CN110602027B - Automatic control method and device for game - Google Patents

Automatic control method and device for game Download PDF

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Publication number
CN110602027B
CN110602027B CN201810619561.8A CN201810619561A CN110602027B CN 110602027 B CN110602027 B CN 110602027B CN 201810619561 A CN201810619561 A CN 201810619561A CN 110602027 B CN110602027 B CN 110602027B
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automatic
state
mode
following
target object
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CN110602027A (en
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刘华泓
陈文强
林万霖
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

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  • Computer Networks & Wireless Communication (AREA)
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  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides an automatic control method and device of a game, which comprises the following steps: receiving a first operation input by a game player, wherein the first operation is used for triggering the on-hook operation, entering an automatic mode according to the first operation, and executing automatic operation logic in the automatic mode, and the automatic mode comprises any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game. The game terminal can automatically complete various playing methods by executing the automatic operation logic in the automatic mode, and the full-automatic hang-up of the game is realized.

Description

Automatic control method and device for game
Technical Field
The invention relates to the field of games, in particular to an automatic control method and device for a game.
Background
The Online Game, also called Online Game (Online Game), is simply referred to as "Online Game", and refers to a sustainable individual multiplayer Online Game that uses the internet as a transmission medium, Game operator servers and user computers as processing terminals, and Game client software as an information interactive window, and aims to achieve entertainment, leisure, communication, and virtual achievement. In the current online game, in order to relieve the burden of players, reduce complicated and repeated game operations and improve game experience, certain automatic logic is usually provided to assist in playing the game.
Most online games on the market at present have certain automatic logic auxiliary games, but have certain limitations: most network games only have a simple automatic path searching function, and are convenient for players not to search task targets everywhere; some games support automatic hang-up only with a certain play method, such as fantasy ghost play; some games are just an on-hook, sit-and-brush experience in place. Therefore, the existing automatic logic auxiliary game cannot meet the requirements of users, and the user experience is poor.
Disclosure of Invention
The invention provides an automatic control method and device for a game, which can automatically finish various playing methods and realize full-automatic on-hook of the game.
The invention provides an automatic control method of a game in a first aspect, which comprises the following steps:
receiving a first operation input by a game player, wherein the first operation is used for triggering an on-hook operation;
entering an automatic mode according to the first operation, and executing automatic operation logic in the automatic mode, wherein the automatic mode comprises any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game.
Optionally, the method further includes:
receiving a second operation input by the game player during the automatic mode operation;
suspending operation of the automatic mode according to the second operation;
restarting the automatic mode if the operation input by the game player is not detected within a preset time.
Optionally, the method further includes:
and when a preset mode switching condition is met, switching from the current automatic mode to another automatic mode.
Optionally, the automatic combat mode includes the following automatic states: a battle idle state, a battle moving state and a battle state, when the automatic mode is the automatic battle mode, the automatic operation logic under the automatic mode is executed, including:
under the battle idle state, acquiring a target object of a game role in a preset attack range, switching to the battle moving state when the target object does not exist in the attack range, and switching to the battle state when the target object exists in the attack range;
searching a target object in the battle moving state, switching to the battle state when the searched target object exists, and switching to the battle idle state when the path searching fails;
And in the battle state, sending information of the target object to be attacked to a server, detecting whether the target object to be attacked is cleared, and switching to the battle idle state when the target object to be attacked is cleared, wherein the server is used for controlling the target object to be attacked.
Optionally, in the battle movement state, searching for a target object includes:
detecting whether a target object exists or not, and searching a path reaching the target object when the target object exists;
detecting whether a path is blocked by a trigger or not in the path searching process, and if the path is blocked by the trigger, clicking the trigger;
temporarily masking a search for an unreachable target object when the target object is unreachable due to the trigger blockage;
and if the target object does not exist in the current copy, jumping to the next copy.
Optionally, the automatic task mode includes the following automatic states: when the automatic mode is the automatic task mode, executing an automatic operation logic under the automatic mode, wherein the automatic operation logic comprises the following steps:
When a task starting command is detected, entering a task idle state;
reading information of a current task from task data in the task idle state, and triggering to enter the task routing state according to the information of the current task;
executing a route searching operation in the task routing state, switching to the task processing state when the route searching operation is successful, and switching to the task idle state when the route searching operation is failed;
and processing the current task in the task processing state, and switching to the task idle state after the current task is processed.
