Real person competitive injury judgment system and method based on infrared gun data

By using multi-parameter calculations and dynamic damage adjustments based on infrared gun data, the problems of low hit detection accuracy and insufficient anti-interference ability in real-person competitive games have been solved, achieving high-precision detection and an immersive experience, thus improving the realism and fairness of the game.

CN121371602AInactive Publication Date: 2026-01-23NANJING JUELUO NETWORK TECHNOLOGY CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511212814.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-28
Publication Date
2026-01-23
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In existing live-action competitive games, the accuracy of hit detection is low, damage cannot be dynamically adjusted, anti-interference capabilities are insufficient, and the trajectory cannot be simulated under different obstacles and weather conditions, resulting in a poor experience for beginners, a slow pace in the later stages, and a lack of game realism.

Method used

The system employs a real-person competitive damage determination system based on infrared gun data, which includes an infrared emission module, a hit sensing module, a terrain and meteorological data module, a central calculation and determination module, a dynamic damage adjustment module, and a feedback interaction module. Through multi-parameter calculation and dynamic adjustment of the damage coefficient, combined with vibration, sound effects, and visual feedback, it achieves high-precision determination and an immersive experience.

Benefits of technology

It improves the accuracy of hit detection and the realism of the game, dynamically balances the competitive experience for novice and veteran players, enhances anti-interference capabilities and immersion, and ensures the fairness and traceability of the competition.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121371602A_ABST
    Figure CN121371602A_ABST
Patent Text Reader

Abstract

The invention discloses a real person competition injury judgment system and method based on infrared gun data. The system comprises an infrared emission module, a hit sensing module, a terrain and meteorological data module, a central calculation and judgment module, a dynamic injury adjustment module and a feedback interaction module. According to the system, gun parameters, hit parts, signal intensity and real-time environment data are collected, a final damage value is calculated through a multi-parameter algorithm, and the damage coefficient is dynamically adjusted according to the competition process and the player state. The system has the advantages of high-precision judgment, dynamic balance mechanism, real environment simulation, low delay, high interference resistance, immersive feedback and the like, and can be widely applied to scenes such as real-person competitive entertainment, military simulation training and the like.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of interactive sports equipment technology, specifically to a sports damage determination system and method based on infrared gun data. Background Technology

[0002] Current live-action competitive games commonly use infrared guns and sensor suits for hit detection, but the following problems exist:

[0003] Low accuracy: Most existing systems are based on simple hit-or-miss judgments, without considering the impact of bullet type, shooting distance, and environmental factors on damage.

[0004] Lack of dynamic adjustment mechanism: The damage cannot be dynamically adjusted according to the game progress or player status, resulting in a poor experience for new players and a slowdown in the later stages.

[0005] Insufficient anti-interference capability: Signal confusion can easily occur when multiple players shoot simultaneously, affecting fairness.

[0006] Poor adaptability to terrain and environment: It cannot simulate changes in ballistics under different obstacles and weather conditions, resulting in low game realism. To address this, a real-person competitive damage determination system and method based on infrared gun data is proposed. Summary of the Invention

[0007] (a) Technical problems to be solved

[0008] To address the shortcomings of existing technologies, this invention provides a real-person competitive damage determination system and method based on infrared gun data, which solves the problems of: low determination accuracy, inability to dynamically adjust damage according to game progress or player status, resulting in poor novice experience, slowed pace in later stages, insufficient anti-interference ability, and inability to simulate changes in ballistics under different obstacles and weather conditions, thus reducing the realism of the game.

[0009] (II) Technical Solution

[0010] To achieve the above objectives, the present invention provides the following technical solution: a real-person competitive damage determination system based on infrared gun data, comprising an infrared emission module for transmitting encrypted hit determination data; a hit sensing module for collecting hit location and signal strength; a terrain and meteorological data module for providing obstacle type and environmental parameters; a central calculation and determination module for calculating final damage based on multiple parameters; a dynamic damage adjustment module for adjusting the damage coefficient according to game duration and player status; and a feedback interaction module for outputting vibration and sound feedback to the player's terminal.

