CN112107863A - Game map generation model construction method, storage medium and system - Google Patents

Game map generation model construction method, storage medium and system Download PDF

Info

Publication number
CN112107863A
CN112107863A CN202010883792.7A CN202010883792A CN112107863A CN 112107863 A CN112107863 A CN 112107863A CN 202010883792 A CN202010883792 A CN 202010883792A CN 112107863 A CN112107863 A CN 112107863A
Authority
CN
China
Prior art keywords
map
generation model
obstacles
revival
model construction
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202010883792.7A
Other languages
Chinese (zh)
Other versions
CN112107863B (en
Inventor
王梓岩
彭喆
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to CN202010883792.7A priority Critical patent/CN112107863B/en
Publication of CN112107863A publication Critical patent/CN112107863A/en
Application granted granted Critical
Publication of CN112107863B publication Critical patent/CN112107863B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention relates to a game map generation model construction method, which comprises the steps of establishing a basic map, meshing the basic map, taking each mesh node as an observation point, and adapting to favorable shooting areas of various firearms; generating a revival area in the base map according to the observation direction; and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles. The invention also provides a storage medium and a game map generation model construction system, and the game map generation model construction method, the storage medium and the system ensure fairness in games through the adaptation of favorable shooting areas of firearms, namely the filling of obstacles.