Optionally, the automatic following mode includes the following automatic states: a following state, a strange killing state, an automatic following customs copy state and an article picking state, wherein when the automatic mode is the automatic following mode, automatic operation logic under the automatic mode is executed, and the automatic operation logic comprises the following steps:
when a command for following the captain is detected, entering the following state;
in the following state, detecting whether the captain is in the interesting range of the game role, if the captain is not in the interesting range of the game role, starting a path finding operation to find the captain, and if the captain is in the interesting range of the game role and an enemy target is in the interesting range of the game role, switching to the strange state;
Attacking the enemy target in the strange killing state, and switching to the following state after the enemy target is removed;
in the following state, if the presence of equipment is detected, switching to the item pickup state;
picking up the equipment in the item picking up state, and switching to the following state after the picking up is completed;
in the following state, if the captain initiates the duplicate voting, switching to the automatic following customs duplicate state;
and voting is carried out on the copy in the state of automatically following the customs copy, and the copy is switched to the following state after the voting is finished.
A second aspect of the present invention provides an automatic control device for a game, comprising:
the game player comprises a receiving module, a judging module and a judging module, wherein the receiving module is used for receiving a first operation input by a game player, and the first operation is used for triggering on-hook operation;
an automatic execution module, configured to enter an automatic mode according to the first operation and execute an automatic operation logic in the automatic mode, where the automatic mode includes any one of the following modes: an automatic mission mode, an automatic combat mode, and an automatic follow mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game.
Optionally, the receiving module is further configured to: receiving a second operation input by the game player during the automatic mode operation;
further comprising:
a pause module for pausing operation of the automatic mode in accordance with the second operation;
and the recovery module is used for restarting the automatic mode if the operation input by the game player is not detected within the preset time.
Optionally, the method further includes:
and the switching module is used for switching from the current automatic mode to another automatic mode when a preset mode switching condition is met.
Optionally, the automatic combat mode includes the following automatic states: a combat idle state, a combat moving state and a combat state, wherein when the automatic mode is the automatic combat mode, the automatic execution module is specifically configured to:
under the battle idle state, acquiring a target object of a game role in a preset attack range, switching to the battle moving state when the target object does not exist in the attack range, and switching to the battle state when the target object exists in the attack range;
searching a target object in the battle moving state, switching to the battle state when the target object is searched, and switching to the battle idle state when the path searching fails;
And in the battle state, sending information of the target object to be attacked to a server, detecting whether the target object to be attacked is cleared, and switching to the battle idle state when the target object to be attacked is cleared, wherein the server is used for controlling the target object to be attacked.
Optionally, in the battle movement state, searching for a target object includes:
detecting whether a target object exists or not, and searching a path reaching the target object when the target object exists;
detecting whether a path is blocked by a trigger or not in the path searching process, and if the path is blocked by the trigger, clicking the trigger;
temporarily masking a search for an unreachable target object when the target object is unreachable due to the trigger blockage;
and if the target object does not exist in the current copy, jumping to the next copy.
Optionally, the automatic task mode includes the following automatic states: the automatic execution module is specifically configured to, when the automatic mode is the automatic task mode:
When a task starting command is detected, entering a task idle state;
reading information of a current task from task data in the task idle state, and triggering to enter the task routing state according to the information of the current task;
executing a route searching operation in the task routing state, switching to the task processing state when the route searching operation is successful, and switching to the task idle state when the route searching operation is failed;
and processing the current task in the task processing state, and switching to the task idle state after the current task is processed.
Optionally, the automatic following mode includes the following automatic states: the automatic follow-up system comprises a follow-up state, a strange killing state, an automatic follow-up customs copy state and an article pick-up state, wherein when the automatic mode is the automatic follow-up mode, the automatic execution module is specifically used for:
when a command for following the captain is detected, entering the following state;
in the following state, detecting whether the captain is in the interesting range of the game role, if the captain is not in the interesting range of the game role, starting a path finding operation to find the captain, and if the captain is in the interesting range of the game role and an enemy target is in the interesting range of the game role, switching to the strange state;
Attacking the enemy target in the strangeness killing state, and switching to the following state after the enemy target is removed;
in the following state, if the presence of equipment is detected, switching to the item pickup state;
picking up the equipment in the item picking up state, and switching to the following state after the picking up is completed;
in the following state, if a captain initiates copy voting, switching to the automatic following customs copy state;
and voting is carried out on the copy in the state of automatically following the clearance copy, and the copy is switched to the following state after the voting is finished.
