CN114307150B - Method, device, equipment, medium and program product for interaction between virtual objects - Google Patents

Method, device, equipment, medium and program product for interaction between virtual objects Download PDF

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CN114307150B
CN114307150B CN202210016556.4A CN202210016556A CN114307150B CN 114307150 B CN114307150 B CN 114307150B CN 202210016556 A CN202210016556 A CN 202210016556A CN 114307150 B CN114307150 B CN 114307150B
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virtual
virtual object
interaction
virtual objects
objects
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CN114307150A (en
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蔡奋麟
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Abstract

The application discloses an interaction method, device, equipment, medium and program product between virtual objects, and relates to the field of interface interaction. The method comprises the following steps: displaying a first virtual object and at least two second virtual objects in the virtual scene; in a first time period of interaction between the second virtual objects and the first virtual objects, the interaction between the first virtual objects and the first virtual objects is carried out through a first object group in at least two second virtual objects; and in a second time period of interaction between the second virtual object and the first virtual object, the second object group in the at least two second virtual objects is interacted with the first virtual object. By setting the authority allocation for carrying out virtual attack on the main control virtual object in at least two NPCs, the interaction between the NPCs with excessive or insufficient time and the main control virtual object is avoided, the strategic layout of the user is facilitated, the man-machine interaction efficiency is improved, the user experience is improved, and the uncertainty of the user in the game process is reduced.

Description

Method, device, equipment, medium and program product for interaction between virtual objects
Technical Field
The embodiment of the application relates to the field of interface interaction, in particular to an interaction method, device, equipment, medium and program product between virtual objects.
Background
In applications that include virtual scenes, a user is typically able to control virtual objects to move within the virtual scene or interact with other virtual objects, such as: in a game, a Player can control a virtual object to virtually fight against a Non-Player Character (NPC) in a virtual scene.
In the related art, on the condition that the position range is the position range, the NPC within the preset distance range of the master virtual object is an artificial intelligence (Artificial Intelligence, AI) object that performs virtual combat with the master virtual object, and performs interactions such as virtual combat with the master virtual object and virtual competition.
In the above interaction manner, taking virtual combat as an example, because the number of NPCs within the preset distance range of the master virtual object cannot be controlled, the master virtual object is attacked by too many NPCs, resulting in unbalanced interaction conditions and poor user experience.
Disclosure of Invention
The embodiment of the application provides an interaction method, device, equipment, medium and program product between virtual objects, which can balance interaction conditions between NPC and main control virtual objects, improve interaction efficiency and improve user experience. The technical scheme is as follows:
In one aspect, a method for interaction between virtual objects is provided, the method comprising:
displaying a first virtual object and at least two second virtual objects in a virtual scene, wherein the second virtual objects are non-player control roles, and an interactive relationship is included between the second virtual objects and the first virtual objects;
in a first time period of interaction between the second virtual objects and the first virtual object, the first virtual object is interacted with through a first object group in at least two second virtual objects, and the first object group is determined from the at least two second virtual objects based on object selection conditions;
updating and displaying at least two second virtual objects in the virtual scene after the first time period;
and in a second time period of interaction between the second virtual object and the first virtual object, interacting with the first virtual object through a second object group in at least two second virtual objects, wherein the second object group is determined from at least two updated second virtual objects based on the object selection condition.
In another aspect, an interaction device between virtual objects is provided, the device including:
The display module is used for displaying a first virtual object and at least two second virtual objects in the virtual scene, wherein the second virtual objects are non-player control roles, and the second virtual objects and the first virtual objects comprise interaction relations;
the interaction module is used for interacting with the first virtual object through a first object group in at least two second virtual objects in a first time period of interaction between the second virtual object and the first virtual object, wherein the first object group is determined from the at least two second virtual objects based on object selection conditions;
the display module is further used for updating and displaying at least two second virtual objects in the virtual scene after the first time period;
the interaction module is further configured to interact with the first virtual object through a second object group in at least two second virtual objects in a second time period during which the second virtual object and the first virtual object interact, where the second object group is determined from the at least two updated second virtual objects based on the object selection condition.
In another aspect, a computer device is provided, where the computer device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a set of codes, or a set of instructions, where the at least one instruction, the at least one program, the set of codes, or the set of instructions are loaded and executed by the processor to implement a method of interaction between virtual objects as in any of the embodiments of the application.
In another aspect, a computer readable storage medium is provided, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored, where the at least one instruction, the at least one program, the set of codes, or the set of instructions are loaded and executed by a processor to implement a method of interaction between virtual objects as described in any of the embodiments of the present application.
In another aspect, a computer program product or computer program is provided, the 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 the processor executes the computer instructions, so that the computer device performs the interaction method between virtual objects according to any of the above embodiments.
The beneficial effects that technical scheme that this application embodiment provided include at least:
the permission distribution for carrying out virtual attack on the main control virtual object is arranged in at least two NPCs, so that interaction is carried out between a certain number of NPCs conforming to object selection conditions and the main control virtual object in a single round, the number of NPCs interacted with the main control virtual object is limited, interaction between the NPCs and the main control virtual object in too much or too little time is avoided, strategic layout is facilitated for users, man-machine interaction efficiency is improved, user experience is improved, and uncertainty of users in the game process is reduced.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of virtual object interaction in the related art according to an exemplary embodiment of the present application;
FIG. 2 is a schematic illustration of virtual object interaction provided in an exemplary embodiment of the present application;
fig. 3 is a block diagram of a terminal according to an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 5 is a flow chart of a method of interaction between virtual objects provided in one exemplary embodiment of the present application;
FIG. 6 is a flow chart of a method of interaction between virtual objects provided in another exemplary embodiment of the present application;
FIG. 7 is a schematic diagram of an interaction round for aggregation distribution provided based on the embodiment shown in FIG. 6;
FIG. 8 is a schematic diagram of an evenly distributed interaction round provided based on the embodiment shown in FIG. 6;
FIG. 9 is a schematic diagram of the range of interaction angles provided based on the embodiment shown in FIG. 6;
FIG. 10 is a schematic diagram of another range of interaction angles provided based on the embodiment shown in FIG. 6;
FIG. 11 is a schematic diagram of interactions between virtual objects provided based on the embodiment shown in FIG. 6;
FIG. 12 is a schematic diagram of interactions between virtual objects provided based on the embodiment shown in FIG. 6;
FIG. 13 is a flowchart of a method of interaction between virtual objects provided in another exemplary embodiment of the present application;
FIG. 14 is a flow chart of a method of interaction between virtual objects within a distribution cycle provided by an exemplary embodiment of the present application;
FIG. 15 is a block diagram of an interaction device between virtual objects provided in an exemplary embodiment of the present application;
FIG. 16 is a block diagram of an interaction device between virtual objects provided in another exemplary embodiment of the present application;
fig. 17 is a block diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
In a gaming application or some virtual scene-based application, a player is typically able to control a virtual object to perform a variety of actions in a virtual scene, or a player is able to control a virtual object to interact with other virtual objects in a virtual scene.
