Interface display method, information provision method, and system based on turn-based battle

By implementing the interface display method on the client, using the first server to process the game action and the second server to process the virtual world environment, the problem of data synchronization redundancy between world scenes and combat scenes is solved, data processing and transmission efficiency is improved, and server maintenance costs are reduced.

JP2025515022AActive Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024564611
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-19
Filing Date
2023-06-12
Publication Date
2025-05-13
Estimated Expiration
2043-06-12

AI Technical Summary

Technical Problem

In the prior art, there is redundancy in data synchronization between world scenarios and combat scenarios, resulting in inefficient data processing and transmission, and increasing the burden of server maintenance.

Method used

By implementing the interface display method on the client, the first server processes the game action and sends matching rendering information, and the second server processes the virtual world environment and sends halo rendering information, reducing data exchange and transmission amount and avoiding redundant data maintenance.

Benefits of technology

It improves the efficiency of client interface display, reduces the amount of data exchange and transmission between servers, reduces the cost of server maintenance, and avoids the existence of redundant data.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The interface display method, information providing method, and system based on turn-based battle relate to the field of computer technology. The method includes the steps of: sending a request to start a battle action to a first server when it is detected that a participant of the turn-based battle starts a battle action (401); receiving battle rendering information from the first server (402); receiving halo rendering information from a second server, the halo rendering information being generated by the second server based on the halo information sent from the first server (403); and rendering a halo based on the halo rendering information in the process of rendering the battle action based on the battle rendering information (404).
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Description

[Technical field]

[0001] The present application relates to the field of computer technology, and more particularly to an interface display method, an information providing method, and a system based on turn-based battle.

[0002] This application claims priority to a Chinese patent application filed on August 19, 2022, bearing application number 202211000457.3 and entitled "Interface display method, information provision method and system based on turn-based battle", the entire contents of which are incorporated herein by reference. [Background technology]

[0003] A turn-based role-playing game (RPG) refers to a game that employs a turn-based combat strategy. In a turn-based role-playing game, a player can play a master virtual character in the real world or a virtual world, and can use the master virtual character or a pet virtual character owned by the master virtual character to engage in turn-based combat with enemy units (such as NPCs (Non-Player Characters) in the game, monsters controlled by AI (Artificial Intelligence), or pet virtual characters captured by other characters).

[0004] In the related art, turn-based role-playing games are provided with two completely different maps: a world map and a battle map. When a master virtual character performs non-combat activities (such as playing, capturing a pet virtual character, collecting treasure chests, and collecting virtual tools) in the world map, a world scene (also called a non-combat scene) corresponding to the world map is maintained and executed by a scene server. The scene server itself has environmental data used for generating a scene running, and in a battle scene, when a master virtual character performs combat activities (such as controlling an already captured pet virtual character to perform a turn-based battle with an enemy unit) in the battle map, a battle scene corresponding to the battle map is executed by the battle server. The battle server needs to copy the environmental data used for rendering the scene from the scene server, and generate a scene with a halo caused by the combat activity based on the environmental data obtained after copying.

[0005] However, in the related art, both the scene server of the world scene and the battle server of the battle scene need to maintain one environmental data. When there is a change in the world scene, if the master virtual character performs combat activities again on the battle map, the scene server needs to copy the updated environmental data to the battle server again, so that the battle server generates the scene with halo generated by the combat activities based on the updated environmental data. As a result, there is redundancy in business logic and data maintenance between the scene server and the battle server, and there is a very large amount of data processing and data transmission, which is likely to affect the efficiency of environment generation. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application provide an interface display method, an information providing method, and a system based on turn-based battle, which can reduce the amount of data exchanged and transmitted between the first server and the second server, avoid the redundancy problem caused by both the first server and the second server maintaining one scene data, reduce the maintenance overhead of the server, and at the same time, improve the interface display efficiency of the client. The above technical solutions are as follows: [Means for solving the problem]

[0007] According to one aspect of an embodiment of the present application, there is provided an interface display method based on a turn-based battle, the method being executed by a client, the method comprising: a step of transmitting a request to start a battle action to a first server when detecting that a participant of the turn-based battle starts the battle action, the first server being used to process the battle action; receiving battle rendering information from the first server, the battle rendering information being used to render the battle action; receiving halo rendering information from a second server, the second server being used to process a virtual world environment, the halo rendering information being information generated by the second server based on the halo information sent from the first server, the halo information being used to represent a halo triggered by the battle action, the halo affecting an element in a battle scene of the turn-based battle; In the process of rendering the battle action based on the battle rendering information, the step of rendering the halo based on the halo rendering information is included.

[0008] According to one aspect of an embodiment of the present application, there is provided an information providing method based on a turn-based battle, the method being executed by a server, the server including a first server and a second server, the method including: a step of the first server receiving a start request for a battle action sent from a battle control process, and generating battle rendering information corresponding to the battle action based on the start request, the battle action being an action started by a participant of a turn-based battle, and the battle rendering information being used to render the battle action; sending a call request to the second server when the first server determines that the battle action triggers a halo, the call request including halo information used to represent the halo, the halo affecting an element in a battle scene of the turn-based battle; the second server generating halo rendering information based on the call request, and sending the halo rendering information to a scene control process, the halo rendering information being sent by the scene control process to the battle control process, and the halo rendering information being used to render the halo; The first server includes a step of sending the match rendering information to the match control process after receiving a notification of successful distribution of the halo rendering information from the second server.

[0009] According to one aspect of an embodiment of the present application, there is provided an interface display device based on a turn-based battle, the device including: a battle control module; and a scene control module; The battle control module is used to, when detecting that a participant of the turn-based battle starts a battle action, send a request to start the battle action to a first server, and the first server is used to process the battle action; The match control module is further used to receive match rendering information from the first server, and the match rendering information is used to render the match action; The scene control module is used for receiving halo rendering information from a second server, the second server is used for processing a virtual world environment, the halo rendering information is information generated by the second server based on the halo information sent from the first server, the halo information is used for representing a halo triggered by the battle action, and the halo affects elements in a battle scene of the turn-based battle; The battle control module is further used for rendering the halo according to the halo rendering information in the process of rendering the battle action according to the battle rendering information.

[0010] According to one aspect of an embodiment of the present application, a computer system is provided, the computer system including a client and a server, the client is used to execute the interface display method based on the turn-based battle, and the server is used to execute the information provision method based on the turn-based battle.

[0011] According to one aspect of an embodiment of the present application, a computer device is provided, the computer device including a processor and a memory, a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize an interface display method based on the turn-based battles, or to realize an information provision method based on the turn-based battles.

[0012] The computer devices include a terminal device and a server.

[0013] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored, and the computer program is loaded and executed by a processor to realize the interface display method based on the turn-based battles, or to realize the information provision method based on the turn-based battles.

[0014] According to one aspect of the present invention, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the interface display method based on the turn-based battle or the information provision method based on the turn-based battle.

[0015] The technical solutions provided by the embodiments of the present application may include the following beneficial effects:

[0016] When the client detects that a participant of the turn-based battle starts a battle action, the client sends a start request to a first server used for processing the battle action, and receives battle rendering information sent from the first server, which is used for rendering the battle action. The first server can also send halo information representing a halo triggered by the battle action to a second server used for processing the world environment, so that the second server receives halo rendering information generated based on the halo information, and integrates the battle rendering information and the halo rendering information to realize an interface display process. That is, there is no need for two servers to perform environment generation for battle action and environment generation for non-battle action, respectively, and the first server sends a small amount of halo information to the second server in the battle action. This avoids the problem of a relatively large amount of data transmission caused by the need for the second server to process data related to environment generation during battle and for the second server to update the entire environment data and copy it to the first server, and not only significantly reduces the amount of data exchanged and transmitted between the first and second servers, but also avoids the problem of redundancy caused by both the first and second servers maintaining one scene data by maintaining one scene information on the second server side. Furthermore, it effectively reduces the maintenance overhead of the server, and is also advantageous in improving the efficiency of interface display and human-computer interaction.

[0017] In addition, the first server used for processing battle actions supports distributing battle rendering information, and the second server used for processing the world environment supports distributing halo rendering information, thereby avoiding the problem that the first server and the second server both need to distribute battle rendering information or halo rendering information, and therefore the client needs to be compatible with multiple rendering information sources when processing the same rendering information, thereby reducing the burden on the client in processing the rendering information. [Brief description of the drawings]

[0018] [Figure 1] FIG. 1 is a schematic diagram of a world scene provided by one embodiment of the present application. [Diagram 2] FIG. 2 is a schematic diagram of a battle scene provided by one embodiment of the present application. [Diagram 3] 1 is a schematic diagram of an implementation environment of a solution provided by one embodiment of the present application. [Figure 4] 1 is a flowchart of an interface display method based on turn-based battle provided by an embodiment of the present application. [Diagram 5] FIG. 2 is a schematic diagram of a halo in a battle scene provided by one embodiment of the present application. [Figure 6] FIG. 2 is a schematic diagram of a halo in a world scene provided by one embodiment of the present application. [Figure 7] 13 shows an exemplary schematic diagram of affinity rendering animation. [Figure 8] 13 shows an exemplary schematic diagram of affinity rendering animation. [Figure 9] 1 shows an exemplary schematic diagram of how the environment affects skills. [Figure 10] 1 shows an exemplary schematic diagram of how the environment affects skills. [Figure 11] 1 is a flowchart of an information providing method based on turn-based battles provided by one embodiment of the present application. [Figure 12] 1 is a flowchart of an interface display method based on turn-based battle provided by another embodiment of the present application; [Figure 13] 1 is a flowchart of an interface display method based on turn-based battle provided by another embodiment of the present application. [Figure 14] FIG. 2 is a schematic diagram of the interaction between the battle control side and the scene control side provided by one embodiment of the present application. [Figure 15] FIG. 1 is a block diagram of an interface display device based on turn-based combat provided by one embodiment of the present application. [Figure 16]FIG. 2 is a structural block diagram of a computer system provided by one embodiment of the present application. [Figure 17] FIG. 2 is a structural block diagram of a computer device provided by one embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] Before introducing and explaining the embodiments of the present application, first, the relevant nouns related to the present application will be interpreted and explained.

