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wiki-2026-0508-defense-buildings Defense Buildings 10_Wiki/Topics verified self
defense-buildings
turrets
base-defense
towers
none A 0.88 applied
game-design
base-defense
war-commander
td
layout
2026-05-10 pending
language framework
design-doc 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

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

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

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

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

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

🤖 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.