A third aspect of the present invention provides a game terminal comprising: a processor, a memory for storing instructions, and a transceiver for communicating with other devices, the processor being configured to execute the instructions stored in the memory to cause the gaming terminal to perform a method of automatically controlling a game according to the first aspect of the invention.
A fourth aspect of the present invention provides a computer-readable storage medium storing instructions that, when executed, cause a computer to execute an automatic control method of a game according to the first aspect of the present invention.
The invention provides an automatic control method and a device of a game, comprising the following steps: receiving a first operation input by a game player, wherein the first operation is used for triggering the on-hook operation, entering an automatic mode according to the first operation, and executing automatic operation logic in the automatic mode, and the automatic mode comprises any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game. The game terminal can automatically complete various playing methods by executing the automatic operation logic in the automatic mode, and the full-automatic hang-up of the game is realized.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention.
FIG. 1 is a flow chart of a method for automatically controlling a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of automatic status total control management;
FIG. 3 is a diagram illustrating the automatic state switching in the automatic fighting mode;
FIG. 4 is a diagram illustrating the switching of the automatic mode in the automatic task mode;
FIG. 5 is a diagram illustrating the switching of the automatic state in the automatic following mode;
fig. 6 is a schematic structural diagram of an automatic control device for a game according to a fifth embodiment of the present invention;
fig. 7 is a schematic structural diagram of an automatic control device for a game according to a sixth embodiment of the present invention;
fig. 8 is a schematic structural diagram of a game terminal according to a seventh embodiment of the present invention.
With the above figures, there are shown certain embodiments of the invention and will be described in more detail hereinafter. The drawings and written description are not intended to limit the scope of the inventive concepts in any manner, but rather to illustrate the inventive concepts to those skilled in the art by reference to specific embodiments.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
The invention provides an automatic control method of a game, which can be applied to a game terminal, wherein the game terminal can be an electronic device with a touch screen, such as a smart phone, a tablet computer, a notebook computer, a game machine, a Personal Digital Assistant (PDA) and the like.
The terms first, second and the like in the description and in the claims, are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order.
Fig. 1 is a flowchart of an automatic control method for a game according to an embodiment of the present invention, and as shown in fig. 1, the method provided in this embodiment includes the following steps:
and step S101, receiving a first operation input by a game player, wherein the first operation is used for triggering on-hook operation.
An on-hook control is arranged on the game interaction interface, and the first operation can be clicking operation of the on-hook control by a game player.
Step S102, entering an automatic mode according to a first operation, and executing an automatic operation logic in the automatic mode, wherein the automatic mode comprises any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game.
The automatic task mode is used for processing automatic operation logics related to various task playing methods, the automatic combat mode is used for processing various automatic operation logics related to combat, the automatic following mode is used for processing the automatic operation logics of following team long time, the automatic mode can be switched in the three modes in the game running process, and when a preset mode switching condition is met, the current automatic mode is switched to another automatic mode.
Optionally, during the operation of the automatic mode, a second operation input by the game player is received, the operation of the automatic mode is suspended according to the second operation, and if the operation input by the game player is not detected within a preset time, the automatic mode is restarted. The preset time is, for example, 3 seconds, 5 seconds, or 10 seconds. Therefore, in the automatic mode, the game player can perform manual operation at any time according to needs, and automatically returns to the automatic mode after the manual operation of the game player is finished for a period of time.
The method of this embodiment may be implemented by using a state machine event-driven framework, where the state machine event-driven framework includes: the device comprises an upper layer state machine module and a lower layer state machine module. The upper layer state machine module is responsible for managing a master control switch state machine of the whole automatic state, and comprises the following states: an idle state, an automatic state, a pause state, and a read bar state. The lower-layer state machine module is responsible for managing a specific certain automatic state, three automatic modes are defined in the embodiment, and each automatic mode corresponds to one state machine which is an automatic task state machine, an automatic combat state machine and an automatic following state machine.
A static state: the state is entered when the game player cancels the automatic mode, and the state is responsible for returning to the automatic mode after a certain period of time of rest, namely switching to the automatic state.
An automatic state: in any one of an automatic mission mode, an automatic battle mode and an automatic following mode, and in addition, automatic logic irrelevant to the automatic mode, including medicine drinking, disassembling equipment, repairing equipment, identification, etc., is integrated in this state, and is executed regardless of whether or not it is currently in the automatic mode or in which automatic mode.
