Method and device for determining skill damage range, electronic device and storage medium

The method and device for determining skill damage range on hexagonal maps in combat games reduce calculation pressure and enhance accuracy by pre-storing relative position information and using vector calculations, aligning with player perception and hexagonal battle policies.

JP7738772B2Active Publication Date: 2025-09-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2024549737
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-03-02
Filing Date
2023-02-10
Publication Date
2025-09-12
Estimated Expiration
2043-02-10

AI Technical Summary

Technical Problem

Calculating the damage range of skills in combat games using hexagonal scene maps is computationally intensive and visually ambiguous, especially when using standard shapes like circles, rectangles, or sectors, leading to confusion and significant calculation pressure.

Method used

A method and device that determine the skill damage range by establishing hexagonal coordinate systems, pre-storing relative position information of the damage range, and using vector calculations to directly determine the damage range based on the release position, reducing the need for repeated calculations and improving accuracy on hexagonal maps.

Benefits of technology

Reduces calculation pressure and enhances the accuracy of damage range determination on hexagonal maps, aligning with player perception and maintaining the hexagonal battle policy space.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The method for determining the skill damage range includes the steps of: determining the release position of the target skill in response to the release of the target skill, the release position being located in one scene unit in a virtual scene, the scene unit being a hexagon, and the virtual scene being composed of a plurality of scene units arranged in a continuous manner; acquiring first relative position information of the damage range of the target skill based on the release position, the first relative position information including position information of the damage range of the target skill relative to the release position; and determining the damage range of the target skill based on the first relative position information of the damage range of the target skill. A skill damage range determination device, an electronic device, and a storage medium are further provided. The damage range of the target skill can be directly determined based on the relative position information, and there is no need to calculate whether or not each hexagon is in the damage range, so the calculation amount is small and the calculation pressure is reduced.
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Description

Related Applications

[0001] This disclosure claims priority to a Chinese patent application bearing application number 202210197590.6, filed on March 2, 2022, entitled "Method, Apparatus and Electronic Device for Determining Skill Damage Range," the entire contents of which are incorporated herein by reference. [Technical Field]

[0002] The present disclosure relates to the field of game technology, and more particularly to a method for determining a skill damage range, a device for determining a skill damage range, an electronic device, and a device-readable storage medium. [Background technology]

[0003] In combat games, the scene map of a game scene is typically composed of a series of polygons, such as a rectangle or hexagon. Compared to a rectangle, a hexagonal scene map has many advantages, such as the largest area for the same perimeter, equal distances from the center of a cell to the center points of adjacent cells in all directions, and deeper policies. Considering that the damage range of a skill is usually a standard shape, such as a circle, a rectangle, a fan, or a tapered shape, calculating the damage range of a skill based on a hexagonal scene map requires determining whether each hexagon is within the damage range based on the shape of the skill damage range and the distribution of surrounding hexagons, which requires significant calculation effort.

[0004] It should be noted that the information disclosed in the above background art section is used only to enhance understanding of the background of this disclosure and may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] In view of this, an object of the present disclosure is to provide a method for determining a skill damage range, a device for determining a skill damage range, an electronic device, and a storage medium that reduce the calculation pressure when determining the damage range.

[0006] A first aspect of an embodiment of the present disclosure provides a method for determining a skill damage range, the method including: a step of determining a release position of a target skill in response to the release of the target skill, the release position being located in one scene unit in a virtual scene, the scene unit being hexagonal, the virtual scene being composed of a plurality of consecutively arranged scene units; a step of obtaining first relative position information of the damage range of the target skill based on the release position, the first relative position information including position information of the damage range of the target skill relative to the release position; and a step of determining the damage range of the target skill based on the first relative position information of the damage range of the target skill.

[0007] Optionally, the step of obtaining first relative position information of the damage range of the target skill based on the emission position includes the steps of determining second relative position information of the emission position with respect to an object position of the virtual object that emits the target skill, and obtaining first relative position information of the damage range of the target skill corresponding to the second relative position information, wherein if the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

[0008] Optionally, the step of determining second relative position information of an emission position relative to an object position of the virtual object that emits the target skill includes the step of establishing a first hexagonal coordinate system with a scene unit corresponding to the object position as an origin, and determining coordinate information of the emission position in the first hexagonal coordinate system as the second relative position information, wherein the second relative position information is for indicating an emission direction and an emission distance in which the virtual object emits the target skill.

[0009] Optionally, the first relative position information of the damage range of the target skill corresponding to the above-mentioned second relative position information is preset by establishing a second hexagonal coordinate system with the scene unit corresponding to the release position as the origin, setting a target scene unit to which the damage range of the target skill belongs, and determining the coordinate information in the second hexagonal coordinate system of the target scene unit as the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0010] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the step of setting a target scene unit to which the damage range of the target skill belongs based on a range shape of the damage range of the target skill.

[0011] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the step of setting the target scene unit so that, if the connecting line between the object position and the emission position satisfies a specified condition, the center line of the area corresponding to the target scene unit overlaps with the connecting line between the object position and the emission position, and if the connecting line between the object position and the emission position does not satisfy the specified condition, setting the target scene unit so that the angle between the center line of the area corresponding to the target scene unit and the connecting line between the object position and the emission position is minimum, wherein the specified condition includes the connecting line between the object position and the emission position being perpendicular to any one side of a hexagonal scene unit in the virtual scene, or the connecting line between the object position and the emission position passing through any one corner of the hexagonal scene unit in the virtual scene.

[0012] Optionally, the step of determining the damage range of the target skill based on the first relative position information of the damage range of the target skill includes the steps of obtaining coordinate information in a first hexagonal coordinate system of the emission position, where the first hexagonal coordinate system is a coordinate system with a scene unit corresponding to the object position as its origin, and determining coordinate information in the first hexagonal coordinate system of the damage range of the target skill based on the coordinate information in the first hexagonal coordinate system of the emission position and the first relative position information of the damage range of the target skill.

[0013] A second aspect of an embodiment of the present disclosure provides a skill damage range determination device, the skill damage range determination device comprising: a position determination module, an information acquisition module, and a damage range determination module; the position determination module is configured to determine a release position of the target skill in response to the release of the target skill, the release position being located in one scene unit in a virtual scene, the scene unit being hexagonal, the virtual scene being composed of a plurality of scene units arranged consecutively; the information acquisition module is configured to acquire first relative position information of the damage range of the target skill based on the release position, the first relative position information including position information of the damage range of the target skill relative to the release position; and the damage range determination module is configured to determine the damage range of the target skill based on the first relative position information of the damage range of the target skill.