Schematically, the player can control the main control virtual object to perform dancing interaction and virtual attack interaction with the virtual objects controlled by other players in the virtual scene; the master virtual object may also be controlled to interact with Non-Player Character (NPC) in the virtual scene.
In the related art, NPCs within a predetermined range of a master virtual object are NPC objects that interact with the master virtual object, and schematically, as shown in fig. 1, NCP objects 110 surrounding the periphery of the master virtual object 100 at a first moment are virtual objects that virtually attack the master virtual object 100.
In the interaction mode, because the number of NPCs surrounding the periphery of the main control virtual object at some moments is large, and the number of NPCs surrounding the periphery of the main control virtual object at some moments is small, the attack force on the virtual attack of the main control virtual object at some moments is overlarge, and the attack force on the virtual attack at other moments is small. Illustratively, as shown in fig. 1, the number of NCP objects 120 surrounding the perimeter of the master virtual object 100 is smaller at the second time than at the first time, resulting in an uneven distribution of attacks on the master virtual object 100.
In the embodiment of the application, the permission distribution for carrying out virtual attack on the main control virtual object is set in at least two NPCs, so that interaction is carried out between a certain number of NPCs conforming to the object selection condition and the main control virtual object in a single round, the number of NPCs interacted with the main control virtual object is limited, interaction between too many or too few NPCs and the main control virtual object at the same time is avoided, strategic layout is facilitated for users, man-machine interaction efficiency is improved, user experience is improved, and uncertainty of users in the game process is reduced.
In some embodiments, the object selection condition includes at least one of a line of sight condition, a distance condition, an attribute condition, a quantity condition, a location condition, an interaction mode condition, and the like.
The sight range condition is used for indicating that the NPC is in the sight range of the main control virtual object or that the NPC is out of the sight range of the main control virtual object;
the distance condition is used to indicate the distance requirement between the NPC and the master virtual object, such as: the distance between the NPC and the master control virtual object is smaller than a preset distance threshold value;
the attribute condition is used for indicating the attribute requirement of the NPC, or the attribute requirement of the master control virtual object, or the attribute matching degree requirement of the NPC and the master control virtual object, wherein the attribute comprises at least one of the attributes such as a life value, an attack force, a magic value, a skill level, a role level and the like;
The number condition is used to indicate the number of NPCs that interact with the master virtual object, such as: NPC interacting with the main control virtual object is below a preset quantity value;
the location condition is used to indicate the location requirement of the NPC interacting with the master virtual object, such as: the NPC which interacts with the main control virtual object is positioned in the appointed area range of the main control virtual object;
the interaction mode condition is used to indicate the interaction mode requirement adopted by the NPC, such as: skills adopted by interaction, virtual props adopted by interaction, virtual weapons adopted by interaction and the like.
Optionally, the object selection conditions correspondingly adopt different conditions according to different game configuration requirements, which is schematically different according to different interaction purposes, for example: the interaction between the NPC and the master virtual object is a relaxation type attack or a compression type attack.
In this embodiment, a line-of-sight condition and a distance condition are taken as an example to illustrate that, schematically, as shown in fig. 2, in the virtual scene, a circle of NPC objects 210 are wrapped around the periphery of the master virtual object 200, and the interaction process between the NPC object 211 and the NPC object 212 and the master virtual object 200 is displayed according to the line-of-sight condition and the distance condition, where the line-of-sight condition is used to limit the NPC object 210 to be located in a preset line-of-sight range of the master virtual object 200, and the distance condition is used to limit the distance positional relationship between the NPC object 210 and the master virtual object 200.
The terminals in this application may be desktop computers, laptop portable computers, cell phones, tablet computers, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III, moving picture experts compression standard audio layer 3) players, MP4 (Moving Picture Experts Group Audio Layer IV, moving picture experts compression standard audio layer 4) players, and the like. The terminal is installed and operated with an application program supporting a virtual scene, such as an application program supporting a three-dimensional virtual scene. The application may be any one of a virtual reality application, a three-dimensional map application, a Third person shooter game (TPS), a First person shooter game (FPS), a multiplayer online tactical game (Multiplayer Online Battle Arena Games, MOBA). Alternatively, the application may be a stand-alone application, such as a stand-alone three-dimensional game, or a network-connected application.
Fig. 3 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 300 includes: an operating system 320 and application programs 322.
Operating system 320 is the underlying software that provides applications 322 with secure access to computer hardware.
The application 322 is an application supporting virtual scenes. Alternatively, the application 322 is an application that supports three-dimensional virtual scenes. The application 322 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, and a MOBA game. The application 322 may be a stand-alone application, such as a stand-alone three-dimensional game, or a network-connected application.
FIG. 4 illustrates a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 400 includes: a first device 420, a server 440, and a second device 460.
The first device 420 installs and runs an application supporting a virtual scene. The application may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, and a MOBA game. The first device 420 is a device used by a first user to control a second virtual object located in a virtual scene to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the second virtual object is a first virtual character, such as an emulated persona or a cartoon persona.
The first device 420 is connected to the server 440 via a wireless network or a wired network.
The server 440 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 440 is used to provide background services for applications supporting three-dimensional virtual scenes. Optionally, the server 440 takes on primary computing work, and the first device 420 and the second device 460 take on secondary computing work; alternatively, the server 440 performs the secondary computing job and the first device 420 and the second device 460 perform the primary computing job; alternatively, the server 440, the first device 420 and the second device 460 may perform collaborative computing using a distributed computing architecture.
The second device 460 installs and runs an application supporting virtual scenarios. The application may be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer gunfight survival game. The second device 460 is a device used by a second user that uses the second device 460 to control a second virtual object located in the virtual scene to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as an emulated persona or a cartoon persona.
Optionally, the first avatar and the second avatar are in the same virtual scene. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first avatar and the second avatar may belong to different teams, different organizations, or two parties with hostility.
Alternatively, the applications installed on the first device 420 and the second device 460 are the same, or the applications installed on the two devices are the same type of application for different control system platforms. The first device 420 may refer broadly to one of a plurality of devices and the second device 460 may refer broadly to one of a plurality of devices, the present embodiment being illustrated with only the first device 420 and the second device 460. The device types of the first device 420 and the second device 460 are the same or different, and the device types include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, and a laptop portable computer. The following embodiments are illustrated with the device being a desktop computer.