Description

Game map generation model construction method, storage medium and system
Technical Field
The invention relates to the field of game map construction, in particular to a game map generation model construction method, a storage medium and a system.
Background
For the electronic sports industry, one of the most widely focused game types is FPS, the first person perspective shooting game.
For the FPS game, a map is an indispensable factor, and the popularity of the game is directly influenced by the quality of the map design. The map design of the FPS type game on the market is manually made by designers, and once the map is designed, the map cannot be changed, and the set path is fixed, so that the variability is small.
Meanwhile, because the levels of designers are different, the designed map is not perfect enough, and the designed map can influence the operation of players in different camps and cannot achieve fairness and justice when the map is designed, so that the performance of the players is influenced due to the map.
Disclosure of Invention
In view of this, the invention provides a game map generation model construction method, a storage medium and a system, which solve the problem that the balance of a game is affected due to the incomplete generation of a first-person perspective design game map.
In order to achieve the above object, a technical solution of the present invention for solving the technical problem is to provide a game map generation model construction method, which includes the steps of creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms with each mesh node as an observation point; generating a revival area in the base map according to the observation direction; and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles.
Further, the creating of the basic map and the gridding of the basic map, with each grid node as an observation point, and the adapting of the favorable shooting areas of various firearms comprises the steps of: defining favorable shooting areas for a plurality of firearms; gridding the basic map according to the precision requirement; the favorable shooting areas of various firearms are put into each grid node for adaptation.
Further, generating a revival area within the base map includes the steps of: generating two revival areas at the edge of the basic map; the distance of the connecting line between the two revival areas is equal to the distance of one revival area relative to the edge far away from the base map of the revival area.
Further, the constructing the obstacle sequence, and the filling of the obstacles in the basic map through the order of the sizes of the obstacles comprises the steps of: constructing a barrier sequence; the base map is filled with obstacles in the order of their size.
Further, the distance between the mesh nodes is 50.
Further, the advantageous firing area is an additional coverage area that each firearm can fire compared to other firearms because of range and firearm characteristics.
Further, when filling the obstacles in the order of the size of the obstacles, it is necessary that at least one grid node is able to guarantee a favorable shooting area for the type of firearm that has shot the farthest away
The invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to execute a game map stochastic generation rationalization model construction method when running.
The invention also provides a game map random generation rationalization model construction system which comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favourable shooting area of each type of firearm on each mesh node, the map is enabled to adapt the favourable shooting area of each type of firearm. Meanwhile, the visual field protection of the favorable shooting area and the revival area of the firearm with the farthest range type is ensured by filling the obstacles, so that the fairness of the game is improved.
The above-described embodiments of the present invention should not be construed as limiting the scope of the present invention. Any other corresponding changes and modifications made according to the technical idea of the present invention should be included in the protection scope of the claims of the present invention.
Drawings
FIG. 1 is a flowchart illustrating steps of a method for constructing a game map generation model according to a first embodiment of the present invention;
FIG. 2 is a schematic view of the extent of the advantageous firing area of the firearm;
FIG. 3 is a schematic diagram of the distance set for the revival area;
FIG. 4 is a flowchart illustrating sub-steps of step S1 of FIG. 1;
FIG. 5 is a flowchart illustrating sub-steps of step S2 of FIG. 1;
fig. 6 is a flowchart illustrating sub-steps of step S3 in fig. 1.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Referring to fig. 1-3, the method for constructing a game map generation model according to the present invention includes the steps of:
s1, creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms by taking each mesh node as an observation point;
specifically, in first person's visual angle shooting class recreation, have the firearms of multiple different grade type, in the parameter of every kind of firearms, all include maximum shooting distance, effective shooting distance and effective shooting angle, wherein, maximum shooting distance is: the maximum distance that the bullet can fly after the firearm is fired, at which point the bullet has fallen on the ground under the influence of gravity; the effective shooting distance is: the distance that the weapon can reach the expected accuracy and power requirements when shooting for the predetermined target; the effective shooting angle is the shooting range of the firearm.
Each firearm has its own favourable firing zone due to the difference in the maximum firing distance, effective firing distance and effective firing angle of each firearm. Wherein, the beneficial shooting area, that is, the additional coverable area that the firearm can shoot compared with other firearms because of range and firearm characteristics, the effective shooting angle is in the same position, and the firearm can cover the additional precision angle range compared with other firearms at the same time. For example, the sniper gun has a longer shooting distance and can cover a smaller angle range at the same time, taking 20 degrees as an example; the machine gun has short shooting distance and large scanning range, for example, 45 degrees; the shooting area of the shotgun is the largest, as exemplified by 60 °.
In the embodiment, a three-dimensional space, namely a basic map, is established, then the three-dimensional space is gridded, each grid node is used as an independent observation point, and favorable shooting areas and favorable shooting angles of various firearms on each observation point are calculated, so that the basic map which meets the favorable shooting areas and favorable shooting angles of all the types of firearms is obtained.
It will be appreciated that in the basic map, the favorable shot area and favorable shot angle for each shooter can be satisfied at any grid node except the boundary.
It can be understood that the size of the grid can be set by people according to different requirements on precision, preferably, the grid is set to be 50 units, and the grid is smaller as the requirement on precision is higher.
It will be appreciated that the size of the units may be in millimeters.
S2, generating a revival area in the basic map;
specifically, a revival area a is randomly generated at a position close to an edge on one side of the map, and a revival area B is randomly generated on the other side of the map, wherein a distance L1 between the revival area a and the revival area B is equal to a straight distance L2 between the revival area a and the edge of the map in the direction toward the revival area B, and the revival area B must be located at the edge of the map.