[0014] A third aspect of an embodiment of the present disclosure provides an electronic device including a processor and a memory, wherein the memory stores device executable instructions executable by the processor, and the processor executes the device executable instructions to realize the above-mentioned method for determining a skill damage range.

[0015] A fourth aspect of the present disclosure provides a machine-readable storage medium having machine-executable instructions stored thereon, the machine-executable instructions, when invoked and executed by a processor, causing the processor to implement the method for determining skill damage range.

[0016] The above-mentioned skill damage range determination method, device, and electronic device determine the release position of the target skill in response to the release of a target skill, where the release position is located in a scene unit in a virtual scene, the scene unit being a hexagon, and the virtual scene being composed of a plurality of consecutively arranged scene units. First relative position information of the damage range of the target skill is obtained based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position. The damage range of the target skill is determined based on the first relative position information of the damage range of the target skill. This method allows the relative position information of the damage range of the target skill relative to the release position to be stored in advance. During the game battle process, after the release position is determined, the damage range of the target skill can be directly determined based on the relative position information. This eliminates the need to calculate whether each hexagon is within the damage range, reducing the amount of calculation and the calculation pressure.

[0017] In addition, the relative position information of the damage range of the pre-stored target skill with respect to the release position is determined based on a hexagonal scene map, and the damage range of the target skill is determined in the game battle process based on the relative position information of the damage range of the pre-stored target skill with respect to the release position, and the damage range of the target skill is also determined based on the hexagonal scene map, so the damage range is more matched with the hexagonal scene map, and the accuracy of the damage range display can be improved compared to the method of calculating the damage range based on a normal two-dimensional map and displaying it on a hexagonal scene map.

[0018] Other features and advantages of the present disclosure will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the present disclosure. The objectives and other advantages of the present disclosure will be realized and obtained by the structure particularly pointed out in the description, claims and drawings.

[0019] In order to make the above objects, features and advantages of the present disclosure more apparent, preferred embodiments will be described in detail below with reference to the accompanying drawings. [Brief explanation of the drawings]

[0020] In order to more clearly describe the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings based on these drawings without any creative efforts. [Figure 1] FIG. 10 is a schematic diagram of a damage area in a hexagonal scene map according to an embodiment of the present disclosure. [Figure 2] 1 is a flowchart of a method for determining a skill damage range according to an embodiment of the present disclosure. [Figure 3] 1 is a schematic diagram of a hexagonal coordinate system and target skill release locations according to an embodiment of the present disclosure; FIG. [Figure 4] FIG. 10 is a schematic diagram of first relative position information of a target skill damage range according to an embodiment of the present disclosure. [Figure 5] FIG. 10 is a schematic diagram of the range shape of the damage range of a skill according to an embodiment of the present disclosure. [Figure 6] FIG. 10 is a schematic diagram of connecting lines between object positions and emission positions and target scene units according to an embodiment of the present disclosure. [Figure 7] FIG. 10 is a schematic diagram of connecting lines between other object positions and emission positions and target scene units according to an embodiment of the present disclosure. [Figure 8]FIG. 10 is a schematic diagram of connecting lines between other object positions and emission positions and target scene units according to an embodiment of the present disclosure. [Figure 9] 1 is a structural schematic diagram of a skill damage range determination device according to an embodiment of the present disclosure; FIG. [Figure 10] 1 is a structural schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0021] In order to clarify the objectives, technical solutions and advantages of the embodiments of the present disclosure, the technical solutions of the present disclosure will be described below clearly and completely with reference to the drawings, and it is obvious that the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor also fall within the scope of protection of the present disclosure.

[0022] Currently, in combat games and other virtual scenes, scene maps can be constructed using squares or hexagons as scene units. Scene maps constructed using regular hexagons are increasingly being used in games. Compared to regular squares, regular hexagons have many advantages, such as the largest area per perimeter (high utilization), equal distances from the center of a cell to the center of adjacent cells in all directions (fairness), and deeper policies. However, using regular hexagons poses a challenge when an attacker simultaneously damages multiple hexagonal units: how to accurately calculate which specific hexagons have been damaged. For most attackers, the damage ranges of their skills are all standard shapes, such as circles, rectangles, sectors, and tapered shapes. When taking the set of intersections between these standard shapes and a hexagon, accurately calculating which hexagons have been damaged is important for both the attacker and the attackee.

[0023] Related art techniques use a purely physical approach to calculate the damage range of a skill. For example, in a subgame, in addition to a hexagon, a conventional coordinate system, i.e., a Cartesian Cartesian coordinate system, is used. When calculating the damage range, a set of intersection points is calculated based on the coordinates of the Cartesian coordinate system, the range, and the position of the attackee. While this approach has the greatest advantage of being intuitive and aesthetically pleasing, it also has significant drawbacks. The drawbacks primarily include the fact that the damage range is calculated using Cartesian coordinate system coordinates, which are unrelated to hexagons, and the depth of the policy provided by hexagons is not utilized, and determining the damage range can be very confusing. When taking the set of intersection points between a hexagon and these standard shapes, such as a circle, rectangle, sector, or tapered shape, the hexagon may intersect at any position. Therefore, the visual effect of whether or not a certain hexagon is damaged is extremely unclear from the actual result, causing confusion to players. As shown in Figure 1, if a virtual object at position A uses a skill at position B to inflict damage on enemies at position B and in a straight line, the damage range becomes very ambiguous as to whether it will inflict damage on positions C, D, and E, which can confuse the user and affect the user's combat strategy. Furthermore, frequently calculating whether each unit is within the damage range during combat consumes a significant amount of energy. Assuming that a team is filled with dozens of hexagons during a single team battle, the calculation pressure is enormous because each time a unit is inflicted damage within the damage range, the calculation pressure is enormous.

[0024] As described above, the embodiments of the present disclosure provide a method for determining a skill damage range, a device for determining a skill damage range, an electronic device, and a device-readable storage medium, which can be applied to games and animated films, and specifically can be used to determine the skill damage range in games or other three-dimensional scenes.

[0025] To facilitate understanding of this embodiment, the method for determining the skill damage range disclosed in the embodiment of the present disclosure will first be described in detail. As shown in FIG. 2, the method includes the following steps S202 to S206.

