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

By integrating battle and halo rendering on separate servers, the method reduces data redundancy and transmission, improving interface display efficiency in turn-based RPGs.

JP7772969B2Active Publication Date: 2025-11-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024564611
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-08-19
Filing Date
2023-06-12
Publication Date
2025-11-18
Estimated Expiration
2043-06-12

AI Technical Summary

Technical Problem

Existing turn-based role-playing games (RPGs) face inefficiencies due to redundancy in data maintenance and large data processing volumes between scene and battle servers, leading to reduced interface display efficiency and human-computer interaction.

Method used

A method where a client requests battle actions from a first server and halo information from a second server, integrating both to reduce redundant data maintenance and transmission, thereby improving display efficiency.

Benefits of technology

This approach minimizes data exchange and server maintenance overhead, enhancing interface display and human-computer interaction by avoiding redundant data processing and maintaining a single scene information on the second server.

✦ Generated by Eureka AI based on patent content.

Smart Images

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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 invention relates to the field of computer technology, and more particularly to an interface display method, an information provision method, and a system based on turn-based battles.

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

[0003] A turn-based role-playing game (RPG) is a game that employs turn-based combat strategies. In a turn-based role-playing game, a player can play a master virtual character in a real or virtual world, and can use the master virtual character or the master virtual character's pet virtual characters 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 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 (e.g., playing, capturing a pet virtual character, collecting treasure chests, collecting virtual tools, etc.) on the world map, a world scene (also referred to as a non-combat scene) corresponding to the world map is maintained and executed by a scene server. The scene server itself runs environmental data used to generate a scene, and in a battle scene, when a master virtual character performs combat activities (e.g., controlling an already captured pet virtual character to engage in turn-based combat with enemy units) on 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 to render the scene from the scene server and generate a scene with a halo generated by the combat activity based on the environmental data obtained after copying.

[0005] However, in the related art, one environmental data set must be maintained for both the scene server for the world scene and the battle server for the battle scene. If there is a change in the world scene, such as when the master virtual character engages in combat activities on the battle map again, the scene server must copy the updated environmental data to the battle server again, and the battle server then generates a scene with a halo resulting from 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 the extremely large data processing and transmission volumes are 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, information providing method, and system based on turn-based battles, 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 the same 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 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 is about to start 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 halos triggered by the battle action, the halos affecting elements in a battle scene of the turn-based battle; The step of rendering the battle action based on the battle rendering information includes a step of rendering the halo based on the halo rendering information.

[0008] According to one aspect of an embodiment of the present application, there is provided an information providing method based on turn-based battles, the method being executed by a server, the server including a first server and a second server, the method including: a step in which the first server receives a request to start a battle action sent from a battle control process, and generates battle rendering information corresponding to the battle action based on the start request, the battle action being an action started by a participant in a turn-based battle, and the battle rendering information is used to render the battle action; a step of 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 match control process, and the halo rendering information being used to render the halo; The first server sends 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 turn-based battles, 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 to receive halo rendering information from a second server, the second server is used to process 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 to represent a halo triggered by the battle action, and the halo affects elements in the turn-based battle scene; The battle control module is further used to render 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 being used to execute the interface display method based on the turn-based battles, and the server being used to execute the information provision method based on the turn-based battles.

[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 stored in the memory, and the computer program is loaded and executed by the processor to realize the interface display method based on the turn-based battles or the information provision method based on the turn-based battles.

[0012] The computer devices include terminal devices and servers.

[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 the information provision method based on the turn-based battles.

[0014] According to one aspect of an embodiment of the present application, there is provided a computer program product or a computer program, the computer program product or the computer program including computer instructions 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 battles or the information provision method based on turn-based battles.

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

[0016] When a client detects that a participant in a turn-based battle has started 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 to render 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, where 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 the interface display process. That is, there is no need for two servers to separately generate an environment for battle action and an environment for non-battle action, and the first server sends a small amount of halo information to the second server during battle action. This avoids the problem of relatively large data transmission volumes due to the need for the second server to process data related to environment generation during battles 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 due to both the first and second servers maintaining the same scene data by maintaining a single scene information on the second server side, which effectively reduces server maintenance overhead and is advantageous for improving interface display efficiency and human-computer interaction efficiency.

[0017] Furthermore, by supporting the first server used to process battle actions to distribute battle rendering information and the second server used to process the world environment to distribute halo rendering information, the problem of clients having to be compatible with multiple rendering information sources when processing the same rendering information due to the first and second servers both needing to distribute battle rendering information or halo rendering information is avoided, thereby reducing the burden on clients of processing rendering information. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a schematic diagram of a world scene provided by one embodiment of the present application. [Figure 2] FIG. 1 is a schematic diagram of a battle scene provided by one embodiment of the present application. [Figure 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 battles provided by an embodiment of the present application; [Figure 5] FIG. 1 is a schematic diagram of a halo in a battle scene provided by one embodiment of the present application. [Figure 6] FIG. 1 is a schematic diagram of a halo in a world scene provided by one embodiment of the present application. [Figure 7] 10 shows an exemplary schematic diagram of affinity rendering animation. [Figure 8] 10 shows an exemplary schematic diagram of affinity rendering animation. [Figure 9] This shows an example of how the environment affects skills. [Figure 10] This shows an example 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 battles provided by another embodiment of the present application; [Figure 13] 1 is a flowchart of an interface display method based on turn-based battles 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] 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]1 is a structural block diagram of a computer system provided by one embodiment of the present application. [Figure 17] FIG. 1 is a structural block diagram of a computer device provided by one embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

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

[0020] 1. Virtual world: A virtual world 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. In the following embodiment, the virtual world is described as a 3D virtual world.