Those skilled in the art will appreciate that the number of devices described above may be greater or lesser. Such as the above-mentioned devices may be only one, or the above-mentioned devices may be several tens or hundreds, or more. The number of devices and the types of devices are not limited in the embodiments of the present application.
It should be noted that, the server 440 may be implemented as a physical server or may be implemented as a Cloud server in the Cloud, where Cloud technology refers to a hosting technology that unifies serial resources such as hardware, software, and networks in a wide area network or a local area network to implement calculation, storage, processing, and sharing of data. The cloud technology is based on the general names of network technology, information technology, integration technology, management platform technology, application technology and the like applied by the cloud computing business mode, can form a resource pool, and is flexible and convenient as required. Cloud computing technology will become an important support. Background services of technical networking systems require a large amount of computing, storage resources, such as video websites, picture-like websites, and more portals. Along with the high development and application of the internet industry, each article possibly has an own identification mark in the future, the identification mark needs to be transmitted to a background system for logic processing, data of different levels can be processed separately, and various industry data needs strong system rear shield support and can be realized through cloud computing.
In some embodiments, the method provided by the embodiment of the application can be applied to a cloud game scene, so that the calculation of data logic in the game process is completed through a cloud server, and the terminal is responsible for displaying a game interface.
It should be noted that, in the embodiment of the present application, the second virtual object is implemented as an NCP role, and the first virtual object is implemented as a master virtual object.
Referring to fig. 5, a flowchart of an interaction method between virtual objects provided in an exemplary embodiment of the present application is shown, and the method is applied to a terminal for illustration, as shown in fig. 5, and the method includes:
step 501, displaying a first virtual object and at least two second virtual objects in a virtual scene.
Optionally, the virtual scene is a scene that the application program displays when running on the terminal device. The virtual scene may be a simulation environment for the real world, for example: the virtual scene is a scene obtained by constructing a foundation in the real world and performing simulation on the real world; a semi-simulated and semi-imaginary scene is also possible, for example: virtual scenes include scenes existing in the real world (such as traffic, roads and the like) and fictional scenes (such as islands A, volcanic B and the like which do not exist in the real world); a purely fictitious scene is also possible, for example: scenes, things, etc. in the virtual scene do not exist in the real world (e.g., monster, magic, etc.).
Optionally, the virtual scene is at least one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. In the virtual scene loading process, there may be a process of converting a two-dimensional virtual scene into a three-dimensional virtual scene, or there may be a process of switching a three-dimensional virtual scene into a two-dimensional virtual scene, or the like. Illustratively, the virtual scene includes sky, land, ocean, etc., the land may include grassland, desert, city, etc., and the user may control the virtual object to move in the virtual scene.
The second virtual object is a non-player controlled NPC character, and the second virtual object and the first virtual object comprise an interactive relation.
In some embodiments, the second virtual object is an NPC virtual object, i.e., a virtual object controlled by an AI control model. The AI control model is used for controlling the virtual object according to a preset control rule; or, the AI control model is an anthropomorphic control model trained according to operation data of a player, that is, the AI control model simulates control of a real player on a virtual object to realize control of a second virtual object.
In some embodiments, the interaction relationship between the second virtual object and the first virtual object includes at least one of:
1. The first virtual object and the second virtual object are in hostile relation in the virtual scene, wherein the hostile relation refers to a relation in which opposite faces perform virtual attack in a game.
Schematically, the second virtual object is an NPC in the virtual scene, the first virtual object is a master virtual object in the virtual scene, the player controls the first virtual object to perform virtual attack on any one of the second virtual objects, and the second virtual object performs virtual attack on the first virtual object within a preset range. The virtual attack is a process of attacking the enemy virtual object through game props in the virtual scene, so that the state value of the enemy virtual object is changed.
2. The first virtual object and the second virtual object are in a mutual relationship in the virtual scene.
The mutual-assistance relationship means that the first virtual object generates a gain effect on the operation or game progress of the second virtual object in the virtual scene, or the second virtual object generates a gain effect on the operation or game progress of the first virtual object in the virtual scene. Illustratively, the second virtual object increases the life state value of the second virtual object within its own preset range, etc. by the launching skill.
3. The first virtual object and the second virtual object are in a cooperative relationship in the virtual scene.
The cooperation relationship means that when the first virtual object and the second virtual object complete a task or a certain stage of a game, the task and the second virtual object need to be completed together in a cooperation mode, and schematically, the game task is scored to 60, the score of the first virtual object is 50, the score of the designated second virtual object is 72, and the average score is 61, so that 60 scores required by the game task are achieved, namely, the game task is completed.
It should be noted that the above-mentioned interaction relationship between the first virtual object and the second virtual object is merely an illustrative example, and the specific interaction manner of the interaction relationship is not limited in the embodiments of the present application.
Step 502, in a first period of time when the second virtual object and the first virtual object interact, the first virtual object is interacted with through a first object group in the at least two virtual objects.
Wherein the first object group is determined from at least two second virtual objects based on object selection conditions.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; alternatively, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
Illustratively, the determination method of the object selection condition is described, including at least one of the following cases:
first, determining based on an interaction relationship between a first virtual object and a second virtual object;
illustratively, when the type of interaction between the first virtual object and the second virtual object is a type of mutual attack, that is, the first virtual object and the second virtual object are in hostile relationship, the object selection condition includes a quantity condition, a line-of-sight condition, and the like. The number condition is used for controlling the number balance of NPCs for carrying out virtual attack on the main control virtual object in the same time; the line-of-sight condition is used to limit the NPC that attacks the master virtual object to be the virtual object within the current line-of-sight of the master virtual object. Optionally, as the mutual attack proceeds, the second virtual object in the virtual scene is eliminated or knocked back to change.
When the type of interaction between the first virtual object and the second virtual object is a mutual type, i.e. the second virtual object is capable of producing a gain effect on the first virtual object in the virtual scene, the object selection conditions include a rank condition, a skill type condition, etc. The grade condition is used for selecting a second virtual object with highest grade from at least two second virtual objects and meeting the grade requirement to assist the first virtual object; the skill type condition is used for matching the skill configured by the first virtual object to select and determine the second virtual object.
When the interaction type between the first virtual object and the second virtual object is a cooperation type, that is, the first virtual object and the second virtual object need to jointly complete the game task, the object selection condition includes a level condition, a quantity condition, and the like. The grade condition is used for determining that a second virtual object with grade matching/grade similar to the grade of the first virtual object is cooperated with the first virtual object from at least two second virtual objects; the quantity condition is used for determining a corresponding quantity of second virtual objects from at least two second virtual objects according to the requirements of the game task.
