CN113769396A - Interactive processing method, device, equipment, medium and program product for virtual scene - Google Patents

Interactive processing method, device, equipment, medium and program product for virtual scene Download PDF

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Publication number
CN113769396A
CN113769396A CN202111143647.6A CN202111143647A CN113769396A CN 113769396 A CN113769396 A CN 113769396A CN 202111143647 A CN202111143647 A CN 202111143647A CN 113769396 A CN113769396 A CN 113769396A
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CN
China
Prior art keywords
virtual
camp
task
attack
resource
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202111143647.6A
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Chinese (zh)
Inventor
王新峰
周礼喆
曾沛源
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Priority to CN202111143647.6A priority Critical patent/CN113769396A/en
Publication of CN113769396A publication Critical patent/CN113769396A/en
Pending legal-status Critical Current

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Classifications

    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The application provides an interactive processing method, an interactive processing device, electronic equipment, a computer readable storage medium and a computer program product for a virtual scene; the method comprises the following steps: the virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects; in response to a first virtual resource owned by the first virtual camp being less than a second virtual resource owned by the second virtual camp, displaying a first attack task entry of the first virtual camp; responding to a triggering operation aiming at the first attack task inlet, and displaying the first attack task of the first virtual camp in the virtual scene; wherein the first attack task is used for reducing the difference between the first virtual resource and the second virtual resource. Through the application, the difference between the virtual camps which are confronted with each other can be balanced, and the balance of human-computer interaction in the virtual scene is improved.

Description

Interactive processing method, device, equipment, medium and program product for virtual scene
Technical Field
The present application relates to computer human-computer interaction technologies, and in particular, to an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product.
Background
The display technology based on the graphic processing hardware expands the perception environment and the channel for acquiring information, particularly the display technology of the virtual scene, can realize diversified interaction between virtual objects controlled by users or artificial intelligence according to the actual application requirements, has various typical application scenes, and can simulate the real fighting process between the virtual objects in the virtual scenes of military exercise simulation, games and the like.
In the virtual scene, the user can control the virtual object to cooperate with other virtual objects to form the same virtual camp and form an antagonistic relationship with other virtual camps to perform the antagonistic action between camps.
In the related art, after a virtual scene runs, because an obvious strength difference may exist between two competing camps in the virtual scene, a situation that one party rolls the other party is easily generated, so that the balance of human-computer interaction in the virtual scene is influenced, and further the use experience is influenced.
Disclosure of Invention
Embodiments of the present application provide an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product, which can balance differences between competing virtual camps and improve balance of human-computer interaction in the virtual scene.
The technical scheme of the embodiment of the application is realized as follows:
the embodiment of the application provides an interactive processing method of a virtual scene, wherein the virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the method comprises the following steps:
in response to a first virtual resource owned by the first virtual camp being less than a second virtual resource owned by the second virtual camp, displaying a first attack task entry for the first virtual camp;
in response to a trigger operation for the first attack task entry, displaying the first attack task of the first virtual camp in the virtual scene; wherein the pre-attack task is to reduce a gap between the first virtual resource and the second virtual resource.
The embodiment of the application provides an interactive processing device for a virtual scene, wherein the virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the device comprises:
a first display module, configured to display a first attack task entry of the first virtual camp in response to a first virtual resource owned by the first virtual camp being less than a second virtual resource owned by the second virtual camp;
a second display module, configured to display the first attack task of the first virtual camp in the virtual scene in response to a trigger operation for the first attack task entry; wherein the pre-attack task is to reduce a gap between the first virtual resource and the second virtual resource.
In the above technical solution, the manner for reducing the difference between the first virtual resource and the second virtual resource by the pre-attack task includes: by increasing the first virtual resource or decreasing the second virtual resource;
after the first attack task of the first virtual camp is displayed in the virtual scene, the second display module is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the first virtual camp completing the first attack task;
wherein the updated comparison result is obtained by increasing the first virtual resource or decreasing the second virtual resource.
In the above technical solution, the first attack task includes a plurality of sub-attack tasks; the second display module is further configured to respond to the first virtual marketing to complete any one of the sub-attack tasks, update a comparison result of the first virtual resource and the second virtual resource based on the any one of the sub-attack tasks, and display the updated comparison result.
In the technical scheme, the attack task is sent first, and effective time exists; the second display module is further configured to update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks when the first virtual camp completes any one of the sub-attack tasks within the effective time.
In the above technical solution, before updating the comparison result between the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, the second display module is further configured to determine that an operation of completing any one of the sub-attack tasks in response to the first virtual marketing is to be executed when the first virtual marketing wins the set number of times in any one of the sub-attack tasks;
wherein the set number of times is related to at least one of the following dimensions: the number of first virtual objects in the first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
In the above technical solution, after the first attack task of the first virtual camp is displayed in the virtual scene, the apparatus further includes:
a third display module, configured to display a defensive task entry of the second virtual camp in the virtual scene after the first virtual camp initiates an attack based on the attack-first task;
the display authority of the defense task entrance is opened to a human-computer interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene;
responding to the triggering operation of the second virtual camp on the defense task inlet, and displaying the defense task of the second virtual camp in the virtual scene; wherein the defense task is configured to increase a gap between the first virtual resource and the second virtual resource.
In the above technical solution, the attack task and the defense task have a contrast characteristic of at least one of the following:
the number of first virtual objects participating in the attack task in the first virtual camp is greater than the number of second virtual objects participating in the defense task in the second virtual camp;
the number of sub attack tasks included in the first attack task is greater than the number of sub defense tasks included in the defense task;
the effective duration of the attack task is longer than that of the defense task.
In the above technical solution, the third display module is further configured to display the defensive task entry of the second virtual camp for a part of the second virtual objects when the defensive task entry is open for the part of the second virtual objects in the second virtual camp.
In the above technical solution, the third display module is further configured to perform matching processing on a second virtual object in the second virtual camp based on a first virtual object in the first virtual camp, which participates in the attack task, and use the second virtual object successfully matched as the part of the second virtual object;
wherein the matching factors of the matching process include at least one of: the capacity value, the life value and the distance from a defense target in the defense task.
In the above technical solution, the first virtual resource increased by the first attack task is larger than the first virtual resource decreased by the defense task; alternatively, the first and second electrodes may be,
the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defense task.
In the above technical solution, the third display module is further configured to update and display a comparison result between the first virtual resource and the second virtual resource in response to the completion of the defensive task by the second virtual camp;
wherein the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
In the above technical solution, the defense task includes a plurality of sub defense tasks; the third display module is further configured to respond to the second virtual camp to complete any one of the sub-defense tasks, update a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, and display the updated comparison result.
In the above technical solution, the third display module is further configured to update a comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defensive tasks when the second virtual camp completes any one of the sub-defensive tasks within an effective time period of the defensive task.
In the above technical solution, the third display module is further configured to determine that an operation of completing any one of the sub-defense tasks in response to the second virtual camp is to be executed when the second virtual camp wins the set number of times in any of the sub-defense tasks;
wherein the set number of times is related to at least one of the following dimensions: the number of second virtual objects in the second virtual camp, the defense capability of the second virtual camp and the life value of the second virtual camp.
In the above technical solution, the first display module is further configured to display the first attack task entry of the first virtual camp when it is determined that the first attack task can change the comparison result between the first virtual resource and the second virtual resource.
In the above technical solution, before the first attack task entry of the first virtual camp is displayed, the first display module is further configured to call a task prediction model based on scene data of the first virtual camp, scene data of the second virtual camp, and a comparison result of the first virtual resource and the second virtual resource, so as to obtain a prediction comparison result of completing the first attack task;
and when the comparison result is different from the predicted comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
In the technical scheme, the display permission of the first attack task entry is opened to a human-computer interaction interface of a first virtual camp account, and the first virtual camp account is an account for controlling a virtual object in the first virtual camp in the virtual scene; the first display module is further configured to display the first attack task entry of the first virtual camp for a part of the first virtual objects when the first attack task entry is open for the part of the first virtual objects in the first virtual camp.
In the above technical solution, before the first attack task entry of the first virtual camp is displayed for the part of the first virtual objects, the first display module is further configured to perform screening processing on the first virtual objects based on scene data of the first virtual objects in the first virtual camp, and use the first virtual objects obtained by screening as the part of the first virtual objects;
wherein the scene data comprises at least one of: a capability value, a life value, and a distance to an attack target in the pre-attack task.
An embodiment of the present application provides an electronic device for interactive processing, including:
a memory for storing executable instructions;
and the processor is used for realizing the interactive processing method of the virtual scene provided by the embodiment of the application when the executable instructions stored in the memory are executed.
The embodiment of the present application provides a computer-readable storage medium, which stores executable instructions for causing a processor to execute the method for processing interaction of a virtual scene provided in the embodiment of the present application.
