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CN113368500A - Game countermeasure data processing method and device, storage medium and computer equipment - Google Patents

Game countermeasure data processing method and device, storage medium and computer equipment
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CN113368500A
CN113368500ACN202110735337.7ACN202110735337ACN113368500ACN 113368500 ACN113368500 ACN 113368500ACN 202110735337 ACN202110735337 ACN 202110735337ACN 113368500 ACN113368500 ACN 113368500A
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team
game
fighting
confrontation
role
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CN113368500B (en
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安大鹏
刘韦
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Chengdu Perfect World Network Technology Co Ltd
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Chengdu Perfect World Network Technology Co Ltd
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Abstract

The application discloses a game confrontation data processing method and device, a storage medium and computer equipment, wherein the method comprises the following steps: responding to a counterwork registration request of a game role, and acquiring a target counterwork team and registration configuration parameters corresponding to the game role; extracting a combat attribute parameter corresponding to the game role from the registration configuration parameters; calculating the fighting capacity of the game role and the sum of the fighting capacities of the target fighting team after the game role is planned to be allocated to the target fighting team according to the fighting capacity attribute parameters; if the total fighting capacity is smaller than a preset team fighting capacity threshold value, dividing the game role into the target fighting capacity, creating the fighting information of the game role, and sending the fighting information to the game client corresponding to the game role, wherein the preset team fighting capacity threshold value is used for restricting the upper limit of the total fighting capacity of each fighting team in the fighting activity.

Description

Game countermeasure data processing method and device, storage medium and computer equipment
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method and an apparatus for processing game countermeasure data, a storage medium, and a computer device.
Background
In a large-scale multiplayer online game, the PVP (Player VS Player) mode confrontation is a game mode which is popular and deeply favored by the majority of players. Taking a cross-uniform battlefield as an example, players participating in the cross-uniform battlefield are divided into two camps with the same number of people according to the servers, but the overall strength of both parties of a battle is greatly different due to different service time of each server or different consumption levels of the servers, so that the problem of balance is difficult to solve when the cross-uniform battlefield is played. In the prior art, one way is to unbalance the strength of two parties, and the other way is to force the properties of all the participating players to be smoothed. For the former mode, if the strength of the two parties is greatly different, the situation of falling over is easily generated in the confrontation, if a proper loser reward is not set, the party with weaker strength is difficult to have power to continuously participate, and if the loser reward is set, the party with weaker example can not actively fight, so that the battlefield playing method loses fun. For the latter mode, if the system makes a forced balance, the attributes of all players are smoothed, the player with higher attribute cannot reflect the value of the player, the fairness is poor, and finally, the server needs to be frequently merged because the player runs off, so that the utilization rate of the server is reduced.
Disclosure of Invention
In view of the above, the present application provides a game countermeasure data processing method and apparatus, a storage medium, and a computer device.
According to one aspect of the application, a game play data processing method is provided, which is applied to a play server and comprises the following steps:
responding to a counterwork registration request of a game role, and acquiring a target counterwork team and a registration configuration parameter corresponding to the game role, wherein the registration configuration parameter comprises one of a current configuration parameter, a historical counterwork configuration parameter and a recommended counterwork configuration parameter of the game role;
extracting a combat attribute parameter corresponding to the game role from the registration configuration parameters, wherein the combat attribute parameter comprises at least one of a survival attribute parameter, an output attribute parameter and a treatment attribute parameter corresponding to the game role;
calculating the fighting capacity of the game role and the sum of the fighting capacities of the target fighting team after the game role is planned to be allocated to the target fighting team according to the fighting capacity attribute parameters;
if the total fighting capacity is smaller than a preset team fighting capacity threshold value, dividing the game role into the target fighting capacity, creating fighting information of the game role, and sending the fighting information to a game client corresponding to the game role, wherein the fighting information comprises camp area information of the target fighting capacity in a preset fighting map, and the preset team fighting capacity threshold value is used for restricting the upper limit of the total fighting capacity of each fighting capacity in the fighting activity.
Optionally, the game characters comprise a plurality of game characters, and the plurality of game characters belong to at least one game server; the obtaining of the target confrontation team and the registration configuration parameters corresponding to the game role specifically includes:
determining a target competition team corresponding to the game role based on the game server where the game role is located and/or the competition team indicated by the competition registration request;
and acquiring entry configuration parameters corresponding to the game role from the game server corresponding to the game role.
Optionally, after the countermeasure information is sent to the game client corresponding to the game character, the method further includes:
locking the combat attributes of the game characters in the target combat team as the corresponding combat attribute parameters when a combat initiation condition is fulfilled.