A pause state: in the automatic mode, the game player enters the state when making operation, the automatic operation logic is suspended, and the automatic mode is recovered after the game player finishes operating for a certain time.
Reading a strip state: because of the base type of reading the bar caused by the manual operation of the game player, the existing types of reading the bar include: resolveEquip, IdentifyEquip, MercenaryIdentify, SkillMasteryChange, etc.,
FIG. 2 is a schematic diagram of the total control management of the automatic state, as shown in FIG. 2, the game terminal can turn on the automatic mode from the static state to switch to the automatic state, and can turn off the automatic mode to switch to the static state in the automatic state. And executing automatic operation logic in an automatic mode, wherein in the automatic mode, if a second operation input by the game player is received, switching to a pause state, wherein in the pause state, the operation of the automatic mode is paused, and in the pause state, if the game player has no other operation within a preset time, switching to the automatic state. In the automatic mode, if the reading requirement exists, the automatic state is switched to the reading state, various reading operations are carried out in the reading state, and the automatic state is switched after the reading is finished.
In this embodiment, a first operation input by a game player is received, the first operation is used to trigger an on-hook operation, an automatic mode is entered according to the first operation, and an automatic operation logic in the automatic mode is executed, where the automatic mode includes any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game. The game terminal realizes the full-automatic on-hook of the game by executing the automatic operation logic under the automatic mode.
The second embodiment of the present invention is described by taking an automatic mode as an example of an automatic fighting mode, which manages all data required for automatic fighting and all general operations related to automatic fighting. Fig. 3 is a schematic diagram illustrating the automatic state switching in the automatic fighting mode, and the automatic fighting mode shown in fig. 3 includes the following automatic states: a combat idle state (combat _ idle), a combat moving state (combat _ move), and a combat state (combat _ light).
Optionally, the combat idle state, the combat moving state, and the combat state all inherit a base class (base state), the basic logic of each state may be included in the base class, and the specific logic of each state is included in its own state. Illustratively, the status base class is responsible for providing the interface needed for various statuses, such as getting a surrounding monster, getting the closest monster, getting items that can be picked up around, and so forth.
When the automatic fighting mode is triggered, the fighting idle state is entered. And under the state of battle idle, judging whether a target object exists in a preset attack range, searching the target object and switching to a battle moving state when the target object does not exist in the preset attack range, and switching to the battle state when the target object exists in the attack range.
The preset attack range may be a circular area formed by a preset radius with the current game character as a center. The game terminal can detect surrounding target objects in real time in the game running process, judge whether the target objects are in the preset attack range or not, when the target objects do not exist in the attack range, the target objects need to be searched, and then the game terminal is switched to a fighting moving state.
And searching a target object in a battle moving state, switching to a battle state when the searched target object exists, and switching to a battle idle state when the path searching fails.
Optionally, in the battle moving state, searching for the target object includes: detecting whether a target object exists or not, searching a path reaching the target object when the target object exists, detecting whether the path is blocked by a trigger (trigger) or not in the path searching process, and clicking the trigger if the path is blocked by the trigger; when the target object is unreachable due to trigger occlusion, the search for the unreachable target object is temporarily masked. And if the target object does not exist in the current copy, automatically searching a path to a tele point, and jumping to the next copy.
In a combat state, information of a target object to be attacked is sent to a server, where the information of the target object to be attacked includes an Identity (ID) of the target object to be attacked, in this embodiment, an automatic combat logic is executed by an Artificial Intelligence (AI) module at a server, and the server controls the target object to be attacked to attack according to the information of the target object to be attacked. In the fighting state, whether the target object to be attacked is cleared or not is detected, when the target object to be attacked is cleared, the fighting idle state is switched to, and when the target object to be attacked is not cleared, the attack is continuously carried out until the target object is cleared.
In the third embodiment of the present invention, an automatic mode is taken as an example for explanation, fig. 4 is a schematic diagram illustrating switching of an automatic state in the automatic task mode, and the automatic task mode shown in fig. 4 includes the following automatic states: task idle state (task idle), task routing state (task routing), and task processing state.
