary force arrives at the target camp, the processor 901 is further configured to:

[0416] In response to the consumption of the supply resources at the target camp, determine the remaining amount of the supply resources;

[0417] In response to the remaining resource amount being lower than a preset resource amount threshold, the entire expeditionary force is controlled to withdraw from the target object.

[0418] Based on the electronic device provided in this application embodiment, a game scene is displayed on a graphical user interface. The game scene includes a target object. In response to an operation to launch an expedition against the target object, multiple candidate character options are displayed. In response to a selection operation of the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed. In response to a selection operation of the first expedition mode option among the multiple expedition mode options, a target location specified by the player is determined from the game scene as the campsite for the expedition character to launch an expedition. In response to the determination of the campsite, the expedition character is controlled to go to the campsite and establish a target camp at the campsite. In this way, this application provides players with multiple selectable expedition modes in the game. By simulating the camping behavior during the march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions in the interactive process of expeditions in the game, which is beneficial to improving the flexibility of expeditions in the game.

[0419] Based on the same inventive concept, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:

[0420] Displaying a game scene on a graphical user interface; wherein the game scene includes a target object;

[0421] In response to an operation to send the target object out to fight, multiple candidate character options are displayed; wherein the multiple candidate character options respectively indicate multiple virtual characters within the target object;

[0422] In response to the selection operation for the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed;

[0423] In response to the selection of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to carry out the expedition.

[0424] In response to the determination of the encampment location, the expeditionary character is controlled to travel to the encampment location and establish a target camp at the encampment location.

[0425] In one optional implementation, the campsite has a corresponding first expedition area; wherein, the first expedition area is used to indicate the warning range corresponding to the campsite in the game scene, and the first expedition area is a geometric area generated based on the location of the campsite.

[0426] In one optional implementation, when determining the target location specified by the player from the game scene as the encampment location for the expeditionary character, the processor is configured to:

[0427] Display campsite signs for indicating campsite locations on the graphical user interface;

[0428] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0429] In response to the end of the movement operation, the campsite is determined based on the location of the campsite indicator in the game scene.

[0430] In one optional implementation, the campsite indicator includes: a direction indicator for indicating the orientation of the campsite, and the processor is further configured to:

[0431] In response to a rotation operation on the campsite indicator, the campsite indicator is controlled to rotate according to the rotation angle indicated by the rotation operation, and the campsite orientation corresponding to establishing the target campsite at the campsite location is determined according to the direction indicator displayed on the rotated campsite indicator.

[0432] In one optional implementation, the camp indicator's style matches the camp level of the target camp; wherein the camp level of the target camp is determined based on the number of virtual characters and / or character attributes included in the expeditionary role.

[0433] In an alternative implementation, while controlling the camp indicator to move within the game scene following the movement operation, the processor is further configured to:

[0434] Based on the distance between the moved camp marker and the target object, a first time matching that distance is determined; wherein, the first time represents the estimated game time consumed by the expeditionary character from the target object to the camp location;

[0435] Based on the target game element, a second time matching the target game element is determined; wherein the target game element includes at least one of the following: the number of virtual characters included in the expeditionary character, and the size of the target camp; the second time represents the estimated game time consumed by setting up camp at the campsite.

[0436] The graphical user interface displays time prompts corresponding to the first time and the second time, respectively.

[0437] In one alternative implementation, the processor is further configured to:

[0438] The graphical user interface displays campsite markers to indicate encampment locations and area markers to indicate the first departure area;

[0439] In response to a movement operation on the camp sign, control the camp sign and the area sign to move within the game scene following the movement operation;

[0440] In response to the end of the movement operation, the campsite is determined according to the location of the camp indicator in the game scene, and the first expedition area is determined according to the location of the area indicator in the game scene.