Optionally, the preset countermeasure map includes a plurality of camps, each camps including a fixed home location and its corresponding contendable location; after the countermeasure information is sent to the game client corresponding to the game character, the method further includes:
when meeting the competition starting condition, distributing game characters in each competition team to the corresponding camp, wherein the fixed home position in the camp of any competition team is the position of departure and/or revival of each game character in any competition team, and the fixed home position and the position capable of competing of any competition team are accompanied by a characteristic mark of any competition team;
and receiving the confrontation data of the confrontation team in the preset confrontation map in real time, and dynamically changing the ownership corresponding to any position capable of being contended and the attached characteristic identifier based on the confrontation data until the confrontation end condition is achieved to determine the confrontation result.
Optionally, the fixed home location of any camp is communicated with at least one contendable location of the same camp, and any contendable location of any camp is communicated with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and the contendable locations of other camps;
the dynamically changing the ownership corresponding to any contendable location based on the countermeasure data specifically includes:
changing an ownership of a first contendable location to a first changed affiliation team that occupies the first contendable location if the countermeasure data indicates a change in ownership of the first contendable location and the first contendable location is connected to at least one location where the first changed affiliation team corresponding to the first contendable location has an ownership, wherein the first changed affiliation team is an countermeasure team that occupies the first contendable location; and/or the presence of a gas in the gas,
and if the countermeasure data indicates that a second contendable location cannot be communicated with a fixed home location of an countermeasure team to which the second contendable location belongs, changing the right of ownership of the second contendable location to another countermeasure team corresponding to the communicated location of the second contendable location.
Optionally, the determining a countermeasure result when the countermeasure achievement end condition is met specifically includes:
when the confrontation end time is reached, counting the number of the position which can be contended and has the ownership of each confrontation team, sequencing the confrontation teams according to the number of the position which can be contended, and taking the sequencing as the confrontation result; or,
determining that a first opposing team wins a confrontation when the first opposing team has ownership of all contendable locations in the preset confrontation map; or,
and when a second team is provided with ownership right of all positions capable of being contended in the preset competition map and the preset winning time is continuously kept, determining that the second team obtains the competition win.
Optionally, after the countermeasure information is sent to the game client corresponding to the game character, the method further includes:
when a confrontation starting condition is met, receiving command data from a captain role client corresponding to the confrontation team, wherein the command data is used for indicating the confrontation behavior of any team member role;
and sending the command data to any player role client corresponding to the confrontation team to prompt any player role to fulfill the confrontation.
Optionally, after the countermeasure information is sent to the game client corresponding to the game character, the method further includes:
receiving play data from a captain role client corresponding to the target opposing team, wherein the play data includes a first player role assigned to the target opposing team and/or a second player role that has been named but not assigned to the target opposing team;
according to the fighting data, deleting the first team member role in the target fighting team and sending first fighting adjustment data to a first team member role client, wherein the first fighting adjustment data is used for prompting that the first team member role fails to join the target fighting team; and/or the presence of a gas in the gas,
and adding the second team member role into the target fighting team according to the fighting data, and sending second fighting adjustment data to a second team member role client, wherein the second fighting adjustment data is used for prompting that the second team member role is successfully added into the target fighting team.
According to another aspect of the present application, there is provided a game play data processing apparatus applied to a play server, including:
the system comprises an entry parameter acquisition module, a registration configuration module and a registration configuration module, wherein the entry parameter acquisition module is used for responding to an anti-entry request of a game role and acquiring a target anti-team and an entry configuration parameter corresponding to the game role, and the entry configuration parameter comprises one of a current configuration parameter, a historical anti-configuration parameter and a recommended anti-configuration parameter of the game role;
an attribute parameter obtaining module, configured to extract a combat attribute parameter corresponding to the game role from the entry configuration parameters, where the combat attribute parameter includes at least one of a survival attribute parameter, an output attribute parameter, and a treatment attribute parameter corresponding to the game role;
the fighting capacity calculating module is used for calculating the fighting capacity of the game role and the sum of the fighting capacities of the target fighting team after the game role is planned to be allocated to the target fighting team according to the fighting capacity attribute parameters;
and the team dividing module is used for dividing the game role into the target confrontation team if the total combat force is smaller than a preset team combat force threshold value, creating confrontation information of the game role, and sending the confrontation information to a game client corresponding to the game role, wherein the confrontation information comprises camp information of the target confrontation team in a preset confrontation map, and the preset team combat force threshold value is used for restricting the upper limit of the total combat force of each confrontation team in the confrontation activity.
Optionally, the game characters comprise a plurality of game characters, and the plurality of game characters belong to at least one game server; the registration parameter obtaining module is specifically configured to:
determining a target competition team corresponding to the game role based on the game server where the game role is located and/or the competition team indicated by the competition registration request;
and acquiring entry configuration parameters corresponding to the game role from the game server corresponding to the game role.