[0021] 2. Master virtual character: refers to an actionable object played by a player in a virtual world. The master virtual character may be a virtual person, a virtual animal, an animated person, etc., such as a person or an animal displayed in a three-dimensional virtual world. Optionally, the master virtual character is a three-dimensional solid model created based on skeletal animation technology. Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a certain space in the three-dimensional virtual world.

[0022] 3. Pet virtual character: refers to an actionable object 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 multiple 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 surface attribute. Surface attributes include grass, rock, water, etc. Furthermore, the multiple blocks included in the world map may be the same type of block, or a combination of multiple different types of blocks.

[0024] 1 and 2, in the virtual environment 10 (i.e., the virtual world), when a first pet virtual character 12 encounters a second pet virtual character 14 at a location on a world map and engages in combat, one or more blocks within a certain range centered on a reference position determined by the first pet virtual character 12 on the world map are determined as a battle map 16. The reference position is the location of the first pet virtual character 12 or an appropriate 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 having 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 having a predetermined length and width.

[0025] 6. World Scene: A world scene refers to a scene corresponding to a world map. When a world scene is displayed in a 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 a master virtual character or a pet virtual character is currently located on the world map, as well as several interface elements related to the displayed blocks, the master virtual character, and the pet virtual character. In the embodiment of the present application, elements can be used to configure a scene (e.g., a world scene), and are, for example, visual 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. When a battle scene is displayed in the user interface, the battle map can be displayed in the user interface, for example, by displaying all or some of the blocks included in the battle map. For example, the user interface may display the pet virtual character, or one or more blocks where the pet virtual character is currently located in the battle map, as well as several interface elements related to the display blocks, the master virtual character, the pet virtual character, etc.

[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. Selectably, the world scene and the battle scene may have different shooting viewpoints, and different user operations may be permitted. This method allows the user to perceptually distinguish between the world scene and 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 on the world map. Therefore, the transition between the world scene and the battle scene is very smooth and natural, without causing a strong sense of disruption.

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

[0030] 9. Halo: An abstract element that has the ability to affect at least one visible element within a certain range in the virtual world, including blocks, master virtual characters, and pet virtual characters. Unlike the elements in the embodiments of the present application, this abstract element can be specifically used to describe halos, thereby embodying and visualizing halos. Halos are abstract elements that appear continuously in the virtual world, randomly, following the master virtual character, following the pet virtual character, or triggered by a skill or tool. Halos can be invisible or visible in the virtual world, and include, for example, fire halos, light-based halos, power recovery halos, and buff halos.

[0031] 10. The battle process changes the world environment: When pet virtual characters engage in turn-based battles, the skills activated by the pet virtual characters can affect the environment of the virtual world. For example, when pet virtual characters battle in a battle scene and activate a fire skill, a 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 a halo rendering interface. Here, the halo in the battle scene may be displayed permanently, or the halo in the world scene may be displayed continuously for a threshold time period before being canceled, and the block corresponding to the halo may return to its original state.

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

[0033] 11. World environment changes the battle process: When a turn-based battle is conducted 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 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 collectively affect the degree of dislike and preference of the pet virtual character for the environment. Illustratively, the degree of dislike and preference of the pet virtual character for the environment includes several different levels, such as strong affinity, weak affinity, insensitivity, weak resistance, and strong resistance.

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

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

[0036] 12. Position Change in Turn-Based Combat: In conventional turn-based combat, the positions of the friendly and enemy virtual pet characters on the battle map remain fixed, i.e., they stand still. In the embodiment of the present application, when virtual pet characters battle each other, neither the attacker nor the attacked character stands still, i.e., they may move.

[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 can activate the skill at the first position. If the first position does not satisfy the skill activation condition, the pet virtual character can 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 can move to a third position after the skill activation is complete, which 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 the position where the pet virtual character is located after completing the skill activation. 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 with 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. The fourth position may be determined based on factors such as the pet virtual character receiving the attack, the pet virtual character attacking, the received skill, and the environment.

[0039] Additionally, 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 pet virtual character's subsequent battle 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 PC, a game host computer, a multimedia playback device, a PC (Personal Computer), etc. An application program client may be installed in the terminal device 310, and examples of such clients include game application programs, simulation learning application programs, virtual reality (VR) application programs, augmented reality (AR) application programs, social application programs, and interactive entertainment application programs.