[0026] In step S202, in response to the release of the target skill, a release position of the target skill is determined, where the release position is located at one scene unit in the virtual scene, the scene unit is hexagonal, and the virtual scene is composed of a plurality of scene units arranged consecutively.

[0027] For example, in a combat game scene or other virtual scene, a scene map of the virtual scene is typically constructed by connecting successive polygons. The position of a virtual object in the scene may be represented by the position of the polygon in which the virtual object is located. Each virtual object has at least one pre-defined skill, and information such as the damage shape, damage distance, and range for each skill is also set during the initial design. For example, for a skill that summons a meteor, the corresponding damage shape is set to a circle and the damage distance is set to 2, while for a skill that releases a tornado, the corresponding damage shape is set to a rectangle and the damage distance is set to 4. The damage shape, damage distance, and range for different skills may be completely different or may not be completely identical. Based on this, a user selects a virtual object to be controlled, and then, based on the characteristics of each skill possessed by the virtual object and the distance between the virtual object and the target attack target, selects an appropriate position within the range of the target skill and releases the skill to damage the target attack target.

[0028] In one embodiment, the virtual scene is composed of a plurality of consecutive hexagons, i.e., each scene unit is a hexagon, and the virtual scene is composed of a plurality of consecutively arranged scene units. An attack target appears in the virtual scene, and the user controls the virtual object to release a skill at a certain position on the scene map, i.e., the target skill is released and inflicts a certain amount of damage on the attack target. For example, the degree of damage inflicted on the attack target is affected by the release position of the target skill. The closer the distance between the release position and the target attack target, the greater the degree of damage inflicted on the attack target.

[0029] In an optional method, in a virtual scene consisting of a plurality of consecutively arranged hexagons, a hexagonal coordinate system is established to describe the position of an object in the virtual scene and the release position of a target skill. Specifically, the scene unit where the virtual object is located is set as the origin, and the coordinates of the coordinate system are extended in three directions of the scene unit. The release position of the target skill is determined based on the range and release direction of the target skill. Here, the range of the target skill may be 1, 2, 3, or 4, and the release position will differ for skills with different ranges. For example, if the range of the target skill is 1, there are a total of 6 possible release positions for the position where the farthest virtual object is located and the scene unit is 1, and the final release position can be determined based on the release direction. Similarly, if the range of the target skill is 2, there are a total of 18 possible release positions for the position where the farthest virtual object is located and the scene unit is 2, and the final release position can be determined from the 18 positions based on the release direction. If the range of the target skill is 3, there are a total of 36 possible release positions for the position where the farthest virtual object is located and the scene unit is 3, and the final release position can be determined from the 36 positions based on the release direction.

[0030] In step S204, obtain first relative position information of the damage range of the target skill based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position.

[0031] Furthermore, after determining the release position of the target skill, first relative position information of the damage range of the target skill is obtained. Here, the damage range of the target skill is related to factors such as the damage shape and damage distance of the skill. The damage shape of the skill may include a circular, rectangular, fan-shaped, tapered, etc., and the damage distance of the skill may be 1, 2, 3, 4, etc. The first relative position information includes position information of the damage range of the target skill relative to the release position.

[0032] Because the release position is different, the damage range of the target skill will also be at a different position in the virtual scene, but because skills have relatively constant parameters such as damage shape and damage distance, the relative position of the damage range of the target skill and the release position follows a certain rule. Based on this, in this embodiment, first relative position information, which is position information of the damage range of the target skill relative to the release position, can be set and stored in advance, and during the game battle, after obtaining the release position, the first relative position information can be searched for and the damage range of the target skill can be obtained by simply calculating a vector between the release position and the first relative position information.

[0033] In a specific implementation, a skill usually has a release direction, and since the release direction is different, one release position can correspond to multiple first relative position information, and each first relative position information also needs to be determined based on the release range.

[0034] In step S206, the damage range of the target skill is determined based on the first relative position information of the damage range of the target skill.

[0035] Based on the above, after obtaining the first relative position information of the damage range of the target skill, the damage range of the target skill can be obtained by vector addition of the coordinate information of the release position of the target skill and the first relative position information.

[0036] In one practical implementation, the target skill has a short range, the connecting line between the object position and the release position is perpendicular to any side of a hexagonal scene unit in the virtual scene, or the connecting line between the object position and the release position passes through any corner of the hexagonal scene unit in the virtual scene, and the center line of the skill's damage range overlaps with the connecting line between the object position and the target skill's release position. The coordinate information of the target skill's release position is added to the first relative position information to obtain the target skill's damage range.

[0037] In another aspect, when the range of the target skill is long and the connecting line between the object position and the release position is not perpendicular to any side of the hexagonal scene unit in the virtual scene, or the connecting line between the object position and the release position does not pass through any corner of the hexagonal scene unit in the virtual scene, the coordinate information of the release position of the target skill is added to the first relative position information, and then the damage range of the target skill is adjusted based on a preset rule so that the angle between the center line of the damage range of the target skill and the connecting line between the object position and the release position is minimized, causing the damage range to regress toward the corner, which better suits the player's perception.

[0038] The above-mentioned skill damage range determination method determines the release position of the target skill in response to the release of a target skill, where the release position is located in a scene unit in a virtual scene, the scene unit being a hexagon, the virtual scene being composed of a plurality of consecutively arranged scene units, and obtains first relative position information of the damage range of the target skill based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position, and determines the damage range of the target skill based on the first relative position information of the damage range of the target skill. This method allows the relative position information of the damage range of the target skill relative to the release position to be pre-stored, and in the game battle process, after determining the release position, the damage range of the target skill can be directly determined based on the relative position information, eliminating the need to calculate whether each hexagon is within the damage range, thereby reducing the amount of calculation and the calculation pressure.

[0039] In addition, the relative position information of the damage range of the pre-stored target skill with respect to the release position is determined based on the hexagonal scene map, and the damage range of the target skill is determined in the game battle process based on the relative position information of the damage range of the pre-stored target skill with respect to the release position, and the damage range of the target skill is also determined based on the hexagonal scene map, so the damage range is more matched with the hexagonal scene map, and it can be understood that the accuracy of the damage range display can be improved compared to the method of calculating the damage range based on a normal two-dimensional map and displaying it on a hexagonal scene map.

[0040] The following embodiment provides a specific implementation manner for obtaining the first relative position information.