Optionally, the apparatus further comprises:
and the attribute locking module is used for locking the fighting attributes of the game roles in the target fighting team as the corresponding fighting attribute parameters when a fighting starting condition is met after the fighting information is sent to the game client corresponding to the game roles.
Optionally, the preset countermeasure map includes a plurality of camps, each camps including a fixed home location and its corresponding contendable location; the device further comprises:
a camp allocation module, configured to, after the countermeasure information is sent to the game client corresponding to the game character, allocate the game character in each countermeasure team to a camp corresponding to the game character when a countermeasure start condition is met, where the fixed home position in a camp of any one of the countermeasure teams is a position where each game character in the any one of the countermeasure teams starts and/or resumes, and the fixed home position and the contention-enabled position of the any one of the countermeasure teams are accompanied by a feature identifier of the any one of the countermeasure teams;
and the countermeasure changing module is used for receiving countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the ownership corresponding to any position capable of being contended and the attached characteristic identification based on the countermeasure data, and determining a countermeasure result until meeting the countermeasure ending condition.
Optionally, the fixed home location of any camp is communicated with at least one contendable location of the same camp, and any contendable location of any camp is communicated with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and the contendable locations of other camps;
the countermeasure alteration module is specifically configured to:
changing an ownership of a first contendable location to a first changed affiliation team that occupies the first contendable location if the countermeasure data indicates a change in ownership of the first contendable location and the first contendable location is connected to at least one location where the first changed affiliation team corresponding to the first contendable location has an ownership, wherein the first changed affiliation team is an countermeasure team that occupies the first contendable location; and/or the presence of a gas in the gas,
and if the countermeasure data indicates that a second contendable location cannot be communicated with a fixed home location of an countermeasure team to which the second contendable location belongs, changing the right of ownership of the second contendable location to another countermeasure team corresponding to the communicated location of the second contendable location.
Optionally, the countermeasure change module is specifically configured to:
when the confrontation end time is reached, counting the number of the position which can be contended and has the ownership of each confrontation team, sequencing the confrontation teams according to the number of the position which can be contended, and taking the sequencing as the confrontation result; or,
determining that a first opposing team wins a confrontation when the first opposing team has ownership of all contendable locations in the preset confrontation map; or,
and when a second team is provided with ownership right of all positions capable of being contended in the preset competition map and the preset winning time is continuously kept, determining that the second team obtains the competition win.
Optionally, the apparatus further comprises:
the first scheduling module is used for receiving command data from a team leader role client corresponding to the confrontation team when the confrontation starting condition is met after the confrontation information is sent to the game client corresponding to the game role, wherein the command data is used for indicating the confrontation behavior of any team member role; and sending the command data to any player role client corresponding to the confrontation team to prompt any player role to fulfill the confrontation.
Optionally, the apparatus further comprises:
a second scheduling module, configured to receive play data from a captain role client corresponding to the target competing team after the competing information is sent to the game client corresponding to the game role, where the play data includes a first team member role allocated to the target competing team and/or a second team member role that has been named but is not allocated to the target competing team;
according to the fighting data, deleting the first team member role in the target fighting team and sending first fighting adjustment data to a first team member role client, wherein the first fighting adjustment data is used for prompting that the first team member role fails to join the target fighting team; and/or the presence of a gas in the gas,
and adding the second team member role into the target fighting team according to the fighting data, and sending second fighting adjustment data to a second team member role client, wherein the second fighting adjustment data is used for prompting that the second team member role is successfully added into the target fighting team.
According to still another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described game countermeasure data processing method.
According to yet another aspect of the present application, there is provided a computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, the processor implementing the above game play confrontation data processing method when executing the program.
By means of the technical scheme, the game countermeasure data processing method and device, the storage medium and the computer equipment, provided by the application, are used for obtaining the combat attribute parameters of game roles expected to participate in countermeasures, and respectively scoring the combat attributes of the game roles to determine the combat power of the game roles to be grouped, so that the game roles are planned to be allocated to corresponding confrontational groups according to a combat power balance principle, whether actual allocation is carried out is judged according to the total combat power of the confrontational groups planned to be allocated, and after the game roles are determined to be allocated to the confrontational groups, countermeasure information is sent to game clients corresponding to the game roles so as to indicate camps of the game roles in a preset countermeasure map. Compared with the prior art, the game roles are planned and distributed according to the fighting capacity of the game roles, so that the fact that the sum of the fighting capacities of the fighting teams after actual distribution meets the preset threshold value is guaranteed, the sum of the fighting capacities of all the fighting teams is balanced, the game roles are divided into the fighting teams with the sum of the fighting capacities balanced, and therefore when different game roles participate in the fighting, not only can the real capacity of the game roles be kept, but also the total capacity of all the fighting teams is balanced, the higher fighting capacity in the game is guaranteed, the game experience of all players is improved, the loss of the players is reduced, and the utilization rate of the game server is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a flow chart illustrating a method for processing game play data according to an embodiment of the present disclosure;
FIG. 2 is a diagram illustrating a confrontation map provided by an embodiment of the present application;
FIG. 3 illustrates a team confrontation diagram provided by an embodiment of the present application;
fig. 4 shows a schematic structural diagram of a game play data processing device according to an embodiment of the present application.