[0011] As a further preferred embodiment of the present invention, the infrared emitting module includes an emitting unit: a 940nm invisible light LED or laser diode, with an adjustable light output power within the range of 110mW, a light spot diameter controlled at 25cm, and an emission angle controlled at ±3°. o Optical collimation assembly: Composed of an aspherical lens and a light shield, ensuring beam concentration and reducing scattering; Transmission drive circuit: Employs high-speed MOSFET switching control, with a trigger delay ≤5ms and supports pulse modulation; Encrypted data generation unit: Uses an STM32 series microprocessor to generate data packets, which are then encrypted with AES-128 and transmitted via infrared carrier at 1kHz modulation; Transmission power is controlled in stages.

[0012] Sniper rifle: ≤10mW, effective range 800-1000 meters

[0013] Assault rifle: ≤7mW, effective range 400-600 meters

[0014] Submachine gun / shotgun: ≤5mW, effective range 100-200 meters

[0015] Pistol: ≤3mW, effective range 50-100 meters

[0016] Software logic:

[0017] Trigger signal detection → Call gun parameters → Generate encrypted data packet → Drive infrared transmitter → Return to firing status.

[0018] As a further preferred embodiment of the present invention, the hit sensing module includes sensing nodes: distributed at least 24 nodes, including 4 on the head, 12 on the torso, and 8 on the limbs, using high-sensitivity photodiodes with a response time ≤10µs;

[0019] Signal amplification circuit: Operational amplifier boosts the weak light signal to a detectable level;

[0020] Intensity measurement unit: ADC sampling resolution 12-bit, measurement range 0-100%, accuracy ±2%;

[0021] Node ID chip: Each sensing node is embedded with a unique number in EEPROM for easy location determination;

[0022] Wireless backhaul module: 2.4GHz or BLE communication module, latency ≤30ms, to transmit hit information back to central computing;

[0023] Software logic:

[0024] Acquire photoelectric signals → Amplify and filter → Measure signal strength → Match node IDs → Determine valid / invalid hits → Upload data packets.

[0025] As a further preferred embodiment of the present invention, the terrain and meteorological data module includes: a map storage unit: storing a 3D terrain model with a resolution of 0.5m; an obstacle database: recording material type, location coordinates, and dimensions; a background update interface: supporting remote map data updates via a server with an update delay of ≤1 second; a wind speed sensor: MS4525DO differential pressure type, measuring range 0-10m / s, accuracy ±0.1m / s; and a wind direction sensor: Hall effect magnetic sensor type, measuring range 0-360°, accuracy ±3... o Humidity and temperature sensors: used for signal attenuation correction.

[0026] As a further preferred embodiment of the present invention, the central computing and judgment module includes: a main processor: STM32H743, supporting floating-point operations and real-time data processing; a storage unit: Flash memory for storing algorithms and historical data, with a capacity of ≥4MB; a communication interface: Wi-Fi / Ethernet / 2.4GHz multi-channel communication to ensure real-time data synchronization; and a software algorithm with input parameters: launch point coordinates, hit point coordinates, gun parameters, obstacle material, wind speed / direction, and player status.

[0027] Calculation process:

[0028] Range attenuation coefficient = 1 - (actual distance / maximum range) × 0.5

[0029] Wind speed correction factor = 1 - (wind speed × 0.02 × sin(angle))

[0030] Final damage = base damage × distance coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient. Judgment conditions: signal strength ≥ 70% and time delay ≤ 50ms are considered as valid hits.

[0031] As a further preferred embodiment of the present invention, the dynamic damage adjustment module includes the following logic rules and duration interval coefficients:

[0032] 0-30 minutes: Beginner 0.7, Normal 0.8

[0033] 30-45 minutes: All players 1.0,

[0034] 45-60 minutes: 1.2 for all players

[0035] Newbie labeling criteria: Players with a historical win rate of less than 30% or new players are automatically labeled as newbies in their first 3 games.

[0036] Dynamic switching: New players automatically switch to the normal player coefficient after achieving ≥3 kills in a single game.