[0041] Specifically, second relative position information of an emission position relative to an object position of a virtual object that emits a target skill is determined, and first relative position information of a damage range of the target skill corresponding to the second relative position information is obtained, and if the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

[0042] In a combat game scene, the skill attributes of each virtual object include range, damage shape, damage distance, etc. The target skill release position can be obtained based on the skill's range attributes, and second relative position information of the release position relative to the virtual object position can be determined. For example, if the target skill's range is 1, six scene units one unit away from the virtual object can all be release positions. The skill release also has directionality in the game scene, and these six scene units have different positions relative to the virtual object. The final release position can be further determined based on the skill release direction. After determining the target skill release position, the object position of the virtual object can also be determined, and second relative position information can be determined. First relative position information of the target skill's damage range corresponding to the second relative position information can then be obtained. Here, the first relative position information is used to determine the target skill's damage range.

[0043] Specifically, a virtual object can release a target skill in any direction. When the release direction of the target skill differs, the release position also differs. Based on this, the second relative position information may be used to indicate the release direction of the target skill. When the release direction differs, the relative position between the damage range and the release position also differs. For example, when a virtual object releases a target skill to the right, the release position is located to the right of the virtual object, and the damage range is also located to the right of the release position. When a virtual object releases a target skill to the left, the release position is located to the left of the virtual object, and the damage range is also located to the left of the release position. Therefore, when the second relative position information differs, i.e., when the release direction differs, the first relative position information corresponding to the second relative position information differs.

[0044] The first relative position information relates to the damage shape and damage distance of the target skill. In one embodiment, when the damage shape of the target skill is rectangular and the damage distance is 1, the scene unit one unit away from the four emission positions constitutes the first relative position information. When a different emission position is selected, the first relative position information also changes. That is, when the second relative position information is different, the first relative position information corresponding to the second relative position is different.

[0045] The following embodiment provides a specific implementation manner for determining the second relative position information.

[0046] Specifically, a first hexagonal coordinate system is established with the scene unit corresponding to the object position as the origin, and the coordinate information of the emission position in the first hexagonal coordinate system is determined as second relative position information, where the second relative position information is used to indicate the emission direction and emission distance of the virtual object to emit the target skill.

[0047] In one specific method, as shown in Figure 3, the scene unit where the virtual object is located is set as the coordinate origin, i.e., the object position is set as the coordinate origin, and the coordinates of the coordinate system are extended in three directions of the scene unit to establish a first hexagonal coordinate system, the coordinates of the object position of the virtual object are set as (0,0,0), and the coordinate information of the release position in the hexagonal coordinate system is determined as the second relative position information. Here, the release position of a skill depends on the skill's range, which is one of the skill attributes and is set when the skill is designed. The skill's range may be 1, 2, 3, or 4. When the range of the target skill is 1, the user can control the virtual object to release the target skill at a scene unit distance of 1 unit from the virtual object. Since the coordinate system has three directions, there are six options for the release position, which are (1,-1,0), (0,-1,1), (-1,0,1), (-1,1,0), (0,1,-1), and (1,0,-1). Referring to FIG. 3, when the release direction of the target skill is to the right, the coordinates of the release position in this case are (1,0,-1), and this coordinate is second relative position information of the release position with respect to the object position. The second relative position information can indicate the release direction and release distance of the virtual object to release the target skill. Since the first hexagonal coordinate system is established with the object position as its origin, the coordinates of the emission position in the first hexagonal coordinate system can indicate the relative positional relationship between the emission position and the object position. For example, when the emission position is (-1,0,1), the emission direction is to the left of the object position and the emission distance is 1; when the emission position is (-2,0,2), the emission direction is to the left of the object position and the emission distance is 2.

[0048] After determining the second relative position information, the first relative position information of the damage range of the target skill corresponding to the second relative position information can be obtained by establishing a second hexagonal coordinate system with the scene unit corresponding to the release position as the origin, setting a target scene unit to which the damage range of the target skill belongs, and determining the coordinate information in the second hexagonal coordinate system of the target scene unit as the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0049] In one embodiment, the scene unit where the release position is located is set as the coordinate origin, and the coordinates of the coordinate system are expanded in three directions of the scene unit to establish a second hexagonal coordinate system. The coordinates of the release position are determined to be (0,0,0). Then, the target scene unit to which the damage range of the target skill belongs is set. The damage range of the target skill is related to factors such as the skill's damage shape and damage distance. The skill's damage shape can include a circle, a rectangle, a sector, a tapered shape, etc., and the skill's damage distance can be 1, 2, 3, or 4.

[0050] In an optional method, as shown in FIG. 4, assuming that the range of the target skill is 1, the damage shape is rectangular, and the damage distance is 4, when the user controls the virtual object and selects (1,0,-1) as the release position in the first hexagonal coordinate system, a total of 13 scene units can be damaged. In this case, the release position is used as the coordinate origin to establish a second hexagonal coordinate system, and the coordinate information of the 13 scene units is determined as 1-(0,0,0), 2 The coordinate information of the above 13 scenes is divided into -(0,1,-1), 3-(1,1,-2), 4-(2,1,-3), 5-(3,1,-4), 6-(4,0,-4), 7-(3,0,-3), 8-(2,0,-2), 9-(1,0,-1), 10-(1,-1,0), 11-(2,-1,-1), 12-(3,-1,-2), and 13-(4,-1,-3). As shown in Figure 4, the coordinate information of the above 13 scenes is the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0051] The first method for acquiring relative position information relates to the damage shape of the target skill. Specifically, the target scene unit to which the damage range of the target skill belongs is set based on the shape of the damage range of the target skill. The damage shape of a skill is one of the skill attributes and can be circular, rectangular, fan-shaped, tapered, or other shapes. It is set by engineers when designing a skill. Considering that the damage shape is generally a standard shape and is difficult to absolutely match with a hexagon, in order to ensure the damage range is as accurate as possible, the target scene unit must be set based on the damage shape of the target skill. For example, in Figure 4, the damage shape is rectangular, and the shape outline consisting of multiple target scene units is highly similar to a rectangle. This method improves the accuracy of the damage range and can adapt the damage range to the skill's damage shape and the player's perception.

[0052] When a skill is released at the same position and the damage distance is constant, the damage range of the skill will vary depending on the shape of the damage range. For example, when the damage distance is 1 and the damage shape is circle, rectangle, fan, or tapered, as shown in Figure 5, the damage range will be a circle consisting of 7 scene units, a rectangle consisting of 4 scene units, a fan consisting of 4 scene units, or a tapered shape consisting of 2 scene units, and the size of the damage range will vary.