Detailed Description
The present application will be described in detail below with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
In this embodiment, a game play data processing method is provided, which is applied to a play server, and as shown in fig. 1, the method includes:
step 101, responding to a counteraction registration request of a game role, acquiring a target counteraction team and a registration configuration parameter corresponding to the game role, wherein the registration configuration parameter comprises one of a current configuration parameter, a historical counteraction configuration parameter and a recommended counteraction configuration parameter of the game role;
in the embodiment of the application, the confrontation server is used for providing computing services for the confrontation activities, and the confrontation server can be a physical device independent of other game servers and can also be integrated in other game servers. The combat attribute parameters of the game character can be specifically determined according to entry configuration parameters of the corresponding character. In a specific application scenario, a countermeasure activity of a game may be initiated in the form of a player entry, and in response to a countermeasure request of each game character, entry configuration parameters of each game character are acquired, where the entry configuration parameters may specifically be current configuration parameters of the game character, that is, parameters configured by the game character to freely select equipment, weapons, fashion equipment, and the like, the entry configuration parameters may also be historical countermeasure configuration parameters of the game character, that is, parameters configured by the game character during historical countermeasure activity or used equipment, weapons, fashion equipment, and the like, or configuration modes may be recommended to the player according to equipment, weapons, fashion equipment, and the like owned by the game character after the game character entry confirms the selection of the recommended configuration modes, and the recommended countermeasure configuration parameters may be used as the entry configuration parameters after the player confirms the selection of the recommended configuration modes.
Optionally, the game characters comprise a plurality of game characters, and the plurality of game characters belong to at least one game server; instep 101, "obtaining the competing team and entry configuration parameters corresponding to the game character" may specifically include: determining a target competition team corresponding to the game role based on the game server where the game role is located and/or the competition team indicated by the competition registration request; and acquiring entry configuration parameters corresponding to the game role from the game server corresponding to the game role. The game roles may be from the same game server or from different game servers, the game roles are specifically player roles expected to participate in the counteraction, the entry configuration parameters may be specifically read from the game server corresponding to the game roles, the target counterteam may be an entry team freely selected by the player when entering the entry, or the target counterteam may be determined according to the server to which the game role belongs, that is, the game roles on each server correspond to the same counterteam.
102, extracting a combat attribute parameter corresponding to the game role from the registration configuration parameters, wherein the combat attribute parameter comprises at least one of a survival attribute parameter, an output attribute parameter and a treatment attribute parameter corresponding to the game role;
in the above embodiment, the combat attribute parameter corresponding to each game character is obtained from the entry configuration parameters of the player, and the combat attribute parameter may specifically be a parameter corresponding to a "combat" related attribute, such as a survival attribute parameter (a blood volume value, a defense value, a damage free value, etc.), an output attribute parameter (a parameter such as internal work, external work attack, attribute attack, etc.), a treatment attribute parameter, and the like of the game character.
103, calculating the fighting capacity of the game role and the total fighting capacity of the target fighting team after the game role is planned to be allocated to the target fighting team according to the fighting capacity attribute parameters;
and 104, if the total fighting capacity is smaller than a preset team fighting capacity threshold value, dividing the game role into the target fighting capacity, creating fighting information of the game role, and sending the fighting information to a game client corresponding to the game role, wherein the fighting information comprises camp area information of the target fighting capacity in a preset fighting map, and the preset team fighting capacity threshold value is used for restricting the upper limit of the total fighting capacity of each fighting capacity in the fighting activity.
And finally, respectively calculating the corresponding fighting capacity of each game role according to the fighting attribute parameters of each game role, specifically, a set of fighting capacity grading system can be established in advance based on each fighting attribute contained in the game, and the fighting capacity of the game role can be obtained by inputting the fighting attribute parameters of the game role into the fighting capacity grading system. And then calculates the total of the fighting power of the competing team in the case where the game character is to be divided into the competing teams. After the total fighting capacity of the fighting team is obtained, the fighting server judges whether the game role can join the fighting team according to a preset team fighting capacity threshold value, wherein if the total fighting capacity is smaller than the threshold value, the game role is successfully joined to the fighting team, and otherwise, the joining is failed. Further, in the case that the joining of the game role to the team is successful, the confrontation information of the game role is created and sent to the game client corresponding to the game role, and the confrontation information comprises camp information of the confrontation team in a preset confrontation map so as to indicate the position of the birth point of the game role in the confrontation activity.
