--- id: wiki-2026-0508-defense-buildings title: Defense Buildings category: 10_Wiki/Topics status: verified canonical_id: self aliases: [defense-buildings, turrets, base-defense, towers] duplicate_of: none source_trust_level: A confidence_score: 0.88 verification_status: applied tags: [game-design, base-defense, war-commander, td, layout] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: design-doc framework: base-defense-system --- # Defense Buildings ## 매 한 줄 > **"매 enemy unit 의 attack path 를 차단 / damage 하는 매 stationary structure"**. 매 War Commander / Boom Beach / Clash of Clans 등 매 PvP-base genre 의 핵심. 매 range, DPS, targeting priority, 매 splash 의 매 4 dimension 으로 매 design space 의 정의. ## 매 핵심 ### 매 분류 - **Single-target**: 매 high-DPS, anti-elite. - **Splash**: 매 area damage, anti-swarm. - **Anti-air**: 매 ground 무력, air specialized. - **Slowing/EMP**: 매 control, debuff. - **Long-range arty**: 매 sniper, low fire-rate. ### 매 design dimension - **Range**: 매 4-12 tiles. - **DPS**: 매 normalized to HP per second of typical attacker. - **Reload**: 매 fire-rate gating splash power. - **Cost / build-time**: 매 economic gating. ### 매 응용 1. 매 base layout design. 2. 매 kill-zone funneling. 3. 매 PvP attack-meta counter. ## 💻 패턴 ### Defense building targeting ```typescript type TargetPriority = "closest" | "lowest_hp" | "highest_dps" | "first_in_range"; class DefenseTower { pos: Vec2; range: number; dps: number; reload_ms: number; last_fire = 0; priority: TargetPriority = "closest"; splash_radius = 0; anti_air = false; selectTarget(units: Unit[]): Unit | null { const inRange = units.filter(u => { if (u.is_air && !this.anti_air) return false; return distance(this.pos, u.pos) <= this.range; }); if (!inRange.length) return null; switch (this.priority) { case "closest": return minBy(inRange, u => distance(this.pos, u.pos)); case "lowest_hp": return minBy(inRange, u => u.hp); case "highest_dps": return maxBy(inRange, u => u.dps); case "first_in_range": return inRange[0]; } } tryFire(now: number, targets: Unit[]) { if (now - this.last_fire < this.reload_ms) return; const target = this.selectTarget(targets); if (!target) return; this.last_fire = now; if (this.splash_radius > 0) { this.applySplash(target.pos, targets); } else { target.hp -= this.dps * (this.reload_ms / 1000); } } applySplash(center: Vec2, units: Unit[]) { for (const u of units) { if (distance(center, u.pos) <= this.splash_radius) { u.hp -= this.dps * (this.reload_ms / 1000); } } } } ``` ### Layout coverage analysis ```typescript function coverageMap(towers: DefenseTower[], grid_size: number): number[][] { const map = Array.from({ length: grid_size }, () => Array(grid_size).fill(0)); for (let y = 0; y < grid_size; y++) { for (let x = 0; x < grid_size; x++) { for (const t of towers) { if (distance(t.pos, { x, y }) <= t.range) { map[y][x]++; } } } } return map; } function uncoveredCells(map: number[][]): number { return map.flat().filter(v => v === 0).length; } ``` ### Funnel / kill-zone scorer ```typescript function killZoneScore(layout: Layout, attacker_paths: Path[]): number { let score = 0; for (const path of attacker_paths) { const exposure = path.cells.map(c => layout.coverage_at(c)).reduce((a, b) => a + b, 0); score += exposure / path.cells.length; } return score / attacker_paths.length; } ``` ### Build-cost optimizer ```typescript function maximizeDefense( budget: number, available: DefenseTower[], slot_count: number ): DefenseTower[] { // Greedy by DPS-per-cost const sorted = [...available].sort((a, b) => (b.dps / b.cost) - (a.dps / a.cost)); const picks: DefenseTower[] = []; let remaining = budget; for (const t of sorted) { if (picks.length >= slot_count) break; if (t.cost <= remaining) { picks.push(t); remaining -= t.cost; } } return picks; } ``` ### Defensive synergy buff ```typescript function applySynergyBuffs(towers: DefenseTower[]) { for (const t of towers) { const nearby = towers.filter(o => o !== t && distance(t.pos, o.pos) <= 3); if (nearby.some(o => o.type === "command_post")) { t.dps *= 1.15; // +15% DPS near command post } if (nearby.length >= 2) { t.range *= 1.10; // +10% range when clustered } } } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 매 swarm meta | Splash 우선, anti-air balanced | | 매 elite-stack meta | Single-target high-DPS | | 매 air meta | Anti-air dominant + long-range | | 매 mixed | Layered ring (long-range outer, splash inner) | **기본값**: 매 layered defense + 매 funnel kill-zone + 매 anti-air coverage 70%+. ## 🔗 Graph - 부모: [[Base-Layouts-and-Kill-Zones]] · [[Tower-Defense]] - 변형: [[Anti-Air-and-Anti-Ground-Combat]] · [[Damage-Resistance-Platforms]] - 응용: [[Combat_Balance_Buff]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]] - Adjacent: [[Jailing]] ## 🤖 LLM 활용 **언제**: 매 base layout design, defense balance, kill-zone analysis. **언제 X**: 매 PvE-only — 매 design tension 부족. ## ❌ 안티패턴 - **Single-type spam**: 매 splash-only → 매 elite stomp. - **No anti-air**: 매 air comp 의 free win. - **Edge-only**: 매 funnel 무시 → 매 trivial path. - **Range overlap 의 부족**: 매 isolated tower → 매 single-target focus 의 free kill. ## 🧪 검증 / 중복 - Verified (Clash of Clans / Boom Beach / War Commander community meta 2024-2025). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — defense buildings targeting + layout + synergy patterns. |