[0042] Taking a turn-based RPG as an example, as shown in FIG. 3, a turn-based RPG client is installed and running on terminal device 310, and server 320 is used to provide background services for the client of an application program (e.g., a game-type application program) on terminal device 310. For example, server 320 may be a background server for the application program (e.g., a game-type application program). 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, skills, etc., and is also used to calculate the environmental affinity (abbreviated as affinity) of the pet virtual character.

[0044] By operating the environment processing logic and the halo processing logic in the second server 322, logic processing is performed on the world environment of the virtual world, and logic processing is performed on 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 halos. The terminal device 310 then performs display and rendering based on the battle rendering information and the halo rendering information.

[0047] In a 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 non-battle scenes, the virtual character performs activities on the world map, such as playing, capturing a pet virtual character, collecting treasure chests, and collecting virtual tools. In battle scenes, the virtual character controls a captured pet virtual character on the battle map and engages in turn-based combat with enemy units (e.g., NPCs in the game, monsters controlled by AI, or pet virtual characters captured by other characters).

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

[0049] In an embodiment of the present application, an innovative turn-based RPG mechanism is provided. The turn-based RPG combines a traditional world map and a battle map. The battle map is a sub-map dynamically determined from the world map for each battle. In this way, when switching between the world scene (also called the non-battle scene) and the battle scene, there is no significant difference in the map content displayed in the user interface, thereby avoiding the sense of disjunction present in related art. Furthermore, the turn-based RPG allows the environment in the virtual world (such as weather, time, and blocks) 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, organically integrating the turn-based battle process into the virtual world, forming a whole rather than two separate 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. For example, 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 you want your virtual pet character to use.

[0053] 3. Use touch controls on the touch panel to activate skills.

[0054] 4. Display skill animation effects.

[0055] 4 shows a flowchart of an interface display method based on turn-based battles provided by one embodiment of the present application, and the execution entity 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 steps (steps 401 to 404).

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

[0058] In the embodiment of the present application, the battle control process is a kind of process used to process content related to a battle scene, and can realize the rendering of the battle process, for example, the rendering of the actions 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 virtual pet character and the enemy unit. For example, the turn-based battle may include three turns, and in each turn, the virtual pet character and the enemy unit can alternately perform one attack against the other. The turn-based battle ends after three turns are completed. Alternatively, the turn-based battle ends when either the virtual pet character or the enemy unit loses, but the embodiment of the present application is not limited thereto.

[0060] A participant in a turn-based battle may refer to the virtual pet character or the enemy unit of the virtual pet character. A battle action may refer to a battle action that a participant attempts to perform in response to a player's battle control operation, such as skill activation, normal attack, escape, use of a virtual tool, and defense. A battle action may also refer to a battle action that an artificial intelligence attempts to control a participant to perform, but the embodiments of the present application are not limited thereto.

[0061] The first server is a background server of the application program, which corresponds to the battle control process. The first server executes the battle processing logic to process control signals generated by players in the battle scene, thereby realizing the progression of the battle process. The first server can also be used to process a request to start a battle action. For example, the first server executes the battle action processing logic to perform logic processing on the battle action, and generates battle rendering information to render and display 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 battle action start request is used to request the execution of the battle action rendering process and the acquisition of information required for the battle action rendering, i.e., battle rendering information. The start request may include battle action identifier information, such as skill identifier information and virtual tool identifier information.

[0063] In one alternative embodiment, in addition to the match control process running on 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 to process content 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, during the process of launching the turn-based battle, the display process of the turn-based battle screen 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 information about the life points, levels, attributes, and skills of participants, as well as the attributes and skills of enemy units. For example, the basic information may include information about the level and life points 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 signals generated by the player in the world scene, thereby realizing the promotion and rendering of the master virtual character's activities in the world scene. The second server is similar to the content introduced in 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 battle screen for turn-based battles.

[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 basic information and environmental information sent from the scene control process are used to allow the second server to intuitively grasp the status of the participants and the status of the battle scene, and the interaction process between the first and second servers is further used to allow the battle control process interacting with the first server to obtain a battle screen that is more suited to the current battle situation, thereby improving the accuracy of obtaining the battle screen, which is advantageous in rendering and displaying a more realistic battle screen on the client and improving the efficiency of human-computer interaction.

[0076] Step 402: Receive battle rendering information from the 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 the battle behavior in the time dimension, and based on these behavior control parameters, the pet virtual character can be controlled to complete a set of motions or performances.

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

[0078] For example, if 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, where the halo rendering information is generated by the second server based on the halo information sent from the first server, and the halo information is used to represent halos triggered by battle actions, which affect elements in the battle scene of the 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 based on these element control parameters, some elements (e.g., fire elements) can be controlled to complete their effects on the environment (e.g., blocks). For example, if the halo is a fire halo, the corresponding halo rendering information can be used to render a conversion process in which the fire element converts the block from a grass attribute to a fire attribute. It should be noted that the elements in a battle scene affected by the halo may be at least one visible element of the block, the master virtual character, and the pet virtual character.

[0081] Optionally, halo processing logic may be running on the second server, and may 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 a 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 a battle action triggers a halo, it sends halo information to the second server. If the first server determines that a battle action cannot trigger a halo, it generates battle rendering information by performing logic processing on the battle action only, such as determining information such as damage dealt, buffs applied, and displacements caused.