[0020] 1. Virtual world: A virtual world that is displayed (or provided) when an application program runs on a terminal. The virtual world may be a simulation environment of the real world, a semi-simulated semi-fictional environment, or even a purely fictional environment. The virtual world may be any one of a 2D virtual world, a 2.5D virtual world, and a 3D virtual world, and the present application is not limited thereto. The following embodiment will be described taking an example in which the virtual world is a 3D virtual world.

[0021] 2. Master virtual character: refers to an actionable object that a player plays in the virtual world. The master virtual character may be a virtual person, a virtual animal, an animated person, etc., such as a person and an animal displayed in a 3D virtual world. Optionally, the master virtual character is a 3D solid model created based on skeletal animation technology. Each master virtual character has its own shape and volume in the 3D virtual world and occupies a part of the space in the 3D virtual world.

[0022] 3. Pet Virtual Character: refers to an actionable entity controlled in the virtual world by artificial intelligence. The pet virtual character may be a virtual creature, a virtual animal, a virtual monster, a virtual elf, a virtual pet, etc.

[0023] 4. World Map: The world map includes a plurality of blocks. Each block is a polygonal block. The polygonal block can be any one of a square, a rectangle, and a hexagon. For example, each block is a 50 cm x 50 cm square. Each block has its own ground attribute. The ground attributes include grass, rock, water, and the like. In addition, the plurality of blocks included in the world map may adopt the same type of block, or may adopt a combination of a plurality of different types of blocks.

[0024] 5. Battle Map: As shown in FIG. 1 and FIG. 2, in the virtual environment 10 (i.e., virtual world), when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain location in the world map and enters into a battle, one or more blocks within a certain range centered on a reference position determined by the first pet virtual character 12 in the world map are determined as a battle map 16. The reference position is the location where the first pet virtual character 12 is located, or is a suitable battle position closest to the first pet virtual character 12. In some embodiments, the battle map 16 includes all blocks within a circular range centered on the reference position and with a radius of a predetermined length, and in some embodiments, the battle map 16 includes all blocks within a rectangular range centered on the reference position and with a predetermined length and width.

[0025] 6. World scene: A world scene refers to a scene corresponding to a world map, and when the world scene is displayed in the user interface, one or more blocks in the world map can be displayed in the user interface. For example, the user interface displays one or more blocks in which the master virtual character or the pet virtual character is currently located in the world map, and some interface elements related to the displayed blocks, the master virtual character, the pet virtual character, etc. The elements in the embodiment of the present application can be used to configure a scene (e.g., a world scene), and are, for example, visible elements such as blocks, a master virtual character, and a pet virtual character.

[0026] 7. Battle scene: A battle scene refers to a scene corresponding to a battle map, and when a battle scene is displayed in the user interface, the battle map can be displayed in the user interface, for example, all or some of the blocks included in the battle map are displayed. For example, in the user interface, a pet virtual character, or one or more blocks in which the pet virtual character is currently located in the battle map, and some interface elements related to the display blocks, the master virtual character, the pet virtual character, and the like are displayed.

[0027] The world scene and the battle scene can be switched between, for example, from the world scene to the battle scene and from the battle scene to the world scene.

[0028] When displaying the world scene and the battle scene, the virtual video camera can adopt different shooting viewpoints. Selectively, the world scene and the battle scene may have different shooting viewpoints and different user operations allowed. The above method allows the user to perceptually distinguish the world scene from the battle scene, but the world scene and the battle scene share the same world map, and the battle map used for the battle scene is one or more blocks in the world map. Therefore, the transition between the world scene and the battle scene is very smooth and natural, without a strong sense of division.

[0029] 8. Potential Energy: An attribute or identifier that affects combat in the virtual world. Potential energy includes at least one of the following: grass, fire, water, rock, ice, electricity, poison, light, ghost, demon, normal, martial arts, cute, fantasy, insect, feather, dragon, and machine.

[0030] 9. Halo: An abstract element that has the ability to affect at least one of visible elements of blocks, master virtual characters, and pet virtual characters within a certain range in the virtual world. The abstract element is different from the elements in the embodiment of the present application and can be specifically used to describe a halo, thereby materializing and visualizing the halo. The halo is an abstract element that appears continuously in the virtual world, randomly, follows the master virtual character, follows the pet virtual character, is triggered by a skill, or is triggered by a tool. The halo is invisible or visible in the virtual world, and examples of the halo include a fire halo, a light-based halo, a power recovery halo, and a buff halo.

[0031] 10. The battle process changes the world environment: When a turn-based battle is performed between pet virtual characters, the skills activated by the pet virtual characters may affect the environment of the virtual world. For example, when the pet virtual characters battle in a battle scene and the pet virtual characters activate one fire skill, the shot grass block may be ignited. Optionally, in the battle scene, the skill display effect (i.e., a halo) may be rendered by the battle control process through a halo rendering interface, and in the world scene, the skill display effect (i.e., a halo) may be rendered by the scene control process through the halo rendering interface. Here, the halo in the battle scene may be displayed permanently, and the halo in the world scene may be displayed continuously for a threshold time length and then canceled, so that the block corresponding to the halo is restored to its original state.

[0032] Furthermore, after the block's environment changes, it may affect the pet virtual character.

[0033] 11. World environment changes the battle process: When a turn-based battle is performed between pet virtual characters, the environment in the virtual world may affect the pet virtual character. For example, it may affect the skill damage of the pet virtual character or affect the skill display effect of the pet virtual character. Illustratively, the environment in the virtual world includes a block environment and a weather environment, and these two aspects may jointly affect the degree of dislike and preference for the environment by the pet virtual character. Illustratively, the degree of dislike and preference for the environment by the pet virtual character includes several different levels, such as strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.

[0034] If the pet virtual character likes both of the two environments (blocks + weather), it gets a strong affinity effect, if the pet virtual character likes only one environment and does not dislike the other, it gets a weak affinity effect, if the pet virtual character likes one environment and dislikes the other at the same time, it gets no effect, if the pet virtual character dislikes only one environment and does not like the other, it gets a weak resistance effect, if the pet virtual character dislikes both of the two environments, it gets a strong resistance effect.

[0035] During the course of a battle, the server or the client needs to periodically (eg, each turn) obtain the environment and determine the effect of the environment on the pet virtual character.

[0036] 12. Position change in turn-based battle: In conventional turn-based battle, the positions of friendly and enemy virtual pet characters on the battle map are fixed and do not change, i.e., they stand upright and motionless. In the embodiment of the present application, when a battle is fought between virtual pet characters, neither the attacker nor the attacked character stands upright and motionless, i.e., displacement may occur.

[0037] When the pet virtual character becomes an attacker, active displacement may occur. If the first position where the pet virtual character is currently located satisfies the skill activation condition, the pet virtual character may activate the skill at the first position. If the first position does not satisfy the skill activation condition, the pet virtual character may be controlled to actively move from the first position to a second position that satisfies the skill activation condition before activating the skill, and the pet virtual character activates the skill at the second position. The second position may be referred to as a legitimate battle point and refers to a position that satisfies the skill activation condition of the pet virtual character. Optionally, the pet virtual character may move to a third position after the skill activation is completed, and the third position may be the same as or different from the first position. The third position may be referred to as a legitimate standing point and refers to a position where the pet virtual character is located after the skill activation is completed. The skill activation condition may also be related to factors such as the pet virtual character, the skill, and the environment.

[0038] When the pet virtual character is attacked, a passive displacement may occur. When the pet virtual character is attacked by a skill, a displacement process of being repelled may occur. For example, if the pet virtual character is currently at a first position and receives a skill attack at the first position, the pet virtual character may move from the first position to a fourth position, and the fourth position may be determined based on factors such as the pet virtual character that is the attacker, the pet virtual character that is the attacker, the received skill, and the environment.

[0039] In addition, as the position of the pet virtual character changes, the environment in which it is located (including the environment of the block in which it is located and the weather environment) may also change, thereby affecting the combat of the pet virtual character's subsequent turns.

[0040] 3, which shows a schematic diagram of an implementation environment of a solution provided in one embodiment of the present application. The implementation environment of the solution may be realized as a computer system architecture, and may include a terminal device 310 and a server 320.

[0041] The terminal device 310 may be an electronic device such as a mobile phone, a tablet computer, a game host computer, a multimedia playback device, and a PC (Personal Computer), etc. An application program client may be installed in the terminal device 310, and examples of the client include a game application program, a simulation learning application program, a virtual reality (VR) application program, an augmented reality (AR) application program, a social application program, and an interactive entertainment application program.

[0042] Taking a turn-based RPG as an example, as shown in Fig. 3, a client of the turn-based RPG is installed and running in the terminal device 310, and the server 320 is used to provide background services for a client of an application program (e.g., a game-type application program) in the terminal device 310. For example, the server 320 may be a background server of the application program (e.g., a game-type application program). The server 320 may be a single server, a server cluster consisting of multiple servers, or a cloud computing service center.

[0043] Taking a turn-based RPG as an example, as shown in Fig. 3, the server 320 includes a first server 321 and a second server 322. Here, a battle action processing logic and an affinity (affinity) processing logic are running in the first server 321. This is used to perform logic processing for battle operations and skills, and is also used to calculate the environmental affinity (abbreviated as affinity) of a pet virtual character.

[0044] By operating the environment processing logic and the halo processing logic in the second server 322, logic processing is performed for the world environment of the virtual world, and logic processing is performed for the halo corresponding to the battle action.

[0045] The terminal device 310 and the server 320 can communicate with each other via a network 330. The network 330 may be a wired network or a wireless network.

[0046] 3, in a battle scene, the terminal device 310 obtains battle rendering information from the first server 321, which is used to render battle actions. The terminal device 310 also obtains halo rendering information from the second server 322, which is used to render a halo. Then, the terminal device 310 displays and renders based on the battle rendering information and the halo rendering information.