The embodiment of the present application provides a computer program product, which includes a computer program or an instruction, and when the computer program or the instruction is executed by a processor, the method for interactive processing of a virtual scene provided in the embodiment of the present application is implemented.
The embodiment of the application has the following beneficial effects:
through the first attack task that sends out that shows first virtual formation encampment in virtual scene for first virtual formation encampment has the first advantage of attacking of sending out, with the difference between the virtual resource that reduces first virtual formation encampment and the virtual resource of second virtual formation encampment, thereby difference between the virtual formation encampment that can the equilibrium is confronted mutually improves the interactive equilibrium of human-computer in the virtual scene, and then has improved user's viscosity.
Drawings
Fig. 1A to fig. 1B are schematic application mode diagrams of an interaction processing method for a virtual scene according to an embodiment of the present application;
FIG. 2 is a schematic structural diagram of an electronic device for interactive processing according to an embodiment of the present disclosure;
3A-3B are schematic flow diagrams of an interaction processing method for a virtual scene according to an embodiment of the present disclosure;
FIG. 3C is a graph showing comparative results provided in examples of the present application;
FIG. 3D is a graph showing comparative results provided by examples of the present application;
FIG. 4 is a schematic illustration of a team competition system interface provided by the related art;
FIG. 5 is a schematic diagram of a settlement page for a guild battle provided in the related art;
fig. 6 is a schematic flowchart of an interaction processing method for a virtual scene according to an embodiment of the present application;
FIG. 7 is a schematic view of an attack inlet interface provided by embodiments of the present application;
FIG. 8 is a schematic view of an attack task interface provided by an embodiment of the present application;
FIG. 9 is a schematic illustration of a defensive entry interface provided by an embodiment of the present application;
fig. 10 is a schematic view of a defense task interface provided in an embodiment of the present application.
Detailed Description
In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in further detail with reference to the attached drawings, the described embodiments should not be considered as limiting the present application, and all other embodiments obtained by a person of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
In the following description, references to the terms "first", "second", and the like are only used for distinguishing similar objects and do not denote a particular order or importance, but rather the terms "first", "second", and the like may be used interchangeably with the order of priority or the order in which they are expressed, where permissible, to enable embodiments of the present application described herein to be practiced otherwise than as specifically illustrated and described herein.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of the present application only and is not intended to be limiting of the application.
Before further detailed description of the embodiments of the present application, terms and expressions referred to in the embodiments of the present application will be described, and the terms and expressions referred to in the embodiments of the present application will be used for the following explanation.
1) In response to: for indicating the condition or state on which the performed operation depends, when the condition or state on which the performed operation depends is satisfied, the performed operation or operations may be in real time or may have a set delay; there is no restriction on the order of execution of the operations performed unless otherwise specified.
2) A client: and the terminal is used for running application programs for providing various services, such as a video playing client, a game client and the like.
3) Virtual scene: the application program displays (or provides) a virtual scene when running on the terminal. The virtual scene may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, a virtual scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control a virtual object to move in the virtual scene.
4) Virtual object: the image of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene. The movable object may be a virtual character, a virtual animal, an animation character, etc., such as a character, animal, etc., displayed in a virtual scene. The virtual object may be an avatar in a virtual scene that is virtual to represent the user. The virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene and occupying a portion of the space in the virtual scene.
5) Scene data: the characteristic data representing the virtual scene may be, for example, the area of a building area in the virtual scene, the current architectural style of the virtual scene, and the like; the position of the virtual building in the virtual scene, the floor space of the virtual building, and the like may also be included.
6) Multiplayer Online tactical sports game (MOBA), Multiplayer Online game (Battle Arena): an action instant strategy game, players can select the good type from various types of characters, and the two opposite camps are used for fighting (usually 5 to 5), and the winning condition is that the building guarded by the enemy is destroyed by breaking through the line of defense.
Embodiments of the present application provide an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product, which can balance differences between competing virtual camps and improve balance of human-computer interaction in the virtual scene. In order to facilitate easier understanding of the interactive processing method for a virtual scene provided in the embodiments of the present application, an exemplary implementation scenario of the interactive processing method for a virtual scene provided in the embodiments of the present application is first described.
In some embodiments, the virtual scene may be a picture presented in a military exercise simulation, and a user may simulate a tactic, a strategy or a tactics through virtual objects belonging to different teams in the virtual scene, so that the virtual scene has a great guiding effect on the command of military operations.
In other embodiments, the virtual scene may also be an environment for game characters to interact with, for example, game characters to play against in the virtual scene, and the two parties may interact with each other in the virtual scene by controlling actions of the game characters, so that the user may relieve life stress during the game.
In an implementation scenario, referring to fig. 1A, fig. 1A is an application mode schematic diagram of the interaction processing method for a virtual scene provided in the embodiment of the present application, and is applicable to some application modes that can complete the calculation of related data of the virtual scene 100 completely depending on the computing capability of the graphics processing hardware of the terminal 400, such as a game in a single-machine/offline mode, and output of the virtual scene is completed through various different types of terminals 400, such as a smart phone, a tablet computer, and a virtual reality/augmented reality device.
As an example, types of Graphics Processing hardware include a Central Processing Unit (CPU) and a Graphics Processing Unit (GPU).
When the visual perception of the virtual scene 100 is formed, the terminal 400 calculates and displays required data through the graphic computing hardware, completes the loading, analysis and rendering of the display data, and outputs a video frame capable of forming the visual perception on the virtual scene at the graphic output hardware, for example, a two-dimensional video frame is displayed on a display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on a lens of an augmented reality/virtual reality glasses; in addition, the terminal 400 may also form one or more of auditory perception, tactile perception, motion perception, and taste perception by means of different hardware in order to enrich the perception effect.
As an example, the terminal 400 runs a client 410 (e.g. a standalone version of a game application), and outputs a virtual scene including role play during the running process of the client 410, wherein the virtual scene may be an environment for game role interaction, such as a plain, a street, a valley, and the like for game role battle; taking the example of displaying the virtual scene 100 at the first human-scale perspective, a first virtual object 101 of a first virtual lineup and a second virtual object 102 of a second virtual lineup are displayed in the virtual scene 100, where the first virtual object 101 may be a game character controlled by a user (or a player), that is, the first virtual object 101 is controlled by a real user, and will operate in the virtual scene in response to an operation of the real user on a button (including a rocker button, an attack button, a defense button, and the like), for example, when the real user moves the rocker button to the left, the first virtual object will move to the left in the virtual scene, and may also remain stationary in place, jump, and use various functions (such as skills and props); the second virtual object 102 may be an enemy-controlled game character, and similarly, the second virtual object 102 may also be controlled by an enemy, and will operate in a virtual scene in response to the operation of the enemy on buttons (including a rocker button, an attack button, a defense button, etc.), thereby realizing a game play by controlling the first virtual object.
For example, when a first virtual formation has a first virtual resource less than a second virtual resource owned by a second virtual formation, a first attack task entry of the first virtual formation is displayed, in response to a trigger operation for the first attack task entry, a first attack task of the first virtual formation is displayed in the virtual scene 100, a first virtual object 101 of the first virtual formation displayed in the virtual scene 100 initiates a first attack, for example, the first virtual object 101 holds a launch prop, then the client 410 controls the launch prop to launch at least one launcher (for example, a bullet) to a building 103 of a second virtual formation guard in response to a launch trigger operation for the launch prop, so as to implement the first attack of the first virtual formation, thus balancing differences between the virtual formations that oppose each other, and improving balance of human-machine interaction in the virtual scene, the use experience of the user is also improved.
In another implementation scenario, referring to fig. 1B, fig. 1B is a schematic view of an application mode of the interaction processing method for a virtual scenario provided in this application embodiment, and the application mode is applied to a terminal 400 and a server 200, and is adapted to complete virtual scenario calculation depending on the calculation capability of the server 200 and output the virtual scenario at the terminal 400.
Taking the visual perception forming the virtual scene 100 as an example, the server 200 performs calculation of display data (e.g., scene data) related to the virtual scene and sends the calculated display data to the terminal 400 through the network 300, the terminal 400 relies on graphics computing hardware to complete loading, parsing and rendering of the calculated display data, and relies on graphics output hardware to output the virtual scene to form the visual perception, for example, a two-dimensional video frame may be presented on a display screen of a smart phone, or a video frame realizing a three-dimensional display effect may be projected on a lens of augmented reality/virtual reality glasses; for perception in the form of a virtual scene, it is understood that an auditory perception may be formed by means of corresponding hardware outputs of the terminal 400, for example using a microphone, a tactile perception using a vibrator, etc.