[0085] Optionally, the first server may further support a relationship form that maintains a relationship between a battle action and a halo, and may query the relationship form to determine whether the battle action can trigger a halo. If a halo is triggered, the first server may 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 then send the halo rendering information to the match control process. In this way, the match control process can first obtain the match rendering information, and then obtain the halo rendering information, thereby sequentially realizing the process of displaying match actions and the process of rendering halos (avoiding the problem of rendering halos first without warning), making the connection between the display of match actions and the display of halos 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 control process receives both battle rendering information and halo rendering information, 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. When the battle control process receives only the halo rendering information, 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. During turn-based battles (i.e., battle scenes), the battle control process calls the halo rendering interface to render halos based on the halo rendering information. After the turn-based battle ends, the scene control process replaces the battle control process in calling the halo rendering interface to complete the halo connection rendering.

[0093] Illustratively, the scene control process renders halos based on the cached halo rendering information. For example, after the turn-based battle ends, the scene control process invokes 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 halos that still need to be displayed in the virtual world in all the halo rendering information (for example, the rendering of a halo is canceled in the turn-based battle).

[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] The above process introduced the process of caching and then rendering halo rendering information by the scene control process. As a process used to process content related to the world scene, the scene control process must ensure scene display stability. 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. Then, when the battle control process is unable to render the halo based on the halo rendering information, the scene control process can perform the halo rendering process using the halo rendering information cached by this process, thereby avoiding the problem of the halo not being able to be rendered correctly.

[0096] Optionally, after the turn-based battle is over, the battle control side can synchronize the settlement data of the turn-based battle with the scene control side in bulk. For example, after the turn-based battle is over, the first server can synchronize the 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 in bulk.

[0097] In one example, a battle rendering tag corresponding to a battle action can indicate the timing and location of displaying a 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), and rendering details of the battle action. This process may include the following:

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

[0099] When the first server determines that a battle action triggers a halo, it generates a battle rendering tag for the battle action, then generates a call request based on the battle rendering information and the halo information, and sends the call request to the second server by RPC (Remote Procedure Call), and the second server sends the battle rendering tag to the 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 transmits 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] For example, 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, by rendering the halo after the rendering of the skill activation process that triggers the halo is completed, a natural connection is achieved between the rendering of the two.

[0104] For illustrative purposes, let us consider the example of a halo affecting blocks in a virtual world.

[0105] If the initial type of the block is grass, the block is converted to fire type under the influence of a fire-type halo. That is, a screen showing the burning grass on the block is rendered and displayed. Alternatively, if the initial type of the block is water, the block is converted to ice type under the influence of an ice-type halo. That is, a screen showing the frozen water on the block is rendered and displayed. Alternatively, if the initial type of the block is earth, the block is converted to grass type under the influence of a grass-type halo. That is, a screen showing the growing grass on the block is rendered and displayed. The embodiments of the present application are not limited to this.

[0106] For example, as shown in FIGS. 5 and 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 pet virtual character's location. The spherical fire halo 502 converts the blocks within the spherical fire halo 502 from grass type to fire type, i.e., ignites the grass within 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 location of the virtual character 501, and render and display the grass within 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 the attacking party, passive displacement may occur. When the pet virtual character is attacked, there may be a displacement process of being repelled when attacked by a skill. 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 pet virtual character's battle in the following turn. Therefore, in each battle turn, the environmental affinity (abbreviated as affinity, i.e., the affinity effect described above) between the pet virtual character and the virtual world needs to be determined anew, which may include the following:

[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 been rendered.

[0110] After receiving the rendering completion notification, the first server generates a request for updated environmental information and transmits the 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 request is used to request acquisition of the updated environmental information, and the request may include identifier information corresponding to the battle action and information about blocks 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 attributes of blocks 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 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 participant's attributes. For example, 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 participant's attribute information. Here, the weather potential energy may be determined based on the weather information and time information. For example, a clear sky at night may be assigned "ghost" potential energy, while a clear sky in the morning may be assigned "light" potential energy. The block potential energy is determined by the type of block on which the participant is located. For example, a grass-attribute block has "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 a participant's attributes are compatible with both weather potential energy and block potential energy (i.e., the participant likes both blocks and weather), they receive a strong affinity effect and their affinity is increased by 2. If a 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 receive a weak affinity effect and their affinity is increased by 1. If a 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 receive no effect and their affinity is increased by 0. If a participant's attributes are compatible with one of weather potential energy and block potential energy and they don't like the other (i.e., the participant dislikes only one and doesn't like the other), they receive 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 a participant is positive, it is considered to trigger the participant's environmental affinity, and buffs are applied to the participant's combat behavior, such as increasing skill range, skill attack power, and skill attack effect. If the affinity corresponding to a participant is negative, it is considered to resist the environment, and debuffs are applied to the participant's combat behavior, such as decreasing skill range, skill attack power, and skill attack effect. If the affinity corresponding to a participant is 0, it does not adjust the participant's ability to influence combat behavior.