[0047] In the turn-based RPG of the related art, a player plays a virtual character in a real world or a virtual world. The turn-based RPG provides two types of maps: a world map and a battle map. In a non-battle scene, the virtual character performs actions in the world map, such as playing, capturing a pet virtual character, collecting treasure chests, and collecting virtual tools. In a battle scene, the virtual character controls a pet virtual character that has already been captured in the battle map, and engages in turn-based battles with enemy units (such as NPCs in the game, monsters controlled by AI, or pet virtual characters captured by other characters).

[0048] In the related art, since the world map and the battle map are two completely different maps, when switching between the world scene (or called non-battle scene) and the battle scene, the user interface may display map contents with relatively large differences, and the player may feel the significant difference between the two different maps, resulting in a strong sense of division. In order to alleviate such a sense of division, the related art often displays a transition animation when switching, but the effect is still not good.

[0049] In the embodiment of the present application, an innovative turn-based RPG mechanism is provided. In the turn-based RPG, the traditional world map and the battle map are combined into one. The battle map is a sub-map dynamically determined from the world map at each battle. In this way, when switching between the world scene (or called non-battle scene) and the battle scene, there is no very large difference in the map content displayed in the user interface, thereby avoiding the sense of division that exists in the related art. In addition, the turn-based RPG further allows the environment (such as weather, time, and blocks) in the virtual world to affect the master virtual character, the pet virtual character, and the battle process, and conversely, the master virtual character, the pet virtual character, and the battle process can affect the environment in the virtual world, so that the turn-based battle process is organically integrated into the virtual world, forming a whole, not two divided parts.

[0050] The turn-based RPG battle process may be a single battle, a double battle, or a team battle, and the embodiment of the present application is not limited thereto. Illustratively, the battle process may be as follows:

[0051] 1. Select the virtual pet character you want to participate in the competition.

[0052] 2. Display the battle scene and select the skill that you want your virtual pet character to use.

[0053] 3. Control the touch controls on the touch panel and activate skills.

[0054] 4. Display skill animation effects.

[0055] 4, a flowchart of an interface display method based on turn-based battle provided by one embodiment of the present application is shown, and the execution subject of each step of the method may be the terminal device 310 in the implementation environment of the solution shown in Fig. 3, for example, a client of an application program installed and running on the terminal device 310. The method may include the following several steps (steps 401 to 404).

[0056] Step 401: When it is detected that a participant of the turn-based battle is about to start a battle action, a request to start the battle action is transmitted to the first server.

[0057] In one alternative embodiment, a match control process is running in the client, and when the match control process detects that a participant is about to start a match action, it sends a request to start a match action to the first server.

[0058] In the embodiment of the present application, the battle control process is a kind of process used for processing contents related to a battle scene. Exemplarily, the battle control process can realize the rendering of the battle process, for example, can render the behavior of the pet virtual character and the enemy unit in the battle process.

[0059] The turn-based battle in the embodiment of the present application operates in a turn-based RPG mechanism provided by the embodiment of the present application. The turn-based battle may refer to a turn-based battle between the pet virtual character and the enemy unit. Exemplarily, the turn-based battle may include a battle of three turns, and in each turn, the pet virtual character and the enemy unit can alternately perform one attack on the other. After completing the battle of three turns, the turn-based battle ends. Or, when one of the pet virtual character and the enemy unit loses, the turn-based battle ends, but the embodiment of the present application is not limited thereto.

[0060] The participants in the turn-based battle may refer to the pet virtual character or the enemy unit of the pet virtual character. The battle action may refer to a battle action that the participants intend to execute in response to the battle control operation of the player, such as skill activation, normal attack, escape, use of virtual tools, and defense. The battle action may refer to a battle action that the artificial intelligence intends to execute by controlling the participants, but the embodiment of the present application is not limited thereto.

[0061] The first server is a background server of the application program, which corresponds to a battle control process. The first server can process control signals generated by players in a battle scene by executing a battle processing logic, thereby realizing the promotion of the battle process. The first server can also be used to process a request to start a battle action. Exemplarily, the first server can perform logic processing on the battle action by executing a battle action processing logic, and generate battle rendering information to perform rendering display of the battle action. The first server is the same as that introduced in the above embodiment, so it will not be described in detail again here.

[0062] The start request of a battle action is used to request the execution of a rendering process of a battle action and the acquisition of information required for rendering the battle action, i.e., battle rendering information. The start request may include identifier information of the battle action, such as identifier information of a skill, identifier information of a virtual tool, etc.

[0063] In one alternative embodiment, in addition to the match control process running in the client, a scene control process also runs.

[0064] In the embodiment of the present application, the scene control process is a kind of process used for processing contents related to the world scene. For example, the scene control process can realize the rendering of the activities of the master virtual character in the world scene. Here, the scene control process and the battle control process are two different processes that are independent of each other.

[0065] Optionally, when the master virtual character encounters an enemy unit, the player can choose to launch a turn-based battle. In one example, in the process of launching the turn-based battle, the display process of the battle screen of the turn-based battle may be as follows:

[0066] 1. When entering a turn-based battle, the scene control process obtains basic information corresponding to the participants in the turn-based battle and environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.

[0067] The basic information may refer to character information required in a battle, such as the life value, level, attributes, and skills of participants, as well as the attributes and skills of enemy units, etc. Exemplarily, the basic information may include information such as the level and life value of a master virtual character, the attributes and skills of a pet virtual character used by the master virtual character, and the attributes and skills of enemy units.

[0068] The environmental information corresponding to the battle scene may refer to environmental information corresponding to the battle map, such as block information, time information, weather information, etc. Optionally, in the first turn of the battle, the environmental affinity between the pet virtual character and the battle scene can be determined based on the environmental information, thereby determining the final buff or debuff effect of the corresponding skill of the pet virtual character in the first turn of the battle.

[0069] The second server is a background server of the application program, which corresponds to the scene control process. The second server executes the scene processing logic to process the control signal generated by the player in the world scene, thereby realizing the promotion and rendering of the activities in the world scene of the master virtual character. The second server is the same as the introduction content of the above embodiment, so it will not be described in detail again here.

[0070] After receiving the basic information and the environmental information, the second server transmits the basic information and the environmental information to the first server.

[0071] 2. The battle control process receives a battle screen for a turn-based battle from the first server. Here, the battle screen for a turn-based battle is a screen generated by the first server based on the basic information and environmental information transmitted from the second server.

[0072] The battle screen may refer to a screen in which a pet virtual character fights an enemy unit in a battle scene. The first server executes the battle action processing logic to generate a battle screen (or rendering information of the battle screen) based on basic information and environmental information from the second server, and distributes it to the battle control process.

[0073] 3. The battle control process displays the turn-based battle screen.

[0074] Alternatively, the match control process may directly display the match screen in the user interface, or may render the match screen based on the match screen rendering information, although the embodiment of the present application is not limited thereto.

[0075] In the process of displaying the battle screen, the second server is allowed to intuitively grasp the status of the participants and the status of the battle scene by using the basic information and environmental information sent from the scene control process, and further, the battle control process interacting with the first server is allowed to obtain a battle screen that is more suitable for the current battle situation by using the interaction process between the first server and the second server, thereby improving the accuracy of obtaining the battle screen. This is advantageous in rendering and displaying a battle screen with a higher sense of reality in the client, and can improve the efficiency of human-computer interaction.

[0076] Step 402: receive battle rendering information from a first server, where the battle rendering information is used to render battle behavior. The battle rendering information may refer to a set of behavior control parameters related to battle behavior in time dimension, and can control the pet virtual character to complete a set of motions or performances according to these behavior control parameters.

[0077] In one alternative embodiment, a match control process is running in the client, and in addition to sending a request to start a match action to the first server, the match control process may further receive match rendering information from the first server.

[0078] Exemplarily, when the battle action is for skill activation, the battle control process controls the pet virtual character to complete a set of skill activation motions based on the battle rendering information, thereby completing the rendering of the skill activation.

[0079] Step 403: Receive halo rendering information from the second server. Here, the halo rendering information is information generated by the second server based on the halo information sent from the first server, the halo information is used to represent a halo triggered by a battle action, and the halo affects elements in a battle scene of a turn-based battle.

[0080] The halo rendering information may refer to a series of element control parameters related to the halo in the time dimension, and some elements (e.g., fire elements) can be controlled to complete their influence on the environment (e.g., blocks) based on these element control parameters. For example, if the halo is a fire halo, a conversion process in which the fire element converts the block from a grass attribute to a fire attribute can be rendered based on the corresponding halo rendering information. It is necessary to explain that the elements in the battle scene affected by the halo may be at least one kind of visible element in the block, the master virtual character, and the pet virtual character.

[0081] Optionally, halo processing logic may be running on the second server to perform logic processing on the halo represented by the halo information (e.g., halo identifier information) to obtain halo rendering information corresponding to the halo.

[0082] In one alternative embodiment, a scene control process running on the client receives halo rendering information from the second server.

[0083] For example, after the second server generates the halo rendering information, it sends the halo rendering information to the scene control process.

[0084] In one example, if the first server determines that the combat action triggers a halo, it sends halo information to the second server, and if it determines that the combat action cannot trigger a halo, it only performs logic processing on the combat action to generate combat rendering information, such as determining information such as damage dealt, buffs added, and displacement caused.

[0085] Optionally, the first server can further support a relationship form maintaining between a battle action and a halo, and can determine whether the battle action can trigger a halo through querying the relationship form, and if a halo is triggered, can further determine halo information of the halo based on the relationship form.

[0086] In one alternative embodiment, the scene control process running on the client may send the halo rendering information to the match control process after receiving the halo rendering information.

[0087] For example, after receiving the halo rendering information, the scene control process can first cache the halo rendering information, and after caching the halo rendering information, send the halo rendering information to the battle control process. In this way, the battle control process can first obtain the battle rendering information, and then obtain the halo rendering information, thereby sequentially realizing the process of displaying the battle action and the process of rendering the halo (avoiding the problem of rendering the halo first without warning), making the connection between the display of the battle action and the display of the halo more natural and smooth.