As an example, the terminal 400 runs a client 410 (e.g. a network version game application), and performs game interaction with other users by connecting the server 200 (e.g. a game server), the terminal 400 outputs the virtual scene 100 of the client 410, and displays the virtual scene 100 in a first-person perspective, for example, a first virtual object 101 of a first virtual formation and a second virtual object 102 of a second virtual formation are displayed in the virtual scene 100, the first virtual object 101 may be a game character controlled by a user (or a player), that is, the first virtual object 101 is controlled by a real user, and will operate in the virtual scene in response to an operation of a real user on a button (including a joystick button, an attack button, a defense button, and the like), for example, when the real user moves the joystick button to the left, the first virtual object will move to the left in the virtual scene, and can remain still, and, Jumping and using various functions (such as skills and props); the second virtual object 102 may be an enemy-controlled game character, and similarly, the second virtual object 102 may also be controlled by an enemy, and will operate in a virtual scene in response to the operation of the enemy on buttons (including a rocker button, an attack button, a defense button, etc.), thereby realizing a game play by controlling the first virtual object.
For example, when a first virtual lineup has less first virtual resources than a second virtual resource that a second virtual lineup has, a first attack task entry for the first virtual lineup is displayed, in response to a trigger action directed to the first attack task entry, a first attack task of a first virtual lineup is displayed in the virtual scene 100, a first virtual object 101 of the first virtual lineup displayed in the virtual scene 100 initiates the first attack, e.g. the first virtual object 101 holds a launch prop, then, in response to the launching triggering operation for the launching prop, the client 410 controls the launching prop to launch at least one launcher (e.g., bullet) to the building of the second virtual formation guard, implements the first-launch attack of the first virtual formation, therefore, the difference between the virtual camps which are confronted with each other can be balanced, the balance of human-computer interaction in the virtual scene is improved, and the use experience of the user is also improved.
In some embodiments, the terminal 400 may implement the interaction processing method of the virtual scene provided in the embodiments of the present application by running a computer program, for example, the computer program may be a native program or a software module in an operating system; may be a Native APPlication (APP), i.e. a program that needs to be installed in an operating system to run, such as a battle game APP (i.e. the client 410 described above); or may be an applet, i.e. a program that can be run only by downloading it to the browser environment; but also a game applet that can be embedded in any APP. In general, the computer programs described above may be any form of application, module or plug-in.
Taking a computer program as an application program as an example, in actual implementation, the terminal 400 is installed and runs with an application program supporting a virtual scene. The application program may be any one of a First-Person Shooting game (FPS), a third-Person Shooting game, a virtual reality application program, a three-dimensional map program, a military simulation program, or a multi-player gun-battle type survival game. The user uses the terminal 400 to operate virtual objects located in a virtual scene for activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking, shooting, attacking, throwing, building a virtual building. Illustratively, the virtual object may be a virtual character, such as a simulated character or an animated character, among others.
In some embodiments, the embodiments of the present application may also be implemented by means of Cloud Technology (Cloud Technology), which refers to a hosting Technology for unifying resources of hardware, software, network, and the like in a wide area network or a local area network to implement computation, storage, processing, and sharing of data.
The cloud technology is a general term of network technology, information technology, integration technology, management platform technology, application technology and the like applied based on a cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources.
For example, the server 200 in fig. 1B may be an independent physical server, may also be a server cluster or a distributed system formed by a plurality of physical servers, and may also be a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a network service, cloud communication, a middleware service, a domain name service, a security service, a CDN, and a big data and artificial intelligence platform. The terminal 400 may be, but is not limited to, a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, and the like. The terminal 400 and the server 200 may be directly or indirectly connected through wired or wireless communication, and the embodiment of the present application is not limited thereto.
Referring to fig. 2, fig. 2 is a schematic structural diagram of an electronic device for interactive processing provided in an embodiment of the present application, and is described by taking the electronic device as a terminal 400 as an example, where the electronic device 400 shown in fig. 2 includes: at least one processor 420, memory 460, at least one network interface 430, and a user interface 440. The various components in the terminal 400 are coupled together by a bus system 450. It is understood that the bus system 450 is used to enable connected communication between these components. The bus system 450 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For clarity of illustration, however, the various buses are labeled as bus system 450 in fig. 2.
The Processor 420 may be an integrated circuit chip having Signal processing capabilities, such as a general purpose Processor, a Digital Signal Processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, or the like, wherein the general purpose Processor may be a microprocessor or any conventional Processor, or the like.
The user interface 440 includes one or more output devices 441, including one or more speakers and/or one or more visual display screens, that enable the presentation of media content. The user interface 440 also includes one or more input devices 442 including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display screen, camera, other input buttons and controls.
The memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, and the like. Memory 460 may optionally include one or more storage devices physically located remote from processor 420.
The memory 460 may include volatile memory or nonvolatile memory, and may also include both volatile and nonvolatile memory. The nonvolatile Memory may be a Read Only Memory (ROM), and the volatile Memory may be a Random Access Memory (RAM). The memory 460 described in embodiments herein is intended to comprise any suitable type of memory.
In some embodiments, memory 460 may be capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
An operating system 461 comprising system programs for handling various basic system services and performing hardware related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and handling hardware based tasks;
a network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430, exemplary network interfaces 430 including: bluetooth, wireless compatibility authentication (WiFi), and Universal Serial Bus (USB), etc.;
a presentation module 463 for enabling presentation of information (e.g., user interfaces for operating peripherals and displaying content and information) via one or more output devices 441 (e.g., display screens, speakers, etc.) associated with user interface 440;
an input processing module 464 for detecting one or more user inputs or interactions from one of the one or more input devices 442 and translating the detected inputs or interactions.
In some embodiments, the interaction processing device of the virtual scene provided in the embodiments of the present application may be implemented in software, and fig. 2 illustrates the interaction processing device 465 of the virtual scene stored in the memory 460, which may be software in the form of programs and plug-ins, and includes the following software modules: the first display module 4651, the second display module 4652 and the third display module 4653 are logically combined or further separated according to the functions implemented. It should be noted that, in fig. 2, for convenience of expression, all the above modules are shown at once, but should not be considered as an implementation where the interaction processing means 465 in the virtual scene excludes an implementation that may include only the first display module 4651, the second display module 4652 and the third display module 4653, and functions of the respective modules will be explained below.
In other embodiments, the interaction processing Device of the virtual scene provided in this embodiment may be implemented in hardware, and for example, the interaction processing Device of the virtual scene provided in this embodiment may be a processor in the form of a hardware decoding processor, which is programmed to execute the interaction processing method of the virtual scene provided in this embodiment, for example, the processor in the form of the hardware decoding processor may employ one or more Application Specific Integrated Circuits (ASICs), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field Programmable Gate Arrays (FPGAs), or other electronic elements.
The following describes an interactive processing method for a virtual scene provided in an embodiment of the present application in detail with reference to the accompanying drawings. The interactive processing method for the virtual scene provided by the embodiment of the present application may be executed by the terminal 400 in fig. 1A alone, or may be executed by the terminal 400 and the server 200 in fig. 1B in a cooperation manner.
Next, an example in which the terminal 400 in fig. 1A alone executes the interactive processing method of the virtual scene provided in the embodiment of the present application is described. Referring to fig. 3A, fig. 3A is a schematic flowchart of an interaction processing method for a virtual scene according to an embodiment of the present application, and will be described with reference to the steps shown in fig. 3A.
It should be noted that the method shown in fig. 3A can be executed by various forms of computer programs running on the terminal 400, and is not limited to the client 410 described above, but may also be the operating system 461, software modules and scripts described above, so that the client should not be considered as limiting the embodiments of the present application.
In step 101, a virtual scene is displayed.
It should be noted that the virtual scene includes a first virtual camp and a second virtual camp that are confronted with each other, and the first virtual camp and the second virtual camp respectively include a plurality of virtual objects, and wherein the virtual object that the first virtual camp includes is a first virtual object, and the virtual object that the second virtual camp includes is a second virtual object. The first virtual camp and the second virtual camp can be confronted through skills, props and the like.
In step 102, in response to the first virtual lineup having less first virtual resources than the second virtual resources of the second virtual lineup, a first attack task entry for the first virtual lineup is displayed.
As shown in fig. 7, when the first virtual resource owned by the first virtual camp is less than the second virtual resource owned by the second virtual camp and the difference between the first virtual resource and the second virtual camp is greater than the difference threshold, it is indicated that the first virtual camp is at a disadvantage and is unbalanced between the first virtual camp and the second virtual camp, so that the first attack task entry 701 of the first virtual camp is displayed, so that the first virtual camp has the first attack advantage, so as to reduce the difference between the first virtual resource and the second virtual camp, balance the difference between the virtual camps which are confronted with each other, and improve the balance of human-computer interaction in the virtual scene.
