摘要:
Processing methods are provided for network game systems without dynamic obstructions. In an exemplary method, when a non-player-controlled character (NPC) role selects a user role as a target of a short-range interaction on a game map, a rotation angle C=N×a can be determined, N being a total number of all NPC roles having the short-range interaction with the user role before the selecting, and “a” being a reference angle. Next, a destination point of the NPC role can be calculated by rotating the NPC role by C from a current point and around the user role. When there is a static obstruction at the destination point, the destination point can be re-calculated by adding a specified angle to the current C. When there is no static obstruction, the NPC role can be moved to the destination point.