[0441] In an optional implementation, after determining the target location specified by the player as the encampment location for the expeditionary character, the processor is further configured to:

[0442] In response to the determination of the encampment location, a first panel is displayed on the graphical user interface; wherein, the first panel includes indicator icons corresponding to the expeditionary characters and multiple formation positions;

[0443] In response to the deployment operation on the position of the indicator icon on the first panel, the formation position of the indicator icon on the first panel is updated, and the initial formation layout of the expeditionary character in the target camp is determined according to the updated formation position of the indicator icon.

[0444] In response to the determination of the initial formation layout, the expeditionary character is controlled to travel to the encampment location and establish the target camp at the encampment location.

[0445] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0446] In response to a target operation targeting the target camp, the first panel is displayed on the graphical user interface;

[0447] In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout is adjusted according to the updated formation position of the indicator icon to obtain the target formation layout corresponding to the expeditionary character at the target camp.

[0448] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0449] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the initial formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0450] In one alternative implementation, the processor is further configured to:

[0451] In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the target formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

[0452] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0453] In response to a relocation operation to the target camp, a campsite indicator is displayed on the graphical user interface to indicate the campsite location;

[0454] In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation;

[0455] In response to the end of the movement operation, the target camp is moved to the location indicated by the camp marker in the game scene.

[0456] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0457] In response to a call-in operation for the target camp, multiple alternative role options are displayed on the graphical user interface; wherein the multiple alternative role options respectively indicate virtual roles within the target object other than the deployed role;

[0458] In response to the selection operation for the plurality of alternative role options, the virtual character indicated by the selected alternative role option is determined as the first virtual character to be transferred to the target camp;

[0459] In response to the end of the selection operation for the plurality of alternative character options or the trigger operation for the target virtual control, the first virtual character is controlled to go to the target camp.

[0460] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0461] In response to the retrieval operation for the target camp, the deployment character options corresponding to the deployment character are displayed on the graphical user interface;

[0462] In response to the selection operation for the expedition role option, the expedition role indicated by the selected expedition role option is determined as the second virtual role expected to be recalled to the target object;

[0463] In response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control, the second virtual character is controlled to return to the target object.

[0464] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0465] In response to a withdrawal operation targeting the target camp, multiple withdrawal options are displayed on the graphical user interface;

[0466] In response to the selection of the first retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target object.

[0467] In an alternative implementation, after displaying multiple undo options on the graphical user interface, the processor is further configured to:

[0468] In response to the selection of the second retreat option among the plurality of retreat options, control all expeditionary characters to retreat to the target camp.

[0469] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0470] In response to the expeditionary character losing a battle against an enemy virtual character, the expeditionary character is controlled to return from the battle location to the target camp.

[0471] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0472] In response to a mode change operation for the target camp, the plurality of expedition mode options are displayed on the graphical user interface;

[0473] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0474] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0475] In an alternative implementation, after displaying the plurality of expedition mode options on the graphical user interface, the processor is further configured to:

[0476] In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war;

[0477] In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

[0478] In an alternative implementation, after displaying the plurality of expedition mode options on the graphical user interface, the processor is further configured to:

[0479] In response to the selection of the second expedition mode option among the plurality of expedition mode options, the player-specified enemy virtual object is determined from the game scene as the attack target when the expedition character goes into battle; wherein, the enemy virtual object represents an enemy virtual character or an enemy virtual building;

[0480] In response to the determination of the attack target, the deployed character is controlled to attack the attack target.

[0481] In one optional implementation, the stopping point has a corresponding second expedition area; wherein, the second expedition area is used to indicate the warning range corresponding to the stopping point in the game scene, and the second expedition area is a geometric area generated based on the location of the stopping point and the attack trigger range of the expedition character.

[0482] In an optional implementation, after determining the target location specified by the player as the stopping point for the expeditionary character during the campaign, the processor is further configured to:

[0483] In response to the determination of the stopping location, a second panel is displayed on the graphical user interface; wherein the second panel includes indicator icons corresponding to the expeditionary character and multiple lineup positions;

[0484] In response to the deployment operation on the second panel for the position of the indicator icon, the formation position of the indicator icon on the second panel is updated, and the deployment formation of the expeditionary character at the stop location is determined according to the updated formation position of the indicator icon.