Referring to fig. 3B, fig. 3B is an optional flowchart of an interaction processing method for a virtual scene according to an embodiment of the present application, and fig. 3B shows that step 102 in fig. 3A may be implemented by steps 1021 to step 1022: in step 1021, when it is determined that the first attack task can change the comparison result between the first virtual resource and the second virtual resource, the first attack task entry of the first virtual camp is displayed.
For example, the comparison result of the first virtual resource and the second virtual resource includes leading, lagging and approaching. As an example, when the comparison result of the first virtual resource and the second virtual resource before initiating the first attack is backward and the first comparison result of the first virtual resource and the second virtual resource after completing the first attack may be close to or ahead, it is indicated that the first attack task can change the comparison result of the first virtual resource and the second virtual resource, the first virtual attack can turn the current situation through the first attack task, and at this time, the display timing of the first attack entry is reached to display the first attack task entry of the first virtual attack in the virtual scene, otherwise, the first attack entry is not necessarily displayed, and the first virtual attack cannot turn the current situation through the first attack task, thereby avoiding wasting communication resources and computing resources and ensuring the validity of the first attack.
Referring to fig. 3B, fig. 3B is an optional flowchart of the interaction processing method for a virtual scene according to the embodiment of the present application, and fig. 3B shows that fig. 3A further includes steps 104 to 105: in step 104, a task prediction model is called based on the scene data of the first virtual camp, the scene data of the second virtual camp and the comparison result of the first virtual resource and the second virtual resource, so as to obtain a prediction comparison result of completing the attack-ahead task; in step 105, when the comparison result is different from the predicted comparison result, it is determined that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
The scene data comprises the attacking ability of the virtual object, the defending ability of the virtual object and the life value of the virtual object. The task prediction model is combined with scene data of the first virtual camp, scene data of the second virtual camp and a comparison result of the first virtual resource and the second virtual resource to carry out comparison result prediction processing, a prediction comparison result of completing the first attack task is obtained, when the comparison result is different from the prediction comparison result, the first attack task can change the comparison result of the first virtual resource and the second virtual resource, and the first virtual camp can turn the current situation through the first attack task. The task prediction model can be a trained neural network model, and the neural network model can be obtained by training a scene data sample of first virtual camp, a scene data sample of second virtual camp, a comparison result sample of the first virtual resource and the second virtual resource, and a mark comparison result of finishing an attack task.
As an example, when the comparison result of the first virtual resource and the second virtual resource before initiating the first attack is backward, the task prediction model is used to perform the comparison result prediction processing by combining the scene data of the first virtual camp, the scene data of the second virtual camp and the backward comparison result, and the prediction comparison result that the first attack task is completed is close, which indicates that the first attack task can change the comparison result of the first virtual resource and the second virtual resource, and the first virtual camp can turn the situation through the first attack task.
In some embodiments, the display right of the first attack task entry is opened to a human-computer interaction interface of a first virtual camp account, and the first virtual camp account is an account for controlling a virtual object in the first virtual camp in a virtual scene; displaying an early attack task entry for a first virtual camp, comprising: when the first attack task inlet is opened aiming at part of the first virtual objects in the first virtual camp, the first attack task inlet of the first virtual camp is displayed aiming at the part of the first virtual objects.
For example, the display right of the first attack task entry is opened to the human-computer interaction interface of the first virtual camp account, and the first attack entry is displayed on the human-computer interaction interface of the first virtual camp account, for example, the first attack entry may be opened to all the first virtual objects in the first virtual camp, that is, all the first virtual objects may enter the first attack task.
It should be noted that, in order to ensure that the first attack task can change the comparison result between the first virtual resource and the second virtual resource, the first virtual camp can reverse the in-plane situation through the first attack task, and the first virtual object with strong capability needs to be selected from the first virtual camp to ensure that the first attack task is completed, so that the first attack task entry of the first virtual camp is only displayed for part of the first virtual objects, so that part of the first virtual objects can enter the first attack task, and the reliability of completing the first attack task is improved.
In some embodiments, before a part of first virtual objects are displayed to a first attack task entry of a first virtual camp, based on scene data of the first virtual objects in the first virtual camp, the first virtual objects are subjected to screening processing, and the first virtual objects obtained through screening are used as part of the first virtual objects; wherein the scene data comprises at least one of: capability value, life value, distance to an attack target in a pre-attack task.
For example, the first virtual objects in the first virtual campsite may be sorted in a descending order according to their capability values (e.g., attack capability and defense capability), and the first N first virtual objects in the result of sorting in a descending order are used as part of the first virtual objects, where N is a positive integer greater than 1, so as to select the first virtual object with stronger capability, and ensure that part of the first virtual objects have the capability of performing subsequent attack tasks.
For example, the first virtual objects in the first virtual campsite may be sorted in a descending order according to their life values (e.g., blood volume, physical strength values, etc.), and a plurality of first virtual objects in the descending order result may be used as part of the first virtual objects, so as to select the first virtual object with a stronger life value, so as to ensure that part of the first virtual objects have sufficient life values to perform subsequent attack tasks.
For example, the first virtual objects in the first virtual array may be sorted in an ascending order according to the distance between the first virtual object and the attack target in the first attack task, and the first virtual objects in the ascending order result are used as part of the first virtual objects, so as to select the first virtual object closer to the attack target, thereby ensuring that the part of the first virtual objects can quickly perform the subsequent first attack task.
It should be noted that, in the embodiment of the present application, the capability value, the life value, and the distance to the attack target in the first attack task can be integrated, so as to select a stronger part of the first virtual objects from the first virtual marketing to enter the first attack task, thereby improving the reliability of completing the first attack task.
In step 103, in response to a trigger operation for the first attack task entry, displaying the first attack task of the first virtual camp in a virtual scene; wherein the first attack task is used for reducing the difference between the first virtual resource and the second virtual resource.
As shown in fig. 8, after the first attack task entry is displayed, in response to the trigger operation for the first attack task entry, the first attack task 801 of the first virtual camp is displayed in the virtual scene, so that the first virtual camp has a first attack advantage, so as to reduce the difference between the first virtual resource and the second virtual camp, equalize the difference between the mutually antagonistic virtual camps, and improve the balance of human-computer interaction in the virtual scene.
It should be noted that, in the embodiment of the present application, the trigger operation is not limited, and the trigger operation may be a touch operation (such as a click operation or a long-press operation), or may be a non-touch operation (such as a voice input mode).
In some embodiments, the manner in which the pre-attack task is used to reduce the gap between the first virtual resource and the second virtual resource comprises: by increasing the first virtual resource or decreasing the second virtual resource; after the first attack task of the first virtual camp is displayed in the virtual scene, responding to the first attack task completed by the first virtual camp, and updating and displaying a comparison result of the first virtual resource and the second virtual resource; and the updated comparison result is obtained by increasing the first virtual resource or decreasing the second virtual resource.
For example, in response to the first virtual camp completing the first attack task, the comparison result between the first virtual resource and the second virtual resource is updated by adding the first virtual resource, or the comparison result between the first virtual resource and the second virtual resource is updated by reducing the second virtual resource, and the updated comparison result between the first virtual resource and the second virtual resource is displayed, so that the first virtual camp can know the comparison result, that is, the balance state of the current virtual scene in real time.
As shown in fig. 3C, after the first attack task of the first virtual camp (KING in fig. 3C) is displayed in the virtual scene, in response to the completion of the first attack task by the KING, the comparison result 301 (proximity in fig. 3C) of the first virtual resource and the second virtual resource is updated and displayed, which indicates that the first virtual resource is close to the second virtual resource.
It should be noted that, adding the first virtual resource may be by adding a fixed number of virtual resources, or may be by adding a fixed percentage of virtual resources. Likewise, reducing the second virtual resource may be by reducing a fixed number of virtual resources, and may also be by reducing a fixed percentage of virtual resources.
In some embodiments, the pre-launch attack task includes a plurality of sub-attack tasks; responding to the first virtual marketing to finish the first attack task, updating and displaying a comparison result of the first virtual resource and the second virtual resource, and comprising the following steps: and responding to the first virtual array to finish any one sub-attack task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task, and displaying the updated comparison result.
For example, when the first attack task includes a plurality of sub-attack tasks, each time the first virtual camp completes one sub-attack task, the comparison result of the first virtual resource and the second virtual resource is updated in real time, and the updated comparison result is displayed, so that the first virtual camp can know the comparison result in real time, that is, the balance state of the current virtual scene.
In some embodiments, there is a validity time for the attack task to be sent first; responding to the first virtual array to finish any one sub-attack task, and updating a comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task, wherein the comparison result comprises the following steps: and when the first virtual array completes any one sub-attack task within the effective time, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-attack task.