Second, determining based on the purpose of interaction between the first virtual object and the second virtual object;
illustratively, the interaction between the first virtual object and the second virtual object is for completing the game task together, and the object selection condition includes a condition for generating a gain effect, for example: skill matching conditions, quantity conditions, grade conditions, etc.
Third, a scene atmosphere parameter based on the virtual scene is determined.
Illustratively, when the scene atmosphere parameter of the virtual scene is used for indicating that the first virtual object and the second virtual object are a comfortable attack, the object selection conditions include a quantity condition and a position condition, so that a certain quantity of second virtual objects located in a designated area are controlled to attack the first virtual object.
When the scene atmosphere parameters of the virtual scene are used for indicating that the first virtual object and the second virtual object are compression type attacks, the object selection conditions comprise a quantity condition, so that the quantity of the second virtual objects is increased to a certain extent to attack the first virtual object.
When the scene atmosphere parameter of the virtual scene is used for indicating that the scene atmosphere of the virtual scene is horror, the object selection condition includes a position condition, so as to control the second virtual object located behind the first virtual object (outside the sight range) to attack the first virtual object.
It should be noted that the above-mentioned manner of determining the object selection condition is merely an illustrative example, and the embodiment of the present application is not limited thereto.
At step 503, at least two second virtual objects in the virtual scene after the first period of time are updated and displayed.
In some embodiments, at least two second virtual objects having an interactive relationship with the first virtual object are updated to be displayed during the first period of time because there is no interaction between the first virtual object and the second virtual objects in the first object group that the second virtual object can continue to interact with the first virtual object.
Illustratively, due to a virtual attack between the first virtual object and the second virtual objects, there are second virtual objects that are eliminated due to the attack of the first virtual object, so that at least two second virtual objects within a preset range of the first virtual object change after the first period of time.
Or, due to the mutual assistance relationship between the first virtual object and the second virtual object, the second virtual object realizes the state gain of the first virtual object through skill release, so that the second virtual object is transmitted to a designated position in the virtual scene due to the release skill, and is out of the preset range of the first virtual object, and cannot be realized as the second virtual object having the interaction relationship with the first virtual object.
In step 504, during a second period of time when the second virtual object and the first virtual object interact, the second virtual object interacts with the first virtual object through a second object group of the at least two second virtual objects.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; alternatively, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
In some embodiments, the object selection conditions used in determining the second object group are the same as or different from the object selection conditions used in determining the first object group, which are not limited in this embodiment.
In some embodiments, the second virtual object and the first virtual object interact with each other in an interaction cycle; the first time period and the second time period are two interactive rounds in a target interactive period; alternatively, the first time period and the second time period belong to two different interaction periods.
In summary, in the embodiment of the present application, by setting the permission allocation for performing virtual attack on the master virtual object in at least two NPCs, interaction is performed between a certain number of NPCs and the master virtual object, which meet the object selection condition, in a single round, so as to limit the number of NPCs that interact with the master virtual object, and avoid interaction between NPCs and the master virtual object with too much or too little time, so that a user can perform strategic layout conveniently, and man-machine interaction efficiency and user experience are improved.
According to the method provided by the embodiment, the second virtual object which interacts with the first virtual object is determined from at least two second virtual objects according to the object selection condition, so that the second virtual object which interacts with the first virtual object is determined according to the interaction requirement, and the balance control capacity of the interaction process is improved.
In some embodiments, the second virtual object is periodically selected to interact with the first virtual object based on the interaction period and the object selection condition. Fig. 6 is a flowchart of an interaction method between virtual objects according to another exemplary embodiment of the present application, and the method is applied to a terminal for illustration, as shown in fig. 6, and includes:
step 601, a first virtual object and at least two second virtual objects in a virtual scene are displayed.
The second virtual object is a non-player controlled NPC character, and the second virtual object and the first virtual object comprise an interactive relation.
In some embodiments, when the second virtual object is located within the preset distance range of the first virtual object, it is determined that an interactive relationship exists between the second virtual object and the first virtual object.
Step 602, determining an interaction period between the second virtual object and the first virtual object.
The method comprises the steps of determining the interaction period duration of a second virtual object and a first virtual object, the interaction round distribution in the interaction period, the interaction round times in the interaction period and the like.
The distribution of the interaction rounds in the interaction period comprises the following steps: 1. the average distribution is that after the number of interactive rounds is determined, the average distribution is in an interactive period; 2. aggregating the distribution, i.e. distributing the interaction turns during the beginning or middle or ending period of the interaction cycle, and providing interaction pauses during other periods of the interaction cycle, such as: three interactive rounds are distributed in the first half of the interactive period, and after the second virtual objects of the three rounds are determined, player interaction intermittence is provided; 3. and randomly distributing, namely after the number of times of the turn is determined, the number of times of the turn is randomly distributed in the interaction period. The above-mentioned distribution manner of the interaction rounds is merely an illustrative example, and the embodiments of the present application are not limited thereto.
Illustratively, taking the interactive mode as an example, the interactive round distribution of the interactive period comprises at least one of the following conditions according to the interactive requirement:
1. comfortable attack interaction
In some embodiments, for a graceful attack interaction, an aggregate distributed interaction round is set. Illustratively, as shown in fig. 7, three attack periods are taken as an example in the attack stage, including an attack period 710, an attack period 720 and an attack period 730, where, taking the attack period 710 as an example, three rounds are taken, each round determines a set of second virtual objects, and after the third round is determined, a period of time is taken as a player attack gap; attack period 720 and attack period 730 are consistent with the round distribution of attack period 710.
2. Compression type attack interaction
In some embodiments, for compression type attack interactions, an average distribution of interaction rounds is set. Illustratively, as shown in fig. 8, three attack periods are illustrated in the attack stage, including an attack period 810, an attack period 820, and an attack period 830, where the attack period 810 includes seven rounds, and the 7 rounds are evenly distributed in the attack period 810; attack period 820 and attack period 830 are consistent with the round distribution of attack period 810.
3. For interactions in terrorist atmospheres
In some embodiments, for attacks in terrorist atmosphere, a time point is randomly determined as a round start time in each attack period, and the second virtual object is determined to attack the first virtual object.
In some embodiments, there are periods when the first virtual object is not interacted with, such as: in the attack period 730 and the attack period 830, the first virtual object is not attacked.
In step 603, an object selection condition corresponding to the second virtual object is determined.
Optionally, the object selection condition includes at least one of:
first, the object selection condition includes a line-of-sight parameter indicating a target line-of-sight corresponding to a first virtual object;
determining a first candidate virtual object located within a target line of sight of the first virtual object from the at least two second virtual objects based on the line of sight parameter; a first set of objects is determined from the first candidate virtual objects.