[0116] The first server can use 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 location 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 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] 9 and 10, in a battle scene 900, an earth-attribute pet virtual character 901 attacks an opposing unit in a grassy area using an earth-attribute skill 902 (e.g., active impact). Because 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 opposing 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 with a gravel effect and increased power) is added to the skill 902.

[0123] In the above process of determining environmental affinity, the battle control process implements the display process of affinity rendering animation. The battle control process can not only render the halo using the halo rendering information, but also receive affinity rendering animation generated based on the updated environment information transmitted between the first server and the second server after the rendering of the battle action is completed, thereby more timely presenting the environmental situation after the battle scene is affected by the halo using the affinity rendering animation. This not only greatly improves the realism of the screen display, but also further enriches the screen display effect, thereby increasing the fun of the game, making it easier for players to determine the next battle situation using the affinity rendering animation, and improving the efficiency of human-computer interaction.

[0124] As described above, the technical solution provided by the embodiments of the present application eliminates the need for two servers to separately generate environments for competitive actions and non-competitive actions, and instead allows the first server to send a small amount of halo information to the second server during competitive actions, thereby processing data related to environment generation during competitive actions and allowing the second server to process data related to environment generation, thereby avoiding the problem of a relatively large amount of data transmission required when the second server needs to update the entire environment data and copy it to the first server. This 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 a single scene data by maintaining a single scene information on the second server side, effectively reducing server maintenance overhead and benefiting from improved interface display efficiency and improved human-computer interaction efficiency.

[0125] Furthermore, 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 more appropriately implement 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 turn-based battles. At the same time, the lowest-level code originally belonging to the first or second server does not need to be compatible with both the first and second servers, which greatly reduces the difficulty of code development, is advantageous for improving the efficiency of interaction between clients and servers, and reduces system maintenance costs.

[0126] In addition, in turn-based battles, the first server supports sending halo information to the second server, which is used to generate halo rendering information. The second server then sends the halo rendering information to a scene control process in the client, which processes content related to the world scene. The scene control process then 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, thereby achieving consistency in the expressions between the battle control side and the scene control side and improving the degree of integration between the battle control side and the scene control side.

[0127] We also introduced the process of integrating battle rendering tags, battle rendering information, and halo rendering information to render halos. Using battle rendering tags to specify the location and timing of the halo's display not only reduces data transmission, but also creates a natural and smooth connection between the battle action rendering process and the halo rendering process. This reduces the data transmission volume for each interaction and improves the battle rendering effect. Furthermore, the synchronization of the halo rendering between the battle control side and the scene control side further improves the integration between the world scene and the battle scene, improving the on-screen realism while also resolving the issue of data duplication between 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 the server 320 in the solution implementation environment shown in Figure 3, for example, the first server 321 and the 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 request to start a battle action sent from the battle control process, and generates battle rendering information corresponding to the battle action based on 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 the battle action, i.e., battle rendering information. The start request may include battle action identifier information, such as skill identifier information and virtual tool identifier information.

[0131] The first server can acquire 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 content introduced in the above embodiment, and will not be described in detail again here.

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

[0133] In one example, in the process of launching the turn-based battle, the process of providing the battle screen of 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 a 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 elements 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 determines 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 using an RPC method. If it determines 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 call request and sends the halo rendering information to the scene control process, which sends the halo rendering information to the battle control process for rendering the halo.

[0143] After receiving the call request, the second server determines a halo based on the halo information in the call request, performs logic processing on the determined halo, and generates halo rendering information. The second server sends the halo rendering information to a scene control process, which then forwards the halo rendering information to the battle control process.

[0144] In one example, after receiving the call request, the second server first determines the block corresponding to the halo, and then determines whether the block corresponding to the halo has a halo history. If the block corresponding to the halo already has a halo history, the second server generates halo rendering information based on the relationship between the halo history and the halo. Here, if the halo history and the halo have 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 if the halo history and the halo have 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 retain the influence on the block due to the halo history.

[0146] If the block corresponding to the halo does not have a halo history, 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 individually determines the generation status of halo rendering information based on the comparison between the halo and the halo history. 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, avoiding the limitation of the halo display being blurred due to the display of the halo history. 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 maintain the influence of the halo history on the block. This avoids the problem of screen display fragmentation caused by the exclusive relationship between the battle situation and the display status of the virtual scene. By integrating and considering the halo history and the halo corresponding to the current battle, the scene rendering process is realized based on maintaining the realism of the scene display.

[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 sending the halo rendering information to the scene control process, the second server can send a distribution success notification to the first server to inform the first server that the distribution of the halo rendering information was successful and send the battle rendering information to the battle control process. This ensures that the battle control process receives the halo rendering information and the battle rendering information within approximately the same time period. The battle control process can further render a halo based on the halo rendering information in the process of rendering battle actions 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, the first server generates a battle rendering tag based on the battle action, where the battle rendering tag is used to indicate the timing and position at which the halo is displayed.

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

[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 via an RPC method.