[0037] Implementation method: Data collection: from the battle record database and real-time kill statistics.

[0038] Parameter distribution: The central computing module updates the current damage coefficient in real time through the communication interface.

[0039] As a further preferred embodiment of the present invention, the feedback interaction module includes vibration feedback: an eccentric wheel vibration motor with three intensity levels: limbs 0.5mm / 200Hz / 0.3s; torso 0.8mm / 300Hz / 0.5s; head 1.2mm / 500Hz / 0.8s; sound feedback: outputting a dedicated hit notification sound and firing sound through headphones; distance attenuation simulating near and far gunshot sounds; and visual feedback: displaying hit information or damage value on the helmet / goggles HUD.

[0040] As a further preferred embodiment of the present invention, the method for determining damage in real-person competitive sports based on infrared gun data includes the following steps:

[0041] S1: Firing data acquisition and transmission, trigger trigger detection: When the player pulls the trigger, the infrared emission module is activated, parameter reading: Read the gun's unique ID, bullet caliber, gun type, firing timestamp, and initial firing angle information, encryption and modulation: Generate a data packet with the above parameters, encrypt it using the AES-128 algorithm, and use 1kHz infrared carrier modulation, infrared emission: Fire according to the power and range parameters set for the gun type, and store a firing record locally for synchronization verification;

[0042] S2: Hit detection and signal transmission, optical signal reception: the sensing node of the target receives the infrared signal and converts it into an electrical signal through a photodiode; signal processing: amplification, filtering, measurement of signal strength, and comparison with an effective threshold of ≥70%; location determination: reading the unique ID of the hit sensing node to determine the hit location; data upload: uploading the hit information to the central computing module through the 2.4GHz wireless module.

[0043] S3: Environmental and terrain parameter acquisition, terrain data retrieval: The central computing module retrieves information on obstacle type, location, and thickness from the launch point to the hit point from the terrain database; meteorological parameter acquisition: The meteorological module collects real-time environmental data such as current wind speed, wind direction, temperature, and humidity; parameter integration: The terrain and meteorological data are associated with the firing data and hit data to form a complete calculation input.

[0044] S4: Ballistics and damage calculation, distance attenuation coefficient calculation: distance attenuation coefficient = 1 - (actual distance / maximum range) × 0.5, caliber kinetic energy coefficient call: matched to preset value according to caliber, terrain penetration coefficient determination: assigned according to obstacle type, wind speed correction coefficient calculation: wind speed correction coefficient = 1 - (wind speed × 0.02 × sin(angle between wind direction and ballistics)), dynamic damage coefficient call: obtained from dynamic damage adjustment module according to game time and player novice tag, final damage value calculation: final damage = base damage × distance attenuation coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient;

[0045] S5: Hit determination and result generation, validity verification: confirm signal strength, delay, and data packet integrity, result generation: if determined to be a valid hit, a hit record is generated, data storage: the hit record is written to the blockchain or tamper-proof database to ensure the fairness and traceability of the competition;

[0046] S6: Feedback and Status Update. Attacker Feedback: Hit notification sound is played via gun vibration and radio headset. Target Feedback: Vibration feedback is triggered by the sensor clothing, the headset plays a hit sound effect, and the remaining health is displayed on the HUD or terminal. Status Update: The central system updates the health and battle data of both players and synchronizes them to the server and referee terminal.

[0047] S7: Data storage and analysis, real-time storage: stores all firing, hit, and damage determination records to the server database, post-match analysis: the system can generate battle replay reports, including data such as hit rate, average range, and damage distribution, for match replay and strategy analysis.

[0048] (III) Beneficial Effects

[0049] This invention provides a real-person competitive damage determination system based on infrared gun data. It offers the following advantages: High-precision determination: By comprehensively considering weapon type, distance, terrain, weather, and player status through multi-parameter calculations, the accuracy is significantly improved compared to traditional binary hit determination systems.

[0050] Dynamic balancing mechanism: The damage coefficient can be automatically adjusted according to the match duration and player skill level, effectively balancing the competitive experience for both novice and veteran players.