Illustratively, aiming at the comfortable attack interaction, the attack authority is distributed to a second virtual object within a range of a small angle (for example, 60 degrees in the left and right directions of the right front and 120 degrees in total) of the right front of the first virtual object; aiming at compression type attack interaction, the attack permission is distributed to a second virtual object in a range of a larger angle (for example, 120 degrees in front, 240 degrees in total) right in front of the first virtual object.
Illustratively, as shown in fig. 9, for the graceful attack interaction, an area 910 within 120 ° of the front of the first virtual object 900 is taken as the area for selecting the second virtual object.
As shown in fig. 10, for the compression type attack interaction, the region 1010 within the range of 270 ° right in front of the first virtual object 1000 is used as the region for selecting the second virtual object, and only the second virtual object within the range of 90 ° right behind the first virtual object 1000 is filtered.
Second, the object selection condition includes a quantity range parameter, and the quantity range parameter corresponds to a quantity range;
based on the number range parameter, a second virtual object within the number range is determined from at least two second virtual objects, and a first object group is generated.
Illustratively, a first number of second virtual objects are set for each attack round for a graceful attack interaction; for compression type attack interaction, a second number of second virtual objects are set for each attack round, the first number is smaller than the second number, wherein the first number and the second number can be set into a number range, such as: the first number is implemented as 2-4 and the second number is implemented as 5-7.
Third, the object selection condition includes a location condition.
And determining second virtual objects meeting the position condition with the first virtual object from at least two second virtual objects based on the position condition, and generating a first object group.
Schematically, aiming at the comfortable attack interaction, setting a second virtual object which is within a first distance range with a first virtual object to generate a first object group in each attack turn; aiming at compression type attack interaction, each attack turn sets a second virtual object which is in a second distance range with the first virtual object to generate a first object group, wherein the first distance is smaller than the second distance, such as: the first distance is 2 meters and the second distance is 4 meters.
It should be noted that the above object selection conditions are merely illustrative examples, and the embodiments of the present application are not limited thereto. In addition, the object selection condition may be applied alternatively or in combination, and the embodiment of the present application is not limited thereto.
Step 604, prior to a first time period of the interaction period, determines a first set of objects in the virtual object pool based on object selection conditions.
The virtual object pool comprises at least two second virtual objects positioned in the virtual scene, and an interactive relation exists between the second virtual objects and the first virtual objects in the virtual object pool.
In some embodiments, at least two second virtual objects are included in the virtual object pool that are interactive objects with the first virtual object. That is, NPCs targeted for attack by the same player are brought into the same group (i.e., the virtual object pool described above).
Optionally, in response to the presence of the second virtual object in the first object group in the interaction failure state, retrieving the interaction right of the second virtual object in the interaction failure state; a second virtual object that interacts with the first virtual object is determined from the second virtual objects other than the first object group based on the object selection condition.
In this embodiment, taking attack interaction as an example for explanation, the process of determining the first object group based on the object selection condition includes the following steps:
1. determining the allocation period of the attack permission; such as: the duration of the allocation period, the attack round distribution in the allocation period and the like;
2. determining the upper limit and the lower limit of the number of NPCs capable of initiating attack in a period;
3. determining NPCs capable of obtaining attack rights in space;
4. recovering attack permission for NPC incapable of executing attack interaction;
5. the number of NPCs is less than the allocatable number of rights.
Optionally, the logic details and relevant parameters of the attack right management system are as follows:
1. All NPCs taking the same first virtual object as an attack target share an attack authority distribution pool as a group for unified management;
2. the system sets a refresh period of attack authority allocation, for example: 2 seconds;
3. for NPCs in the group, in each attack permission allocation period, the system can send out a certain number of attack permissions, and upper and lower limits can be configured, for example, in each period, the group can send out 1-3 attack permissions in total, and specific values are random in the [1,3] interval;
4. the attack permission is not sent out once, but sent out one by one in the period, namely, the allocation interval is configurable according to the allocation of attack rounds;
5. the NPC positioned in a specified angle in front of the first virtual object camera can obtain attack permission;
6. preferentially distributing attack permission to NPCs close to the first virtual object;
7. the NPC obtaining the attack authority can launch attack on the first virtual object;
8. NPCs that do not obtain the attack rights may perform actions other than attacks;
9. if the NPC obtaining the attack right cannot execute the attack action for some reasons (such as the hit or death of higher priority, etc.), the attack right is returned to the system after the appointed time period, and the system tries to redistribute;
10. When the number of NPCs is less than the number, the attack permission cannot be sent at full cost, and no additional processing is performed, wherein a single NPC can only receive the attack permission at most once in the same attack period.
Illustratively, for different attack schemes, logic details and related parameters correspond to different settings, including the following cases.
Relief type attack scheme:
1.1, distributing attack authority limit to NPCs in a small angle (for example, 60 degrees on the left and right) right in front of a first virtual object camera;
1.2, reducing the number interval of attack authorities which can be sent out;
1.3, properly enlarging the allocation interval time;
1.4, enlarging the allocation period of the attack permission;
1.5 determining the number of issued attack rights, multiplied by the allocation time interval, less than half of the entire allocation period or even less.
Schematically, as shown in fig. 11, for the graceful attack scenario, a plurality of second virtual objects are surrounded around a first virtual object 1110 in a virtual scene, where a second virtual object 1111 nearest to the first virtual object 1110 performs a virtual attack on the first virtual object 1110.
Compression type attack scheme:
2.1, assigning attack authority limits to NPCs within a large angle (for example, 120 DEG on the left and right) right in front of the first virtual object sight, and in extreme cases, 180 DEG on the left and right, or in some terrorist games, only limiting the left, right and rear 90 DEG area right in front of the first virtual object sight;
2.2, adjusting the number interval of the sent attack authorities to a larger interval;
2.3 reducing the allocation interval time;
2.4, setting an attack authority allocation period in a smaller interval;
2.5, multiplied by the allocation time interval, is greater than two-thirds or even greater of the total allocation period.
Illustratively, as shown in fig. 12, for the compression type attack scenario, a plurality of second virtual objects are surrounded on the circumference of a first virtual object 1210 in the virtual scene, wherein the second virtual object 1211, the second virtual object 1212, the second virtual object 1213 and the second virtual object 1214 surrounding the first virtual object 1210 perform virtual attack on the first virtual object 1210.
It should be noted that, the above view allocation is described by taking the allocation of the right and left directions of the first virtual object line of sight as an example, and in some embodiments, the view allocation may also be performed by other allocation manners, for example: random allocation, etc.
Step 605, during a first period of time when the second virtual object and the first virtual object interact, the first virtual object is interacted with through a first object group of the at least two virtual objects.