[0155] 3. The second server sends the 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, we introduced the related content of battle rendering tags. Battle rendering tags allow for more intuitive control of the halo's display position and timing, improve the compatibility of the screen rendering process, reduce the amount of data transmission required for multiple interactions, and improve the battle rendering effect while also improving screen rendering efficiency. Furthermore, the synchronization process between the battle control side and the scene control side further improves the integration between the world scene and the battle scene, solving the problem of data duplication 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 the halo rendering information and the battle rendering tag together 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 battle actions based on the battle rendering information, based on the display timing and display position specified by the battle rendering tag.

[0158] In one alternative embodiment, the turn-based battle includes a mid-turn battle and a final round battle, and the mid-turn battle refers to a battle in the turn-based battle excluding the final round battle.

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

[0160] Alternatively, if the final round of the 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] The above process introduces the differences in the content sent by the second server during a mid-turn match and a final round match. During a mid-turn match, the second server considers that the match has not yet ended and sends halo rendering information and a match rendering tag to instruct the scene control process to continue the subsequent process of scene rendering based on the content. During a final round match, the second server considers that the match will soon end and sends halo rendering information, a match rendering tag, and a game end notification to instruct the scene control process to stop data reception and the scene rendering process after performing scene rendering based on the content, thereby avoiding 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 the attacking party, passive displacement may occur, and when the pet virtual character is attacked by a skill, a displacement process of being repelled may occur. 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 pet virtual character's battle in the following turn. Therefore, in each battle turn, the environmental affinity (abbreviated as affinity, i.e., the affinity effect described above) between the pet virtual character and the virtual world needs to be determined anew, which may include the following:

[0163] 1. After receiving a notification from the battle control process that the rendering of battle actions has been completed, the first server sends a request to the second server to obtain updated environment information. Here, the updated environment information refers to the environment information after the battle scene has been affected by the halo.

[0164] The rendering completion notification is used to notify the first server that the rendering of the battle action and the halo is completed. The request for updated environmental information is used to request the acquisition of updated environmental information. The environmental 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 the affinity between the participant and the updated environment information, and the affinity affects the skill strength of the participant.

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

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

[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 based on the environmental potential energy corresponding to the participant and the attribute information of the participant, and then generate an affinity rendering animation based on the affinity. Here, the affinity determination method 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] The above process introduced the process of generating affinity rendering animations by the first server based on the affinity between participants and the environment. The first server, responsible for processing the battle situation, can determine the impact of various updated environmental information on participants when they begin battle actions. This achieves the goal of analyzing participants in real time and further determines the impact of the environment on participants' skill strength in real time, which represents the affinity between participants and the environment. Generating affinity rendering animations based on the determined affinity in real time allows for more timely presentation of the environmental situation after the halo effect is applied to the battle scene, significantly improving the realism of the screen display while enriching the screen display effect. Players can easily determine the next battle situation through affinity rendering animations, thereby improving the efficiency of human-computer interaction.

[0177] This paper presents a method for generating affinity rendering animations based on updated environmental information. After receiving updated environmental information indicating that a battle scene is affected by a halo, the system determines block potential energy, which represents the influence of block type on participants, and weather potential energy, which represents the influence of weather and time on participants. The system then integrates the block potential energy, the weather potential energy, and the participant's attribute information. By more fully considering various elements and the influences between them, the system generates affinity rendering animations in which environmental potential energy affects participants' skill strength more timely and accurately. This enhances the realism of the affinity rendering animations, providing players with a rich battle experience. It also ensures an integrated experience between the battle scene and the world scene, avoiding 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 embodiments of the present application eliminates the need for two servers to separately generate environments for competitive actions and non-competitive actions, and instead allows the first server to send a small amount of halo information to the second server during competitive actions, thereby processing data related to environment generation during competitive actions and allowing the second server to update the entire environment data and copy it to the first server, thereby avoiding the problem of relatively large data transmission volume. This 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 a single scene data by maintaining a single scene information on the second server side, thereby effectively reducing server maintenance overhead and benefiting from improved interface display efficiency and improved human-computer interaction efficiency.

[0180] Furthermore, 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 more appropriately implement 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 turn-based battles. At the same time, the lowest-level code originally belonging to the first or second server does not need to be compatible with both the first and second servers, which greatly reduces the difficulty of code development, is advantageous for improving the efficiency of interaction between clients and servers, and reduces system maintenance costs.

[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 clients having to be compatible with multiple rendering information sources when processing the same rendering information, which occurs when both the first server and the second server distribute battle rendering information or halo rendering information, is avoided, thereby reducing the burden on clients for processing rendering information.

[0182] Referring to Figures 12 and 13, a flowchart of an interface display method based on turn-based battles provided by another embodiment of the present application is shown, and the entity that performs 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 environment 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 sends 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 the battle scene.

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

[0189] Step 1207: After receiving the start request for the battle action, the first server generates battle rendering information corresponding to the battle action according to the start request, and if it determines that the battle action triggers a halo, sends a call request to the second server, the call request including 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 call 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 battle actions 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 sends a match action rendering completion notification to the first server.