The game role is divided into the plurality of confrontational groups based on the principle of the battle force balance of the confrontational groups, the total sum of the battle force of each game role in each divided confrontational group is guaranteed to be balanced, the total sum of the battle force of each confrontational group is guaranteed to be the same or basically the same, and the plurality of confrontational groups with balanced battle force are obtained.
The upper limit of the total fighting power of each of the teams is the same, and after reaching the upper limit, the teams may not accept any more entries, or may continue to accept entries and dynamically adjust the competitors by the team leader of the teams. Optionally, the method may further include: receiving play data from a captain role client corresponding to the target opposing team, wherein the play data includes a first player role assigned to the target opposing team and/or a second player role that has been named but not assigned to the target opposing team; according to the fighting data, deleting the first team member role in the target fighting team and sending first fighting adjustment data to a first team member role client, wherein the first fighting adjustment data is used for prompting that the first team member role fails to join the target fighting team; and/or adding the second team member role into the target fighting team according to the fighting data, and sending second fighting adjustment data to a second team member role client, wherein the second fighting adjustment data is used for prompting that the second team member role is successfully added into the target fighting team.
In the above embodiment, the confrontation server may send the registration of the confrontation team to the team leader character client of the team in real time, the team leader player dynamically adjusts the competitor, the confrontation server receives the fighting data from the team leader character client, the fighting data being used to delete any first team member character that has been divided into the target confrontation team from the team, and/or, adding to the team any second player role that has been posted but not divided into competing teams, the combat server dynamically adjusts team members of the combat team based on the received combat data, generates first combat adjustment data and second combat adjustment data, and sends the first combat adjustment data and the second combat adjustment data to the relevant team member role client to prompt that the team member roles are deleted from the combat team or successfully added into the combat team.
By applying the technical scheme of the embodiment, the fighting attribute parameters of game roles expected to participate in the confrontation are obtained, the fighting attributes of the game roles are scored respectively to determine the fighting capacity of the game roles to be grouped, so that the game roles are planned to be allocated to corresponding confrontation teams according to a fighting capacity balance principle, whether actual allocation is carried out or not is judged according to the total fighting capacity of the confrontation teams after the game roles are allocated to the confrontation teams, and the confrontation information is sent to game clients corresponding to the game roles after the game roles are determined to be allocated to the confrontation teams, so that the camp of the game roles in a preset confrontation map is indicated. Compared with the prior art, the game roles are planned and distributed according to the fighting capacity of the game roles, so that the fact that the sum of the fighting capacities of the fighting teams after actual distribution meets the preset threshold value is guaranteed, the sum of the fighting capacities of all the fighting teams is balanced, the game roles are divided into the fighting teams with the sum of the fighting capacities balanced, and therefore when different game roles participate in the fighting, not only can the real capacity of the game roles be kept, but also the total capacity of all the fighting teams is balanced, the higher fighting capacity in the game is guaranteed, the game experience of all players is improved, the loss of the players is reduced, and the utilization rate of the game server is improved.
In any embodiment of the present application,step 104 may optionally be followed by:
and 105, locking the combat attributes of the game characters in the target combat team as the corresponding combat attribute parameters when the combat starting conditions are met.
In the above embodiment, the combat attributes of the game character in the battle activity are determined according to the entry configuration parameters provided by the player during entry, that is, the entry configuration parameters provided by the player during entry determine the combat attributes of the corresponding game character in the battle activity, when the beginning condition of the battle is met and the game character enters the battle field, the combat attribute parameters are locked, the operations of putting on and off equipment, weapons, changing time and equipment and the like of the game character in the battle field do not change the combat attributes of the game character in the battle field, and after the battle fields are divided, the battle forces of the teams in the battle field are kept balanced, which is helpful for improving the game antagonism and playability.
In any embodiment of the present application, optionally, the preset countermeasure map includes a plurality of camps, each camps including a fixed home location and a corresponding contendable location; step 104 may also be followed by:
step 106, when meeting the competition starting condition, distributing the game roles in each competition group to the corresponding camp, wherein the fixed home position in the camp of any competition group is the position of departure and/or revival of each game role in any competition group, and the fixed home position and the position capable of competing of any competition group are accompanied by the characteristic mark of any competition group;
step 107, receiving the confrontation data of the confrontation team in the preset confrontation map in real time, and dynamically changing the ownership corresponding to any position capable of being contended and the attached characteristic mark based on the confrontation data until the confrontation end condition is reached to determine the confrontation result.