[0053] The following embodiment provides a specific implementation of setting the target scene unit.

[0054] Specifically, if the connection line between the object position and the emission position satisfies the specified conditions, the target scene unit is set so that the center line of the area corresponding to the target scene unit overlaps with the connection line between the object position and the emission position; if the connection line between the object position and the emission position does not satisfy the specified conditions, the target scene unit is set so that the angle between the center line of the area corresponding to the target scene unit and the connection line between the object position and the emission position is minimized, where the specified conditions include the connection line between the object position and the emission position being perpendicular to any one side of the hexagonal scene unit in the virtual scene, or the connection line between the object position and the emission position passing through any one corner of the hexagonal scene unit in the virtual scene.

[0055] In one aspect, for example, when the range of the target skill is 1, referring to Figure 6, the connection line between the object position and the release position is perpendicular to any one side of the virtual scene unit, and when the range of the target skill is 2, referring to Figure 7, the connection line between the object position and the release position is perpendicular to any one side of the hexagonal scene unit in the virtual scene, or the connection line between the object position and the release position passes through any one corner of the hexagonal scene unit in the virtual scene, and in this case, the target scene unit is set so that the center line of the area corresponding to the target scene unit and the connection line between the object position and the release position overlap.

[0056] In another aspect, when the range of the target skill is 3, as shown in Figure 8, if the connection line between the object position and the release position is not perpendicular to any side of the hexagonal scene unit in the virtual scene, or the connection line between the object position and the release position does not pass through any corner of the hexagonal scene unit in the virtual scene, the target scene unit is set so that the angle between the center line of the area corresponding to the target scene unit and the connection line between the object position and the release position is minimized.

[0057] Specifically, as shown in Figure 8, if the above specified conditions are not met, i.e., if the connecting line between the released skill and the target skill is not perpendicular to the side of the hexagon and does not pass through the corner of the hexagon, the damage range obtained as described above will be shown in the solid rectangular frame in Figure 8. In this case, the damage range will differ significantly from the skill release direction and will not match the player's perception. In this case, the damage range needs to be adjusted, for example, to the damage range shown in the dashed frame in Figure 8, with the adjustment target being the smallest angle between the center line of the area corresponding to the target scene unit and the connecting line between the object position and the release position, so that the damage range and the skill release direction match as closely as possible to match the player's perception.

[0058] Below, we provide a specific embodiment for determining the damage range of a target skill.

[0059] Specifically, coordinate information in a first hexagonal coordinate system of the release position is obtained, where the first hexagonal coordinate system is a coordinate system whose origin is the scene unit corresponding to the object position, and coordinate information in the first hexagonal coordinate system of the damage range of the target skill is determined based on the coordinate information in the first hexagonal coordinate system of the release position and first relative position information of the damage range of the target skill.

[0060] In one aspect, a first hexagonal coordinate system is established using a scene unit corresponding to the object position as the origin, coordinate information in the first hexagonal coordinate system of the release position is determined, and the coordinate information in the first hexagonal coordinate system of the release position is added to first relative position information of the damage range of the target skill, thereby determining coordinate information in the first hexagonal coordinate system of the damage range of the target skill.

[0061] In an optional manner, if the damage shape of the target skill is rectangular and the damage distance is 4, (1,0,-1) is the release position of the target skill, and the above 13 scene units are taken as the first relative position information. For example, the information of the damage range of the target skill in the first hexagonal coordinate system is: 1-(1,0,-1)+(0,0,0)=(1,0,-1), 2-(1,0,-1)+(0,1,-1)=(1,1,-2), 3-(1,0,-1)+(1,1,-2)=(2,1,-3), 4-(1,0,-1)+(2,1,-3)=(3,1,-4), 5-(1,0,-1) +(3,1,-4)=(4,1,-5), 6-(1,0,-1)+(4,0,-4)=(5,0,-5), 7-(1,0,-1)+(3,0,-3)=(4,0,-4), 8-(1,0,-1)+(2,0,-2)=(3,0,-3), 9-(1,0,-1)+(1,0,-1)=(2,0,- 2), 10 - (1,0,-1) + (1,-1,0) = (2,-1,-1), 11 - (1,0,-1) + (2,-1,-1) = (3,-1,-2), 12 - (1,0,-1) + (3,-1,-2) = (4,-1,-3), 13 - (1,0,-1) + (4,-1,-3) = (5,-1,-4). Based on this, the coordinate information of the target skill's damage range in the first hexagonal coordinate system can be determined.

[0062] The skill damage range determination method according to the above embodiment uses coordinates of the range that can be damaged by presetting different shapes and different distance damage types for the hexagon coordinates, thereby significantly reducing the calculation pressure, while returning damaged targets to the hexagon as the smallest unit, allowing the game to return to its original purpose of using hexagons as the base unit of battle scenes, i.e., maximizing the hexagonal battle policy space. Furthermore, this embodiment also adjusts the damage range in directions other than sides or corners, making the damage range in actual battles more consistent with the player's perception.

[0063] Although the steps of the method for determining skill damage ranges in the present disclosure are described in a particular order in the drawings, this does not require or imply that the steps must be performed in this particular order, and not all steps need to be performed to achieve a desired result. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into a single step, and / or a single step may be broken down into multiple steps, etc.

[0064] In the embodiment of the above method, the skill damage range determining device shown in FIG. 9 includes a position determining module 90, an information acquiring module 92 and a damage range determining module 94.

[0065] The position determination module 90 is configured to determine a release position of the target skill in response to the release of the target skill, where the release position is located at one scene unit in a virtual scene, the scene unit being hexagonal, and the virtual scene being composed of a plurality of scene units arranged consecutively.

[0066] The information acquisition module 92 is configured to acquire first relative position information of the damage range of the target skill based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position.

[0067] The damage range determination module 94 is configured to determine the damage range of the target skill based on the first relative position information of the damage range of the target skill.