[0051] Realistic environment simulation: Introducing factors such as wind speed, wind direction, humidity, and obstacle penetration to enhance the game's realism and tactical depth.

[0052] Low latency and high interference resistance: The wireless communication latency between modules is ≤30ms, and signal confusion is effectively avoided through encryption and node numbering.

[0053] Immersive feedback: Combining vibration, sound effects, and visual cues to enhance the player's sense of immersion and presence.

[0054] Traceability and fairness assurance: Hit data is stored in a tamper-proof database, which facilitates referee replay and arbitration, and improves the fairness of the competition. Attached Figure Description

[0055] Figure 1 This is a schematic diagram of the method flow of the present invention;

[0056] Figure 2 This is a schematic diagram of the system principle framework of the present invention. Detailed Implementation

[0057] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0058] Please see Figure 1-2 This invention provides a technical solution: a real-person competitive damage determination system based on infrared gun data, comprising an infrared emission module for emitting encrypted hit determination data; a hit sensing module for collecting hit location and signal strength; a terrain and meteorological data module for providing obstacle type and environmental parameters; a central calculation and determination module for calculating final damage based on multiple parameters; a dynamic damage adjustment module for adjusting the damage coefficient according to game duration and player status; and a feedback interaction module for outputting vibration and sound feedback to the player's terminal.

[0059] The infrared emitting module includes an emitter unit: a 940nm invisible light LED or laser diode, with adjustable light output power within 110mW, a spot diameter controlled at 25cm, and an emission angle controlled at ±3°. o Optical collimation assembly: Composed of an aspherical lens and a light shield, ensuring beam concentration and reducing scattering; Transmission drive circuit: Employs high-speed MOSFET switching control, with a trigger delay ≤5ms and supports pulse modulation; Encrypted data generation unit: Uses an STM32 series microprocessor to generate data packets, which are then encrypted with AES-128 and transmitted via infrared carrier at 1kHz modulation; Transmission power is controlled in stages.

[0060] Sniper rifle: ≤10mW, effective range 800-1000 meters

[0061] Assault rifle: ≤7mW, effective range 400-600 meters

[0062] Submachine gun / shotgun: ≤5mW, effective range 100-200 meters

[0063] Pistol: ≤3mW, effective range 50-100 meters

[0064] Software logic:

[0065] Trigger signal detection → Call gun parameters → Generate encrypted data packet → Drive infrared transmitter → Return to firing status.

[0066] The hit detection module includes ≥24 detection nodes: 4 on the head, 12 on the torso, and 8 on the limbs. It uses high-sensitivity photodiodes with a response time ≤10µs.

[0067] Signal amplification circuit: Operational amplifier boosts the weak light signal to a detectable level;

[0068] Intensity measurement unit: ADC sampling resolution 12-bit, measurement range 0-100%, accuracy ±2%;

[0069] Node ID chip: Each sensing node is embedded with a unique number in EEPROM for easy location determination;

[0070] Wireless backhaul module: 2.4GHz or BLE communication module, latency ≤30ms, to transmit hit information back to central computing;

[0071] Software logic:

[0072] Acquire photoelectric signals → Amplify and filter → Measure signal strength → Match node IDs → Determine valid / invalid hits → Upload data packets.

[0073] The terrain and meteorological data module includes: a map storage unit (storing 3D terrain models with a resolution of 0.5m), an obstacle database (recording material type, location coordinates, and dimensions), a backend update interface (supporting remote map data updates via server with an update latency of ≤1 second), a wind speed sensor (MS4525DO differential pressure type, measuring range 0-10m / s, accuracy ±0.1m / s), and a wind direction sensor (Hall effect magnetic sensor type, measuring range 0-360°, accuracy ±3). o Humidity and temperature sensors: used for signal attenuation correction.