[0485] In response to the determination of the deployment formation, the deployed character is controlled to proceed to the designated location.

[0486] In one alternative implementation, after the expeditionary force arrives at the designated stop location, the processor is further configured to:

[0487] In response to an enemy virtual character entering the second expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the deployment formation; wherein, the second expedition area is used to indicate the warning range corresponding to the stop location in the game scene, and the second expedition area is a geometric area generated based on the location of the stop location and the attack trigger range of the expedition character.

[0488] In one alternative implementation, after the expeditionary force arrives at the designated stop location, the processor is further configured to:

[0489] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0490] In response to the selection operation of the first expedition mode option, the target location specified by the player is determined from the game scene as the campsite of the expedition character when it goes to war;

[0491] In response to the determination of the campsite, the expeditionary character is controlled to travel to the campsite and establish a campsite there.

[0492] In one alternative implementation, after the expeditionary force arrives at the designated stop location, the processor is further configured to:

[0493] In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface;

[0494] In response to the selection of the second expedition mode option, the player's designated target location is determined from the game scene as the updated stop location;

[0495] In response to the determination of the updated stop location, the expeditionary character is controlled to travel to the updated stop location.

[0496] In one alternative implementation, after the expeditionary force arrives at the designated stop location, the processor is further configured to:

[0497] In response to a withdrawal operation for the deployed character, control the deployed character to withdraw to the target object.

[0498] In one alternative implementation, after the expeditionary force arrives at the designated stop location, the processor is further configured to:

[0499] In response to the defeated enemy virtual character losing the battle, the deployed character is controlled to return from the battle location to the target object.

[0500] In an alternative implementation, when the plurality of candidate role options are displayed on the graphical user interface, the processor is further configured to:

[0501] The graphical user interface displays options for deploying soldiers and resources.

[0502] In response to the selection operation for the expeditionary soldier option, determine the number of virtual soldiers that will follow the expeditionary character into battle;

[0503] In response to the selection operation for the expedition resource option, determine the amount of supply resources configured when the expedition character goes into battle;

[0504] In response to a mismatch between the number of characters in the expeditionary force and the amount of supply resources, it is determined that the expeditionary force does not meet the expeditionary conditions, and a target prompt message is displayed on the graphical user interface; wherein, the expeditionary force includes the expeditionary characters and the virtual soldiers, and the target prompt message is used to indicate that the expeditionary force does not meet the expeditionary conditions.

[0505] In one alternative implementation, after the expeditionary force arrives at the target camp, the processor is further configured to:

[0506] In response to the consumption of the supply resources at the target camp, determine the remaining amount of the supply resources;

[0507] In response to the remaining resource amount being lower than a preset resource amount threshold, the entire expeditionary force is controlled to withdraw from the target object.

[0508] The computer-readable storage medium provided in this application provides a graphical user interface to display a game scene, which includes a target object. In response to an operation to launch an expedition targeting the target object, multiple candidate character options are displayed. In response to a selection operation of the multiple candidate character options, the virtual character indicated by the selected candidate character option is identified as the expeditionary character, and multiple expedition mode options are displayed. In response to a selection operation of the first expedition mode option among the multiple expedition mode options, a target location specified by the player is determined from the game scene as the encampment location for the expeditionary character's expedition. In response to the determination of the encampment location, the expeditionary character is controlled to move to the encampment location and establish a target camp there. Thus, this application provides players with multiple selectable expedition modes in the game. By simulating the encampment behavior during a march, it provides players with an interactive means to simultaneously build target camps as strategic locations for expeditions within the game's expeditionary interaction flow, thereby improving the flexibility of expeditions in the game.