And when a task starting command is detected, entering a task idle state. Illustratively, after a game player clicks a task, an automatic task is triggered through the task _ mgr, and a task idle state is entered. In the task idle state, reading the information of the current task from task data (task-data), initiating task routing according to the information of the current task, and triggering to enter a task routing state. After reading the information of the current task, judging whether the current task is in the way searching, if the current task is not in the way searching, initiating the way searching for the current task. For example, the TASK ROUTING state may be triggered by simulating a TASK connection click, and after simulating a TASK connection click, the AUTO _ ROUTING bottom layer may issue an AUTO _ TASK _ ROUTING _ START event, at which time the TASK idle state transitions to the TASK ROUTING state.
And executing the route searching operation in the task routing state, switching to a task processing state when the route searching operation is successful, and switching to a task idle state when the route searching operation is failed.
Optionally, it may be detected whether there is a need to interrupt the way finding operation in the way finding process, if the way finding operation needs to be interrupted, the way finding operation is interrupted first, and other operations are executed, and after the other operations are finished, the way finding operation is continued. For example, if a device bursts out during the route searching process, the route searching operation may be interrupted first, the device is picked up, and the route searching operation is continued after the picking up is completed. When the bottom layer route searching is finished, an event AUTO _ TASK _ ROUTING _ CB is sent out, the TASK ROUTING state monitors the event, and whether the route searching operation is successful or not is determined according to the event.
And processing the current task in a task processing state, and switching to a task idle state after the current task is processed. Types of current tasks include task _ clearness, task _ emote, task _ killsupervisor, task _ npcchat, task _ finditem, task _ trigger, task _ useitem, task _ submititem, and the like. Different types of tasks can be processed by different processing logics respectively, and the current task is converted into the corresponding processing logic to be processed according to the aim _ key of the current task.
In the fourth embodiment of the present invention, an automatic mode is taken as an example for explanation, fig. 5 is a schematic diagram illustrating switching of an automatic state in the automatic following mode, and as shown in fig. 5, the automatic following mode includes the following automatic states: a following state (escort follow), a kill state (escort kill), an auto-following pass-through copy state (escort generate), and an item pickup state (escort pickitem).
When a command to follow the captain is detected, the following state is entered. Illustratively, the gamer clicks on a follow-up captain control on the game interaction page and then enters a follow-up state. In the following state, whether the captain is within the range Of Interest (AOI) Of the game character is detected, if the captain is not within the range Of Interest Of the game character, a path finding operation is started to find the captain, and if the captain is within the range Of Interest Of the game character and an enemy object is present, the state is switched to a strange state. And under the strange killing state, attacking the enemy to the target, and switching to the following state after the enemy target is removed.
In the following state, if the presence of the equipment is detected, a switch is made to the item pickup state. In the article pick-up state, the pick-up equipment switches to the following state after the pick-up is completed.
In the following state, if the captain initiates a duplicate vote, the state is switched to the automatic following customs duplicate state. Some copies need to be voted on in a whole team, and the state of the copy is automatically followed by a customs copy for processing the condition that the copy needs to be voted on in the whole team. And voting is carried out on the copy in the state of automatically following the customs copy, and the copy is switched to the following state after the voting is finished.
Fig. 6 is a schematic structural diagram of an automatic control device for a game according to a fifth embodiment of the present invention, and as shown in fig. 6, the device according to the present embodiment includes:
a receiving module 11, configured to receive a first operation input by a game player, where the first operation is used to trigger an on-hook operation;
an automatic execution module 12, configured to enter an automatic mode according to the first operation, and execute an automatic operation logic in the automatic mode, where the automatic mode includes any one of the following modes: an automatic mission mode, an automatic battle mode, and an automatic following mode, the automatic modes including a plurality of automatic states and a switching condition of the automatic states, the automatic states defining an automatic operation logic of the game.
Optionally, the automatic combat mode includes the following automatic states: a battle idle state, a battle moving state and a battle state, wherein when the automatic mode is the automatic battle mode, the automatic execution module 12 is specifically configured to:
Under the battle idle state, acquiring a target object of a game role in a preset attack range, switching to the battle moving state when the target object does not exist in the attack range, and switching to the battle state when the target object exists in the attack range;
searching a target object in the battle moving state, switching to the battle state when the searched target object exists, and switching to the battle idle state when the path searching fails;
and in the battle state, sending information of the target object to be attacked to a server, detecting whether the target object to be attacked is cleared, and switching to the battle idle state when the target object to be attacked is cleared, wherein the server is used for controlling the target object to be attacked.