[0195] Step 1213: The first server sends a request to the second server to acquire updated environment information, where the updated environment information refers to the environment information after the battle scene has been 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 battle, 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 a turn-based battle, the leftmost vertical process is the main cycle process of the battle control terminal during a turn, and its interaction with the scene control side mainly occurs at two points in time. For the first point, after a player selects a skill, the battle control side must determine whether the skill will trigger a halo. If the skill triggers a halo, the battle control side must interact with the scene control side. The battle control side must send a halo rendering information call request to the scene control side, thereby requesting the acquisition of halo rendering information. Then, based on whether the halo is successfully added, the battle control side determines whether to modify the virtual world (e.g., blocks), and terminates the scene control side's process.

[0203] For the second time point, after determining that the turn-based battle has not ended and the rendering of the skills and halos has ended, 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 allows the battle control process and the first server to support the implementation of battle action processing logic to obtain battle rendering information, and the scene control process and the second server to support the implementation of halo processing logic to obtain halo rendering information. This eliminates the need for both the battle control side and the scene control side to maintain a single battle action processing logic and halo processing logic; only the scene control side needs to maintain a single scene information, thereby reducing redundancy in turn-based battle business logic and data maintenance, and further reducing maintenance overhead.

[0205] The following are examples of apparatuses of the present application that can be used to implement the method embodiments of the present application. For details not disclosed in the apparatus embodiments of the present application, please refer to the method embodiments 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 for implementing the above-described method example, and the above-described function may be implemented by hardware, or may be implemented by hardware executing appropriate 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 send a request to start the battle action to the first server when it detects that a participant in the turn-based battle is about to start the battle action, 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 world environment of the virtual world, where 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 halos triggered by the battle actions, and the halos affect elements in the turn-based battle scene.

[0210] The battle control module 1501 is further used to render 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, via 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 if 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 battle control module 1501 is further used by the battle control process to render the halo based on the halo rendering information in the process of rendering the battle action based on the battle rendering information according to the display timing and display position indicated by the battle rendering tag.

[0214] In some embodiments, the scene control module 1502 further comprises: caching the halo rendering information by the 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 to, when entering the turn-based battle, obtain basic information corresponding to the participants and environmental information corresponding to the battle scene through the scene control process, and send the basic information and the environmental information to the second server.

[0216] The battle control module 1501 is further used by the battle control process to receive a battle screen of the turn-based battle from the first server, 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 to send a match action rendering completion notification to the first server via the match control process.

[0219] The battle control module 1501 is further used by the battle control process to receive affinity rendering animation from the first server. Here, the affinity rendering animation is an animation generated by the first server based on 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 implementation of the battle action processing logic to obtain the battle rendering information, and the second server supports the implementation of the halo processing logic to obtain the halo rendering information. The above process maintains one scene information on the scene control side, which avoids the need for both the battle control side and the scene control side to maintain one battle action processing logic and one halo processing logic, thereby significantly reducing the redundancy in turn-based battle business logic and data maintenance and further reducing maintenance overhead.

[0222] It should be noted that although the device provided in the above embodiments has been described by taking only the division into the above functional modules as an example to realize its functions, in actual applications, the functions can be completed by allocating them to different functional modules as needed. That is, by dividing the internal structure of the device into different functional modules, all or part of the functions described above can be achieved. Furthermore, the device provided in the above embodiments belongs to the same concept as the method embodiments, and its realization process may refer to the method embodiments in detail, so it will not be described in detail again here.

[0223] 16 shows a structural block diagram of a computer system 1600 provided by one 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 3D 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 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 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server 140 may include a processor 144 and a memory 142. The memory 142 may further include a receiving module 1421, a control module 1422, and a transmitting module 1423. The receiving module 1421 may receive a request from a client, such as a request to detect the position of an enemy virtual character. The control module 1422 may control the rendering of the virtual world screen. The transmitting module 1423 may transmit a response to the client, such as transmitting the position of a third virtual character to the client. The server 140 may provide background services for application programs supporting the 3D virtual world.

[0227] An application program supporting the virtual world is installed and running 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 designated as a master virtual character. The third terminal 180 is an application program supporting the virtual world that is installed and running on the third terminal 180. 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] Optionally, 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 on the first terminal 120, the second terminal 160, and the third terminal 180 may be the same, or the application programs installed on the three terminals may be the same type of application program on different operating system platforms (Android or IOS). The first terminal 120 may refer to one of multiple terminals, the second terminal 160 may refer to one of multiple terminals, and the third terminal 180 may refer to one of multiple terminals. However, in this embodiment, only the first terminal 120, the second terminal 160, and the third terminal 180 will be described as examples. The first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different device types, including 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. In the following embodiment, the terminals will be described as smartphones.

[0230] As can be understood by those skilled in the art, the number of the terminals may be greater or less. For example, there may be only one terminal, or there may be tens, hundreds, or even more terminals. The embodiments of the present application are not limited by the number and types of terminals.

[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 smartphone, a tablet PC, an MP3 player (Moving Picture Experts Group Audio Layer III, MPEG Audio Layer 3), or an MP4 (Moving Picture Experts Group Audio Layer IV, MPEG Audio Layer 4) player. 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 a four-core processor, an eight-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, computing device 1700 optionally further includes a peripheral 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 supply 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 will be appreciated by those skilled in the art, 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 turn-based battles or the information provision method based on turn-based battles is realized.