Wherein the first object group is determined from at least two second virtual objects based on object selection conditions.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; alternatively, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
At step 606, at least two second virtual objects in the virtual scene after the first period of time are updated for display.
In some embodiments, at least two second virtual objects having an interactive relationship with the first virtual object are updated to be displayed during the first period of time because there is no interaction between the first virtual object and the second virtual objects in the first object group that the second virtual object can continue to interact with the first virtual object.
In step 607, in a second period of time when the second virtual object and the first virtual object interact, the second object group of the at least two second virtual objects interacts with the first virtual object.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition includes at least one of:
First, the object selection condition includes a line-of-sight parameter indicating a target line-of-sight corresponding to a first virtual object;
determining a second candidate virtual object positioned in the target sight range of the first virtual object from the at least two updated second virtual objects based on the sight range parameter; a second set of objects is determined from the second candidate virtual objects.
Second, the object selection condition includes a quantity range parameter, and the quantity range parameter corresponds to a quantity range;
and determining second virtual objects in the quantity range from the updated at least two second virtual objects based on the quantity range parameters, and generating a second object group.
Third, the object selection condition includes a location condition.
And determining second virtual objects which accord with the position conditions of the first virtual objects from the updated at least two second virtual objects based on the position conditions, and generating a second object group.
It should be noted that the above object selection conditions are merely illustrative examples, and the embodiments of the present application are not limited thereto. In addition, the object selection condition may be applied alternatively or in combination, and the embodiment of the present application is not limited thereto.
Optionally, in response to the second virtual object in the second object group being in the interaction failure state, retrieving the interaction right of the second virtual object in the interaction failure state; and determining a second virtual object which interacts with the first virtual object from the second virtual objects except the second object group based on the object selection condition.
In some embodiments, the object selection conditions used in determining the second object group are the same as or different from the object selection conditions used in determining the first object group, which are not limited in this embodiment.
In summary, in the embodiment of the present application, by setting the permission allocation for performing virtual attack on the master virtual object in at least two NPCs, interaction is performed between a certain number of NPCs and the master virtual object, which meet the object selection condition, in a single round, so as to limit the number of NPCs that interact with the master virtual object, and avoid interaction between NPCs and the master virtual object with too much or too little time, so that a user can perform strategic layout conveniently, and man-machine interaction efficiency and user experience are improved.
According to the method provided by the embodiment, the second virtual object is selected according to different requirements through the sight range conditions, so that the attack force of the second virtual object on the first virtual object is increased or reduced according to the sight range conditions, and the balance force of the attack force is improved.
According to the method provided by the embodiment, the number of the second virtual objects with different numbers is determined according to different requirements through the number range parameters, so that the attack force of the second virtual objects on the first virtual objects is increased or reduced according to the number range parameters, and the balance force of the attack force is improved.
In an alternative embodiment, the second virtual objects of the first and second object groups interact with the first virtual object in addition to other second virtual objects that interact with the first virtual object.
Fig. 13 is a flowchart of an interaction method between virtual objects according to another exemplary embodiment of the present application, and the method is applied to a terminal for illustration, as shown in fig. 13, and includes:
step 1301, a first virtual object and at least two second virtual objects in a virtual scene are displayed.
The second virtual object is a non-player controlled NPC character, and the second virtual object and the first virtual object comprise an interactive relation.
In some embodiments, the second virtual object is an NPC virtual object, optionally the second object is a virtual object controlled by an AI control model.
In step 1302, during a first period of time when the second virtual object and the first virtual object interact, the first interaction is performed with the first virtual object through a first object group of the at least two virtual objects.
Wherein the first object group is determined from at least two second virtual objects based on object selection conditions.
Optionally, the first interaction is a two-way interaction between the second virtual object and the first virtual object.
Illustratively, the first interaction includes an active attack of the first virtual object on the second virtual object, and includes an active attack of the second virtual object on the first virtual object.
In step 1303, a second interaction is performed with the first virtual object through a second virtual object other than the first object group.
Optionally, the second interaction is a unidirectional interaction of the second virtual object with the first virtual object.
Illustratively, the second interaction includes the second virtual object performing a frightening action on the first virtual object, but since the first virtual object does not perform the frightening action on the second virtual object, the second interaction is implemented as a unidirectional interaction.
At step 1304, at least two second virtual objects in the virtual scene after the first period of time are updated for display.
Illustratively, due to a virtual attack between the first virtual object and the second virtual objects, there are second virtual objects that are eliminated due to the attack of the first virtual object, so that at least two second virtual objects within a preset range of the first virtual object change after the first period of time.
In step 1305, during a second period of time when the second virtual object and the first virtual object interact, the first interaction is performed between the second object group of the at least two second virtual objects and the first virtual object.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
In step 1306, a second interaction is performed with the first virtual object through a second virtual object other than the second object group.
In summary, in the embodiment of the present application, by setting the permission allocation for performing virtual attack on the master virtual object in at least two NPCs, interaction is performed between a certain number of NPCs and the master virtual object, which meet the object selection condition, in a single round, so as to limit the number of NPCs that interact with the master virtual object, and avoid interaction between NPCs and the master virtual object with too much or too little time, so that a user can perform strategic layout conveniently, and man-machine interaction efficiency and user experience are improved.
FIG. 14 is a flowchart of a method of interaction between virtual objects provided in an exemplary embodiment of the present application during a distribution cycle, as shown in FIG. 14, the method comprising:
Step 1401, enter an allocation period.
Step 1402, determining whether there is an offensive NPC within the specified angle.
Optionally, at the initial stage of each attack right allocation period, traversing all NPCs in the group, filtering NPCs currently in the angle of attack right permission allocation, and if no NPCs meeting the conditions exist, informing each NPC to move a certain angle and then filtering again.
Step 1403, NPCs close to the master avatar are selected.
For NPCs meeting the angle station condition, the NPCs are preferentially started from the NPC nearest to the master virtual role, and the states of the NPCs are detected.
Step 1404, determining whether the selected NPC has acquired the attack right in the present period.
In step 1405, if the attack right is not acquired, the attack right is sent to the NPC.
And if the current NPC which is obtained by filtering and is closest to the player never obtains the attack permission in the distribution period, sending an attack permission to the NPC.
Step 1406, otherwise, the NPC is blacklisted in the current period.
If the current NPC which is obtained by filtering and is closest to the player has obtained the attack authority in the later period of the distribution, the NPC which is closest to the player is put into a blacklist of the period, and the NPC which is closest to the player is obtained again.
Step 1407, repeating the above step 1402 until the cycle is completed after the allocation interval.
Triggering a timer after the attack permission is successfully sent to the NPC, and returning to the first step again after deltat, so as to try to reassign the attack permission; when all the attack right quantity is sent, starting to enter waiting time until the next period starts, and executing the distribution logic again.