[0074] The central computing and judgment module includes: a main processor (STM32H743) supporting floating-point operations and real-time data processing; a storage unit (Flash) for storing algorithms and historical data, with a capacity of ≥4MB; and communication interfaces (Wi-Fi / Ethernet / 2.4GHz multi-channel communication to ensure real-time data synchronization). The software algorithm includes input parameters such as: launch point coordinates, hit point coordinates, weapon parameters, obstacle material, wind speed / direction, and player status.

[0075] Calculation process:

[0076] Range attenuation coefficient = 1 - (actual distance / maximum range) × 0.5

[0077] Wind speed correction factor = 1 - (wind speed × 0.02 × sin(angle))

[0078] Final damage = base damage × distance coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient. Judgment conditions: signal strength ≥ 70% and time delay ≤ 50ms are considered as valid hits.

[0079] Dynamic damage adjustment module, logic rules, duration interval coefficient:

[0080] 0-30 minutes: Beginner 0.7, Normal 0.8

[0081] 30-45 minutes: All players 1.0,

[0082] 45-60 minutes: 1.2 for all players

[0083] Newbie labeling criteria: Players with a historical win rate of less than 30% or new players are automatically labeled as newbies in their first 3 games.

[0084] Dynamic switching: New players automatically switch to the normal player coefficient after achieving ≥3 kills in a single game.

[0085] Implementation method: Data collection: from the battle record database and real-time kill statistics.

[0086] Parameter distribution: The central computing module updates the current damage coefficient in real time through the communication interface.

[0087] The feedback interaction module includes vibration feedback: an eccentric wheel vibration motor with three intensity levels: limbs 0.5mm / 200Hz / 0.3s; torso 0.8mm / 300Hz / 0.5s; head 1.2mm / 500Hz / 0.8s; sound feedback: dedicated hit notification sound and firing sound output through headphones; distance attenuation to simulate near and far gunshot sounds; and visual feedback: the helmet / goggles HUD displays hit information or damage value.

[0088] A real-person competitive damage determination method based on infrared gun data includes the following steps:

[0089] S1: Firing data acquisition and transmission, trigger trigger detection: When the player pulls the trigger, the infrared emission module is activated, parameter reading: Read the gun's unique ID, bullet caliber, gun type, firing timestamp, and initial firing angle information, encryption and modulation: Generate a data packet with the above parameters, encrypt it using the AES-128 algorithm, and use 1kHz infrared carrier modulation, infrared emission: Fire according to the power and range parameters set for the gun type, and store a firing record locally for synchronization verification;

[0090] S2: Hit detection and signal transmission, optical signal reception: the sensing node of the target receives the infrared signal and converts it into an electrical signal through a photodiode; signal processing: amplification, filtering, measurement of signal strength, and comparison with an effective threshold of ≥70%; location determination: reading the unique ID of the hit sensing node to determine the hit location; data upload: uploading the hit information to the central computing module through the 2.4GHz wireless module.

[0091] S3: Environmental and terrain parameter acquisition, terrain data retrieval: The central computing module retrieves information on obstacle type, location, and thickness from the launch point to the hit point from the terrain database; meteorological parameter acquisition: The meteorological module collects real-time environmental data such as current wind speed, wind direction, temperature, and humidity; parameter integration: The terrain and meteorological data are associated with the firing data and hit data to form a complete calculation input.

[0092] S4: Ballistics and damage calculation, distance attenuation coefficient calculation: distance attenuation coefficient = 1 - (actual distance / maximum range) × 0.5, caliber kinetic energy coefficient call: matched to preset value according to caliber, terrain penetration coefficient determination: assigned according to obstacle type, wind speed correction coefficient calculation: wind speed correction coefficient = 1 - (wind speed × 0.02 × sin(angle between wind direction and ballistics)), dynamic damage coefficient call: obtained from dynamic damage adjustment module according to game time and player novice tag, final damage value calculation: final damage = base damage × distance attenuation coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient;

[0093] S5: Hit determination and result generation, validity verification: confirm signal strength, delay, and data packet integrity, result generation: if determined to be a valid hit, a hit record is generated, data storage: the hit record is written to the blockchain or tamper-proof database to ensure the fairness and traceability of the competition;

[0094] S6: Feedback and Status Update. Attacker Feedback: Hit notification sound is played via gun vibration and radio headset. Target Feedback: Vibration feedback is triggered by the sensor clothing, the headset plays a hit sound effect, and the remaining health is displayed on the HUD or terminal. Status Update: The central system updates the health and battle data of both players and synchronizes them to the server and referee terminal.