[0068] The skill damage range determination device determines the release position of the target skill in response to the release of the target skill, where the release position is located in one scene unit in a virtual scene, the scene unit being a hexagon, the virtual scene being composed of a plurality of consecutively arranged scene units, and obtains first relative position information of the damage range of the target skill based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position, and determines the damage range of the target skill based on the first relative position information of the damage range of the target skill. In this manner, the relative position information of the damage range of the target skill relative to the release position can be stored in advance, and in the game battle process, after determining the release position, the damage range of the target skill can be directly determined based on the relative position information, eliminating the need to calculate whether each hexagon is within the damage range, thereby reducing the amount of calculation and the calculation pressure.

[0069] In addition, the relative position information of the damage range of the pre-stored target skill with respect to the release position is determined based on the hexagonal scene map, and the damage range of the target skill is determined in the game competition process based on the relative position information of the damage range of the pre-stored target skill with respect to the release position, and the damage range of the target skill is also determined based on the hexagonal scene map, so it can be understood that the damage range is more compatible with the hexagonal scene map and the accuracy of the damage range display can be improved compared to the method of calculating the damage range based on a normal two-dimensional map and displaying it on a hexagonal scene map.

[0070] Optionally, the information acquisition module 92 is further configured to determine second relative position information of the emission position relative to the object position, and obtain first relative position information of the damage range of the target skill corresponding to the second relative position information, and if the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

[0071] Optionally, the information acquisition module 92 is further configured to establish a first hexagonal coordinate system with the scene unit corresponding to the object position as the origin, and determine the coordinate information of the emission position in the first hexagonal coordinate system as second relative position information, wherein the second relative position information is used to indicate the emission direction and emission distance of the virtual object to emit the target skill.

[0072] Optionally, the information acquisition module 92 is further configured to establish a second hexagonal coordinate system with the scene unit corresponding to the emission position as the origin, set a target scene unit to which the damage range of the target skill belongs, and determine the coordinate information of the target scene unit in the second hexagonal coordinate system as the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0073] Optionally, the information acquisition module 92 is further configured to set a target scene unit to which the damage range of the target skill belongs based on the range shape of the damage range of the target skill.

[0074] Optionally, the information acquisition module 92 is further configured to: if the connecting line between the object position and the emission position satisfies a specified condition, set the target scene unit so that the center line of the area corresponding to the target scene unit overlaps with the connecting line between the object position and the emission position; if the connecting line between the object position and the emission position does not satisfy the specified condition, set the target scene unit so that the angle between the center line of the area corresponding to the target scene unit and the connecting line between the object position and the emission position is minimized, where the specified condition includes that the connecting line between the object position and the emission position is perpendicular to any side of a hexagonal scene unit in the virtual scene, or that the connecting line between the object position and the emission position passes through any corner of a hexagonal scene unit in the virtual scene.

[0075] Optionally, the damage range determination module 94 is further configured to obtain coordinate information in a first hexagonal coordinate system of the emission position, where the first hexagonal coordinate system is a coordinate system having a scene unit corresponding to the object position as its origin, and determine coordinate information in the first hexagonal coordinate system of the damage range of the target skill based on the coordinate information in the first hexagonal coordinate system of the emission position and first relative position information of the damage range of the target skill.

[0076] The specific implementation of each module in the skill indicator display device has already been described in the corresponding skill indicator display method, and the description will be omitted here.

[0077] This embodiment further provides an electronic device including a processor and a memory, the memory storing machine-executable instructions executable by the processor, and the processor executing the machine-executable instructions to realize the above-mentioned method for determining skill damage range.

[0078] As shown in FIG. 10, the electronic device includes a processor 100 and a memory 101, the memory 101 stores device executable instructions that can be executed by the processor 100, and the processor 100 executes the device executable instructions to realize the above-mentioned method for determining the skill damage range.

[0079] Furthermore, the electronic device shown in FIG. 10 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected by the bus 102.

[0080] Here, the memory 101 may be composed of a high-speed random access memory (RAM) or may be composed of at least one non-volatile memory such as a disk memory. Communication connections between this system element and at least one other element are realized via at least one communication interface 103 (which may be wired or wireless), and may use the Internet, a wide area network, a local network, a metropolitan area network, etc. The bus 102 may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus. The bus may be divided into an address bus, a data bus, a control bus, etc. For simplicity of illustration, only one bidirectional arrow is used in FIG. 10 , but this does not mean that there is only one bus or only one type of bus.

[0081] The processor 100 may be an integrated circuit chip capable of processing signals. In implementation, the steps of the above-described method may be achieved by integrated logic circuitry in the hardware of the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor such as a CPU (Central Processing Unit) or an NP (Network Processor), or may be a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), another programmable logic device such as an FPGA (Field-Programmable Gate Array), a discrete gate or transistor logic device, or a discrete hardware component. Each method, step, and logic block diagram disclosed in the embodiments of the present disclosure may be implemented or performed. The general-purpose processor may be a microprocessor, or the processor may be any conventional processor, etc. The steps of the method disclosed in the embodiments of the present disclosure may be directly embodied in a hardware decoding processing device or may be executed by a combination of hardware and software modules of the decoding processing device. The software modules may be located in random memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, and other storage media well established in the art.The storage medium is arranged in memory 101, and the processor 100 reads the information in memory 101 and, in combination with the hardware, completes the steps of the skill damage range determination method of the above embodiment, for example, determining the release position of the target skill in response to the release of a target skill, where the release position is located in one scene unit in a virtual scene, the scene unit is hexagonal, and the virtual scene is composed of a plurality of the scene units arranged consecutively, and obtaining first relative position information of the damage range of the target skill based on the release position, the first relative position information including position information of the damage range of the target skill relative to the release position, and determining the damage range of the target skill based on the first relative position information of the damage range of the target skill.

[0082] Optionally, the step of obtaining first relative position information of a damage range of the target skill based on the emission position includes the steps of determining second relative position information of the emission position with respect to an object position of a virtual object that emits the target skill, and obtaining first relative position information of a damage range of the target skill corresponding to the second relative position information, wherein if the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

[0083] Optionally, the step of determining second relative position information of the emission position with respect to an object position of a virtual object that emits the target skill includes the step of establishing a first hexagonal coordinate system with a scene unit corresponding to the object position as an origin, and determining coordinate information of the emission position in the first hexagonal coordinate system as the second relative position information, wherein the second relative position information is for indicating an emission direction and an emission distance in which the virtual object emits the target skill.