In the above embodiment, the preset countermeasure map matching the number of the countermeasure teams is obtained, the map provides camp places of a plurality of camp places, each camp place includes a fixed home location and a contention-capable location, the fixed home location is generally one, the contention-capable location generally includes a plurality of, as shown in fig. 2, a chessboard map having two camp places is provided, the large circle in the diagram represents the fixed home location, the small circle represents the contention-capable location, the home right of the fixed home location is fixed, and the home right of the contention-capable location is not fixed. When the countermeasure start condition is met, for example, when the countermeasure start time is reached, camps are allocated to each of the opposing teams, the fixed home position in any one of the camps of the opposing teams is used as the departure/revival position of the game character in the opposing team, and a specific feature is attached to each of the fixed home position and the contestable position corresponding to each of the opposing teams to indicate to which team the position belongs. After the countermeasure is started, each team starts to perform the countermeasure, the server receives countermeasure data of game characters in the map of each team in real time, judges whether a contestable position with changed ownership exists according to a contestable position ownership change rule established in advance and in combination with the countermeasure data, if yes, changes the ownership of the corresponding contestable position and changes the characteristic identification of the position into an attribution party identification, and determines the countermeasure result until the countermeasure end condition is met.
In any embodiment of the present application, optionally, the fixed home location of any camp is communicated with at least one contendable location of the same camp, and any contendable location of any camp is communicated with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and the contendable locations of other camps. The "dynamically changing the ownership and the attached feature identifier corresponding to any contendable location based on the countermeasure data" in step 107 may specifically include:
step 107-1, in a case where the countermeasure data indicates a change in ownership of a first contendable location, and the first contendable location is communicated with at least one location of a first changed affiliate corresponding to the first contendable location, which is an opponent team occupying the first contendable location, having an ownership, changing the ownership of the first contendable location to the first changed affiliate; and/or, in the case that the countermeasure data indicates that the second contendable location cannot be communicated with the fixed home location of the countermeasure team to which the second contendable location belongs, changing the home right of the second contendable location to another countermeasure team corresponding to the connected location of the second contendable location.
In the above embodiment, as shown in fig. 2, the positions belonging to the same camp can be communicated with each other in the map, and the campuses are communicated with each other through their respective contestable positions, where fig. 2 is only an example, the chessboard game can support N × N battles of any size, can be adjusted according to the number scale of people in actual application, and can also support the non-chessboard square matrix heterotype mesh map, so that battlefield games suitable for different application scenarios can be derived, only the total value of fighting power and the topographic map need to be adjusted, the workload of program planning and even fine arts can be greatly saved, and the understanding cost of players for new games can be reduced.
The right of ownership of the contendable location may be changed at least under a condition that, when the competing party occupies a contendable location belonging to another party adjacent to the place already occupied by the party, the right of ownership of the place is changed as shown in FIG. 3, the place A, C of the contendable location belonging to the second party is communicated with the place of the first party, the first party can occupy the place A, C of the contendable location by means of fighting or the like, and the place E of the contendable location belonging to the second party is not communicated with each place of the first party, which is not occupied by the first party, and the second party, when a certain place of the contendable location is not communicated with the fixed place of the party, the right of ownership of the place of the contendable location is changed to the place of the corresponding communication place, as shown in FIG. 3, if the place A of the first party is occupied, the places C of the second party around the place C are not communicated with the second party, the right to home to the location C is also changed to team one, and similarly, if team two occupies the location B, the right to home to the location D is also changed to team two.
In any embodiment of the present application, optionally, the "determining the confrontation result when meeting the confrontation end condition" in the step 107 may specifically include:
step 107-2, when the fighting end time is reached, counting the number of the contestable positions to which each contestant team has an ownership right, sorting the contestant teams according to the number of the contestable positions, and taking the sorting as the contestant result; alternatively, determining that a first opposing team wins a confrontation when the first opposing team has ownership of all contendable locations in the preset confrontation map; or when a second team is provided with ownership right of all positions which can be contended in the preset competition map and the preset winning duration is continued, determining that the second team obtains the competition win.
In the above embodiment, the conflict ending condition may specifically be that a conflict ending time is reached, or that the competing teams lose the competing ability, in a specific application scenario, for example, the competition ending is caused by reaching the conflict ending time, the outcome of the competition can be determined according to how many competing positions each competing team occupies, the team with many competing positions wins, or the competing ending is caused by losing the competing ability of the competing team, the team with losing the competing ability can be determined as a conflict failure, specifically, when a certain team occupies all the competing positions in the map, it can be determined that other teams lose the competing ability, or when a certain team occupies all the competing positions in the map and the occupying state continues for a preset winning duration, it can be determined that the team wins, or when a certain team occupies a preset number of competing positions, the team is judged to win.