[0509] In this embodiment, the computer-readable storage medium can also execute other machine-readable instructions when the processor runs, to perform interactive methods in the game as described in other embodiments. For details on the specific interactive method steps and principles in the game, please refer to the description of the method-side embodiment, which will not be repeated here.

[0510] In the embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interface; the indirect coupling or communication connection between systems or units may be electrical, mechanical, or other forms.

[0511] 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.

[0512] In addition, the functional units in the embodiments provided in 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.

[0513] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a 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 portion 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.

[0514] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0515] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. An interaction method in a game, characterized in that, The interaction method includes: Displaying a game scene on a graphical user interface; wherein the game scene includes a target object; In response to an operation to send the target object out to fight, multiple candidate character options are displayed; wherein the multiple candidate character options respectively indicate multiple virtual characters within the target object; In response to the selection operation for the multiple candidate character options, the virtual character indicated by the selected candidate character option is determined as the expedition character, and multiple expedition mode options are displayed; In response to the selection of the first expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the campsite for the expedition character to carry out the expedition. In response to the determination of the encampment location, the expeditionary character is controlled to travel to the encampment location and establish a target camp at the encampment location.

2. The interaction method according to claim 1, characterized in that, The campsite has a corresponding first expedition area; wherein, the first expedition area is used to indicate the warning range corresponding to the campsite in the game scene, and the first expedition area is a geometric area generated according to the location of the campsite.

3. The interaction method according to claim 1, characterized in that, The step of determining the target location specified by the player from the game scene as the encampment location for the expeditionary character includes: Display campsite signs for indicating campsite locations on the graphical user interface; In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation; In response to the end of the movement operation, the campsite is determined based on the location of the campsite indicator in the game scene.

4. The interaction method according to claim 3, characterized in that, The campsite signage includes: a directional sign indicating the orientation of the campsite; the interaction method further includes: In response to a rotation operation on the campsite indicator, the campsite indicator is controlled to rotate according to the rotation angle indicated by the rotation operation, and the campsite orientation corresponding to establishing the target campsite at the campsite location is determined according to the direction indicator displayed on the rotated campsite indicator.

5. The interaction method according to claim 3, characterized in that, The style of the camp indicator is matched with the camp level of the target camp; wherein, the camp level of the target camp is determined based on the number of virtual characters and / or character attributes included in the expeditionary role.

6. The interaction method according to claim 3, characterized in that, When the camp indicator moves within the game scene following the movement operation, the interaction method further includes: Based on the distance between the moved camp marker and the target object, a first time matching that distance is determined; wherein, the first time represents the estimated game time consumed by the expeditionary character from the target object to the camp location; Based on the target game element, a second time matching the target game element is determined; wherein the target game element includes at least one of the following: the number of virtual characters included in the expeditionary character, and the size of the target camp; the second time represents the estimated game time consumed by setting up camp at the campsite. The graphical user interface displays time prompts corresponding to the first time and the second time, respectively.

7. The interaction method according to claim 2, characterized in that, The interaction method also includes: The graphical user interface displays campsite markers to indicate encampment locations and area markers to indicate the first departure area; In response to a movement operation on the camp sign, control the camp sign and the area sign to move within the game scene following the movement operation; In response to the end of the movement operation, the campsite is determined according to the location of the camp indicator in the game scene, and the first expedition area is determined according to the location of the area indicator in the game scene.

8. The interaction method according to claim 1, characterized in that, After determining the target location specified by the player as the encampment location for the expeditionary character, the interaction method further includes: In response to the determination of the encampment location, a first panel is displayed on the graphical user interface; wherein, the first panel includes indicator icons corresponding to the expeditionary characters and multiple formation positions; In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout of the expeditionary character in the target camp is determined according to the updated formation position of the indicator icon. In response to the determination of the initial formation layout, the expeditionary character is controlled to travel to the encampment location and establish the target camp at the encampment location.