[0084] Optionally, first relative position information of the damage range of the target skill corresponding to the second relative position information is preset by establishing a second hexagonal coordinate system with the scene unit corresponding to the release position as the origin, setting a target scene unit to which the damage range of the target skill belongs, and determining the coordinate information of the target scene unit in the second hexagonal coordinate system as the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0085] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the step of setting a target scene unit to which the damage range of the target skill belongs based on a range shape of the damage range of the target skill.

[0086] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the steps of: setting the target scene unit so that, if the connecting line between the object position and the emission position satisfies a specified condition, a center line of an area corresponding to the target scene unit overlaps with the connecting line between the object position and the emission position; and, if the connecting line between the object position and the emission position does not satisfy the specified condition, setting the target scene unit so that an included angle between the center line of the area corresponding to the target scene unit and the connecting line between the object position and the emission position is minimum, wherein the specified condition includes the connecting line between the object position and the emission position being perpendicular to any one side of a hexagonal scene unit in the virtual scene, or the connecting line between the object position and the emission position passing through any one corner of a hexagonal scene unit in the virtual scene.

[0087] Optionally, the step of determining the damage range of the target skill based on first relative position information of the damage range of the target skill includes a step of obtaining coordinate information of the release position in a first hexagonal coordinate system, where the first hexagonal coordinate system is a coordinate system having a scene unit corresponding to the object position as its origin, and determining the coordinate information of the damage range of the target skill in the first hexagonal coordinate system based on the coordinate information of the release position in the first hexagonal coordinate system and the first relative position information of the damage range of the target skill.

[0088] According to the above embodiment, the relative position information of the damage range of the target skill relative to the release position can be stored in advance, and in the game battle process, after determining the release position, the damage range of the target skill can be directly determined based on the relative position information, eliminating the need to calculate whether each hexagon is within the damage range, reducing the calculation amount and reducing the calculation pressure.

[0089] In addition, the relative position information of the damage range of the pre-stored target skill with respect to the release position is determined based on the hexagonal scene map, and the damage range of the target skill is determined in the game competition process based on the relative position information of the damage range of the pre-stored target skill with respect to the release position, and the damage range of the target skill is also determined based on the hexagonal scene map, so it can be understood that the damage range is more compatible with the hexagonal scene map and the accuracy of the damage range display can be improved compared to the method of calculating the damage range based on a normal two-dimensional map and displaying it on a hexagonal scene map.

[0090] This embodiment further provides a machine-readable storage medium on which machine-executable instructions are stored, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to realize the above-mentioned skill damage range determination method, for example, determining a release position of the target skill in response to the release of a target skill, where the release position is located in one scene unit in a virtual scene, the scene unit is hexagonal, and the virtual scene is composed of a plurality of the scene units arranged consecutively, and obtaining first relative position information of the damage range of the target skill based on the release position, where the first relative position information includes position information of the damage range of the target skill relative to the release position, and determining the damage range of the target skill based on the first relative position information of the damage range of the target skill.

[0091] Optionally, the step of obtaining first relative position information of a damage range of the target skill based on the emission position includes the steps of determining second relative position information of the emission position with respect to an object position of a virtual object that emits the target skill, and obtaining first relative position information of a damage range of the target skill corresponding to the second relative position information, wherein if the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

[0092] Optionally, the step of determining second relative position information of the emission position with respect to an object position of a virtual object that emits the target skill includes the step of establishing a first hexagonal coordinate system with a scene unit corresponding to the object position as an origin, and determining coordinate information of the emission position in the first hexagonal coordinate system as the second relative position information, wherein the second relative position information is for indicating an emission direction and an emission distance in which the virtual object emits the target skill.

[0093] Optionally, first relative position information of the damage range of the target skill corresponding to the second relative position information is preset by establishing a second hexagonal coordinate system with the scene unit corresponding to the release position as the origin, setting a target scene unit to which the damage range of the target skill belongs, and determining the coordinate information of the target scene unit in the second hexagonal coordinate system as the first relative position information of the damage range of the target skill corresponding to the second relative position information.

[0094] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the step of setting a target scene unit to which the damage range of the target skill belongs based on a range shape of the damage range of the target skill.

[0095] Optionally, the step of setting a target scene unit to which the damage range of the target skill belongs includes the steps of: setting the target scene unit so that, if the connecting line between the object position and the emission position satisfies a specified condition, a center line of an area corresponding to the target scene unit overlaps with the connecting line between the object position and the emission position; and, if the connecting line between the object position and the emission position does not satisfy the specified condition, setting the target scene unit so that an included angle between the center line of the area corresponding to the target scene unit and the connecting line between the object position and the emission position is minimum, wherein the specified condition includes the connecting line between the object position and the emission position being perpendicular to any one side of a hexagonal scene unit in the virtual scene, or the connecting line between the object position and the emission position passing through any one corner of a hexagonal scene unit in the virtual scene.

[0096] Optionally, the step of determining the damage range of the target skill based on first relative position information of the damage range of the target skill includes a step of obtaining coordinate information in a first hexagonal coordinate system of the release position, wherein the first hexagonal coordinate system is a coordinate system having a scene unit corresponding to the object position as its origin, and determining the coordinate information of the damage range of the target skill in the first hexagonal coordinate system based on the coordinate information in the first hexagonal coordinate system of the release position and the first relative position information of the damage range of the target skill.

[0097] According to the above embodiment, the relative position information of the damage range of the target skill relative to the release position can be stored in advance, and in the game battle process, after determining the release position, the damage range of the target skill can be directly determined based on the relative position information, eliminating the need to calculate whether each hexagon is within the damage range, reducing the calculation amount and reducing the calculation pressure.

[0098] In addition, the relative position information of the damage range of the pre-stored target skill with respect to the release position is determined based on the hexagonal scene map, and the damage range of the target skill is determined in the game competition process based on the relative position information of the damage range of the pre-stored target skill with respect to the release position, and the damage range of the target skill is also determined based on the hexagonal scene map, so the damage range is more matched with the hexagonal scene map, and the accuracy of the damage range display can be improved compared to the method of calculating the damage range based on a normal two-dimensional map and displaying it on a hexagonal scene map.

[0099] The computer program product of the method, apparatus, and system for determining skill damage range according to the embodiments of the present disclosure comprises a computer-readable storage medium having stored thereon a program code, the program code including instructions that can be used to execute the method described in the previous method embodiments, and the specific implementation methods thereof are described in the method embodiments, and will not be described here.

[0100] As will be apparent to those skilled in the art, for convenience and conciseness of description, the specific work processes of the above-described systems and apparatuses can refer to the corresponding processes in the preceding method embodiments, and the description thereof will be omitted here.