Optionally, in the battle movement state, searching for a target object includes:
detecting whether a target object exists or not, and searching a path reaching the target object when the target object exists;
detecting whether a path is blocked by a trigger or not in the path searching process, and if the path is blocked by the trigger, clicking the trigger;
Temporarily masking a search for an unreachable target object when the target object is unreachable due to the trigger blockage;
and if the target object does not exist in the current copy, jumping to the next copy.
Optionally, the automatic task mode includes the following automatic states: a task idle state, a task routing state, and a task processing state, and when the automatic mode is the automatic task mode, the automatic execution module 12 is specifically configured to:
when a task starting command is detected, entering a task idle state;
reading information of a current task from task data in the task idle state, and triggering to enter the task routing state according to the information of the current task;
executing a route searching operation in the task routing state, switching to the task processing state when the route searching operation is successful, and switching to the task idle state when the route searching operation is failed;
and processing the current task in the task processing state, and switching to the task idle state after the current task is processed.
Optionally, the automatic following mode includes the following automatic states: a following state, an odd-killing state, an automatic following customs copy state, and an article pickup state, where when the automatic mode is the automatic following mode, the automatic execution module 12 is specifically configured to:
When a command for following the captain is detected, entering the following state;
detecting whether the captain is in the interesting range of the game role in the following state, if not, starting a path finding operation to find the captain, and if the captain is in the interesting range of the game role and has an enemy object, switching to the strange state;
attacking the enemy target in the strangeness killing state, and switching to the following state after the enemy target is removed;
in the following state, if the presence of equipment is detected, switching to the item pickup state;
picking up the equipment in the item picking up state, and switching to the following state after the picking up is completed;
in the following state, if a captain initiates copy voting, switching to the automatic following customs copy state;
and voting is carried out on the copy in the state of automatically following the clearance copy, and the copy is switched to the following state after the voting is finished.
Fig. 7 is a schematic structural diagram of an automatic control device for a game according to a sixth embodiment of the present invention, where the device according to this embodiment may be integrated in a terminal device, as shown in fig. 7, and the device according to this embodiment further includes a pause module 13 and a resume module 14 on the basis of the device shown in fig. 6.
Correspondingly, the receiving module 11 is further configured to: receiving a second operation input by the game player during the automatic mode operation;
a pause module 13 for pausing the operation of the automatic mode according to the second operation;
a recovery module 14, configured to restart the automatic mode if no operation input by the game player is detected within a preset time.
Optionally, the apparatus further comprises:
and the switching module is used for switching from the current automatic mode to another automatic mode when a preset mode switching condition is met.
The automatic control device for a game provided in this embodiment can be used to execute the methods in the first to fourth embodiments, and the specific implementation manner and technical effects are similar.
Fig. 8 is a schematic structural diagram of a game terminal according to a seventh embodiment of the present invention, and as shown in fig. 8, the game terminal according to the present embodiment includes: a processor 21, a memory 22, and a transceiver 23, where the memory 22 is configured to store instructions, the transceiver 23 is configured to communicate with other devices, and the processor 21 is configured to execute the instructions stored in the memory 22, so that the game terminal executes the methods in the first to third embodiments, and the specific implementation manner and the technical effects are similar, and are not described again here.
A seventh embodiment of the present invention provides a computer-readable storage medium, where the computer-readable storage medium stores instructions, and when the instructions are executed, the instructions enable a computer to execute the methods according to the first to third embodiments, and specific implementation manners and technical effects are similar, which are not described herein again.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (9)

1. An automatic control method for a game, comprising:
receiving a first operation input by a game player, wherein the first operation is used for triggering an on-hook operation;
entering an automatic mode according to the first operation, and executing automatic operation logic in the automatic mode, wherein the automatic mode comprises any one of the following modes: an automatic mission mode, an automatic combat mode and an automatic following mode, wherein the automatic modes comprise a plurality of automatic states and switching conditions of the automatic states, and the automatic states define automatic operation logic of the game;
when a preset mode switching condition is met, switching from the current automatic mode to another automatic mode;
the automatic combat mode includes the following automatic states: the method comprises the following steps of (1) searching a target object in a fighting moving state, switching to the fighting state when the target object is searched, and switching to the fighting idle state when the route searching fails;
in the battle moving state, searching for a target object, including:
detecting whether a target object exists or not, and searching a path reaching the target object when the target object exists;
Detecting whether a path is blocked by a trigger or not in the path searching process, and if the path is blocked by the trigger, clicking the trigger;
temporarily masking a search for an unreachable target object when the target object is unreachable due to the trigger blockage;
and if the target object does not exist in the current copy, jumping to the next copy.
