Hexagonal Scene Skill Damage Range Determination

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Solution Overview

Problem

Calculating the damage range of a skill in combat games with hexagonal scene maps is computationally burdensome due to the need to determine which hexagons are affected by standard shape damage ranges.

Innovation Solution

A method that determines the damage range of a skill by acquiring first relative position information based on the release position within a hexagonal scene unit, allowing for direct determination of the damage range without calculating each hexagon's inclusion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the damage range is calculated by determining whether each hexagon is within the damage range based on standard shapes, then the accuracy of damage range determination is improved, but the computational burden increases significantly

Engineering Contradiction:
Improvedamage range determination accuracyVSAvoidcomputational burden
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The damage range determination is segmented into two parts: (1) determine which hexagon the release position belongs to, and (2) calculate relative position information within that hexagon. This segmentation avoids the need to check every hexagon in the scene, reducing computational complexity while maintaining accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent pre-calculates and stores the mapping relationship between hexagon positions and damage range areas. When a skill is released, the system directly retrieves pre-computed relative position information based on the release position's hexagon, rather than performing real-time geometric calculations for each hexagon, thus reducing computational burden.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the scene map uses hexagonal cells, then strategic potential and area efficiency are improved, but the compatibility with standard shape damage ranges decreases

Engineering Contradiction:
Improvestrategic potentialVSAvoiddamage range calculation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary coordinate transformation system that maps between the hexagonal scene map and standard shape damage ranges. By calculating the release position's coordinates within its hexagon and using this to determine relative position information, the system bridges the incompatibility between hexagonal geometry and standard shape damage areas.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent changes the parameter representation from absolute scene coordinates to relative position information within a hexagon. By expressing damage range in terms of relative position (dx, dy) from the release position to the farthest affected hexagon, the system adapts standard shape damage ranges to work with hexagonal scene maps.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250177866A1Method for determining damage range of skill, and electronic device, and storage medium thereof
Publication Date: 2025.06.05 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20250177866A1 patent drawing
  • US20250177866A1 patent drawing
  • US20250177866A1 patent drawing

AI summary

A method for determining a damage range of a skill, an electronic device, and a storage medium are provided. The method includes: in response to release of a target skill, determining a release position of the target skill, wherein the release position is located in a scene unit within a virtual scene including a plurality of scene units arranged consecutively, and the scene unit is hexagonal; acquiring, based on the release position, a first relative position that includes position information of a damage range of the target skill relative to the release position; and determining the damage range of the target skill based on the first relative position.