[0088] Step 404: In the process of rendering the fighting action according to the fighting rendering information, a halo is rendered according to the halo rendering information.

[0089] In one alternative embodiment, the client implements the halo rendering process through the match control process.

[0090] Optionally, the match control process renders a halo based on the halo rendering information after receiving the halo rendering information sent from the scene control process.

[0091] For example, when the battle rendering information and the halo rendering information are received, the battle control process renders a halo based on the halo rendering information in the process of rendering a battle action based on the battle rendering information, whereas when only the halo rendering information is received, the battle control process does not render a halo.

[0092] In one example, the battle control process and the scene control process share a halo rendering interface. In a turn-based battle (i.e., a battle scene), the battle control process calls the halo rendering interface to render a halo according to the halo rendering information. After the turn-based battle ends, the scene control process replaces the battle control process to call the halo rendering interface to complete the halo connection rendering.

[0093] Exemplarily, the scene control process renders halos based on the cached halo rendering information. For example, after the turn-based battle is ended, the scene control process calls the halo rendering interface to render and display the remaining halos corresponding to the turn-based battle based on the cached halo rendering information. The remaining halos refer to the halos that need to be further displayed in the virtual world in all the halo rendering information (for example, in the turn-based battle, the rendering of a halo is canceled).

[0094] Alternatively, during the process in which the battle control process performs halo rendering, the scene control process performs halo statistics based on the cached halo rendering information, and dynamically updates the remaining halos corresponding to the turn-based battle, so that after the turn-based battle ends, the remaining halos corresponding to the turn-based battle are seamlessly rendered and displayed.

[0095] In the above process, the process of caching and then rendering the halo rendering information by the scene control process is introduced. As a process used to process the contents related to the world scene, the scene control process needs to have the stability of scene display. By using the caching process, the scene control process can first cache the halo rendering information related to the halo triggered by the battle action, and then realize the halo rendering process by the halo rendering information cached by this process when the battle control process cannot render the halo based on the halo rendering information, thereby avoiding the problem of not being able to render the halo normally.

[0096] Optionally, after the turn-based battle is over, the battle control side can collectively synchronize the settlement data of the turn-based battle with the scene control side. For example, after the turn-based battle is over, the first server can collectively synchronize settlement data such as the life value consumption status, experience value acquisition status, and virtual resource consumption status in the turn-based battle with the second server.

[0097] In one example, a battle rendering tag corresponding to a battle action can indicate the timing and location of displaying the halo. The battle rendering tag may include identifier information of the turn-based battle, identifier information of the battle action, identifier information of the halo, corresponding locations of the halo (e.g., blocks and affected characters, etc.), and rendering details of the battle action, etc. The process may include the following contents.

[0098] 1. The scene control process receives a match rendering tag from a second server, where the match rendering tag is a tag generated by the first server based on a match action if the match action meets a halo trigger.

[0099] When the first server determines that the battle action triggers a halo, it generates a battle rendering tag of the battle action, then generates a call request according to the battle rendering information and the halo information, and sends the call request to the second server by a manner of RPC (Remote Procedure Call). The second server sends the battle rendering tag to a scene control process.

[0100] 2. The scene control process sends the match rendering tag to the match control process.

[0101] After receiving the battle rendering tag and the halo rendering information from the second server, the scene control process sends both the battle rendering tag and the halo rendering information to the battle control process.

[0102] 3. The battle control process renders a halo based on the halo rendering information in the process of rendering battle actions based on the battle rendering information, based on the display timing and display position specified by the battle rendering tag.

[0103] Illustratively, the battle control process determines the timing and display position of the halo based on the rendering details of the battle action in the battle rendering tag and the corresponding position of the halo. In the process of rendering and displaying the battle action, when the display timing arrives, the halo is rendered and displayed at the display position (e.g., a block). For example, the rendering of the halo is performed after the rendering of the activation process of the skill that triggers the halo is completed, thereby realizing a natural connection between the rendering of the two.

[0104] To illustrate, take the example of a halo affecting blocks in a virtual world.

[0105] If the initial type of the block is grass type, the block type is converted to fire type under the influence of a fire type halo. That is, a screen in which the grass on the block is burning is rendered and displayed. Or, if the initial type of the block is water type, the block type is converted to ice type under the influence of an ice type halo. That is, a screen in which the water on the block is frozen is rendered and displayed. Or, if the initial type of the block is earth type, the block type is converted to grass type under the influence of a grass type halo. That is, a screen in which the grass on the block is growing is rendered and displayed. The embodiment of the present application is not limited thereto.

[0106] For example, as shown in FIG. 5 and FIG. 6, in a battle scene 500, when a pet virtual character 501 with a fire attribute advances, a spherical fire halo 502 with a radius of 4 meters can be applied to the position where the pet virtual character 501 is located. The spherical fire halo 502 converts the blocks in the spherical fire halo 502 from grass type to fire type, i.e., ignites the grass in the spherical fire halo 502. Optionally, when the turn-based battle ends, if the spherical fire halo 502 belongs to the remaining halos, the scene control process can also render and display the spherical fire halo 502 at the position of the virtual character 501, and render and display the grass in the spherical fire halo 502 as ignited.

[0107] In the embodiment of the present application, when the pet virtual character becomes an attacker, active displacement may occur. When the pet virtual character becomes an attacking party, passive displacement may occur, and when the pet virtual character receives an attack of a skill, there may be a displacement process of being repelled. As the position of the pet virtual character changes, the environment in which it is located (including the environment of the block in which it is located and the weather environment) may also change, thereby affecting the battle of the pet virtual character in the following turn. Therefore, in each battle turn, it is necessary to determine the environmental affinity (abbreviated as affinity, i.e., the above-mentioned affinity effect) between the pet virtual character and the virtual world anew, which may include the following contents.

[0108] 1. The battle control process sends a battle action rendering completion notification to the first server.

[0109] Optionally, after completing the rendering of the battle action and the halo, the battle control process sends a battle action rendering completion notification to the first server, which is used to inform the first server of the result that the battle action and the halo have completed rendering.

[0110] After receiving the rendering end notification, the first server generates an acquisition request for updated environmental information and transmits the acquisition request to the second server to acquire the updated environmental information. After acquiring the updated environmental information, the first server determines an affinity between the participant and the updated environmental information based on the updated environmental information, and the affinity affects the skill strength of the participant. Here, the acquisition request is used to request acquisition of the updated environmental information, and the acquisition request may include identifier information corresponding to the battle action and block information affected by the halo, etc. The updated environmental information refers to environmental information after the battle scene is affected by the halo, for example, the attribute of the block after being affected by the halo. The first server can acquire the updated environmental information corresponding to the halo based on the halo information.

[0111] 2. The battle control process receives an affinity rendering animation from the first server. Here, the affinity rendering animation is an animation generated by the first server based on the updated environment information sent from the second server, and the updated environment information refers to the environment information after the battle scene is affected by the halo. The affinity rendering animation is used to represent the affinity between the participants and the updated environment information, and the affinity affects the skill strength of the participants.

[0112] In an embodiment of the present application, the environmental information may include weather information, block information, and time information. The first server may determine the affinity between the participant and the environment by combining the environmental information and the attributes of the participant. Exemplarily, the first server may first obtain the weather potential energy and block potential energy corresponding to the participant, and then determine the affinity between the participant and the environment based on the weather potential energy and the block potential energy, combined with the attribute information of the participant. Here, the weather potential energy may be determined based on the weather information and the time information. For example, a clear sky at night may be given a "ghost" potential energy, while a clear sky in the morning may be given a "light" potential energy. The block potential energy is determined by the type of block where the participant is located. For example, a block with a grass attribute has a "grass" potential energy.

[0113] Optionally, the degree of aversion and liking of the environment by the participant includes several different levels: strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.

[0114] If the participant's attributes are compatible with both weather potential energy and block potential energy (i.e., the participant likes both blocks and weather), they get a strong affinity effect and their affinity is increased by 2. If the participant's attributes are compatible with only one of weather potential energy and block potential energy and they don't resist the other (i.e., the participant likes only one and doesn't dislike the other), they get a weak affinity effect and their affinity is increased by 1. If the participant's attributes are compatible with only one of weather potential energy and block potential energy and they resist the other (i.e., the participant likes only one and dislikes the other), they get no effect and their affinity is increased by 0. If the participant's attributes are compatible with only one of weather potential energy and block potential energy and they don't match the other (i.e., the participant dislikes only one and doesn't like the other), they get a weak resistance effect and their affinity is decreased by 1. If the participant's attributes resist both weather potential energy and block potential energy (i.e., the participant dislikes both blocks and weather), they gain a strong resistance effect and their affinity is reduced by 2.

[0115] If the affinity corresponding to the participant is positive, it is considered to trigger the participant's environmental affinity, and buffs the participant's combat behavior, for example, increasing skill range, skill attack power, and skill attack effect. If the affinity corresponding to the participant is negative, it is considered to resist the environment, and debuffs the participant's combat behavior, for example, decreasing skill range, skill attack power, and skill attack effect. If the affinity corresponding to the participant is 0, it does not adjust the participant's ability to influence combat behavior.

[0116] The first server can adopt the same method as above to obtain the affinity between the participant and the updated environment information, and can further generate an affinity rendering animation based on the affinity. Selectively, different affinities correspond to different affinity rendering animations. For example, the affinity rendering animation corresponding to strong affinity is a laughing face, the affinity rendering animation corresponding to weak affinity is a smiling face, and the affinity rendering animation corresponding to strong resistance is an angry face. The affinity rendering animation may be an icon, a dynamic icon, an animation, etc., and the embodiment of the present application is not limited thereto.

[0117] The first server distributes the generated affinity rendering animation to the match control process.

[0118] 3. The match control process displays the affinity rendering animation.

