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CN-121988038-A - Automatic control method and device suitable for racing games and computer equipment

CN121988038ACN 121988038 ACN121988038 ACN 121988038ACN-121988038-A

Abstract

The invention relates to the technical field of game automation, in particular to an automatic control method, an automatic control device and computer equipment suitable for racing games, which comprise a selected weapon; detecting the distance between the current racing car and the competing racing car, selecting and starting a near combat type weapon when the distance is smaller than a first set value, judging whether an available remote weapon exists or not when the distance is larger than a second set value, selecting the remote weapon if the available remote weapon exists, detecting the current relative position of the racing car and the competing racing car, applying the remote weapon according to the detected relative position, updating attribute parameters of the competing racing car, and changing control parameters of the competing racing car. According to the invention, through automatic distance sensing and intelligent weapon selection and release, the operation threshold of simultaneous accurate attack of a user in high-speed competition is greatly reduced, so that the user can concentrate on the control of the racing car, and a complete set of sensing-decision-executing-feedback closed-loop automatic attack logic is constructed.

Inventors

  • ZHOU JIREN

Assignees

  • 深圳市益欣网络科技有限公司

Dates

Publication Date
20260508
Application Date
20260323

Claims (10)

  1. 1. An automatic control method suitable for a racing game, comprising: Selecting a weapon from a library according to user operations, wherein the weapon comprises a near combat class and a remote class; Detecting the distance between the current racing car and at least one competing racing car in real time in the process of controlling the racing car by the user; When the detected distance is smaller than a first set value, selecting and starting at least one near combat weapon according to a first preset program; When the detected distance is larger than a second set value, judging whether available remote weapons exist, if not, displaying the progress of the remote weapons in use conditions, and if so, selecting at least one remote weapon according to a second preset program; after at least one remote weapon is selected, detecting the current relative position of the current racing car and at least one competing racing car, and applying the selected remote weapon according to the detected current relative position; According to the acted weapon attribute, the attribute parameter of the competition racing car is updated, and according to the updated attribute parameter, the control parameter of the competition racing car is changed.
  2. 2. The method for automatically controlling a racing game according to claim 1, wherein said detecting in real time the distance between the current race and at least one competing race comprises: determining that the vehicle is a plane racing car or a stereo racing car according to the racing car attribute; and selecting a circumcircle or a circumsphere according to the determined racing type to detect the distance between the current racing car and at least one competing racing car.
  3. 3. The method of automatically operating a racing game according to claim 2, wherein selecting a circumscribed circle or a circumscribed ball to detect a distance of a current race from at least one competing race car based on the determined race car type comprises: For a plane racing car, respectively making circumcircles of the current racing car and the competing racing car, and connecting the circle center of the circumcircle of the current racing car and the circle center of the circumcircle of the competing racing car, wherein the distance d=L-r 1-r2 between the current racing car and the competing racing car; For the three-dimensional racing car, the outer ball of the current racing car and the outer ball of the competitive racing car are respectively made, and the center of the outer ball of the current racing car and the center of the outer ball of the competitive racing car are connected, so that the distance d=l-R1-R2 between the current racing car and the competitive racing car; wherein L is the length of the connecting line, R1 is the radius of the circumcircle of the current racing car, R1 is the radius of the circumsphere of the current racing car, R2 is the radius of the circumcircle of the competing racing car, and R2 is the radius of the circumsphere of the competing racing car.
  4. 4. The method of automatically operating a racing game according to claim 1, wherein said selecting and enabling at least one near combat type weapon according to a first preset program comprises: Dividing the near-combat weapons into a damage class, an interference class and a holding class, and setting the priority of each classified internal weapon according to the operation of a user; detecting user operation, taking competing racing vehicles as a reference, and calculating direct results caused by the user operation experience set time length T according to the relative motion change, wherein the direct results comprise damage results comprising the contact process between the racing vehicles, interference results causing the competing racing vehicles to change the control behavior and holding results for improving the current racing vehicle motion state; selecting a near combat weapon in a corresponding order in the corresponding type according to the calculated direct result; the operation experience time length T/2, and whether the selected near combat weapon is started or not is determined according to the similarity between the motion change and the calculation result.
  5. 5. The method of automatically operating a racing game according to claim 1, wherein said selecting at least one remote weapon according to a second preset program comprises: sorting all selected remote weapons according to user operation; screening remote weapons which currently meet the use conditions from the sorting result; selecting at least one remote weapon according to the set sorting in the screening result; And selecting a competing racing car as a current target according to the attack distance of the selected remote weapon.
  6. 6. The method of claim 5, wherein the screening for remote weapons that currently meet a use condition further comprises: judging whether the minimum value of the attack distance of the remote weapon meeting the use condition is larger than or equal to the distance between the current racing car and the latest competing racing car; If yes, screening out the corresponding remote weapon.
  7. 7. The method of automatically operating a racing game according to claim 1, wherein said applying a selected remote weapon based on the detected current relative position comprises: determining the relative position of the current racing car and the competing racing car at the moment; generating a flight path of the remote weapon according to the determined relative position; The remote weapons are deployed along the determined flight path.
  8. 8. The method of automatically operating a racing game according to claim 1, wherein updating the attribute parameters of the racing race based on the weapon attribute being applied comprises: Dividing weapon attributes into scalar attributes and vector attributes; judging whether the attack hits or not according to the scalar attribute, if yes, increasing or decreasing the corresponding scalar attribute of the acted competitive racing car; For the vector attributes, determining at least one positive direction of each vector attribute, calculating an included angle between the hit moment vector attribute and the determined positive direction, decomposing the size of the vector attribute along the positive direction to obtain an injury value along the positive direction, and increasing or decreasing the corresponding vector attribute of the acted competitive racing car according to the obtained injury value; the changing the control parameters of the racing competition according to the updated attribute parameters comprises the following steps: Determining attribute parameters and corresponding coefficients corresponding to each control parameter; and calculating and updating each control parameter according to the corresponding coefficient and the latest value of the attribute parameter corresponding to each control parameter.
  9. 9. Automatic control device suitable for racing games, characterized by comprising: a weapon selection module for selecting a weapon from a library according to user operations, wherein the weapon comprises a near combat class and a remote class; The distance detection module is used for detecting the distance between the current racing car and at least one competing racing car in real time in the process of controlling the racing car by the user; The near combat enabling module is used for selecting and enabling at least one near combat weapon according to a first preset program when the detected distance is smaller than a first set value; The long-distance combat readiness module is used for judging whether available long-distance weapons exist or not when the detected distance is larger than a second set value, if not, displaying the condition to achieve progress, and if so, selecting at least one long-distance weapon according to a second preset program; The remote combat execution module is used for detecting the current relative position of the current racing car and at least one competing racing car after at least one remote weapon is selected, and applying the selected remote weapon according to the detected current relative position; And the updating module is used for updating the attribute parameters of the competitive racing car according to the acted weapon attribute and changing the control parameters of the competitive racing car according to the updated attribute parameters.
  10. 10. A computer device comprising a memory and a processor, the memory having stored therein a computer program which, when executed by the processor, causes the processor to perform the steps of the autopilot method of any one of claims 1 to 8 adapted to a racing game.