In summary, in the embodiment of the present application, by setting the permission allocation for performing virtual attack on the master virtual object in at least two NPCs, interaction is performed between a certain number of NPCs and the master virtual object, which meet the object selection condition, in a single round, so as to limit the number of NPCs that interact with the master virtual object, and avoid interaction between NPCs and the master virtual object with too much or too little time, so that a user can perform strategic layout conveniently, and man-machine interaction efficiency and user experience are improved.
Fig. 15 is a block diagram of an interaction device between virtual objects according to an exemplary embodiment of the present application, and as shown in fig. 15, the device includes:
a display module 1510, configured to display a first virtual object and at least two second virtual objects in a virtual scene, where the second virtual objects are non-player controlled characters, and an interactive relationship is included between the second virtual objects and the first virtual objects;
An interaction module 1520, configured to interact with the first virtual object through a first object group of at least two second virtual objects in a first period of time in which the second virtual object and the first virtual object interact, where the first object group is determined from the at least two second virtual objects based on an object selection condition;
the display module 1510 is further configured to update and display at least two second virtual objects in the virtual scene after the first period of time;
the interaction module 1520 is further configured to interact with the first virtual object through a second object group of at least two second virtual objects in a second period of time in which the second virtual object and the first virtual object interact, where the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
In an alternative embodiment, the second virtual object and the first virtual object interact with each other in an interaction period;
the first time period and the second time period are two interactive rounds in a target interactive period;
or alternatively;
the first time period and the second time period belong to two different interaction periods.
In an alternative embodiment, as shown in fig. 16, the apparatus further comprises:
a determining module 1530, configured to determine an interaction period between the second virtual object and the first virtual object; determining the object selection condition corresponding to the second virtual object;
the determining module 1530 is further configured to determine, before the first period of the interaction period, the first object group in a virtual object pool based on the object selection condition, where the virtual object pool includes the at least two second virtual objects located in the virtual scene.
In an alternative embodiment, the virtual object pool includes at least two second virtual objects that use the first virtual object as an interactive object.
In an alternative embodiment, the object selection condition is a condition determined based on an interactive relationship between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on an interaction purpose between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
In an alternative embodiment, the object selection condition includes a line-of-sight parameter indicating a target line-of-sight corresponding to the first virtual object;
the apparatus further comprises:
a determining module 1530 configured to determine, from the at least two second virtual objects, a first candidate virtual object located within a target line of sight of the first virtual object based on the line of sight parameter; determining the first object group from the first candidate virtual objects;
the determining module 1530 is further configured to determine, from the updated at least two second virtual objects, a second candidate virtual object that is located within the target line of sight of the first virtual object based on the line of sight parameter; the second set of objects is determined from the second candidate virtual object.
In an alternative embodiment, the object selection condition includes a quantity range parameter corresponding to a quantity range;
the apparatus further comprises:
a determining module 1530 configured to determine, based on the number range parameter, a second virtual object within the number range from the at least two second virtual objects, and generate the first object group; and determining second virtual objects in the quantity range from the updated at least two second virtual objects based on the quantity range parameters, and generating the second object group.
In an alternative embodiment, the object selection condition includes a location condition;
the apparatus further comprises:
a determining module 1530, configured to determine, based on the location condition, a second virtual object that meets the location condition with the first virtual object from the at least two second virtual objects, and generate the first object group; and determining a second virtual object conforming to the position condition with the first virtual object from at least two updated second virtual objects based on the position condition, and generating the second object group.
In an alternative embodiment, the apparatus further comprises:
a determining module 1530, configured to respond to the presence of a second virtual object in the first object group in an interaction failure state, and reclaim the interaction right of the second virtual object in the interaction failure state; and determining a second virtual object which interacts with the first virtual object from the second virtual objects except the first object group based on the object selection condition.
In an alternative embodiment, the apparatus further comprises:
a determining module 1530, configured to respond to the presence of a second virtual object in the second object group in an interaction failure state, and reclaim the interaction right of the second virtual object in the interaction failure state; and determining a second virtual object which interacts with the first virtual object from second virtual objects except the second object group based on the object selection condition.
In an alternative embodiment, the interaction module 1520 is further configured to perform a first interaction with the first virtual object through a first object group of at least two second virtual objects, where the first interaction is a bidirectional interaction between the second virtual object and the first virtual object;
the interaction module 1520 is further configured to perform a second interaction with the first virtual object through a second virtual object other than the first object group, where the second interaction is a unidirectional interaction of the second virtual object to the first virtual object.
In summary, according to the interaction device between virtual objects provided in the embodiments of the present application, by setting the authority allocation for performing virtual attack on the master virtual object in at least two NPCs, interaction is performed between a certain number of NPCs and the master virtual object in a single round, which meets the object selection condition, so that the number of NPCs interacting with the master virtual object is limited, interaction between the NPCs and the master virtual object with too much or too little time is avoided, strategic layout is facilitated for users, and man-machine interaction efficiency and user experience are improved.
It should be noted that: the interaction device between virtual objects provided in the above embodiment is only exemplified by the division of the above functional modules, and in practical application, the above functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the interaction device between virtual objects and the interaction method between virtual objects provided in the above embodiments belong to the same concept, and detailed implementation processes of the interaction device and the interaction method between virtual objects are shown in the method embodiments, which are not repeated herein.
Fig. 17 shows a block diagram of a computer device 1700 provided by an exemplary embodiment of the present application. The computer device 1700 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion picture expert compression standard audio plane 3), an MP4 (Moving Picture Experts Group Audio Layer IV, motion picture expert compression standard audio plane 4) player, a notebook computer, or a desktop computer. Computer device 1700 may also be referred to by other names of user devices, portable terminals, laptop terminals, desktop terminals, and the like.
In general, the computer device 1700 includes: a processor 1701 and a memory 1702.
The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1701 may be implemented in at least one hardware form of a DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1701 may also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit ); a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1701 may also include an AI processor for processing computing operations related to machine learning.
Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1702 is used to store at least one instruction for execution by processor 1701 to implement the method of interaction between virtual objects provided by the method embodiments herein.
In some embodiments, computer device 1700 also includes other components, and those skilled in the art will appreciate that the structure illustrated in FIG. 17 is not limiting of terminal 1700, and may include more or less components than those illustrated, or may combine certain components, or employ a different arrangement of components.
Alternatively, the computer-readable storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), solid state disk (SSD, solid State Drives), or optical disk, etc. The random access memory may include resistive random access memory (ReRAM, resistance Random Access Memory) and dynamic random access memory (DRAM, dynamic Random Access Memory), among others. The foregoing embodiment numbers of the present application are merely for describing, and do not represent advantages or disadvantages of the embodiments.