For example, if the first virtual array completes any sub-attack task within the effective time of the prior attack task, the comparison result between the first virtual resource and the second virtual resource is updated and displayed, for example, if the effective time is 24 hours, the attack can be repeatedly performed within 24 hours, so that the attack task is limited by the effective time, the passive treatment of the first virtual array is avoided, and the enthusiasm of human-computer interaction of the virtual scene is improved.
In some embodiments, before updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, when the first virtual camp wins the set number of times in any one of the sub-attack tasks, it is determined that an operation for completing any one of the sub-attack tasks in response to the first virtual camp is to be performed; wherein the set number of times is related to at least one of the following dimensions: the number of first virtual objects in the first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
For example, for any sub-attack task, the first virtual camp needs to win the set number of times to indicate that the first virtual camp completes the sub-attack task, so as to update the comparison result between the first virtual resource and the second virtual resource.
As an example, if the number of times of setting is positively correlated with the number of first virtual objects in the first virtual camp, the greater the number of first virtual objects, the greater the possibility that the first virtual object can win, and therefore, in order to limit the possibility of winning the first virtual camp, the greater the number of times of setting is set, for example, if the range of values of the number of first virtual objects in the first virtual camp is [1, 28], the number of times of setting is set to 1; when the value range of the number of the first virtual objects in the first virtual camp is [29, 56], setting the set number of times to be 2; when the value range of the number of the first virtual objects in the first virtual lineup is [57, 84], the set number of times is set to 3.
For example, if the set number of times is positively correlated with the offensive power of the first virtual camp, the stronger the offensive power of the first virtual camp, the greater the possibility that the first virtual camp can win, and therefore, the set number of times is set to be larger in order to limit the possibility that the first virtual camp can win.
For example, the set number of times is positively correlated with the life value of the first virtual camp, and the stronger the life value of the first virtual camp, the greater the possibility that the first virtual camp can win the space, and therefore, the set number of times is set to be larger in order to limit the possibility of winning the first virtual camp.
It should be noted that, in the embodiment of the present application, the number of the first virtual objects in the first virtual camp, the attack capability of the first virtual camp, and the life value of the first virtual camp can be integrated to determine the set times, so that after the first virtual camp wins the set times, the comparison result between the first virtual resource and the second virtual resource is updated.
In some embodiments, after the first virtual camp initiates an attack based on the first attack task, displaying a defensive task entry of a second virtual camp in the virtual scene; the display authority of the defense task entrance is opened to a human-computer interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in a virtual scene; responding to the triggering operation of the second virtual camp on the defense task entrance, and displaying the defense task of the second virtual camp in the virtual scene; the defense task is used for increasing the difference between the first virtual resource and the second virtual resource.
For example, after the first virtual camp initiates the attack based on the first attack task and before the first attack task is completed, the defensive task entry of the second virtual camp is displayed in the virtual scene, and the defensive task of the second virtual camp is displayed in the virtual scene in response to the triggering operation of the second virtual camp on the defensive task entry.
As shown in fig. 9, after the first virtual camp completes the first attack task and initiates the attack, a defense task entry 901 of the second virtual camp is displayed in the virtual scene, and in response to a trigger operation of the second virtual camp on the defense task entry, the defense task of the second virtual camp is displayed in the virtual scene.
As shown in fig. 10, after the first virtual camp initiates an attack based on the first attack task, the second virtual camp can also perform defense, and the defense task 1001 of the second virtual camp is displayed in the virtual scene, so that the problem that the laggard party acquires resources at a faster efficiency within a specific time to realize fast catch-up is avoided, the laggard party is at disadvantage and passivity in the later stage of confrontation, unbalance of confrontation is also caused, passive actions of a player in the early stage of confrontation are easily caused, and the laggard party is abused in the later stage of confrontation, so that the laggard party consumes a great deal of energy and cost to catch-up.
It should be noted that the display right of the attack task entry is opened to a human-computer interaction interface of a first virtual camp account, and the first virtual camp account is an account for controlling a virtual object in the first virtual camp in a virtual scene; correspondingly, the display authority of the defense task entrance is opened to a human-computer interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in a virtual scene.
In some embodiments, the pre-attack and defense tasks have contrasting characteristics of at least one of: the number of first virtual objects participating in the attack task in the first virtual camp is larger than the number of second virtual objects participating in the defense task in the second virtual camp; the number of sub attack tasks included in the first attack task is larger than that of sub defense tasks included in the defense tasks; the effective duration of the attack task is longer than that of the defense task.
For example, in order to give some advantages to the first virtual formation behind and catch up with the second virtual formation ahead, the comparison features provide substantial advantages for the following parties, and the victory or defeat relationship of the final confrontation is not obviously destroyed, so that the enthusiasm of the players of the two parties in the whole confrontation process is effectively protected.
In some embodiments, displaying a defensive task entry of a second virtual camp in the virtual scene includes: and when the defense task entrance is open aiming at part of the second virtual objects in the second virtual camp, displaying the defense task entrance of the second virtual camp aiming at the part of the second virtual objects.
For example, the display right of the defense task entry is opened to the human-computer interaction interface of the second virtual camp account, the defense task entry is displayed on the human-computer interaction interface of the second virtual camp account, for example, the defense task entry can be opened to all the second virtual objects in the second virtual camp, that is, all the second virtual objects can enter the defense task.
It should be noted that, in order to ensure that the defense task does not significantly destroy the final defense relationship, the second virtual camp can maintain advantages through the defense task, and the second virtual object equivalent to the first virtual object in the first virtual camp needs to be selected from the second virtual camp to ensure the enthusiasm of both parties in the whole course of the defense, so that the defense task entry of the second virtual camp is only displayed for part of the second virtual objects, and part of the second virtual objects can enter the defense task. And randomly extracting a plurality of second virtual objects from the second virtual array as part of the second virtual objects.
In some embodiments, before displaying the defensive task entry of the second virtual camp for the portion of the second virtual object, the method further comprises: matching a second virtual object in a second virtual camp based on a first virtual object participating in a first attack task in the first virtual camp, and taking the successfully matched second virtual object as a part of the second virtual object; wherein, the matching factors of the matching process comprise at least one of the following: capability value, life span, distance to a defensive target in a defensive task.
For example, based on the capability value (for example, attack capability and defense capability) of the first virtual object participating in the attack task in the first virtual camp, the second virtual object in the second virtual camp is matched, and the successfully matched second virtual object is used as part of the second virtual object, so that the second virtual object equivalent to the strength of the first virtual object is selected, and the enthusiasm of both parties in the whole countermeasure process is effectively protected.
For example, based on the life value (for example, blood volume, physical strength value, etc.) of the first virtual object that participates in the attack task in the first virtual camp, the second virtual object in the second virtual camp is matched, and the successfully matched second virtual object is used as part of the second virtual object, so that the second virtual object corresponding to the strength of the first virtual object is selected, and the enthusiasm of both parties in the whole countermeasure process is effectively protected.
For example, based on the distance between a first virtual object participating in an attack task in the first virtual camp and a defense target (for example, a building guarded by a second virtual camp) in the defense task, a second virtual object in the second virtual camp is matched, and the successfully matched second virtual object is used as a part of the second virtual object, so that the second virtual object corresponding to the environment where the first virtual object is located is selected based on the distance, and the enthusiasm of the two parties in the whole process of countermeasure is effectively protected.
It should be noted that, in the embodiment of the present application, the capability value, the life value, and the distance to the defense target in the defense task can be integrated, so as to select the second virtual object equivalent to the strength of the first virtual object from the second virtual configuration, thereby effectively protecting the enthusiasm of both parties in the whole course of the countermeasure.
In some embodiments, the first virtual resource increased by the first initiating task is greater than the first virtual resource decreased by the defensive task; or the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defense task.
For example, each time the first virtual camp completes an attack task, 1% of the first virtual resources are increased, and each time the second virtual camp completes a defense task, 0.8% of the first virtual resources are decreased; and each time the first virtual camp completes an attack task, 1% of second virtual resources are reduced, and each time the second virtual camp completes a defense task, 0.8% of second virtual resources are recovered, so that substantial advantages are provided for laggard parties, the victory or defeat relationship of final countermeasures cannot be obviously damaged, and the enthusiasm of the two parties in the whole countermeasures process is effectively protected.
In some embodiments, after the defense task of the second virtual camp is displayed in the virtual scene, the comparison result between the first virtual resource and the second virtual resource is updated and displayed in response to the completion of the defense task of the second virtual camp; wherein, the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
For example, in response to the completion of the defense task by the second virtual camp, the comparison result of the first virtual resource and the second virtual resource is updated by reducing the first virtual resource increased by the first attack task, or the comparison result of the first virtual resource and the second virtual resource is updated by restoring the second virtual resource reduced by the first attack task, and the updated comparison result of the first virtual resource and the second virtual resource is displayed, so that the second virtual camp can know the comparison result, that is, the balance state of the current virtual scene in real time.