S3, constructing an obstacle sequence, and filling obstacles in the basic map according to the size sequence of the obstacles;
specifically, there are various types of obstacles in the game, which are respectively a building, a large obstacle, a medium-sized obstacle, a small obstacle, etc. arranged according to sizes from large to small, all the obstacles are respectively summarized in the types of the obstacles according to the size range, namely, an obstacle sequence, and then the basic map is filled with the obstacles according to the size sequence of the sizes in the obstacle sequence. I.e. large-sized obstacles are filled first.
It will be appreciated that the size of each type of obstacle in the series of obstacles may be artificially self-sizing.
When filling the obstacles in the order of their size, at least one grid node is required to be able to guarantee a favorable shooting zone for the type of firearm that is the farthest away.
It will be appreciated that when filled with obstacles, the latter have an effect on the favourable shooting area of the firearm, i.e. the shooting of the firearm round is blocked by the presence of the obstacle. While the larger size of the obstacle has a greater influence on the advantageous shooting area of the firearm, in this embodiment, the building-type obstacle has the largest size, the advantageous shooting area of the sniping gun is the farthest, and when the building-type obstacle is filled, the influence on the advantageous shooting area of the sniping gun is the largest, so when the obstacle is filled, when no grid node can satisfy the shooting area of the farthest shooting distance-type firearm due to the filling of the obstacle, the filling of the obstacle of the largest size needs to be stopped. For example, when five building-type obstacles have been filled in the base map, and then refilling with an obstacle of the sixth building type would affect the advantageous shooting area of the sniping gun, the filling of building-type obstacles is stopped, and instead a large obstacle, i.e. one model of obstacle smaller in size than the building-type obstacle in the sequence of obstacles, is filled. Therefore, the favorable shooting area of the type of firearms with the farthest shooting distance in the map is ensured, and the influence on game balance is avoided.
It will be appreciated that the logically unreachable points in the map are ignored in ensuring that the favorable shot area of the type of firearm that is the farthest away is fired. For example, when the obstacle is a box and the top surface of the box is a place that cannot be reached by a player in a game, the grid nodes of the top surface of the box are not concerned with the favorable shooting area of the type of firearm that needs to guarantee the farthest shooting distance.
It will be appreciated that in order to ensure the reasonableness of the game, the player should have a greater favourable shooting zone within the revival zone, towards the outside of the revival zone, than towards the inside of the revival zone, outside of the revival zone, to provide protection to the revival zone. I.e. using filled obstacles to ensure protection of the field of view of the revived zone.
It is understood that in the present embodiment, the order of steps S2 and S3 may be reversed, that is, the obstacle is filled first, and then the reviving area is generated, as long as the position of the reviving area can be ensured to satisfy the above-mentioned requirements in step S2 and the obstacle performs visual field protection on the reviving area.
Referring to fig. 4, step S1 further includes the sub-steps of:
s11, defining favorable shooting areas of various firearms;
specifically, according to the types of firearms in the game, the farthest shooting distance, the effective shooting distance and the effective shooting angle of each type of firearms are combined, and the favorable shooting area of each type of firearms is calculated.
S12, gridding the basic map according to the precision requirement;
specifically, the basic map is gridded according to the requirement, and the higher the precision requirement is, the smaller the gridding is.
S13, putting the favorable shooting areas of various firearms into each grid node for adaptation;
the favorable shooting areas of the various guns calculated in step S11 are placed in each grid node for adaptation, and it is required to ensure that the favorable shooting areas of each gun can be realized in each grid node except for the boundary, so as to ensure fairness of the game.
Referring to fig. 5, step S2 further includes the sub-steps of:
s21, generating two revival areas at the edges of the two opposite sides of the basic map;
specifically, the revival area is set at the edge of the map to protect the revival area.
S22, the distance of the connecting line between the two revival areas is equal to the distance between one revival area and at least one adjacent edge of the revival area generated by the basic map;
specifically, the reasonability of the distance between the two revival areas is ensured by utilizing the fact that the connecting line distance between the two revival areas is equal to the distance between one revival area and at least one adjacent edge of the revival area generated by the basic map. That is, the distance between two revival points is moderate, and a certain revival point is not too close to the center of the map.
Referring to fig. 6, step S3 further includes the sub-steps of:
s31, constructing an obstacle sequence;
specifically, obstacles of different sizes are classified, and obstacle sequences of different obstacle categories are formed.
S32, filling the obstacles in the basic map in the order from big to small;
specifically, the obstacles in the obstacle sequence are sequentially filled into the basic map from large to small while ensuring the favorable shooting area of the type of firearm with the farthest shooting distance, and the visual field protection is formed on the revival area.
The invention also provides a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the above-mentioned method steps when run. The storage medium may include, for example, a floppy disk, an optical disk, a DVD, a hard disk, a flash Memory, a usb-disk, a CF card, an SD card, an MMC card, an SM card, a Memory Stick (Memory Stick), an XD card, etc.
A computer software product is stored on a storage medium and includes instructions for causing one or more computer devices (which may be personal computer devices, servers or other network devices, etc.) to perform all or a portion of the steps of the method of the present invention.
The invention also provides a game map generation model construction system, which comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method.
Compared with the prior art, the game map generation model construction method, the storage medium and the system provided by the invention have the following beneficial effects:
by meshing the map and adapting the favourable shooting area of each type of firearm on each mesh node, the map is enabled to adapt the favourable shooting area of each type of firearm. Meanwhile, the visual field protection of the favorable shooting area and the revival area of the firearm with the farthest range type is ensured by filling the obstacles, so that the fairness of the game is improved.
The above-described embodiments of the present invention should not be construed as limiting the scope of the present invention. Any other corresponding changes and modifications made according to the technical idea of the present invention should be included in the protection scope of the claims of the present invention.