In any embodiment of the present application,step 104 may optionally be followed by:
step 108, when the confrontation starting condition is met, receiving command data from a captain role client corresponding to the confrontation team, wherein the command data is used for indicating the confrontation behavior of any team member role;
step 109, sending the command data to any team member role client corresponding to the confrontation team to prompt any team member role to fulfill the confrontation.
In the above embodiment, one or more captain roles can be selected from the game roles of each confrontation team, the captain roles undertake the command work of the team, when the confrontation starts, the captain roles can send command data to other team member roles through the server to guide the team member roles to fulfill the confrontation behaviors such as attack and exercise, and the like, the embodiment of the application provides a battlefield map capable of long-term game and battle, the result of each battle can be different, the game pleasure of the players is improved, the players with different attributes and different combat powers can play different roles in the battlefield, and the advantages of the players such as attack, command, and exercise can be played from various aspects such as position competition needing to be occupied by the progress reading bar, the players with strong combat power can perform attack and the players with weak combat power can perform figure reading, and the advantages of the players can be played, under the command of the team leader, the team leader takes his own jobs and completes the confrontation together, so that the playability of the confrontation battlefield is improved, and the game experience of the players is improved.
Further, as a specific implementation of the method in fig. 1, an embodiment of the present application provides a game play data processing apparatus, which is applied to a play server, and as shown in fig. 4, the apparatus includes:
the system comprises an entry parameter acquisition module, a registration configuration module and a registration configuration module, wherein the entry parameter acquisition module is used for responding to an anti-entry request of a game role and acquiring a target anti-team and an entry configuration parameter corresponding to the game role, and the entry configuration parameter comprises one of a current configuration parameter, a historical anti-configuration parameter and a recommended anti-configuration parameter of the game role;
an attribute parameter obtaining module, configured to extract a combat attribute parameter corresponding to the game role from the entry configuration parameters, where the combat attribute parameter includes at least one of a survival attribute parameter, an output attribute parameter, and a treatment attribute parameter corresponding to the game role;
the fighting capacity calculating module is used for calculating the fighting capacity of the game role and the sum of the fighting capacities of the target fighting team after the game role is planned to be allocated to the target fighting team according to the fighting capacity attribute parameters;
and the team dividing module is used for dividing the game role into the target confrontation team if the total combat force is smaller than a preset team combat force threshold value, creating confrontation information of the game role, and sending the confrontation information to a game client corresponding to the game role, wherein the confrontation information comprises camp information of the target confrontation team in a preset confrontation map, and the preset team combat force threshold value is used for restricting the upper limit of the total combat force of each confrontation team in the confrontation activity.
Optionally, the game characters comprise a plurality of game characters, and the plurality of game characters belong to at least one game server; the registration parameter obtaining module is specifically configured to:
determining a target competition team corresponding to the game role based on the game server where the game role is located and/or the competition team indicated by the competition registration request;
and acquiring entry configuration parameters corresponding to the game role from the game server corresponding to the game role.
Optionally, the apparatus further comprises:
and the attribute locking module is used for locking the fighting attributes of the game roles in the target fighting team as the corresponding fighting attribute parameters when a fighting starting condition is met after the fighting information is sent to the game client corresponding to the game roles.
Optionally, the preset countermeasure map includes a plurality of camps, each camps including a fixed home location and its corresponding contendable location; the device further comprises:
a camp allocation module, configured to, after the countermeasure information is sent to the game client corresponding to the game character, allocate the game character in each countermeasure team to a camp corresponding to the game character when a countermeasure start condition is met, where the fixed home position in a camp of any one of the countermeasure teams is a position where each game character in the any one of the countermeasure teams starts and/or resumes, and the fixed home position and the contention-enabled position of the any one of the countermeasure teams are accompanied by a feature identifier of the any one of the countermeasure teams;
and the countermeasure changing module is used for receiving countermeasure data of the countermeasure team in the preset countermeasure map in real time, dynamically changing the ownership corresponding to any position capable of being contended and the attached characteristic identification based on the countermeasure data, and determining a countermeasure result until meeting the countermeasure ending condition.