It should be noted that, adding the second virtual resource may be by adding a fixed number of virtual resources, or may be by adding a fixed percentage of virtual resources. Likewise, reducing the first virtual resource may be by reducing a fixed number of virtual resources, and may also be by reducing a fixed percentage of virtual resources.
As shown in fig. 3D, after the defense task of the second virtual camp (see CHEF in fig. 3D) is displayed in the virtual scene, the comparison result 302 (ahead in fig. 3D) between the first virtual resource and the second virtual resource is updated and displayed in response to the CHEF completing the defense task, which represents that the second virtual resource and the second virtual resource precede each other.
In some embodiments, the defensive task comprises a plurality of sub-defensive tasks; responding to the completion of the defense task of the second virtual camp, updating and displaying the comparison result of the first virtual resource and the second virtual resource, and comprising the following steps: and responding to the second virtual camp to finish any one sub-defense task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-defense task, and displaying the updated comparison result.
For example, when the defense task includes a plurality of sub defense tasks, each time the second virtual camp completes one sub defense task, the comparison result of the first virtual resource and the second virtual resource is updated in real time, and the updated comparison result is displayed, so that the second virtual camp can know the comparison result in real time, namely the balance state of the current virtual scene.
In some embodiments, in response to the second virtual camp completing any one of the sub-defensive tasks, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defensive tasks includes: and when the second virtual formation completes any one sub-defense task within the effective time period of the defense task, updating the comparison result of the first virtual resource and the second virtual resource based on any one sub-defense task.
For example, if the second virtual camp completes any one of the sub-defense tasks within the effective time of the defense task, the comparison result between the first virtual resource and the second virtual resource is updated and displayed, for example, if the effective time is 24 hours, the defense can be repeatedly performed within 24 hours, so that the defense task is limited by the effective time, the passive treatment of the second virtual camp is avoided, and the enthusiasm of human-computer interaction of the virtual scene is improved.
In some embodiments, before updating the comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, when the second virtual camp wins the set number of times in any of the sub-defense tasks, it is determined that an operation of completing any one of the sub-defense tasks in response to the second virtual camp is to be performed; wherein the set number of times is related to at least one of the following dimensions: the number of second virtual objects in the second virtual camp, the defense capability of the second virtual camp and the life value of the second virtual camp.
For example, for any one sub-defense task, the second virtual camp needs to win the set number of times to represent that the second virtual camp completes the sub-defense task, so that the comparison result between the first virtual resource and the second virtual resource is updated.
As an example, if the number of times of setting is positively correlated with the number of second virtual objects in the second virtual camp, the greater the number of second virtual objects, the greater the possibility that the second virtual objects can win, and therefore, in order to limit the possibility of winning the second virtual camp, the greater the number of times of setting is set, for example, if the range of values of the number of second virtual objects in the second virtual camp is [1, 28], the number of times of setting is set to 1; when the value range of the number of the second virtual objects in the second virtual camp is [29, 56], setting the set frequency to be 2; when the value range of the number of the second virtual objects in the second virtual array is [57, 84], the set number of times is set to 3.
For example, if the set number of times is positively correlated with the defense capability of the second virtual camp, the stronger the defense capability of the second virtual camp, the greater the possibility that the second virtual camp can win, and therefore, the set number of times is set to be larger in order to limit the winning possibility of the second virtual camp.
For example, the set number of times is positively correlated with the life value of the second virtual camp, and the stronger the life value of the second virtual camp, the greater the possibility that the second virtual camp can win the space, and therefore, the set number of times is set to be larger in order to limit the possibility of winning the second virtual camp.
It should be noted that in the embodiment of the present application, the number of the second virtual objects in the second virtual camp, the defense capability of the second virtual camp, and the life value of the second virtual camp can be integrated to determine the set times, so that after the second virtual camp wins the set times, the comparison result between the first virtual resource and the second virtual resource is updated.
To sum up, this application embodiment is through showing the first attack task of first virtual formation in virtual scene for first virtual formation has first attack advantage, in order to reduce the difference between the virtual resource of first virtual formation and the virtual resource of second virtual formation, thereby difference between the virtual formation that can the equilibrium of antagonism each other improves the interactive equilibrium of man-machine in the virtual scene, and then has improved user's viscosity.
Next, an exemplary application of the embodiment of the present application in a practical application scenario will be described.
The following description takes a virtual scene as an example:
in the related art, the guild (i.e. camping) countermeasures of various games are mainly classified into the following two categories:
1) the direct confrontation mode is realized based on the core single-game confrontation of the game, the guild with similar strength is matched into the same confrontation through a specific algorithm, the expected odds of the two parties approach 50 percent, thus realizing the confrontation balance, and providing no substantial compensation for the party with stage lagging in the process of the confrontation.
In the team competition system shown in fig. 4, if the fighting capacity of a guild reaches a certain level, the guild is matched to a corresponding level, such as a district level tournament, a city level tournament, etc., and guilds at the same level have the same capacity, so that guilds at the same level are automatically matched to the same game.
2) Asynchronous countermeasures are used in various games. The asynchronous confrontation mode is that the guild members acquire points through a specific Player confrontation Player (PVP) or Player confrontation environment (PVE), and carry out point ranking and reward settlement within a certain time limit.
In the case of the official battle settlement page shown in fig. 5, the members of the official party continuously obtain points, so that the points are ranked within a certain time period, and the members of the official party play the official battle through the points ranking 501.
The direct confrontation mode lacks a balance mechanism and excessively depends on matching precision, once the strength of the confrontation parties is unbalanced, the situation that one party rolls the other party is easily generated, and the laggard party is difficult to have an opportunity to resist the overtopping; the two parties of the guild in the asynchronous confrontation mode lack interaction, the confrontation between guild is easy to be converted into indirect pure numerical confrontation, the tacticity and the interactivity are lacked, and the user experience is not good.
In order to solve the above problems, in a meeting of public affairs, under the condition that the strength of two parties is not completely equal, the embodiment of the present application provides an interactive processing method for a virtual scene, which provides advantages for the laggard parties, thereby balancing the situation, for example, in a single meeting cycle, a staged settlement is performed, and the laggard party of staging can move ahead in the next stage to obtain a first-hand advantage; the laggard party can reduce the integral resource of the leading party in a percentage mode through an attack action, the advantage of the leading party is weakened, and the leading party needs more defense actions to completely offset the negative effect. In addition, more interactivity is given to the fighting parties through the attack action and the defense action based on the turn system, the lagging parties can freely select whether to attack or not based on the current situation, and the leading parties can select whether to defend or not according to the new situation after the attack is finished, so that the tacticity and the interactivity in the public meeting confrontation are enhanced.
The following describes in detail an interaction processing method of a virtual scene provided in an embodiment of the present application, where the method is used to strengthen balance and policy in a guild countermeasure process, and a specific flow is shown in fig. 6:
step 11, in the process of the guild confrontation, guild members cannot know the specific integral resources of the enemy guild, and at the set time point (for example, 9 points per wednesday and friday), the fuzzy comparison results of the two parties are updated, including three conditions of "leading", "approaching" and "lagging".
Step 12, after the second report of the war condition at friday 9, the laggard party will trigger the "destructive action — attack task", and the attack task can be performed within 24 hours (i.e. the attack task is issued first) to reduce the final resources of the other party, and the related contents are as follows:
1) single attack task (i.e., sub-attack task) content: the M guild members who meet the qualification to participate win X games, wherein X is determined by the number of the first participants and is calculated as shown in table 1 below.
Table 1 values of X
The lowest number of people engaged in war The most number of people engaged in war Value of X
1 28 1
29 56 2
57 84 3
85 112 4
113 140 5
The X and the number of the fighters can be in a linear relation, and the positive correlation of the X and the number of the fighters can be actually realized through other functions, including exponential functions, logarithmic functions and the like.
2) Attack success effect: the final settlement resources of the opposite side can be reduced by 1% after one attack is finished each time, only the final win-win match and the final win-lose match of the local site are influenced, and the ranking list and the matching are not influenced.
3) Attack task restriction: up to 8 attacks can be repeated within the effective time of the attack task (e.g. 24 hours).
4) Attack interface performance: during the period that the attack task is available, the attack entry interface shown in fig. 7 is displayed, the attack entry 701 is in an attack-capable state, the attack entry 701 is clicked into the attack task interface shown in fig. 8, and after the attack task is started, the attack task 801 appears at a fixed position on the map. Wherein the attack tasks may be set to the top in the game task list to indicate to the player that the attack tasks need to be processed first.