[0095] S7: Data storage and analysis, real-time storage: stores all firing, hit, and damage determination records to the server database, post-match analysis: the system can generate battle replay reports, including data such as hit rate, average range, and damage distribution, for match replay and strategy analysis.

[0096] Example 1

[0097] Infrared emitting module

[0098] It employs a 940nm invisible LED or laser diode as the transmitter unit, and uses an aspherical lens and a light shield for beam collimation to reduce scattering. Equipped with a high-speed MOSFET switching circuit, it achieves rapid transmission with a trigger delay of ≤5ms. Data packets are generated by an STM32 microprocessor and encrypted with AES-128, then transmitted using 1kHz infrared carrier modulation. Transmission power and range are graded and controlled according to weapon type (sniper rifle, assault rifle, submachine gun / shotgun, pistol) to ensure differentiated hit experience and range for different weapons.

[0099] Hit detection module

[0100] The sensing nodes are distributed at ≥24 locations across the head, torso, and limbs, employing high-sensitivity photodiodes with a response time ≤10µs. Equipped with signal amplification and filtering circuits, and using a 12-bit ADC to measure signal strength with an accuracy of ±2%. Each node has a unique EEPROM identifier for precise location detection. Hit data is transmitted back to the central computing module via a 2.4GHz or BLE wireless module with a latency ≤30ms.

[0101] Topographic and meteorological data module

[0102] It stores a 3D terrain model and obstacle database with a resolution of 0.5m, which can be updated remotely in real time. The weather sensor includes wind speed, wind direction, temperature and humidity acquisition units to correct for signal attenuation and ballistic deviation, ensuring environmental adaptability for damage calculation.

[0103] Central Calculation and Judgment Module

[0104] The STM32H743 processor performs real-time calculations on multiple parameters, with inputs including the coordinates of the launch point and impact point, weapon parameters, obstacle materials, weather parameters, and player status. The final damage value is calculated using distance attenuation coefficient, caliber coefficient, terrain coefficient, wind speed coefficient, and dynamic coefficient. A signal strength ≥70% and latency ≤50ms are set as the criteria for a valid hit.

[0105] Dynamic damage adjustment module

[0106] The damage coefficient is dynamically adjusted based on the match duration and the player's newbie tag to improve match balance. New players receive damage reduction protection in the early stages, and the coefficient automatically switches to normal once they reach a certain performance level.

[0107] Feedback and Interaction Module

[0108] Immersive feedback is achieved through wearable vibration motors, headphone sound effects, and HUD visual cues. The vibration frequency and amplitude vary depending on the part of the body hit, enhancing the hit experience and sense of presence.

[0109] In a multiplayer competitive match, Player A, wielding an assault rifle (range 400-600 meters), shoots at Player B in a scenario with a wind speed of 2 m / s, a crosswind angle of 30°, and wooden obstacles. The system first collects and encrypts the firing data before sending it. Player B's sensor node receives the signal and reports it. The central computing module accesses the terrain database and meteorological data to calculate a distance attenuation coefficient of 0.85, a wind speed coefficient of 0.99, and a terrain coefficient of 0.7. Combining this with the assault rifle caliber coefficient and dynamic damage coefficient, the final damage value is calculated to be 58.8% of the base damage. The result is fed back to both players' terminals and stored in an anti-tamper database for post-match replay and referee judgment.

[0110] The foregoing has shown and described the basic principles, main features, and advantages of the present invention. It will be apparent to those skilled in the art that the present invention is not limited to the details of the exemplary embodiments described above, and that the invention can be implemented in other specific forms without departing from its spirit or essential characteristics. Therefore, the embodiments should be considered illustrative and non-limiting in all respects, and the scope of the invention is defined by the appended claims rather than the foregoing description. Thus, all variations falling within the meaning and scope of equivalents of the claims are intended to be included within the present invention. No reference numerals in the claims should be construed as limiting the scope of the claims.