9. The interaction method according to claim 8, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to a target operation targeting the target camp, the first panel is displayed on the graphical user interface; In response to the deployment operation on the first panel for the position of the indicator icon, the formation position of the indicator icon on the first panel is updated, and the initial formation layout is adjusted according to the updated formation position of the indicator icon to obtain the target formation layout corresponding to the expeditionary character at the target camp.

10. The interaction method according to claim 8, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the initial formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

11. The interaction method according to claim 9, characterized in that, The interaction method also includes: In response to an enemy virtual character entering the first expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the target formation layout; wherein, the first expedition area is used to indicate the warning range corresponding to the camp location in the game scene, and the first expedition area is a geometric area generated based on the location of the camp location.

12. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to a relocation operation to the target camp, a campsite indicator is displayed on the graphical user interface to indicate the campsite location; In response to a movement operation on the camp sign, the camp sign is controlled to move within the game scene following the movement operation; In response to the end of the movement operation, the target camp is moved to the location indicated by the camp marker in the game scene.

13. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to a call-in operation for the target camp, multiple alternative role options are displayed on the graphical user interface; wherein the multiple alternative role options respectively indicate virtual roles within the target object other than the deployed role; In response to the selection operation for the plurality of alternative role options, the virtual character indicated by the selected alternative role option is determined as the first virtual character to be transferred to the target camp; In response to the end of the selection operation for the plurality of alternative character options or the trigger operation for the target virtual control, the first virtual character is controlled to go to the target camp.

14. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to the retrieval operation for the target camp, the deployment character options corresponding to the deployment character are displayed on the graphical user interface; In response to the selection operation for the expedition role option, the expedition role indicated by the selected expedition role option is determined as the second virtual role expected to be recalled to the target object; In response to the end of the selection operation for the expedition role option or the trigger operation for the target virtual control, the second virtual character is controlled to return to the target object.

15. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to a withdrawal operation targeting the target camp, multiple withdrawal options are displayed on the graphical user interface; In response to the selection of the first retreat option among the plurality of retreat options, control all the expeditionary characters to retreat to the target object.

16. The interaction method according to claim 15, characterized in that, After displaying multiple undo options on the graphical user interface, the interaction method further includes: In response to the selection of the second retreat option among the plurality of retreat options, control all expeditionary characters to retreat to the target camp.

17. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to the expeditionary character losing a battle against an enemy virtual character, the expeditionary character is controlled to return from the battle location to the target camp.

18. The interaction method according to claim 1, characterized in that, After the expeditionary character arrives at the target camp, the interaction method further includes: In response to a mode change operation for the target camp, the plurality of expedition mode options are displayed on the graphical user interface; In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war; In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

19. The interaction method according to claim 1, characterized in that, After displaying the plurality of expedition mode options on the graphical user interface, the interaction method further includes: In response to the selection of the second expedition mode option among the multiple expedition mode options, the target location specified by the player is determined from the game scene as the location where the expedition character stays when it goes to war; In response to the determination of the stop location, the expeditionary character is controlled to travel to the stop location.

20. The interaction method according to claim 1, characterized in that, After displaying the plurality of expedition mode options on the graphical user interface, the interaction method further includes: In response to the selection of the second expedition mode option among the plurality of expedition mode options, the player-specified enemy virtual object is determined from the game scene as the attack target when the expedition character goes into battle; wherein, the enemy virtual object represents an enemy virtual character or an enemy virtual building; In response to the determination of the attack target, the deployed character is controlled to attack the attack target.

21. The interaction method according to claim 19, characterized in that, The stopping point has a corresponding second expedition area; wherein, the second expedition area is used to indicate the warning range corresponding to the stopping point in the game scene, and the second expedition area is a geometric area generated according to the location of the stopping point and the attack trigger range of the expedition character.