Description

Automatic control method and device suitable for racing games and computer equipment Technical Field The present invention relates to the field of game automation, and in particular, to an automatic control method, apparatus, and computer device suitable for a racing game. Background Racing games are one of the most historic categories in electronic games, and their central appeal is the extreme speed of experience for players in the virtual world. From early 2D pixel racing to today's realistic 3A big play, such games often simulate real driving physics, where players need to master steering wheels, throttle, brakes, and race with other opponents on a winding track. The most prominent advantages of this type of game are immersion and skill. With advances in hardware and graphics technology, modern racing games can provide exclamatory visual and auditory feedback. Through repeated exercise, the player can master the brake point, the bending angle and the racing car adjustment of each curve, the growth curve from novice to high hand is very clear, and the achievement sense is very strong. In addition, it is also the most direct way for players to contact and learn the top class of various types of famous vehicles. However, the disadvantage of relatively weak countermeasure experience is also obvious, and the core energy of a player is highly concentrated on controlling the vehicle, namely, the player must look at the road surface with full attention, perceive the vehicle speed and control the vehicle body dynamics, and the player can rush out of the track with little carelessness. With such high-intensity micromanipulations, it is difficult for the player to have additional effort to pay attention to the complex countermeasure operation. If too many complex countermeasure mechanisms are forcefully added, normal driving logic is often seriously disturbed, so that the vehicle is out of control, and the smooth feeling of racing is destroyed. Accordingly, the competitive interests of many racing games often remain at the primary level of "route competition" and "bump-push", such that the social nature and competitive depth of the game are relatively single, with more waiting players racing with time rather than engaging in psychological tactics with opponents. Based on this, how to improve the resistance of racing games is a problem to be solved in consideration of basic operation requirements. Disclosure of Invention In view of the foregoing, it is desirable to provide an automatic control method, apparatus, and computer device suitable for racing games. The embodiment of the invention is realized in such a way that the automatic control method suitable for the racing games comprises the following steps: Selecting a weapon from a library according to user operations, wherein the weapon comprises a near combat class and a remote class; Detecting the distance between the current racing car and at least one competing racing car in real time in the process of controlling the racing car by the user; When the detected distance is smaller than a first set value, selecting and starting at least one near combat weapon according to a first preset program; When the detected distance is larger than a second set value, judging whether available remote weapons exist, if not, displaying the progress of the remote weapons in use conditions, and if so, selecting at least one remote weapon according to a second preset program; after at least one remote weapon is selected, detecting the current relative position of the current racing car and at least one competing racing car, and applying the selected remote weapon according to the detected current relative position; According to the acted weapon attribute, the attribute parameter of the competition racing car is updated, and according to the updated attribute parameter, the control parameter of the competition racing car is changed. In one embodiment, the present invention provides an autopilot apparatus adapted for use in a racing game, comprising: a weapon selection module for selecting a weapon from a library according to user operations, wherein the weapon comprises a near combat class and a remote class; The distance detection module is used for detecting the distance between the current racing car and at least one competing racing car in real time in the process of controlling the racing car by the user; The near combat enabling module is used for selecting and enabling at least one near combat weapon according to a first preset program when the detected distance is smaller than a first set value; The long-distance combat readiness module is used for judging whether available long-distance weapons exist or not when the detected distance is larger than a second set value, if not, displaying the condition to achieve progress, and if so, selecting at least one long-distance weapon according to a second preset program; The remote combat execution module is used for detecting t