2. The method of claim 1, further comprising:
receiving a second operation input by the game player during the automatic mode operation;
suspending operation of the automatic mode according to the second operation;
restarting the automatic mode if the operation input by the game player is not detected within a preset time.
3. The method of claim 1, wherein when the automatic mode is the automatic combat mode, executing automatic operation logic in the automatic mode comprises:
under the battle idle state, acquiring a target object of a game role in a preset attack range, switching to the battle moving state when the target object does not exist in the attack range, and switching to the battle state when the target object exists in the attack range;
And in the battle state, sending information of the target object to be attacked to a server, detecting whether the target object to be attacked is cleared, and switching to the battle idle state when the target object to be attacked is cleared, wherein the server is used for controlling the target object to be attacked.
4. The method of claim 1, wherein the automatic task mode comprises the following automatic states: when the automatic mode is the automatic task mode, executing an automatic operation logic under the automatic mode, wherein the automatic operation logic comprises the following steps:
when a task starting command is detected, entering a task idle state;
reading information of a current task from task data in the task idle state, and triggering to enter the task routing state according to the information of the current task;
executing a route searching operation in the task routing state, switching to the task processing state when the route searching operation is successful, and switching to the task idle state when the route searching operation is failed;
and processing the current task in the task processing state, and switching to the task idle state after the current task is processed.
5. The method of claim 1, wherein the automatic following mode comprises the following automatic states: a following state, a strange killing state, an automatic following customs copy state and an article picking state, wherein when the automatic mode is the automatic following mode, an automatic operation logic in the automatic mode is executed, and the automatic operation logic comprises the following steps:
when a command for following the captain is detected, entering the following state;
detecting whether the captain is in the interesting range of the game role in the following state, if not, starting a path finding operation to find the captain, and if the captain is in the interesting range of the game role and has an enemy object, switching to the strange state;
attacking the enemy target in the strangeness killing state, and switching to the following state after the enemy target is removed;
in the following state, if the presence of equipment is detected, switching to the item pickup state;
picking up the equipment in the item picking up state, and switching to the following state after the picking up is completed;
in the following state, if a captain initiates copy voting, switching to the automatic following customs copy state;
And voting is carried out on the copy in the state of automatically following the clearance copy, and the copy is switched to the following state after the voting is finished.
6. An automatic control device for a game, comprising:
the game device comprises a receiving module, a judging module and a judging module, wherein the receiving module is used for receiving a first operation input by a game player, and the first operation is used for triggering on-hook operation;
an automatic execution module, configured to enter an automatic mode according to the first operation, and execute an automatic operation logic in the automatic mode, where the automatic mode includes any one of the following modes: an automatic mission mode, an automatic combat mode and an automatic following mode, wherein the automatic modes comprise a plurality of automatic states and switching conditions of the automatic states, and the automatic states define automatic operation logic of the game; the automatic combat mode includes the following automatic states: the method comprises the following steps of (1) searching a target object in a fighting moving state, switching to the fighting state when the target object is searched, and switching to the fighting idle state when the route searching fails;
the switching module is used for switching from the current automatic mode to another automatic mode when a preset mode switching condition is met;
The automatic execution module is specifically configured to:
detecting whether a target object exists or not, and searching a path reaching the target object when the target object exists;
detecting whether a path is blocked by a trigger or not in the path searching process, and if the path is blocked by the trigger, clicking the trigger;
temporarily masking a search for an unreachable target object when the target object is unreachable due to the trigger blockage;
and if the target object does not exist in the current copy, jumping to the next copy.
7. The apparatus of claim 6,
the receiving module is further used for receiving a second operation input by the game player in the automatic mode running process;
further comprising:
a pause module for pausing operation of the automatic mode in accordance with the second operation;
and the recovery module is used for restarting the automatic mode if the operation input by the game player is not detected within preset time.
8. A gaming terminal, comprising: a processor, a memory for storing instructions, and a transceiver for communicating with other devices, the processor being configured to execute the instructions stored in the memory to cause the gaming terminal to perform a method of automatic control of a game as claimed in any of claims 1 to 5.
9. A computer-readable storage medium characterized in that it stores instructions that, when executed, cause a computer to execute a method of automatically controlling a game according to any one of claims 1 to 5.
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