22. The interaction method according to claim 19, characterized in that, After determining the target location specified by the player as the location where the expeditionary character will stay during the campaign, the interaction method further includes: In response to the determination of the stopping location, a second panel is displayed on the graphical user interface; wherein the second panel includes indicator icons corresponding to the expeditionary character and multiple lineup positions; In response to the deployment operation on the second panel for the position of the indicator icon, the formation position of the indicator icon on the second panel is updated, and the deployment formation of the expeditionary character at the stop location is determined according to the updated formation position of the indicator icon. In response to the determination of the deployment formation, the deployed character is controlled to proceed to the designated location.

23. The interaction method according to claim 22, characterized in that, After the expeditionary character arrives at the designated rest location, the interaction method further includes: In response to an enemy virtual character entering the second expedition area, the expedition character is controlled to engage in combat with the enemy virtual character according to the deployment formation; wherein, the second expedition area is used to indicate the warning range corresponding to the stop location in the game scene, and the second expedition area is a geometric area generated based on the location of the stop location and the attack trigger range of the expedition character.

24. The interaction method according to claim 19, characterized in that, After the expeditionary character arrives at the designated location, the interaction method further includes: In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface; In response to the selection operation of the first expedition mode option, the target location specified by the player is determined from the game scene as the campsite of the expedition character when it goes to war; In response to the determination of the campsite, the expeditionary character is controlled to travel to the campsite and establish a campsite there.

25. The interaction method according to claim 19, characterized in that, After the expeditionary character arrives at the designated location, the interaction method further includes: In response to a deployment operation for the deployed character, the plurality of deployment mode options are displayed on the graphical user interface; In response to the selection of the second expedition mode option, the player's designated target location is determined from the game scene as the updated stop location; In response to the determination of the updated stop location, the expeditionary character is controlled to travel to the updated stop location.

26. The interaction method according to claim 1, characterized in that, When displaying the plurality of candidate role options on the graphical user interface, the interaction method further includes: The graphical user interface displays options for deploying soldiers and resources. In response to the selection operation for the expeditionary soldier option, determine the number of virtual soldiers that will follow the expeditionary character into battle; In response to the selection operation for the expedition resource option, determine the amount of supply resources configured when the expedition character goes into battle; In response to a mismatch between the number of characters in the expeditionary force and the amount of supply resources, it is determined that the expeditionary force does not meet the expeditionary conditions, and a target prompt message is displayed on the graphical user interface; wherein, the expeditionary force includes the expeditionary characters and the virtual soldiers, and the target prompt message is used to indicate that the expeditionary force does not meet the expeditionary conditions.

27. The interaction method according to claim 26, characterized in that, After the expeditionary force arrives at the target camp, the interaction method further includes: In response to the consumption of the supply resources at the target camp, determine the remaining amount of the supply resources; In response to the remaining resource amount being lower than a preset resource amount threshold, the entire expeditionary force is controlled to withdraw from the target object.

28. An interactive device for a game, characterized in that, The interactive device includes: A first display module is used to display a game scene on a graphical user interface; wherein the game scene includes a target object; The role selection module is used to display multiple candidate role options in response to an operation to send the target object out to fight; wherein the multiple candidate role options respectively indicate multiple virtual roles within the target object; The mode selection module is used to respond to the selection operation for the multiple candidate role options, determine the virtual character indicated by the selected candidate role option as the expedition role, and display multiple expedition mode options; The camp selection module is used to respond to the selection operation of the first expedition mode option among the multiple expedition mode options, and to determine the target location specified by the player from the game scene as the camp location for the expedition character to carry out the expedition. The expedition module is used to respond to the determination of the encampment location, control the expedition character to go to the encampment location, and establish a target camp at the encampment location.

29. An electronic device, characterized in that, include: The device includes 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 via the bus, and the machine-readable instructions, when executed by the processor, perform the steps of the interactive method in the game as described in any one of claims 1 to 27.

30. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the interactive method in the game as described in any one of claims 1 to 27.