Step 13, before the set time point (for example, saturday 9), if the following party completes at least 1 destructive action task, the leading party will choose to trigger the "destructive action-defense task", and the defense task can be performed within 24 hours to eliminate the destructive effect of the other party, and the related contents are as follows:
1) single defending task (i.e. sub defending task) content: the M guild members qualified to play win X games, wherein X is determined by the number of the initial players.
2) The defense success effect is as follows: 0.8% of destroyed settlement resources can be recovered by each completion of defense.
3) And (4) defending task limitation: the process can be repeated within 24 hours until the destruction degree is reduced to 0%.
4) The defensive interface is represented: when the defense task is available, the defense entrance interface shown in fig. 9 is displayed, the defense entrance 901 is in a defense state, the attack entrance 901 is clicked to enter the defense task interface shown in fig. 10, and after the defense task starts, the defense task 1001 appears at a fixed position on the map. The defense tasks can be set at the top of the game task list to prompt the player to process the defense tasks preferentially.
In summary, the interactive processing method for the virtual scene provided by the embodiment of the application has the following beneficial effects:
1) the method has the advantages that the temporarily lagged party is given the right to attack in the next stage by hands, so that the temporarily lagged party obtains the initiative advantage, and the action of the lagged party in the first stage directly determines whether the following leading party needs to act and the action strength, so that the interactivity and the tacticity of the two parties in the asynchronous countermeasure are enhanced;
2) the method allows the two confrontation parties to influence the final settlement resources in a percentage mode through specific behaviors, so that the two confrontation parties pay attention to the resource base and the settlement multiplier equally in the confrontation process, thereby avoiding the problem that the lagging party acquires the resources at a higher efficiency within a specific time to realize quick catch-up, enabling the leading party to be in disadvantage and passive in the later stage of confrontation, also causing unbalance of confrontation, easily causing the player to act negatively in the early stage of confrontation, abusing the advantages of the lagging party in the later stage of confrontation, and enabling the leading party to consume a large amount of energy and cost to catch-up;
3) the action efficiency of the two confrontation parties is differentiated, the action effect of the rear part of the confrontation parties needs to be completely eliminated, the leading party needs to carry out more actions, but the final effect upper limits of the two confrontation parties are consistent, namely, the leading party can completely eliminate the destructive effect of the rear part of the confrontation parties, so that the substantial advantages are provided for the lagging party, the victory or defeat relation of final settlement is not obviously destroyed, and the enthusiasm of the players of the two confrontation parties in the whole confrontation process is effectively protected.
So far, the interactive processing method of the virtual scene provided in the embodiment of the present application has been described in conjunction with the exemplary application and implementation of the terminal provided in the embodiment of the present application, and the following continues to describe the interactive processing scheme for realizing the virtual scene by matching each module in the interactive processing device 465 of the virtual scene provided in the embodiment of the present application. The virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, wherein the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
a first display module 4651, configured to display a first attack task entry of the first virtual camp in response to the first virtual camp having less first virtual resources than a second virtual resource of the second virtual camp; a second display module 4652, configured to display the first attack task of the first virtual camp in the virtual scene in response to a trigger operation for the first attack task entry; wherein the pre-attack task is to reduce a gap between the first virtual resource and the second virtual resource.
In some embodiments, the manner by which the pre-attack task reduces the gap between the first virtual resource and the second virtual resource comprises: by increasing the first virtual resource or decreasing the second virtual resource; after the first attack task of the first virtual camp is displayed in the virtual scene, the second display module 4652 is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the first virtual camp completing the first attack task; wherein the updated comparison result is obtained by increasing the first virtual resource or decreasing the second virtual resource.
In some embodiments, the pre-attack task includes a plurality of sub-attack tasks; the second display module 4652 is further configured to, in response to the first virtual camp completing any one of the sub-attack tasks, update a comparison result between the first virtual resource and the second virtual resource based on the any one of the sub-attack tasks, and display the updated comparison result.
In some embodiments, there is a validity time for the pre-attack task; the second display module 4652 is further configured to update a comparison result between the first virtual resource and the second virtual resource based on any one of the sub-attack tasks when the first virtual camp completes any one of the sub-attack tasks within the valid time.
In some embodiments, before the updating of the comparison result between the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, the second display module 4652 is further configured to determine that an operation of completing any one of the sub-attack tasks in response to the first virtual marketing will be performed when the first virtual marketing wins a set number of times in any one of the sub-attack tasks; wherein the set number of times is related to at least one of the following dimensions: the number of first virtual objects in the first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
In some embodiments, after the first attack task of the first virtual lineup is displayed in the virtual scene, the apparatus further comprises: a third display module 4653, configured to display a defensive task entry of the second virtual camp in the virtual scene after the first virtual camp initiates an attack based on the attack-first task; the display authority of the defense task entrance is opened to a human-computer interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene; responding to the triggering operation of the second virtual camp on the defense task inlet, and displaying the defense task of the second virtual camp in the virtual scene; wherein the defense task is configured to increase a gap between the first virtual resource and the second virtual resource.
In some embodiments, the pre-attack task and the defense task have contrasting characteristics of at least one of: the number of first virtual objects participating in the attack task in the first virtual camp is greater than the number of second virtual objects participating in the defense task in the second virtual camp; the number of sub attack tasks included in the first attack task is greater than the number of sub defense tasks included in the defense task; the effective duration of the attack task is longer than that of the defense task.
In some embodiments, the third display module 4653 is further configured to display the defensive task entry of the second virtual camp for a portion of the second virtual objects when the defensive task entry is open for the portion of the second virtual objects.
In some embodiments, the third display module 4653 is further configured to perform matching processing on a second virtual object in the second virtual camp based on a first virtual object in the first virtual camp participating in the attack task, and use the second virtual object successfully matched as the partial second virtual object; wherein the matching factors of the matching process include at least one of: the capacity value, the life value and the distance from a defense target in the defense task.
In some embodiments, the first virtual resource increased by the first attack task is greater than the first virtual resource decreased by the defensive task; or the second virtual resource reduced by the attack task is larger than the second virtual resource increased by the defense task.
In some embodiments, the third display module 4653 is further configured to update and display a comparison result of the first virtual resource and the second virtual resource in response to the second virtual camp completing the defense task; wherein the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
In some embodiments, the defensive task comprises a plurality of sub-defensive tasks; the third display module 4653 is further configured to, in response to the second virtual camp completing any one of the sub-defensive tasks, update a comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defensive tasks, and display the updated comparison result.
In some embodiments, the third display module 4653 is further configured to update a comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defensive tasks when the second virtual camp completes any one of the sub-defensive tasks within a valid time period of the defensive task.
In some embodiments, the third display module 4653 is further configured to determine that an operation of completing any one of the sub-defensive tasks in response to the second virtual camp will be performed when the second virtual camp wins a set number of times in any of the sub-defensive tasks; wherein the set number of times is related to at least one of the following dimensions: the number of second virtual objects in the second virtual camp, the defense capability of the second virtual camp and the life value of the second virtual camp.
In some embodiments, the first display module 4651 is further configured to display a first attack task entry of the first virtual lineup when it is determined that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
In some embodiments, before the first attack task entry of the first virtual camp is displayed, the first display module 4651 is further configured to invoke a task prediction model based on scene data of the first virtual camp, scene data of the second virtual camp, and a comparison result of the first virtual resource and the second virtual resource, so as to obtain a predicted comparison result of completing the first attack task; and when the comparison result is different from the predicted comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
In some embodiments, the display right of the attack-first task entry is opened to a human-computer interaction interface of a first virtual camp account, where the first virtual camp account is an account controlling a virtual object in the first virtual camp in the virtual scene; the first display module 4651 is further configured to display the first attack task entry of the first virtual camp for a portion of the first virtual objects when the first attack task entry is open for the portion of the first virtual objects in the first virtual camp.
In some embodiments, before the first attack task entry of the first virtual camp is displayed for the part of the first virtual objects, the first display module 4651 is further configured to perform screening processing on the first virtual objects based on scene data of the first virtual objects in the first virtual camp, and use the first virtual objects obtained by screening as the part of the first virtual objects; wherein the scene data comprises at least one of: a capability value, a life value, and a distance to an attack target in the pre-attack task.
Embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions, so that the computer device executes the interaction processing method of the virtual scene described in the embodiment of the present application.
Embodiments of the present application provide a computer-readable storage medium storing executable instructions, where the executable instructions are stored, and when executed by a processor, the executable instructions cause the processor to perform an interaction processing method for a virtual scene provided in embodiments of the present application, for example, the interaction processing method for a virtual scene shown in fig. 3A to 3B.