[0119] After receiving the affinity rendering animation, the match control process can display the affinity rendering animation at a nearby position of the participant.

[0120] 7, in a battle scene 700, if there is a strong affinity between a pet virtual character 701 with a fire attribute and the environment, the battle control process displays an affinity rendering animation 702 corresponding to the strong affinity above the pet virtual character 701. The affinity rendering animation 702 is a sun with a big laughing face.

[0121] 8, for example, in a battle scene 800, if there is a weak affinity between a pet virtual character 801 with a light attribute and the environment, the battle control process displays an affinity rendering animation 802 corresponding to the weak affinity above the pet virtual character 802. The affinity rendering animation 802 is a sun with a smiling face.

[0122] Also, for example, as shown in FIG. 9 and FIG. 10, in a battle scene 900, a pet virtual character 901 with an earth attribute attacks an opponent unit using an earth attribute skill 902 (for example, active impact) in a grass field. Since the affinity between the pet virtual character 901 and the environment is insensitive, the skill 902 is not adjusted (i.e., normal impact). On the other hand, when the pet virtual character 901 moves to a rock block and attacks an opponent unit using the skill 902 again, the affinity between the pet virtual character 901 and the environment changes from insensitive to strong affinity, so a buff is applied to the effect of the skill 902, for example, the power of the skill 902 is increased by 50%, and a gravel effect (i.e., an impact that has a gravel effect and increases the power) is added for the skill 902.

[0123] In the above content of determining the environmental affinity, the battle control process realizes the display process of the affinity rendering animation. The battle control process can not only render the halo according to the halo rendering information, but also receive the affinity rendering animation generated based on the updated environmental information transmitted between the first server and the second server after the rendering of the battle action is completed, so that the environmental situation after the battle scene is affected by the halo can be more timely presented by the affinity rendering animation. This not only greatly improves the reality of the screen display, but also enriches the screen display effect, thereby improving the fun of the game, making it easier for the player to determine the next battle situation through the affinity rendering animation, and improving the efficiency of human-computer interaction.

[0124] As described above, the technical solution provided by the embodiment of the present application eliminates the need for two servers to perform the environment generation for battle action and the environment generation for non-battle action, and allows the first server to send a small amount of halo information to the second server in the battle action, so that the second server processes data related to the environment generation in the battle action, and avoids the problem of a relatively large amount of data transmission caused by the second server needing to update the entire environment data and copy it to the first server. This not only greatly reduces the amount of data exchanged and transmitted between the first server and the second server, but also avoids the problem of redundancy caused by both the first server and the second server maintaining one scene data by maintaining one scene information on the second server side, and further effectively reduces the maintenance overhead of the server, which is also advantageous in improving the interface display efficiency and the human-computer interaction efficiency.

[0125] In addition, by supporting the battle control process to execute the battle behavior processing logic and the scene control process to execute the halo processing logic, different processes can better realize the logic execution process, and the decoupling between the halo processing logic and the battle behavior processing logic can improve the independence of the business logic and further reduce the difficulty of maintaining and expanding the turn-based battle. At the same time, the lowest layer code originally belonging to the first server or the second server does not need to be compatible with the first server and the second server at the same time, which greatly reduces the difficulty of code development, is favorable for improving the efficiency of interaction between the client and the server, and can reduce the maintenance cost of the system.

[0126] In addition, in turn-based battle, the first server supports sending halo information to the second server for generating halo rendering information, and the second server sends the halo rendering information to a scene control process for processing the contents related to the world scene in the client, and the scene control process provides the halo rendering information to the battle control process in the client, realizing information interaction between the battle control side and the scene control side, so that the expressions between the battle control side and the scene control side can be consistent, and the integration degree between the battle control side and the scene control side can be improved.

[0127] In addition, the process of integrating the battle rendering tag, battle rendering information, and halo rendering information to realize the rendering of the halo has been introduced. The battle rendering tag can specify the display position and timing of the halo, which can not only reduce the amount of data transmission, but also realize a natural and smooth connection between the rendering process of the battle action and the rendering process of the halo. This can reduce the amount of data transmission in each interaction process and improve the rendering effect of the battle. In addition, the synchronization of the halo rendering between the battle control side and the scene control side can further improve the integration between the world scene and the battle scene, improving the screen display reality while solving the problem of duplicated data processing on the battle control side and the scene control side.

[0128] Referring to Figure 11, a flowchart of an information provision method based on turn-based battles provided by one embodiment of the present application is shown, and the entity that performs each step of the method may be a server 320 in the solution implementation environment shown in Figure 3, for example, a first server 321 and a second server 322, and the method may include several of the following steps (steps 1101 to 1104).

[0129] Step 1101: The first server receives a start request for a battle action sent from the battle control process, and generates battle rendering information corresponding to the battle action according to the start request, where the battle action is an action started by a participant in the turn-based battle, and the battle rendering information is used to render the battle action.

[0130] The battle action start request is used to start rendering of the battle action and to request acquisition of information required for rendering of the battle action, i.e., battle rendering information. The start request may include identifier information of the battle action, such as identifier information of a skill and identifier information of a virtual tool.

[0131] The first server can obtain data related to the battle action based on the identifier information of the battle action. The first server can perform logic processing on the battle action by executing the battle action processing logic, and generate battle rendering information. The first server is the same as the introduction content of the above embodiment, and will not be described in detail again here.

[0132] The turn-based battle in the embodiment of the present application operates in a turn-based RPG mechanism provided by the embodiment of the present application. The turn-based battle may refer to a turn-based battle between the pet virtual character and an enemy unit. The participants of the turn-based battle may refer to the pet virtual character or the enemy unit of the pet virtual character. Exemplarily, when the master virtual character encounters an enemy unit, the player can select to start the turn-based battle.

[0133] In one example, in the process of launching a turn-based battle, the process of providing a battle screen for the turn-based battle may be as follows.

[0134] 1. The second server receives basic information corresponding to participants in the turn-based battle and environmental information corresponding to the battle scene sent from the scene control process.

[0135] Optionally, when it is decided to launch a turn-based battle, the scene control process retrieves basic information corresponding to the participants and environmental information corresponding to the battle scene, and uploads it to the second server.

[0136] 2. The second server transmits the basic information and the environmental information to the first server.

[0137] After receiving the basic information and the environmental information, the second server transmits the basic information and the environmental information to the first server.

[0138] 3. The first server generates a battle screen for the turn-based battle based on the basic information and the environmental information, and transmits the battle screen for the turn-based battle to the battle control process.

[0139] The battle screen may refer to a screen in which the pet virtual character fights against an enemy unit in a battle scene. After receiving the turn-based battle screen, the battle control process can display the turn-based battle screen on the user interface.

[0140] Step 1102: When the first server determines that the battle action triggers a halo, it sends a call request to the second server, where the call request includes halo information used to represent the halo, and the halo affects an element in a battle scene of the turn-based battle.

[0141] After receiving a request to start a battle action, the first server further detects whether the battle action triggers a halo. If it is determined that the battle action triggers a halo, the first server generates a call request based on the halo information and sends the call request to the second server by an RPC method. If it is determined that the battle action does not trigger a halo, the first server does not generate a call request and only generates battle rendering information.

[0142] Step 1103: The second server generates halo rendering information according to the calling request, and sends the halo rendering information to the scene control process. The halo rendering information is sent by the scene control process to the battle control process, and the halo rendering information is used to render the halo.

[0143] After receiving the call request, the second server determines a halo according to the halo information in the call request, performs logic processing on the halo, and generates halo rendering information. The second server sends the halo rendering information to a scene control process, so that the scene control process transfers the halo rendering information to a battle control process.

[0144] In one example, after receiving the call request, the second server first determines a block corresponding to the halo, and then determines whether a halo history exists in the block corresponding to the halo. If a halo history already exists in the block corresponding to the halo, the second server generates halo rendering information based on the relationship between the halo history and the halo. Here, when the halo history and the halo are in a covering relationship, the halo rendering information is used to cancel the influence of the halo history on the block and add the influence of the halo on the block, or when the halo history and the halo are in a mutually exclusive relationship, the halo rendering information is used to retain the influence of the halo history on the block.

[0145] For example, adding a water halo based on a block having a fire halo results in covering logic, i.e. canceling the fire halo and its influence on the block and adding a water halo and its influence on the block. Adding a fire halo based on a block having a water halo results in mutually exclusive logic, i.e. continuing to preserve the influence on the block due to the halo history.

[0146] If no halo history exists for the block corresponding to the halo, generate halo rendering information if the block type supports halo activation (e.g. a grass block supports fire halo), and do not generate halo rendering information if the block type does not support halo activation (e.g. a water block does not support fire halo).

[0147] In the above process, the second server uses the comparison between the halo and the halo history to individually determine the generation status of the halo rendering information. If the halo history and the halo are in a covering relationship, the halo rendering information generated by the second server is used to cancel the influence of the halo history on the block and add the influence of the halo on the block. This allows the current halo to be used to present the battle situation more clearly and timely, and avoids the limitation that the display of the halo history makes the halo less clear. If the halo history and the halo are in a mutually exclusive relationship, the halo rendering information generated by the second server is used to retain the influence of the halo history on the block, thereby avoiding the problem of screen display splitting caused by the exclusive relationship between the battle situation and the display status of the virtual scene, and realizes the scene rendering process based on maintaining the reality of the scene display by integrating and considering the halo history and the halo corresponding to the current battle.

[0148] Step 1104: After receiving the notification of successful distribution of the halo rendering information from the second server, the first server sends the battle rendering information to the battle control process.

[0149] After transmitting the halo rendering information to the scene control process, the second server can transmit a distribution success notification to the first server to inform the first server that the distribution of the halo rendering information was successful and transmit the battle rendering information to the battle control process. In this manner, it is ensured that the battle control process receives the halo rendering information and the battle rendering information within approximately the same time. The battle control process can further render a halo based on the halo rendering information in the process of rendering a battle action based on the battle rendering information.

