--- 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 waiting = new(); private readonly List 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 |