In some embodiments, the computer-readable storage medium may be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
In some embodiments, executable instructions may be written in any form of programming language (including compiled or interpreted languages), in the form of programs, software modules, scripts or code, and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
By way of example, executable instructions may correspond, but do not necessarily have to correspond, to files in a file system, and may be stored in a portion of a file that holds other programs or data, such as in one or more scripts in a hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
By way of example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices at one site or distributed across multiple sites and interconnected by a communication network.
The above description is only an example of the present application, and is not intended to limit the scope of the present application. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims (22)

1. An interactive processing method of virtual scenes is characterized in that,
the virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the method comprises the following steps:
in response to a first virtual resource owned by the first virtual camp being less than a second virtual resource owned by the second virtual camp, displaying a first attack task entry for the first virtual camp;
in response to a trigger operation for the first attack task entry, displaying the first attack task of the first virtual camp in the virtual scene; wherein the pre-attack task is to reduce a gap between the first virtual resource and the second virtual resource.
2. The method of claim 1,
the manner in which the pre-attack task is used to reduce the gap between the first virtual resource and the second virtual resource comprises: by increasing the first virtual resource or decreasing the second virtual resource;
after the first attack task of the first virtual lineup is displayed in the virtual scene, the method further comprises:
responding to the first virtual marketing to finish the attack task, and updating and displaying a comparison result of the first virtual resource and the second virtual resource;
wherein the updated comparison result is obtained by increasing the first virtual resource or decreasing the second virtual resource.
3. The method of claim 2,
the pre-attack task comprises a plurality of sub-attack tasks;
the updating and displaying the comparison result of the first virtual resource and the second virtual resource in response to the first virtual marketing completing the attack-ahead task comprises:
and responding to the first virtual marketing to finish any one of the sub-attack tasks, updating a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks, and displaying the updated comparison result.
4. The method of claim 3,
the attack task is sent before the attack task is started;
the updating, in response to the first virtual camp completing any one of the sub-attack tasks, a comparison result of the first virtual resource and the second virtual resource based on any one of the sub-attack tasks includes:
and when the first virtual array completes any one of the sub-attack tasks within the effective time, updating a comparison result between the first virtual resource and the second virtual resource based on any one of the sub-attack tasks.
5. The method of claim 3, wherein before updating the comparison result between the first virtual resource and the second virtual resource based on any of the sub-attack tasks, the method further comprises:
determining that an operation of completing any one of the sub-attack tasks in response to the first virtual camp is to be performed when the first virtual camp wins a set number of times in any one of the sub-attack tasks;
wherein the set number of times is related to at least one of the following dimensions: the number of first virtual objects in the first virtual camp, the attack capability of the first virtual camp and the life value of the first virtual camp.
6. The method of claim 1, wherein after displaying the first attack task of the first virtual lineup in the virtual scene, the method further comprises:
after the first virtual camp initiates an attack based on the first attack task, displaying a defensive task entry of the second virtual camp in the virtual scene;
the display authority of the defense task entrance is opened to a human-computer interaction interface of a second virtual camp account, and the second virtual camp account is an account for controlling a virtual object in the second virtual camp in the virtual scene;
responding to the triggering operation of the second virtual camp on the defense task inlet, and displaying the defense task of the second virtual camp in the virtual scene; wherein the defense task is configured to increase a gap between the first virtual resource and the second virtual resource.
7. The method of claim 6, wherein the pre-offensive task and the defensive task have contrasting characteristics of at least one of:
the number of first virtual objects participating in the attack task in the first virtual camp is greater than the number of second virtual objects participating in the defense task in the second virtual camp;
the number of sub attack tasks included in the first attack task is greater than the number of sub defense tasks included in the defense task;
the effective duration of the attack task is longer than that of the defense task.
8. The method of claim 6, wherein displaying the defensive task entry of the second virtual camp in the virtual scene comprises:
and when the defense task entrance is open for part of second virtual objects in the second virtual camp, displaying the defense task entrance of the second virtual camp for the part of the second virtual objects.
9. The method of claim 8, wherein prior to displaying the defensive task entry of the second virtual camp on the portion of the second virtual object, the method further comprises:
matching a second virtual object in the second virtual camp based on a first virtual object participating in the attack task in the first virtual camp, and taking the successfully matched second virtual object as the part of the second virtual object;
wherein the matching factors of the matching process include at least one of: the capacity value, the life value and the distance from a defense target in the defense task.
10. The method of claim 6,
the first virtual resource increased by the first attack task is larger than the first virtual resource reduced by the defense task; alternatively, the first and second electrodes may be,
the second virtual resource reduced by the first attack task is larger than the second virtual resource increased by the defense task.
11. The method of claim 6, wherein after displaying the defensive task of the second virtual camp in the virtual scene, the method further comprises:
responding to the completion of the defense task of the second virtual camp, and updating and displaying a comparison result of the first virtual resource and the second virtual resource;
wherein the updated comparison result is obtained by reducing the first virtual resource or increasing the second virtual resource.
12. The method of claim 11,
the defense task comprises a plurality of sub defense tasks;
the response to the completion of the defense task by the second virtual camp, updating and displaying the comparison result of the first virtual resource and the second virtual resource, including:
and responding to the completion of any one of the sub-defense tasks by the second virtual camp, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, and displaying the updated comparison result.
13. The method of claim 12, wherein the updating the comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defense tasks in response to the second virtual camp completing any one of the sub-defense tasks comprises:
and when the second virtual formation completes any one of the sub-defense tasks within the effective time period of the defense task, updating the comparison result of the first virtual resource and the second virtual resource based on any one of the sub-defense tasks.
14. The method of claim 12, wherein before updating the comparison result between the first virtual resource and the second virtual resource based on any one of the sub-defense tasks, the method further comprises:
determining that an operation of completing any one of the sub-defensive tasks in response to the second virtual camp is to be performed when the second virtual camp wins the set number of times in any of the sub-defensive tasks;
wherein the set number of times is related to at least one of the following dimensions: the number of second virtual objects in the second virtual camp, the defense capability of the second virtual camp and the life value of the second virtual camp.
15. The method of claim 1, wherein displaying the first attack task entry for the first virtual lineup comprises:
and when the comparison result of the first virtual resource and the second virtual resource is determined to be changed by the first attack task, displaying a first attack task entry of the first virtual camp.
16. The method of claim 15, wherein prior to displaying the first virtual lineup's pre-attack task entry, the method further comprises:
calling a task prediction model based on the scene data of the first virtual camp, the scene data of the second virtual camp and the comparison result of the first virtual resource and the second virtual resource to obtain a prediction comparison result of completing the attack-ahead task;
and when the comparison result is different from the predicted comparison result, determining that the first attack task can change the comparison result of the first virtual resource and the second virtual resource.
17. The method of claim 1,
the display authority of the first attack task entrance is opened to a human-computer interaction interface of a first virtual camp account, and the first virtual camp account is an account for controlling a virtual object in the first virtual camp in the virtual scene;
the display of the first attack task entry of the first virtual camp includes:
when the first attack task inlet is open for a part of first virtual objects in the first virtual camp, displaying the first attack task inlet of the first virtual camp for the part of first virtual objects.
18. The method of claim 17, wherein prior to displaying the first attack task entry for the first virtual lineup for the portion of the first virtual object, the method further comprises:
based on scene data of a first virtual object in the first virtual array, screening the first virtual object, and taking the first virtual object obtained by screening as the partial first virtual object;
wherein the scene data comprises at least one of: a capability value, a life value, and a distance to an attack target in the pre-attack task.
19. The interactive processing device of the virtual scene is characterized in that the virtual scene comprises a first virtual camp and a second virtual camp which are mutually confronted, and the first virtual camp and the second virtual camp respectively comprise a plurality of virtual objects;
the device comprises:
a first display module, configured to display a first attack task entry of the first virtual camp in response to a first virtual resource owned by the first virtual camp being less than a second virtual resource owned by the second virtual camp;
a second display module, configured to display the first attack task of the first virtual camp in the virtual scene in response to a trigger operation for the first attack task entry; wherein the pre-attack task is to reduce a gap between the first virtual resource and the second virtual resource.
20. An electronic device, characterized in that the electronic device comprises:
a memory for storing executable instructions;
a processor, configured to execute the executable instructions stored in the memory, and implement the interactive processing method for the virtual scene according to any one of claims 1 to 18.
21. A computer-readable storage medium storing executable instructions, wherein the executable instructions, when executed by a processor, implement the interactive processing method of the virtual scene of any one of claims 1 to 18.
22. A computer program product comprising a computer program or instructions, characterized in that the computer program or instructions, when executed by a processor, implement the interactive processing method of a virtual scene of any of claims 1 to 18.
CN202111143647.6A 2021-09-28 2021-09-28 Interactive processing method, device, equipment, medium and program product for virtual scene Pending CN113769396A (en)

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