[0150] In one example, the timing and position of displaying the halo can be indicated by a battle rendering tag corresponding to a battle action, and the process of providing the battle rendering tag may be as follows:

[0151] 1. When the first server determines that a battle action triggers a halo, it generates a battle rendering tag based on the battle action, where the battle rendering tag is used to indicate the display timing and display position of the halo.

[0152] The battle rendering tag may include turn-based battle identifier information, battle action identifier information, halo identifier information, the corresponding location of the halo (e.g., the block and the affected character, etc.), and rendering details of the battle action, etc.

[0153] 2. The first server sends the match rendering tag to the second server.

[0154] The first server can package the battle rendering tag and the halo information into a call request, and send the call request to the second server through an RPC manner.

[0155] 3. The second server sends a match rendering tag to the scene control process, and the match rendering tag is sent by the scene control process to the match control process.

[0156] In the above process, the relevant content of the battle rendering tag is introduced. The battle rendering tag can more intuitively specify the display position and display timing of the halo, improve the compatibility of the screen rendering process, reduce the amount of data transmission required for multiple interactions, improve the battle rendering effect and improve the screen rendering efficiency at the same time. In addition, the synchronization process between the battle control side and the scene control side can further improve the integration between the world scene and the battle scene, and solve the problem of overlapping data processing on the battle control side and the scene control side.

[0157] After receiving the call request, the second server generates halo rendering information and sends both the halo rendering information and the battle rendering tag to the scene control process, so that the scene control process sends the halo rendering information and the battle rendering tag to the battle control process. The battle control process renders a halo based on the halo rendering information in a process of rendering a battle action based on the battle rendering information according to the display timing and display position specified by the battle rendering tag.

[0158] In one selectable embodiment, the turn-based battle includes mid-turn battles and final round battles, and the mid-turn battles refer to battles other than the final round battles in the turn-based battle.

[0159] In one example, when a mid-turn match triggers a halo, the second server sends the halo rendering information and the match rendering tag generated by the first server to the scene control process, where the mid-turn match refers to a match other than the final round match in a turn-based match.

[0160] Or, when the final round match triggers a halo, the second server sends the halo rendering information, the match rendering tag generated by the first server, and a turn-based match end notification to the scene control process. By sending the turn-based match end notification, the second server informs the scene control process that the turn-based match will soon end and that it can prepare for the halo rendering linkage.

[0161] In the above process, the difference between the contents sent by the second server in the middle turn match and the final round match is introduced. In the middle turn match, the second server sends the halo rendering information and the match rendering tag in consideration that the match is not yet over, and instructs the scene control process to continue the subsequent process of scene rendering based on the contents. In the final round match, the second server sends the halo rendering information, the match rendering tag, and the game end notification in consideration that the match will soon end, and instructs the scene control process to stop data reception and scene rendering process after performing scene rendering based on the contents, thereby avoiding the situation of resource waste caused by additional data transmission.

[0162] In the embodiment of the present application, when the pet virtual character becomes an attacker, active displacement may occur. When the pet virtual character becomes an attacking party, passive displacement may occur, and when the pet virtual character receives an attack of a skill, there may be a displacement process of being repelled. As the position of the pet virtual character changes, the environment in which it is located (including the environment of the block in which it is located and the weather environment) may also change, thereby affecting the battle of the pet virtual character in the following turn. Therefore, in each turn of the battle, it is necessary to determine the environmental affinity (abbreviated as affinity, i.e., the above-mentioned affinity effect) between the pet virtual character and the virtual world anew, which may include the following contents.

[0163] 1. After receiving a rendering completion notification of the battle action sent from the battle control process, the first server sends a request for obtaining updated environment information to the second server. Here, the updated environment information refers to the environment information after the battle scene is affected by the halo.

[0164] The rendering completion notification is used to inform the first server of the completion of rendering of the battle action and the halo. The update environment information acquisition request is used to request acquisition of updated environment information. The environment information may include weather information, block information, and time information.

[0165] 2. The second server sends the updated environment information to the first server.

[0166] After retrieving the updated environment information, the second server transmits the updated environment information to the first server.

[0167] 3. The first server generates an affinity rendering animation based on the updated environment information, where the affinity rendering animation is used to represent an affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant.

[0168] Optionally, the first server may generate an affinity rendering animation based on the affinity between the participant and the environment, the process of which may be as follows.

[0169] 1. The first server determines block potential energy and weather potential energy corresponding to a participant based on the updated environment information, where the block potential energy is used to indicate the influence on the participant according to the type of block, and the weather potential energy is used to indicate the influence on the participant according to the weather and time.

[0170] Here, the weather potential energy can be determined based on the time information and the weather information.

[0171] 2. The first server determines an environmental potential energy corresponding to the participant based on the block potential energy and the weather potential energy corresponding to the participant.

[0172] Optionally, the environmental potential energy may include two parts: weather potential energy and block potential energy.

[0173] 3. The first server generates an affinity rendering animation based on the environmental potential energy corresponding to the participant and the attribute information of the participant.

[0174] The first server can determine the affinity between the participant and the environment according to the environmental potential energy corresponding to the participant and the attribute information of the participant, and then generate an affinity rendering animation according to the affinity. Here, the method of determining the affinity is the same as that introduced in the above embodiment.

[0175] 4. The first server sends the affinity rendering animation to the match control process.

[0176] In the above process, the first server generates an affinity rendering animation based on the affinity between the participant and the environment. The first server is a server responsible for processing the battle situation, and can determine the influence of various updated environmental information on the participant when the participant starts a battle action. This realizes the purpose of analyzing the participants in real time, and further determines the influence of the environment on the skill strength of the participant in real time, which represents the affinity between the participant and the environment. The affinity rendering animation is generated according to the affinity determined in real time, and the environmental situation after the battle scene is affected by the halo can be presented more timely, greatly improving the screen display reality, while enriching the screen display effect, making it easier for the player to determine the next battle situation through the affinity rendering animation, and improving the efficiency of human-computer interaction.

[0177] Here, we have introduced the content of generating affinity rendering animation based on updated environmental information. After obtaining updated environmental information indicating that the battle scene is affected by the halo, determine the block potential energy representing the influence on the participants by the block type, and determine the weather potential energy representing the influence on the participants by the weather and time, thereby integrating the block potential energy, the environmental potential energy represented by the weather potential energy, and the attribute information of the participants. By more fully considering various elements and the influence situation between various elements, the affinity rendering animation in which the environmental potential energy affects the skill strength of the participants is generated more timely and accurately, improving the realism of the affinity rendering animation, giving the player a sufficient battle experience, while ensuring the integration of the experience between the battle scene and the world scene, avoiding the occurrence of a sense of scene fragmentation, and improving the efficiency of data exchange between different scenes.

[0178] After receiving the affinity rendering animation, the battle control process displays the affinity rendering animation in the battle scene.

[0179] As described above, the technical solution provided by the embodiment of the present application eliminates the need for two servers to perform the environment generation for battle action and the environment generation for non-battle action, and allows the first server to send a small amount of halo information to the second server in the battle action, so that the second server processes data related to the environment generation in the battle action, and avoids the problem of a relatively large amount of data transmission caused by the second server needing to update the entire environment data and copy it to the first server. This not only greatly reduces the amount of data exchanged and transmitted between the first server and the second server, but also avoids the problem of redundancy caused by both the first server and the second server maintaining one scene data by maintaining one scene information on the second server side, so as to effectively reduce the maintenance overhead of the server, and is also advantageous in improving the interface display efficiency and the human-computer interaction efficiency.

[0180] In addition, by supporting the battle control process to execute the battle behavior processing logic and the scene control process to execute the halo processing logic, different processes can better realize the logic execution process, and the decoupling between the halo processing logic and the battle behavior processing logic improves the independence of the business logic and further reduces the difficulty of maintaining and expanding the turn-based battle. At the same time, the lowest layer code originally belonging to the first server or the second server does not need to be compatible with the first server and the second server at the same time, which greatly reduces the difficulty of code development, which is favorable for improving the interaction efficiency between the client and the server, and reduces the maintenance costs of the system.

[0181] In addition, by supporting the first server to distribute battle rendering information and the second server to distribute halo rendering information, the problem of a client needing to be compatible with multiple types of rendering information sources when processing the same rendering information due to both the first server and the second server distributing battle rendering information or halo rendering information is avoided, thereby reducing the burden on the client to process the rendering information.

[0182] Referring to Figures 12 and 13, a flowchart of an interface display method based on turn-based battle provided by another embodiment of the present application is shown, and the execution body of each step of the method may be the terminal 310 or the server 320 in the implementation environment of the solution shown in Figure 1, and the method may include the following several steps (steps 1201 to 1219).

[0183] Step 1201: The scene control process displays a screen corresponding to the world scene.

[0184] Step 1202: When the scene control process determines to launch a turn-based battle, it extracts basic information corresponding to the participants in the turn-based battle and environmental information corresponding to the battle scene, and sends the basic information and environmental information to the second server.

[0185] Step 1203: The second server sends the basic information and the environmental information to the first server.

[0186] Step 1204: The first server generates a battle screen corresponding to the battle scene based on the basic information and the environmental information, and transmits the battle screen corresponding to the battle scene to the battle control process.

[0187] Step 1205: The battle control process displays a battle screen of a battle scene.

[0188] Step 1206: When the match control process detects that a participant starts a match action, it transmits a match action start request to the first server.

[0189] Step 1207: After receiving the start request of the battle action, the first server generates battle rendering information corresponding to the battle action according to the start request, and sends a call request to the second server when it determines that the battle action triggers a halo. The call request includes halo information used to represent the halo and a battle rendering tag used to indicate the display timing and display position of the halo.

[0190] Step 1208: The second server generates halo rendering information according to the calling request, sends the halo rendering information and the battle rendering tag to the scene control process, and sends a notification of successful distribution of the halo rendering information to the first server. The halo rendering information is used to render the halo.

[0191] Step 1209: The scene control process caches the halo rendering information and the match rendering tag, and sends the halo rendering information and the match rendering tag to the match control process.