[0111] Furthermore, it should be understood that although this specification describes embodiments, not every embodiment contains only one independent technical solution. This narrative style is merely for clarity. Those skilled in the art should consider the specification as a whole, and the technical solutions in each embodiment can also be appropriately combined to form other embodiments that can be understood by those skilled in the art.

Claims

1. A real-person competitive damage determination system based on infrared gun data, characterized in that: It includes an infrared emission module for transmitting encrypted hit detection data; a hit sensing module for collecting hit location and signal strength; a terrain and weather data module for providing obstacle type and environmental parameters; a central calculation and judgment module for calculating final damage based on multiple parameters; and a dynamic damage adjustment module for adjusting the damage coefficient according to game duration and player status. The feedback interaction module is used to output vibration and sound feedback to the player's terminal.

2. The real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The infrared emitting module includes an emitter unit: a 940nm invisible light LED or laser diode, with adjustable light output power within 110mW, a spot diameter controlled at 25cm, and an emission angle controlled at ±3°. o Optical collimation assembly: Composed of an aspherical lens and a light shield, ensuring beam concentration and reducing scattering; Transmission drive circuit: Employs high-speed MOSFET switching control, with a trigger delay ≤5ms and supports pulse modulation; Encrypted data generation unit: Uses an STM32 series microprocessor to generate data packets, which are then encrypted with AES-128 and transmitted via infrared carrier at 1kHz modulation; Transmission power is controlled in stages. Sniper rifle: ≤10mW, effective range 800-1000 meters Assault rifle: ≤7mW, effective range 400-600 meters Submachine gun / shotgun: ≤5mW, effective range 100-200 meters Pistol: ≤3mW, effective range 50-100 meters Software logic: Trigger signal detection → Call gun parameters → Generate encrypted data packet → Drive infrared transmitter → Return to firing status.

3. The real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The hit detection module includes ≥24 detection nodes: 4 on the head, 12 on the torso, and 8 on the limbs. It uses high-sensitivity photodiodes with a response time ≤10µs. Signal amplification circuit: Operational amplifier boosts the weak light signal to a detectable level; Intensity measurement unit: ADC sampling resolution 12-bit, measurement range 0-100%, accuracy ±2%; Node ID chip: Each sensing node is embedded with a unique number in EEPROM for easy location determination; Wireless backhaul module: 2.4GHz or BLE communication module, latency ≤30ms, to transmit hit information back to central computing; Software logic: Acquire photoelectric signals → Amplify and filter → Measure signal strength → Match node IDs → Determine valid / invalid hits → Upload data packets.

4. The real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The terrain and meteorological data module includes: a map storage unit storing a 3D terrain model with a resolution of 0.5m; an obstacle database recording material type, location coordinates, and dimensions; a background update interface supporting remote map data updates via a server with an update delay of ≤1 second; a wind speed sensor: MS4525DO differential pressure type, measuring range 0-10m / s, accuracy ±0.1m / s; and a wind direction sensor: Hall effect magnetic sensor type, measuring range 0-360°, accuracy ±3... o Humidity and temperature sensors: used for signal attenuation correction.

5. A real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The central computing and judgment module includes: a main processor (STM32H743) supporting floating-point operations and real-time data processing; a storage unit (Flash) for storing algorithms and historical data, with a capacity of ≥4MB; and a communication interface (Wi-Fi / Ethernet / 2.4GHz multi-channel communication to ensure real-time data synchronization). The software algorithm includes input parameters such as: launch point coordinates, hit point coordinates, gun parameters, obstacle material, wind speed / direction, and player status. Calculation process: Range attenuation coefficient = 1 - (actual distance / maximum range) × 0.5 Wind speed correction factor = 1 - (wind speed × 0.02 × sin(angle)) Final damage = base damage × distance coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient. Judgment conditions: signal strength ≥ 70% and time delay ≤ 50ms are considered as valid hits.