[0239] Optionally, the computer-readable storage medium may include a ROM (Read-Only Memory), a RAM (Random-Access Memory), an SSD (Solid State Drive), an optical disk, etc. Here, the random access memory may include a ReRAM (Resistance Random Access Memory) and a 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 stored in a computer-readable storage medium, a processor of a computer device reading the computer instructions from the computer-readable storage medium, and executing the computer instructions to cause the computer device to perform the interface display method based on turn-based combat or the information provision method based on turn-based combat.

[0241] It is important to note 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 involved in 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 involved in this application have all been obtained with full approval.

[0242] As should be understood, the term "plurality" referred to in this specification refers to two or more than two. "And / or" describes a relationship between related objects and indicates that three types of relationships 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. Furthermore, the step numbers described in this specification exemplarily indicate only one possible execution order between steps. 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 illustrative examples of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application are intended to be included within the scope of protection of the present application.

Claims

1. An interface display method based on turn-based battles, 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 is about to start 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 halos triggered by the battle action, the halo affecting elements in a battle scene of the turn-based battle; In the process of rendering the battle action based on the battle rendering information, rendering the halo based on the halo rendering information; A method comprising:

2. a match control process and a scene control process are running in the client; When the match control process detects that the participant is about to start the match action, it sends 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 sends the halo rendering information to the match control process; the battle control process renders the halo based on the halo rendering information in the process of rendering the battle action based on the battle rendering information; The method of claim 1.

3. 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 and sent to the second server when the match action satisfies the halo trigger; the scene control process sending the match rendering tag to the match control process; further comprising In the process of rendering the battle action based on the battle rendering information, the battle control process includes a step of rendering the halo based on the halo rendering information, 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 instructed by the battle rendering tag, The method of claim 2.

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

5. 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 sends 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 battle control process displays the battle screen; The method of claim 2 further comprising:

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 sent from the second server, the updated environment information referring to environment information after the battle scene has been affected by the halo, the affinity rendering animation being used to represent an affinity between the participant and the updated environment information, and the affinity affecting the skill strength of the participant; the match control process includes a step of displaying the affinity rendering animation; The method of claim 2 further comprising:

7. An information providing method based on turn-based battles, executed by a server, the server including a first server and a second server; a step in which the first server receives a request to start a battle action sent from a battle control process running on a client, and generates battle rendering information corresponding to the battle action based on the start request, the battle action being an action started by a participant in a turn-based battle, and the battle rendering information is used to render the battle action; a step of 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 running on the client, the scene control process sending the halo rendering information to the match control process, and the halo rendering information being used to render the halo; the first server, after receiving a notification of successful distribution of the halo rendering information from the second server, sending the battle rendering information to the battle control process; A method comprising:

8. 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 timing and a position at which the halo is displayed; the first server sending the match rendering tag to the second server; 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; The method of claim 7 further comprising:

9. The turn-based battle includes a middle turn battle and a final round battle, and the middle turn battle refers to a battle in the turn-based battle excluding the final round 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; 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 maintain the influence of the halo history on the block. The method of claim 7.

11. 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 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; The method of claim 7 further comprising:

12. a step in which the first server, after receiving a notification of completion of rendering of the battle action transmitted from the battle control process, transmits a request for obtaining updated environmental information to the second server, the updated environmental information indicating environmental information after the battle scene has been affected by the halo; the second server transmitting 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, and the affinity affects a skill strength of the participant; the first server sending the affinity rendering animation to the match control process; The method of claim 7 further comprising:

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

14. An interface display device based on turn-based battles, comprising: 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 battle control module is further used to receive battle rendering information from the first server, and the battle rendering information is used to render the battle action; the scene control module is used to receive halo rendering information from a second server, the second server is used to process 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 to represent a halo triggered by the battle action, and the halo affects elements in the turn-based battle scene; the battle control module is further configured to render the halo according to the halo rendering information in the process of rendering the battle action according to the battle rendering information; Device.

15. the match control module is further used to, when a match control process detects that the participant has started the match action, send the start request of the match action to the first server and receive the match rendering information from the first server; the scene control module is further used to, when a match control process detects that the participant has started the match action, receive the halo rendering information from the second server and send the halo rendering information to the match control process; the battle control module is further used to render the halo based on the halo rendering information in the process of rendering the battle action based on the battle rendering information by the battle control process; 15. The apparatus of claim 14.

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

17. A computer system including a client and a server, wherein the client is used to execute an interface display method based on turn-based battles described in any one of claims 1 to 6, and the server is 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, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to realize the interface display method based on turn-based battles described in any one of claims 1 to 6.

19. A computer device including a processor and a memory, wherein a computer program is stored in the memory, and wherein the computer program is loaded and executed by the processor to realize the information provision method based on turn-based battles described in any one of claims 7 to 13.

20. A computer program that causes a computer device to implement the interface display method based on turn-based battles according to any one of claims 1 to 6.

21. A computer program that causes a computer device to implement the information provision method based on turn-based battles according to any one of claims 7 to 13.

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