[0192] Step 1210: After receiving the notification of successful distribution of the halo rendering information, the second server sends the battle rendering information to the battle control process.

[0193] Step 1211: The battle control process renders a halo based on the halo rendering information in the process of rendering a battle action based on the battle rendering information, based on the display timing and display position specified by the battle rendering tag.

[0194] Step 1212: The match control process transmits a match action rendering completion notification to the first server.

[0195] Step 1213: The first server sends an acquisition request for updated environment information to the second server, where the updated environment information refers to the environment information after the battle scene is affected by the halo.

[0196] Step 1214: The second server sends the updated environment information to the first server.

[0197] Step 1215: The first server generates an affinity rendering animation based on the updated environment information, and sends it to the match control process.

[0198] Step 1216: The match control process displays the affinity rendering animation.

[0199] Step 1217: The battle control process stops operation after determining to end the turn-based battle.

[0200] Step 1218: After the scene control process determines the end of the turn-based combat, it renders a halo based on the cached halo rendering information.

[0201] Step 1219: After a threshold amount of time, the scene control process cancels the rendering of the halo and restores the display of the screen corresponding to the world scene.

[0202] In some embodiments, as shown in FIG. 14, in the turn-based battle of the turn-based battle, the leftmost vertical process is the cycle main process of the battle control terminal during the turn, and the interaction between it and the scene control side mainly occurs at two points in time. For the first point in time, after the player selects a skill, it needs to determine whether the skill will trigger a halo, and if the skill triggers a halo, the battle control side needs to interact with the scene control side. The battle control side needs to send a halo rendering information call request to the scene control side, thereby requesting to obtain halo rendering information. Then, based on whether the halo is added successfully, it decides whether to modify the virtual world (e.g., blocks), and ends the process of the scene control side.

[0203] For the second time point, after determining that the turn-based battle is not over and the rendering of the skills and the halo is over, the first server on the battle control side needs to retrieve the updated environment information from the second server on the scene control side, generate an affinity rendering animation based on the updated environment information, and distribute it to the battle control process on the battle control side for display.

[0204] As described above, the technical solution provided by the embodiments of the present application is that the battle control process and the first server support the realization of the battle action processing logic to obtain the battle rendering information, and the scene control process and the second server support the realization of the halo processing logic to obtain the halo rendering information. Both the battle control side and the scene control side do not need to maintain a battle action processing logic and a halo processing logic, and only the scene control side needs to maintain a single scene information, thereby reducing the redundancy in the turn-based battle business logic and data maintenance, and further reducing the maintenance overhead.

[0205] The following are examples of the apparatus of the present application, which can be used to carry out the method of the present application. For details not disclosed in the apparatus of the present application, please refer to the method of the present application.

[0206] Referring to FIG. 15, a block diagram of an interface display device based on turn-based battles provided by one embodiment of the present application is shown. The device has a function of implementing the above-mentioned method example, and the above-mentioned function may be implemented by hardware, or may be implemented by hardware executing corresponding software. The device may be the computer device introduced above, or may be installed in the computer device. As shown in FIG. 15, the device 1500 includes a battle control module 1501 and a scene control module 1502.

[0207] The battle control module 1501 is used to, when it detects that a participant in a turn-based battle is about to start a battle action, send a request to start the battle action to a first server, and the first server is used to process the battle action.

[0208] The match control module 1501 is further used for receiving match rendering information from the first server, where the match rendering information is used for rendering the match action.

[0209] The scene control module 1502 is used to receive halo rendering information from a second server, which is used to process the virtual world environment, where the halo rendering information is generated by the second server based on the halo information sent from the first server, the halo information is used to represent a halo triggered by the battle action, and the halo affects elements in the turn-based battle scene.

[0210] The battle control module 1501 is further used for rendering the halo according to the halo rendering information in the process of rendering the battle action according to the battle rendering information.

[0211] In some embodiments, the scene control module 1502 is further adapted to receive, by the scene control process, a match rendering tag from the second server, where the match rendering tag is generated by the first server based on the match action when the match action satisfies the halo trigger.

[0212] The scene control module 1502 is further used by the scene control process to send the match rendering tag to the match control process.

[0213] The match control module 1501 is further used by the match control process to render the halo based on the halo rendering information in the process of rendering the match action based on the match rendering information in accordance with the display timing and display position indicated by the match rendering tag.

[0214] In some embodiments, the scene control module 1502 further comprises: caching said halo rendering information by said scene control process; and used by the scene control process to render the halo based on the cached halo rendering information.

[0215] In some embodiments, the scene control module 1502 is further used for, when entering the turn-based battle, obtaining basic information corresponding to the participants and environmental information corresponding to the battle scene through the scene control process, and sending the basic information and the environmental information to the second server.

[0216] The battle control module 1501 is further used to receive a battle screen of the turn-based battle from the first server through the battle control process, where the battle screen is generated by the first server based on the basic information and the environment information transmitted from the second server.

[0217] The match control module 1501 is further used to display the match screen through the match control process.

[0218] In some embodiments, the match control module 1501 is further used for sending a rendering completion notification of the match action to the first server via the match control process.

[0219] The battle control module 1501 is further used to receive an affinity rendering animation from the first server through the battle control process. Here, the affinity rendering animation is an animation generated by the first server based on the updated environment information sent from the second server, and the updated environment information refers to the environment information after the battle scene is affected by the halo. The affinity rendering animation is used to represent the affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant.

[0220] The match control module 1501 is further used by the match control process to display the affinity rendering animation.

[0221] As described above, the technical solution provided by the embodiments of the present application is that the first server supports the realization of the battle action processing logic to obtain the battle rendering information, and the second server supports the realization of the halo processing logic to obtain the halo rendering information. The above process uses the mode of maintaining a scene information on the scene control side, which can avoid both the battle control side and the scene control side from maintaining a battle action processing logic and a halo processing logic, thereby significantly reducing the redundancy of the turn-based battle business logic and data maintenance, and further reducing the maintenance overhead.

[0222] It is necessary to explain that the above embodiment provides an apparatus in which the functions are realized by only dividing the apparatus into the above functional modules, but in actual applications, the above functions can be completed by allocating them to different functional modules as necessary. That is, the internal structure of the device can be divided into different functional modules to achieve all or part of the functions described above. In addition, the apparatus provided by the above embodiment belongs to the same concept as the method embodiment, and the implementation process thereof can be referred to in detail in the method embodiment, so it will not be described in detail again here.

[0223] 16 shows a structural block diagram of a computer system provided by an embodiment of the present application. The computer system 1600 includes a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.

[0224] An application program supporting a virtual world is installed and running on the first terminal 120. The application program may be any one of a three-dimensional map program, a virtual reality application program, an augmented reality program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to control the actions of a first virtual character located in the virtual world.

[0225] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0226] The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 140 includes a processor 144 and a memory 142, and the memory 142 also includes a receiving module 1421, a control module 1422, and a sending module 1423, where the receiving module 1421 is used for receiving a request sent from a client, for example, a request for detecting the position of an enemy virtual character, the control module 1422 is used for controlling the rendering of a screen of the virtual world, and the sending module 1423 is used for sending a response to the client, for example, sending the position of a third virtual character to the client. The server 140 is used for providing background services for application programs supporting a three-dimensional virtual world.

[0227] An application program supporting a virtual world is installed and operating on the second terminal 160. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control the activities of a second virtual character located in the virtual world, and the second virtual character is also set as a master virtual character. The third terminal 180 is installed and operating on an application program supporting a virtual world. The third terminal 180 is a terminal used by a third user, and the third user uses the third terminal 180 to control the activities of a third virtual character located in the virtual world.

[0228] Selectably, the first virtual character, the second virtual character, and the third virtual character are located in the same virtual world, the first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.

[0229] Alternatively, the application programs installed in the first terminal 120, the second terminal 160, and the third terminal 180 may be the same, or the application programs installed in the three terminals may be the same type of application programs in different operating system platforms (Android or IOS). The first terminal 120 may refer to one of the multiple terminals in a general sense, the second terminal 160 may refer to one of the multiple terminals in a general sense, and the third terminal 180 may refer to one of the multiple terminals in a general sense, but in this embodiment, only the first terminal 120, the second terminal 160, and the third terminal 180 are described as examples. The types of devices of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and the types of devices include at least one of a smartphone, a smart watch, a smart TV, a tablet PC, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiment will be described by taking as an example that the terminal includes a smartphone.

[0230] As can be understood by those skilled in the art, the number of the terminals may be more or less. For example, there may be only one terminal, or there may be dozens, hundreds, or more of terminals. The embodiment of the present application is not limited on the number of terminals and the type of equipment.

[0231] 17 shows a structural block diagram of a computer device 1700 provided by one embodiment of the present application. The computer device 1700 may be a portable mobile terminal, such as a smart phone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III, MPEG Audio Layer 3), or an MP4 player (Moving Picture Experts Group Audio Layer IV, MPEG Audio Layer 4). The computer device 1700 may also be referred to by other names, such as user equipment and portable terminal.

[0232] Typically, the computing device 1700 includes a processor 1701 and a memory 1702 .

[0233] The processor 1701 may include one or more processing cores, such as, for example, a 4-core processor, an 8-core processor, and the like.

[0234] Memory 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory.

[0235] In some embodiments, the computing device 1700 optionally further includes a peripherals interface 1703 and at least one peripheral device, such as a radio frequency circuit 1704, a touch display screen 1705, a camera 1706, an audio circuit 1707, and a power source 1708.

[0236] In some embodiments, the computing device 1700 further includes one or more sensors 1709, including, but not limited to, an acceleration sensor 1710, a gyro sensor 1711, a pressure sensor 1712, an optical sensor 1713, and a proximity sensor 1714.

[0237] As one skilled in the art will appreciate, the structure shown in FIG. 17 does not constitute a limitation on computing device 1700, which may include more or fewer components than those shown, may combine certain components, or may employ a different arrangement of components.

[0238] In one exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored, and when the computer program is executed by a processor, the interface display method based on the turn-based battle or the information provision method based on the turn-based battle is realized.