6. A real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The dynamic damage adjustment module includes the following logic rules and duration interval coefficients: 0-30 minutes: Beginner 0.7, Normal 0.8 30-45 minutes: All players 1.0, 45-60 minutes: 1.2 for all players Newbie labeling criteria: Players with a historical win rate of less than 30% or new players are automatically labeled as newbies in their first 3 games. Dynamic switching: New players automatically switch to the normal player coefficient after achieving ≥3 kills in a single game. Implementation method: Data collection: from the battle record database and real-time kill statistics. Parameter distribution: The central computing module updates the current damage coefficient in real time through the communication interface.

7. A real-person competitive damage determination system based on infrared gun data according to claim 1, characterized in that: The feedback interaction module includes vibration feedback: an eccentric wheel vibration motor with three intensity levels: limbs 0.5mm / 200Hz / 0.3s; torso 0.8mm / 300Hz / 0.5s; head 1.2mm / 500Hz / 0.8s; sound feedback: dedicated hit notification sound and firing sound output through headphones; distance attenuation to simulate near and far gunshot sounds; and visual feedback: the helmet / goggles HUD displays hit information or damage value.

8. A method for determining damage in live-action competitive games based on infrared gun data, characterized in that, Includes the following steps: S1: Firing data acquisition and transmission, trigger trigger detection: When the player pulls the trigger, the infrared emission module is activated, parameter reading: Read the gun's unique ID, bullet caliber, gun type, firing timestamp, and initial firing angle information, encryption and modulation: Generate a data packet with the above parameters, encrypt it using the AES-128 algorithm, and use 1kHz infrared carrier modulation, infrared emission: Fire according to the power and range parameters set for the gun type, and store a firing record locally for synchronization verification; S2: Hit detection and signal transmission, optical signal reception: the sensing node of the target receives the infrared signal and converts it into an electrical signal through a photodiode; signal processing: amplification, filtering, measurement of signal strength, and comparison with an effective threshold of ≥70%; location determination: reading the unique ID of the hit sensing node to determine the hit location; data upload: uploading the hit information to the central computing module through the 2.4GHz wireless module. S3: Environmental and terrain parameter acquisition, terrain data retrieval: The central computing module retrieves information on obstacle type, location, and thickness from the launch point to the hit point from the terrain database; meteorological parameter acquisition: The meteorological module collects real-time environmental data such as current wind speed, wind direction, temperature, and humidity; parameter integration: The terrain and meteorological data are associated with the firing data and hit data to form a complete calculation input. S4: Ballistics and damage calculation, distance attenuation coefficient calculation: distance attenuation coefficient = 1 - (actual distance / maximum range) × 0.5, caliber kinetic energy coefficient call: matched to preset value according to caliber, terrain penetration coefficient determination: assigned according to obstacle type, wind speed correction coefficient calculation: wind speed correction coefficient = 1 - (wind speed × 0.02 × sin(angle between wind direction and ballistics)), dynamic damage coefficient call: obtained from dynamic damage adjustment module according to game time and player novice tag, final damage value calculation: final damage = base damage × distance attenuation coefficient × caliber coefficient × terrain coefficient × wind speed coefficient × dynamic coefficient; S5: Hit determination and result generation, validity verification: confirm signal strength, delay, and data packet integrity, result generation: if determined to be a valid hit, a hit record is generated, data storage: the hit record is written to the blockchain or tamper-proof database to ensure the fairness and traceability of the competition; S6: Feedback and Status Update. Attacker Feedback: Hit notification sound is played via gun vibration and radio headset. Target Feedback: Vibration feedback is triggered by the sensor clothing, the headset plays a hit sound effect, and the remaining health is displayed on the HUD or terminal. Status Update: The central system updates the health and battle data of both players and synchronizes them to the server and referee terminal. S7: Data storage and analysis, real-time storage: stores all firing, hit, and damage determination records to the server database, post-match analysis: the system can generate battle replay reports, including data such as hit rate, average range, and damage distribution, for match replay and strategy analysis.