[0101] Furthermore, in describing the embodiments of the present application, unless otherwise expressly specified and limited, the terms "mounted," "connected," and "coupled" are to be understood in broad senses, such as fixed connection, detachable connection, or integral connection, mechanical connection or electrical connection, direct connection or indirect connection via an intermediate medium, or internal connection between two components. Those skilled in the art will be able to understand the specific meaning of the above terms in the context of the present application in specific cases.

[0102] The described functions may be implemented in the form of a software functional unit and stored in a computer-readable storage medium when sold or used as a separate product. It is understood that the technical solution of the present application, or that part of the technical solution that essentially or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium containing a number of instructions for enabling a computer device (which may be a personal computer, a server, a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The aforementioned storage medium may be various media capable of storing program code, such as a USB memory, a removable hard disk, a ROM (Read-Only Memory), a RAM (Random Access Memory), a diskette, or a CD-ROM.

[0103] In the description of this application, orientations or positional relationships indicated as "center," "top," "bottom," "left," "right," "vertical," "horizontal," "inside," "outside," etc. are based on orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of this disclosure and do not indicate or suggest that the referenced devices or elements must have a particular orientation or be constructed or operate in a particular orientation, and therefore should not be construed as limiting this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and do not indicate or suggest relative importance.

[0104] Finally, it should be noted that the above examples, which are merely specific examples of the present disclosure, are intended to illustrate the technical solutions of the present disclosure and are not intended to limit the same, and the scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above examples, those skilled in the art should understand that the following is possible within the technical scope disclosed in the present disclosure: The technical solutions recorded in the above examples can be modified or easily considered as modifications of some of their technical features or equivalent replacements, and such modifications, variations, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the examples of the present disclosure and are intended to be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure is subject to the scope of protection of the claims.

Claims

1. A skill damage range determination method executed by a skill damage range determination device, comprising: a step of determining a release position of the target skill in response to the release of the target skill, the release position being located at one scene unit in a virtual scene, the scene unit being a hexagon, and the virtual scene being composed of a plurality of the scene units arranged consecutively; A step of acquiring first relative position information of a damage range of the target skill based on the release position, wherein the first relative position information includes position information of the damage range of the target skill relative to the release position; determining a damage range of the target skill based on first relative position information of the damage range of the target skill; The step of acquiring first relative position information of the damage range of the target skill based on the emission position includes: determining second relative position information of the emission position with respect to an object position of a virtual object that emits the target skill; The step of determining second relative position information of the emission position with respect to the object position of the virtual object that emits the target skill includes: establishing a first hexagonal coordinate system with a scene unit corresponding to the object position as an origin, and determining coordinate information of the emission position in the first hexagonal coordinate system as the second relative position information; the second relative position information is for indicating a direction and distance in which the virtual object releases the target skill; A method for determining a skill damage range.

2. The step of acquiring first relative position information of the damage range of the target skill based on the emission position further includes: acquiring first relative position information of a damage range of the target skill corresponding to the second relative position information; When the second relative position information is different, the first relative position information corresponding to the second relative position information is different.

2. The skill damage range determination method according to claim 1, wherein:

3. The first relative position information of the damage range of the target skill corresponding to the second relative position information is preset in the following manner: establishing a second hexagonal coordinate system with an origin at the scene unit corresponding to the emission location; Set the target scene unit to which the damage range of the target skill belongs, Coordinate information in the second hexagonal coordinate system of the target scene unit is determined as first relative position information of the damage range of the target skill corresponding to the second relative position information; 3. The skill damage range determination method according to claim 2, wherein:

4. The step of setting a target scene unit to which the damage range of the target skill belongs includes the step of setting a target scene unit to which the damage range of the target skill belongs based on the range shape of the damage range of the target skill, 4. The skill damage range determination method according to claim 3.

5. The step of setting a target scene unit to which the damage range of the target skill belongs includes: setting the target scene unit so that a center line of an area corresponding to the target scene unit overlaps with the connection line between the object position and the emission position when the connection line between the object position and the emission position satisfies a specified condition; if the connection line between the object position and the emission position does not satisfy a specified condition, setting the target scene unit so that an angle between a center line of an area corresponding to the target scene unit and the connection line between the object position and the emission position is minimized; the specified conditions include a condition that a connection line between the object position and the emission position is perpendicular to any one side of a hexagonal scene unit in the virtual scene, or a condition that a connection line between the object position and the emission position passes through any one corner of a hexagonal scene unit in the virtual scene.

4. The skill damage range determination method according to claim 3.

6. The step of determining a damage range of the target skill based on first relative position information of the damage range of the target skill includes: acquiring coordinate information of the emission position in a first hexagonal coordinate system, the first hexagonal coordinate system being a coordinate system having an origin in a scene unit corresponding to an object position; and determining coordinate information of the damage range of the target skill in the first hexagonal coordinate system based on coordinate information of the release position in the first hexagonal coordinate system and first relative position information of the damage range of the target skill, 2. The skill damage range determination method according to claim 1, wherein:

7. A skill damage range determination device including a position determination module, an information acquisition module, and a damage range determination module, the position determination module is configured to determine a release position of the target skill in response to the release of the target skill, the release position being located at one scene unit in a virtual scene, the scene unit being hexagonal, and the virtual scene being composed of a plurality of the scene units arranged consecutively; The information acquisition module is configured to acquire first relative position information of a damage range of the target skill based on the emission position, the first relative position information including position information of the damage range of the target skill with respect to the emission position; The damage range determination module is configured to determine a damage range of the target skill based on first relative position information of the damage range of the target skill; the information acquisition module is further configured to determine second relative position information of the release position with respect to an object position of a virtual object that releases the target skill, establish a first hexagonal coordinate system with a scene unit corresponding to the object position as an origin, and determine coordinate information of the release position in the first hexagonal coordinate system as the second relative position information; The second relative position information is for indicating a direction and distance in which the virtual object emits the target skill. A skill damage range determination device.

8. An electronic device including a processor and a memory, The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to realize the method for determining a skill damage range according to any one of claims 1 to 6. An electronic device characterized by:

9. A machine-readable storage medium having machine-executable instructions stored thereon, the machine-executable instructions, when called and executed by a processor, causing the processor to implement the method for determining a skill damage range according to any one of claims 1 to 6; A machine-readable storage medium.

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