The embodiment of the application also provides a computer device, which comprises a processor and a memory, wherein at least one instruction, at least one section of program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one section of program, the code set or the instruction set is loaded and executed by the processor to realize the interaction method between virtual objects in any one of the embodiments of the application.
The embodiment of the application further provides a computer readable storage medium, where at least one instruction, at least one section of program, a code set, or an instruction set is stored, where the at least one instruction, the at least one section of program, the code set, or the instruction set is loaded and executed by a processor to implement the interaction method between virtual objects according to any one of the embodiments of the application.
Embodiments of the present application also 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 the processor executes the computer instructions, so that the computer device performs the interaction method between virtual objects according to any of the above embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments is merely exemplary in nature and is in no way intended to limit the invention, since it is intended that all modifications, equivalents, improvements, etc. that fall within the spirit and scope of the invention.

Claims (10)

1. A method of interaction between virtual objects, the method comprising:
displaying a first virtual object and at least two second virtual objects in a virtual scene, wherein the second virtual objects are non-player control roles, and an interactive relationship is included between the second virtual objects and the first virtual objects;
determining an interaction period between the second virtual object and the first virtual object;
determining an object selection condition corresponding to the second virtual object, wherein the object selection condition is determined based on the interaction relation between the second virtual object and the first virtual object; alternatively, the object selection condition is determined based on an interaction purpose between the second virtual object and the first virtual object; or, the object selection condition is determined based on scene atmosphere parameters of the virtual scene, the object selection condition including at least one of a line-of-sight range parameter, a number range parameter, and a position condition;
Determining a first object group in a virtual object pool based on the object selection condition, wherein the virtual object pool comprises at least two second virtual objects taking the first virtual object as an interactive object;
in a first time period of interaction between the second virtual objects and the first virtual objects, the first virtual objects and the first virtual objects interact through the first object group in at least two second virtual objects;
updating and displaying at least two second virtual objects in the virtual scene after the first time period;
in a second time period of interaction between the second virtual object and the first virtual object, interacting with the first virtual object through a second object group in at least two second virtual objects, wherein the second object group is determined from at least two updated second virtual objects based on the object selection condition; the first time period and the second time period are two interactive rounds in a target interactive period, or the first time period and the second time period belong to two different interactive periods.
2. The method of claim 1, wherein the object selection condition includes the line-of-sight parameter indicating a target line-of-sight corresponding to the first virtual object;
The method further comprises the steps of:
determining a first candidate virtual object located within a target line of sight of the first virtual object from the at least two second virtual objects based on the line of sight parameter; determining the first object group from the first candidate virtual objects;
determining a second candidate virtual object positioned in the target sight range of the first virtual object from at least two updated second virtual objects based on the sight range parameters; the second set of objects is determined from the second candidate virtual object.
3. The method of claim 1, wherein the object selection condition includes the quantity range parameter corresponding to a quantity range;
the method further comprises the steps of:
determining second virtual objects within the quantity range from the at least two second virtual objects based on the quantity range parameter, and generating the first object group;
and determining second virtual objects in the quantity range from the updated at least two second virtual objects based on the quantity range parameters, and generating the second object group.
4. The method of claim 1, wherein the object selection condition comprises the location condition;
The method further comprises the steps of:
determining a second virtual object conforming to the position condition with the first virtual object from the at least two second virtual objects based on the position condition, and generating the first object group;
and determining a second virtual object conforming to the position condition with the first virtual object from at least two updated second virtual objects based on the position condition, and generating the second object group.
5. The method of any one of claims 1 to 4, wherein after the interaction with the first virtual object through the first object group of at least two second virtual objects, further comprising:
responding to the fact that a second virtual object exists in the first object group and is in an interaction failure state, and recovering the interaction authority of the second virtual object in the interaction failure state;
and determining a second virtual object which interacts with the first virtual object from the second virtual objects except the first object group based on the object selection condition.
6. The method according to any one of claims 1 to 4, further comprising, after the interaction with the first virtual object through a second object group of at least two second virtual objects:
Responding to the fact that a second virtual object in the second object group is in an interaction failure state, and recovering the interaction authority of the second virtual object in the interaction failure state;
and determining a second virtual object which interacts with the first virtual object from second virtual objects except the second object group based on the object selection condition.
7. The method of any one of claims 1 to 4, wherein the interacting with the first virtual object through the first object group of at least two second virtual objects comprises:
performing first interaction with the first virtual object through the first object group in the at least two second virtual objects, wherein the first interaction is bidirectional interaction between the second virtual object and the first virtual object;
the method further comprises the steps of:
and performing second interaction with the first virtual object through a second virtual object except the first object group, wherein the second interaction is unidirectional interaction from the second virtual object to the first virtual object.
8. An interactive device between virtual objects, the device comprising:
the display module is used for displaying a first virtual object and at least two second virtual objects in the virtual scene, wherein the second virtual objects are non-player control roles, and the second virtual objects and the first virtual objects comprise interaction relations;
The determining module is used for determining the interaction period between the second virtual object and the first virtual object; determining an object selection condition corresponding to the second virtual object, wherein the object selection condition is determined based on the interaction relation between the second virtual object and the first virtual object; alternatively, the object selection condition is determined based on an interaction purpose between the second virtual object and the first virtual object; or, the object selection condition is determined based on scene atmosphere parameters of the virtual scene, the object selection condition including at least one of a line-of-sight range parameter, a number range parameter, and a position condition; determining a first object group in a virtual object pool based on the object selection condition, wherein the virtual object pool comprises at least two second virtual objects taking the first virtual object as an interactive object;
the interaction module is used for interacting with the first virtual object through the first object group in at least two second virtual objects in a first time period when the second virtual objects interact with the first virtual object;
the display module is further used for updating and displaying at least two second virtual objects in the virtual scene after the first time period;
The interaction module is further configured to interact with the first virtual object through a second object group in at least two second virtual objects in a second time period during which the second virtual object and the first virtual object interact, where the second object group is determined from the at least two updated second virtual objects based on the object selection condition; the first time period and the second time period are two interactive rounds in a target interactive period, or the first time period and the second time period belong to two different interactive periods.
9. A computer device comprising a processor and a memory, wherein the memory has stored therein at least one program that is loaded and executed by the processor to implement the method of interaction between virtual objects of any of claims 1 to 7.
10. A computer readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the interaction method between virtual objects according to any one of claims 1 to 7.
CN202210016556.4A 2022-01-07 2022-01-07 Method, device, equipment, medium and program product for interaction between virtual objects Active CN114307150B (en)

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