---
id: wiki-2026-0508-병원-hospital
title: 병원 (Hospital)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Hospital, 병원 시설, Healing Building, Med Bay]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, building, healing, sim, base-management]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: C#
  framework: Unity
---

# 병원 (Hospital)

## 매 한 줄
> **"매 base-building / sim 게임에서 unit 의 HP 를 회복시키고 dead state → revive state 로 복귀시키는 핵심 facility"**. 매 Theme Hospital (1997) 의 sim genre 부터 Clash of Clans 의 PvP, XCOM 의 wound recovery 까지 매 wide spectrum 의 game design pattern. 매 design knob: heal rate, capacity, queue policy, cost.

## 매 핵심

### 매 game-design dimensions
- **Heal scope**: HP 회복만 / wound recovery (XCOM long heal) / death revive (CoC).
- **Capacity**: 동시 수용 unit 수. 매 upgrade level 에 비례.
- **Heal rate**: HP/sec or HP/min. 매 unit max HP 에 보통 비례.
- **Queue policy**: FIFO (Theme Hospital), priority (highest HP%, lowest HP%, manual select).
- **Cost model**: per-HP gold (CoC), free-but-time (Project Zomboid), insurance income (Theme Hospital).

### 매 sub-genre 별 구현
- **Sim management** (Theme Hospital, Two Point Hospital): 매 hospital 자체가 게임 주제 — patient flow, doctor / nurse 채용, room layout.
- **Base-building PvP** (Clash of Clans, Boom Beach): 매 troop 회복은 매 storage building. heal 자체는 instant on attack-end.
- **Squad tactics** (XCOM, Phoenix Point): 매 wound 가 mission 후 N days infirmary stay, perma-injury risk.
- **Survival / colony** (Project Zomboid, RimWorld, Dwarf Fortress): 매 medical bed + doctor skill + treatment quality.

### 매 응용
1. Healing pacing — combat loop 의 균형추.
2. Soft money sink — gold-per-HP 가 economy drain.
3. Strategic pressure — wound-recovery time 이 매 squad rotation 강제.

## 💻 패턴

### Capacity + queue (FIFO)
```csharp
public class Hospital : MonoBehaviour {
    public int capacity = 4;
    public float healRatePerSec = 50f;
    private readonly Queue<Unit> waiting = new();
    private readonly List<Unit> treating = new();

    public void Admit(Unit u) {
        if (treating.Count < capacity) treating.Add(u);
        else waiting.Enqueue(u);
    }

    void Update() {
        for (int i = treating.Count - 1; i >= 0; i--) {
            var u = treating[i];
            u.hp = Mathf.Min(u.maxHp, u.hp + healRatePerSec * Time.deltaTime);
            if (u.hp >= u.maxHp) {
                treating.RemoveAt(i);
                u.Discharge();
                if (waiting.Count > 0) treating.Add(waiting.Dequeue());
            }
        }
    }
}
```

### Priority queue (lowest HP% first)
```csharp
using System.Linq;
void TickPriority() {
    treating.Sort((a, b) => (a.hp / a.maxHp).CompareTo(b.hp / b.maxHp));
    var slot = treating.Take(capacity).ToList();
    // ... heal slot only
}
```

### XCOM-style wound recovery (offline timer)
```csharp
public class WoundedSoldier {
    public DateTime woundedAt;
    public int healDays;

    public bool IsReady(DateTime now) =>
        (now - woundedAt).TotalDays >= healDays;

    public TimeSpan RemainingTime(DateTime now) =>
        woundedAt.AddDays(healDays) - now;
}
```

### Theme Hospital — patient flow state machine
```csharp
public enum PatientState { Reception, Diagnosis, Treatment, Cured, Discharge, Death }

public class Patient {
    public PatientState state;
    public DiseaseType disease;
    public float diagnosisAccuracy;
    public float patience;  // 매 떨어지면 leave/die
}

void StepPatient(Patient p, float dt) {
    p.patience -= dt;
    if (p.patience <= 0) { p.state = PatientState.Death; return; }
    switch (p.state) {
        case PatientState.Reception: p.state = PatientState.Diagnosis; break;
        case PatientState.Diagnosis: if (TryDiagnose(p)) p.state = PatientState.Treatment; break;
        case PatientState.Treatment: if (TryTreat(p)) p.state = PatientState.Cured; break;
    }
}
```

### Cost-per-HP healing (CoC-style)
```csharp
public int HealingCost(Unit u) => Mathf.CeilToInt((u.maxHp - u.hp) * costPerHp);

public bool TryHeal(Unit u, Player p) {
    int cost = HealingCost(u);
    if (p.gold < cost) return false;
    p.gold -= cost;
    u.hp = u.maxHp;
    return true;
}
```

### Upgrade tier progression
```yaml
hospital_levels:
  - level: 1
    capacity: 2
    heal_rate: 50
    cost: 0
  - level: 2
    capacity: 4
    heal_rate: 80
    cost: 5000
  - level: 3
    capacity: 6
    heal_rate: 120
    cost: 25000
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| sim genre core | Theme Hospital state-machine + room layout |
| PvP base-builder | post-battle heal storage + train queue |
| squad tactics | XCOM offline-timer wound system |
| colony sim | RimWorld doctor-skill + treatment quality |
| arcade action | instant heal at base-touch + cooldown |

**기본값**: 매 capacity-limited FIFO heal queue + cost-per-HP economy + tiered upgrade.

## 🔗 Graph
- 부모: [[Game_Economy]]
- 변형: [[Med_Bay]] · [[Healing_Building]]
- Adjacent: [[기지 방어(Base Defense)]]

## 🤖 LLM 활용
**언제**: heal facility design, base-building economy balance, recovery-time pacing 설계.
**언제 X**: real-time PvP arena 의 instant respawn (그건 spawn system, hospital 아님).

## ❌ 안티패턴
- **무한 capacity + instant heal**: 매 combat 의 의미 없음 — strategic pressure 0.
- **heal rate 가 max-HP 와 무관 (flat)**: 매 high-HP unit 회복 너무 오래 걸림.
- **cost 가 너무 cheap**: 매 economy drain 역할 못 함.
- **queue 없음 — overflow 시 silent drop**: 매 player UX 불가시.

## 🧪 검증 / 중복
- Verified (Theme Hospital design retrospective, Clash of Clans wiki, XCOM 2 design notes).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — hospital design dimensions + sub-genre patterns + Unity code |