Claims (9)

1. A game map generation model construction method is characterized by comprising the following steps:
creating a basic map, meshing the basic map, and adapting favorable shooting areas of various firearms by taking each grid node as an observation point;
generating a revival area within a base map;
and constructing an obstacle sequence, and filling the obstacles in the basic map according to the size sequence of the obstacles.
2. The game map generation model building method according to claim 1, wherein the creating of the basic map and the gridding of the basic map to fit the favorable shooting areas of the plurality of firearms with each grid node as an observation point comprises the steps of:
defining favorable shooting areas for a plurality of firearms;
gridding the basic map according to the precision requirement;
the favorable shooting areas of various firearms are put into each grid node for adaptation.
3. The game map generation model building method of claim 1, wherein generating a revival area within the base map comprises the steps of:
generating two revival areas at the edge of the basic map;
the distance of the connecting line between the two revival areas is equal to the distance of one revival area relative to the edge far away from the base map of the revival area.
4. The game map generation model building method of claim 1, wherein the building of the obstacle sequence, and the filling of the obstacles in the basic map by the order of the sizes of the obstacles comprises the steps of:
constructing a barrier sequence;
the base map is filled with obstacles in the order of their size.
5. The game map generation model construction method of claim 1, wherein:
the distance between the mesh nodes is 50.
6. The game map generation model construction method of claim 1, wherein:
the advantageous firing area is the additional coverage that each firearm can fire compared to other firearms because of range and firearm characteristics.
7. The game map generation model construction method of claim 1, wherein:
when filling the obstacles in the order of their size, at least one grid node is required to be able to guarantee a favorable shooting zone for the type of firearm that is the farthest away.
8. A storage medium, characterized by:
the storage medium has stored therein a computer program, wherein the computer program is arranged to execute the game map generation model construction method of any one of claims 1 to 7 when executed.
9. A game map generation model construction system characterized by:
the game map generation model construction system comprises a processor and a memory, wherein the memory is stored with a computer program, and the computer program is executed by the processor to realize the game map generation model construction method according to any one of claims 1 to 7.
CN202010883792.7A 2020-08-28 2020-08-28 Game map generation model construction method, storage medium and system Active CN112107863B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202010883792.7A CN112107863B (en) 2020-08-28 2020-08-28 Game map generation model construction method, storage medium and system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010883792.7A CN112107863B (en) 2020-08-28 2020-08-28 Game map generation model construction method, storage medium and system

Publications (2)

Publication Number Publication Date
CN112107863A true CN112107863A (en) 2020-12-22
CN112107863B CN112107863B (en) 2024-04-12

Family

ID=73804363

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010883792.7A Active CN112107863B (en) 2020-08-28 2020-08-28 Game map generation model construction method, storage medium and system

Country Status (1)

Country Link
CN (1) CN112107863B (en)

Citations (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000024317A (en) * 1998-07-10 2000-01-25 Namco Ltd Game apparatus and information recorded medium
CN102651742A (en) * 2011-02-23 2012-08-29 株式会社都比克 Massively mutliplayer online first person shooting game service system and method
KR20130124040A (en) * 2012-05-04 2013-11-13 (주)네오위즈게임즈 Method for providing on-line shooting game supporting respawn buffer function and the game server thereof
KR20140112101A (en) * 2012-10-09 2014-09-23 (주)네오위즈게임즈 Method, apparatus and recording medium for providing shooting game
JP2016159119A (en) * 2015-03-05 2016-09-05 株式会社バンダイナムコエンターテインメント Program and server system
CN107358579A (en) * 2017-06-05 2017-11-17 北京印刷学院 A kind of game war dense fog implementation method
CN109745705A (en) * 2018-12-29 2019-05-14 苏州玩友时代科技股份有限公司 2d game map edition method and device
JP2020031781A (en) * 2018-08-28 2020-03-05 株式会社バンダイナムコエンターテインメント Program and game system
CN110975283A (en) * 2019-11-28 2020-04-10 腾讯科技(深圳)有限公司 Processing method and device of virtual shooting prop, storage medium and electronic device
CN111111187A (en) * 2019-11-28 2020-05-08 玩心(上海)网络科技有限公司 Online game path finding method and device based on grids
WO2020107920A1 (en) * 2018-11-29 2020-06-04 网易(杭州)网络有限公司 Method and device for obtaining merged map, storage medium, processor, and terminal
CN111389013A (en) * 2020-03-19 2020-07-10 网易(杭州)网络有限公司 Automatic hang detection method, device, equipment and storage medium in game
US20200265248A1 (en) * 2019-02-14 2020-08-20 Hanwha Defense Co., Ltd. Obstacle map generating method and apparatus