[0239] Optionally, the computer-readable storage medium may include ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or optical disks, etc. Here, the random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0240] In one exemplary embodiment, the present invention further provides a computer program product or a computer program, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the interface display method based on turn-based combat or the information providing method based on turn-based combat.

[0241] It is necessary to explain that the information (including but not limited to target device information and target personal information), data (including but not limited to data for analysis, data for storage, and data for display) and signals related to this application have all been approved by the target or fully approved by each party, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant region. For example, the virtual characters, operations, world scenes, and battle scenes related to this application have all been obtained with sufficient approval.

[0242] As should be understood, "multiple" referred to in this specification refers to two or more than two. "And / or" describes the relation between related objects and indicates that three kinds of relations can exist, for example, A and / or B can indicate three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the related objects before and after are in an "or" relationship. In addition, the step numbers described in this specification exemplarily show only one possible execution order between steps, and in some other embodiments, the steps may not be executed in the order of the numbers, for example, two steps with different numbers may be executed simultaneously, or two steps with different numbers may be executed in the opposite order to that shown. The above are merely exemplary embodiments of the present application, and are not intended to limit the present application, and any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application should be included in the scope of protection of the present application.

Claims

1. A method for displaying an interface based on a turn-based battle, which is executed by a client, comprising: a step of transmitting a request to start a battle action to a first server when detecting that a participant of the turn-based battle starts the battle action, the first server being used to process the battle action; receiving battle rendering information from the first server, the battle rendering information being used to render the battle action; receiving halo rendering information from a second server, the second server being used to process a virtual world environment, the halo rendering information being information generated by the second server based on the halo information sent from the first server, the halo information being used to represent a halo triggered by the battle action, the halo affecting an element in a battle scene of the turn-based battle; A method for displaying an interface based on a turn-based battle, comprising: in a process of rendering the battle action based on the battle rendering information, a step of rendering the halo based on the halo rendering information.

2. A match control process and a scene control process are running in the client, When the match control process detects that the participant starts the match action, the match control process transmits the start request of the match action to the first server and receives the match rendering information from the first server; the scene control process receives the halo rendering information from the second server and transmits the halo rendering information to the match control process; The method of claim 1 , wherein the match control process renders the halo based on the halo rendering information in the process of rendering the match action based on the match rendering information.

3. The method comprises: the scene control process receiving a match rendering tag from the second server, the match rendering tag being a tag generated by the first server based on the match action if the match action satisfies the halo trigger; the scene control process sending the match rendering tag to the match control process; In the process of rendering the battle action based on the battle rendering information, the battle control process renders the halo based on the halo rendering information, The method of claim 2, wherein the battle control process includes a step of rendering the halo based on the halo rendering information in a process of rendering the battle action based on the battle rendering information in accordance with the display timing and display position indicated by the battle rendering tag.

4. The method comprises: the scene control process caching the halo rendering information; The method of claim 2 , further comprising: the scene control process rendering the halo based on cached halo rendering information.

5. The method comprises: When entering the turn-based battle, the scene control process obtains basic information corresponding to the participant and environmental information corresponding to the battle scene, and transmits the basic information and the environmental information to the second server; a step in which the battle control process receives a battle screen of the turn-based battle from the first server, the battle screen being a screen generated by the first server based on the basic information and the environmental information transmitted from the second server; The method of claim 2 , wherein the match control process further comprises the step of: displaying the match screen.

6. In the process of rendering the battle action based on the battle rendering information, the battle control process, after the step of rendering the halo based on the halo rendering information, the battle control process sending a rendering completion notification of the battle action to the first server; a step in which the battle control process receives an affinity rendering animation from the first server, the affinity rendering animation being an animation generated by the first server based on updated environment information transmitted from the second server, the updated environment information referring to the environment information after the battle scene is affected by the halo, the affinity rendering animation being used to represent an affinity between the participant and the updated environment information, the affinity affecting the skill strength of the participant; The method of claim 2 , wherein the match control process further comprises: displaying the affinity rendering animation.

7. An information provision method based on a turn-based battle, executed by a server, the server including a first server and a second server, the method comprising: a step of the first server receiving a start request for a battle action sent from a battle control process, and generating battle rendering information corresponding to the battle action based on the start request, the battle action being an action started by a participant of a turn-based battle, and the battle rendering information being used to render the battle action; sending a call request to the second server when the first server determines that the battle action triggers a halo, the call request including halo information used to represent the halo, the halo affecting an element in a battle scene of the turn-based battle; the second server generating halo rendering information based on the call request and sending the halo rendering information to a scene control process, the scene control process sending the halo rendering information to the battle control process, and the halo rendering information being used to render the halo; The information providing method based on turn-based battles includes a step in which the first server sends the battle rendering information to the battle control process after receiving a notification of successful distribution of the halo rendering information from the second server.

8. The method comprises: a step of generating a battle rendering tag based on the battle action when the first server determines that the battle action triggers the halo, the battle rendering tag being used to indicate a display timing and a display position of the halo; the first server sending the match rendering tag to the second server; 8. The method of claim 7, further comprising the step of: the second server sending the match rendering tag to the scene control process, the match rendering tag being sent by the scene control process to the match control process.

9. The turn-based battle includes a middle turn battle and a final round battle, and the middle turn battle refers to a battle other than the final round battle in the turn-based battle; The method comprises: if the mid-turn match triggers a halo, the second server sends the halo rendering information and the match rendering tag generated by the first server to the scene control process; Or, 8. The method of claim 7, further comprising the step of: if the final round match triggers a halo, the second server sending the halo rendering information, the match rendering tag, and a turn-based match end notification to the scene control process.

10. The second server generates halo rendering information based on the call request, if a halo history already exists for the block corresponding to the halo, the second server generates the halo rendering information based on a relationship between the halo history and the halo; 8. The method of claim 7, wherein if there is a covering relationship between the halo history and the halo, the halo rendering information is used to cancel an influence on the block by the halo history and add an influence on the block by the halo, or if there is a mutually exclusive relationship between the halo history and the halo, the halo rendering information is used to preserve an influence on the block by the halo history.

11. The method comprises: the second server receiving basic information corresponding to the participants and environmental information corresponding to the battle scene sent from the scene control process; The second server transmits the basic information and the environmental information to the first server; The method of claim 7 , further comprising: the first server generating a battle screen for the turn-based battle based on the basic information and the environmental information, and transmitting the battle screen to the battle control process.

12. The method comprises: a step in which the first server transmits a request for acquiring updated environmental information to the second server after receiving a rendering completion notification of the battle action transmitted from the battle control process, the updated environmental information indicating environmental information after the battle scene has been affected by the halo; The second server transmits the updated environment information to the first server; The first server generates an affinity rendering animation based on the updated environment information, the affinity rendering animation being used to represent an affinity between the participant and the updated environment information, the affinity affecting a skill strength of the participant; The method of claim 7 , further comprising the step of: the first server sending the affinity rendering animation to the match control process.

13. The step of generating an affinity rendering animation based on the updated environment information by the first server includes: The first server determines a block potential energy and a weather potential energy corresponding to the participant based on the updated environmental information, the block potential energy being used to indicate an impact on the participant by a block type, and the weather potential energy being used to indicate an impact on the participant by weather and time; The first server determines an environment potential energy corresponding to the participant based on a block potential energy and a weather potential energy corresponding to the participant; The method of claim 12 , further comprising: generating the affinity rendering animation by the first server based on an environmental potential energy corresponding to the participant and attribute information of the participant.

14. A turn-based battle-based interface display device, the device including: a battle control module; and a scene control module; the battle control module is used for, when detecting that a participant of the turn-based battle starts a battle action, sending a request to start the battle action to a first server, the first server being used for processing the battle action; The match control module is further used to receive match rendering information from the first server, and the match rendering information is used to render the match action; The scene control module is used for receiving halo rendering information from a second server, the second server is used for processing a world environment of a virtual world, the halo rendering information is information generated by the second server based on the halo information sent from the first server, the halo information is used for representing a halo triggered by the battle action, and the halo affects elements in a battle scene of the turn-based battle; The battle control module is further used for rendering the halo based on the halo rendering information in the process of rendering the battle action based on the battle rendering information, and is an interface display device based on turn-based battle.

15. The control module is further used for, when detecting that the participant starts the battle action through a battle control process, sending the start request of the battle action to the first server and receiving the battle rendering information from the first server; the scene control module is further used for receiving the halo rendering information from the second server by the scene control process, and sending the halo rendering information to the match control process; The device of claim 14 , wherein the match control module is further used to render the halo based on the halo rendering information in the process of rendering the match action based on the match rendering information by the match control process.

16. The scene control module is further used for receiving a battle rendering tag from the second server by the scene control process, the battle rendering tag being a tag generated by the first server based on the battle action when the battle action satisfies the trigger of the halo, and the scene control process sends the battle rendering tag to the battle control process; The device of claim 15, wherein the match control module is further used to render the halo based on the halo rendering information in the process of rendering the match action based on the match rendering information in accordance with the display timing and display position indicated by the match rendering tag by the match control process.

17. A computer system including a client and a server, the client being used to execute an interface display method based on turn-based battles described in any one of claims 1 to 6, and the server being used to execute an information provision method based on turn-based battles described in any one of claims 7 to 13.

18. A computer device including a processor and a memory, a computer program stored in the memory, and the computer program being loaded and executed by the processor to realize an interface display method based on turn-based battles described in any one of claims 1 to 6, or an information provision method based on turn-based battles described in any one of claims 7 to 13.

19. A computer-readable storage medium having a computer program stored therein, the computer program being loaded and executed by a processor to realize an interface display method based on turn-based battles as described in any one of claims 1 to 6, or an information provision method based on turn-based battles as described in any one of claims 7 to 13.

20. A computer program product, the computer program product including computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to realize an interface display method based on turn-based battles according to any one of claims 1 to 6, or an information provision method based on turn-based battles according to any one of claims 7 to 13.

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