Optionally, the fixed home location of any camp is communicated with at least one contendable location of the same camp, and any contendable location of any camp is communicated with at least two of the fixed home location of the same camp, other contendable locations of the same camp, and the contendable locations of other camps;
the countermeasure alteration module is specifically configured to:
changing an ownership of a first contendable location to a first changed affiliation team that occupies the first contendable location if the countermeasure data indicates a change in ownership of the first contendable location and the first contendable location is connected to at least one location where the first changed affiliation team corresponding to the first contendable location has an ownership, wherein the first changed affiliation team is an countermeasure team that occupies the first contendable location; and/or the presence of a gas in the gas,
and if the countermeasure data indicates that a second contendable location cannot be communicated with a fixed home location of an countermeasure team to which the second contendable location belongs, changing the right of ownership of the second contendable location to another countermeasure team corresponding to the communicated location of the second contendable location.
Optionally, the countermeasure change module is specifically configured to:
when the confrontation end time is reached, counting the number of the position which can be contended and has the ownership of each confrontation team, sequencing the confrontation teams according to the number of the position which can be contended, and taking the sequencing as the confrontation result; or,
determining that a first opposing team wins a confrontation when the first opposing team has ownership of all contendable locations in the preset confrontation map; or,
and when a second team is provided with ownership right of all positions capable of being contended in the preset competition map and the preset winning time is continuously kept, determining that the second team obtains the competition win.
Optionally, the apparatus further comprises:
the first scheduling module is used for receiving command data from a team leader role client corresponding to the confrontation team when the confrontation starting condition is met after the confrontation information is sent to the game client corresponding to the game role, wherein the command data is used for indicating the confrontation behavior of any team member role; and sending the command data to any player role client corresponding to the confrontation team to prompt any player role to fulfill the confrontation.
Optionally, the apparatus further comprises:
a second scheduling module, configured to receive play data from a captain role client corresponding to the target competing team after the competing information is sent to the game client corresponding to the game role, where the play data includes a first team member role allocated to the target competing team and/or a second team member role that has been named but is not allocated to the target competing team;
according to the fighting data, deleting the first team member role in the target fighting team and sending first fighting adjustment data to a first team member role client, wherein the first fighting adjustment data is used for prompting that the first team member role fails to join the target fighting team; and/or the presence of a gas in the gas,
and adding the second team member role into the target fighting team according to the fighting data, and sending second fighting adjustment data to a second team member role client, wherein the second fighting adjustment data is used for prompting that the second team member role is successfully added into the target fighting team.
It should be noted that, other corresponding descriptions of the functional units related to the game confrontation data processing device provided in the embodiment of the present application may refer to the corresponding descriptions in the method in fig. 1, and are not repeated herein.
Based on the method shown in fig. 1, correspondingly, the embodiment of the present application further provides a storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the game play data processing method shown in fig. 1.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the method shown in fig. 1 and the virtual device embodiment shown in fig. 4, in order to achieve the above object, the present application further provides a computer device, which may specifically be a personal computer, a server, a network device, and the like, where the computer device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the game play data processing method as described above with reference to fig. 1.
Optionally, the computer device may also include a user interface, a network interface, a camera, Radio Frequency (RF) circuitry, sensors, audio circuitry, a WI-FI module, and so forth. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., a bluetooth interface, WI-FI interface), etc.
It will be appreciated by those skilled in the art that the present embodiment provides a computer device architecture that is not limiting of the computer device, and that may include more or fewer components, or some components in combination, or a different arrangement of components.
The storage medium may further include an operating system and a network communication module. An operating system is a program that manages and maintains the hardware and software resources of a computer device, supporting the operation of information handling programs, as well as other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and other hardware and software in the entity device.
Through the above description of the embodiments, those skilled in the art can clearly understand that the present application can be implemented by software plus a necessary general hardware platform, or can also be implemented by hardware to obtain combat attribute parameters of game characters expected to participate in the combat, and perform combat attribute scoring on the game characters respectively to determine the combat power of the game characters to be grouped, so as to assign the game characters to corresponding combat teams according to the combat power balance principle, determine whether to perform actual assignment according to the total combat power of the combat teams after being assigned, and after determining that the game characters are assigned to the combat teams, send the combat information to the game clients corresponding to the game characters to indicate the camps of the game characters in the preset combat map. Compared with the prior art, the game roles are planned and distributed according to the fighting capacity of the game roles, so that the fact that the sum of the fighting capacities of the fighting teams after actual distribution meets the preset threshold value is guaranteed, the sum of the fighting capacities of all the fighting teams is balanced, the game roles are divided into the fighting teams with the sum of the fighting capacities balanced, and therefore when different game roles participate in the fighting, not only can the real capacity of the game roles be kept, but also the total capacity of all the fighting teams is balanced, the higher fighting capacity in the game is guaranteed, the game experience of all players is improved, the loss of the players is reduced, and the utilization rate of the game server is improved.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

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