Patent Citations (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000024317A (en) * 1998-07-10 2000-01-25 Namco Ltd Game apparatus and information recorded medium
CN102651742A (en) * 2011-02-23 2012-08-29 株式会社都比克 Massively mutliplayer online first person shooting game service system and method
KR20130124040A (en) * 2012-05-04 2013-11-13 (주)네오위즈게임즈 Method for providing on-line shooting game supporting respawn buffer function and the game server thereof
KR20140112101A (en) * 2012-10-09 2014-09-23 (주)네오위즈게임즈 Method, apparatus and recording medium for providing shooting game
JP2016159119A (en) * 2015-03-05 2016-09-05 株式会社バンダイナムコエンターテインメント Program and server system
CN107358579A (en) * 2017-06-05 2017-11-17 北京印刷学院 A kind of game war dense fog implementation method
JP2020031781A (en) * 2018-08-28 2020-03-05 株式会社バンダイナムコエンターテインメント Program and game system
WO2020107920A1 (en) * 2018-11-29 2020-06-04 网易(杭州)网络有限公司 Method and device for obtaining merged map, storage medium, processor, and terminal
CN109745705A (en) * 2018-12-29 2019-05-14 苏州玩友时代科技股份有限公司 2d game map edition method and device
US20200265248A1 (en) * 2019-02-14 2020-08-20 Hanwha Defense Co., Ltd. Obstacle map generating method and apparatus
CN111111187A (en) * 2019-11-28 2020-05-08 玩心(上海)网络科技有限公司 Online game path finding method and device based on grids
CN110975283A (en) * 2019-11-28 2020-04-10 腾讯科技(深圳)有限公司 Processing method and device of virtual shooting prop, storage medium and electronic device
CN111389013A (en) * 2020-03-19 2020-07-10 网易(杭州)网络有限公司 Automatic hang detection method, device, equipment and storage medium in game

Also Published As

Publication number Publication date
CN112107863B (en) 2024-04-12

Similar Documents

Publication Publication Date Title
US9666018B1 (en) In-game building that receives stat boosts from troops
US9808720B2 (en) Systems and methods for dynamic base development in a three dimensional action game
CN109481939A (en) The method of adjustment and device in region, storage medium, electronic device
US10226701B2 (en) System and method for identifying spawn locations in a video game
US20220168647A1 (en) Virtual prop control method and apparatus, storage medium and electronic device
CN110955953A (en) Method for evaluating damage of multiple kinds of explosive projectiles to building target based on structured grid
CN111888761A (en) Control method and device of virtual role, storage medium and electronic device
JP2022549646A (en) Virtual item acquisition method, virtual item acquisition device, computer program, and electronic device
Giusti et al. Weapon design patterns in shooter games
CN104936666A (en) Game device, game control method, game control program, matching server, matching control method, and matching control program
CN113559517B (en) Control method and device for non-player virtual character, storage medium and electronic equipment
CN112107863A (en) Game map generation model construction method, storage medium and system
CN112370785B (en) Control method and device of virtual prop, storage medium and electronic equipment
CN113553777A (en) Anti-unmanned aerial vehicle swarm air defense deployment method, device, equipment and medium
CN111443838B (en) Control method and device of virtual operation object, storage medium and electronic device
WO2022156712A1 (en) Method and apparatus for displaying aiming point, and device and storage medium
CN114091255B (en) Fire damage evaluation simulation method for indirect firing of warships and warships
CN113633987B (en) Object control method and device, storage medium and electronic equipment
Anderton The inherent propensity toward peace or war embodied in weaponry
CN114159791A (en) Interface display method, device, terminal, storage medium and computer program product
CN112121426A (en) Prop obtaining method and device, storage medium and electronic equipment
Kerkhoff et al. Influence of muzzle instability on bullet deflection after perforating laminated particleboards
Xue et al. Optimization method for coordination deployment of air defense system based on improved genetic algorithm
El Rhalibi et al. A hybrid fuzzy ANN system for agent adaptation in a first person shooter
Armstrong Effective attacks in the salvo combat model: Salvo sizes and quantities of targets

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant