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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
293 lines
7.7 KiB
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293 lines
7.7 KiB
Markdown
---
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id: wiki-2026-0508-combat-controls-update-feb-2014
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title: Combat Controls Update (War Commander, Feb 2014)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [combat controls, hotkey commands, attack-move, hold-position, fire-at-will, micro-management]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, rts, war-commander, hotkey, micro-management, npc-ai, balance-patch]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: game design
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applicable_to: [RTS Design, Hotkey Pattern, NPC Stance Design]
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---
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# Combat Controls Update (Feb 2014)
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## 매 한 줄
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> **"매 static stance → 매 dynamic command"**. 매 RTS 의 hotkey-driven micro-management. 매 attack-move (A), move (M), stop (S), hold (D), fire-at-will (F), spread (X). 매 modern RTS pattern 의 reference. 매 [[Baiting]] 의 stance 의 base.
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## 매 핵심
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### 매 6 primary command
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| Key | Command | Purpose |
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|---|---|---|
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| A | Attack-move | 매 fire while moving |
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| M | Move | 매 no fire, fast position |
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| S | Stop | 매 cancel orders |
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| D | Hold Position | 매 fire only in range, stay |
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| F | Fire-at-Will | 매 wide aggressive chase |
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| X | Spread Units | 매 anti-AoE |
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### 매 secondary
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- **B**: Enemy Health (toggle).
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- **Shift + 0-9**: Group assign.
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- **Ctrl + 0-9**: Group select.
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### 매 vs 매 old static stance
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| Old | New |
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|---|---|
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| Stand Ground | Hold Position (D) |
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| Aggressive | Fire-at-Will (F) |
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| Normal (default) | (no key — default) |
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→ 매 new 의 movement 시 의 reset.
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### 매 design principle
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1. **Single-key access**: 매 muscle memory.
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2. **Verb-based**: 매 action 의 explicit.
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3. **Toggle clarity**: 매 mode 의 visible.
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4. **Group control**: 매 large army.
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5. **Tactical depth**: 매 baiting / kiting / focus fire.
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### 매 modern RTS lineage
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- **StarCraft / SC2**: 매 deep micro.
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- **Company of Heroes**: 매 squad orders.
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- **Total Annihilation**: 매 rich command.
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- **Age of Empires**: 매 simpler.
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### 매 tactical use case
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#### Push (A)
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- 매 attack-move 의 advance.
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- 매 enemy 의 encounter 의 stop + fire.
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#### Reposition (M)
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- 매 turret range 의 escape.
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- 매 baiting unit 의 lure.
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#### Defense (D)
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- 매 chokepoint 의 hold.
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- 매 anti-bait.
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#### Cleanup (F)
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- 매 wide patrol.
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- 매 mop-up.
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#### Anti-AoE (X)
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- 매 mortar / heavy 의 incoming.
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- 매 disperse.
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### 매 design lesson (modern game)
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1. **Hotkey 의 grouping**: 매 left hand 의 reach.
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2. **Action 의 reversibility** (S 의 cancel).
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3. **Stance 의 explicit visualization**.
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4. **Default 의 sensible** (Normal).
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5. **Group 의 multi-front 의 enable**.
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## 💻 패턴 (응용 — RTS command system)
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### Command system
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```ts
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enum CommandType {
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ATTACK_MOVE = 'A',
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MOVE = 'M',
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STOP = 'S',
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HOLD_POSITION = 'D',
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FIRE_AT_WILL = 'F',
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}
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class Unit {
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command: CommandType = CommandType.NORMAL;
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target: Vec3 | null = null;
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setCommand(cmd: CommandType, target?: Vec3) {
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this.command = cmd;
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this.target = target ?? null;
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}
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update() {
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switch (this.command) {
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case CommandType.ATTACK_MOVE:
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// 매 move + 매 enemy in range 의 fire
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const enemy = this.findEnemyInRange();
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if (enemy) this.fire(enemy);
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else this.moveTowards(this.target);
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break;
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case CommandType.MOVE:
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this.moveTowards(this.target); // 매 no fire
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break;
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case CommandType.HOLD_POSITION:
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// 매 stay + fire 매 in range
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const target = this.findEnemyInRange();
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if (target) this.fire(target);
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break;
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case CommandType.FIRE_AT_WILL:
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// 매 wider range, chase
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const remote = this.findEnemyInRange(this.range * 1.5);
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if (remote) {
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this.chase(remote);
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this.fire(remote);
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}
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break;
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case CommandType.STOP:
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// 매 cleared
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break;
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}
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}
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}
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```
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### Group control (Shift + N)
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```ts
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class GroupManager {
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groups: Map<number, Set<Unit>> = new Map();
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assign(num: number, units: Unit[]) {
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this.groups.set(num, new Set(units));
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}
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select(num: number): Unit[] {
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return [...(this.groups.get(num) ?? [])];
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}
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}
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// 매 keyboard handler
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function onKeydown(e: KeyboardEvent, selected: Unit[]) {
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if (e.shiftKey && /^\d$/.test(e.key)) {
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groupManager.assign(+e.key, selected);
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} else if (/^\d$/.test(e.key)) {
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selectAll(groupManager.select(+e.key));
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}
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}
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```
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### Attack-move pathing (A*)
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```python
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def attack_move_path(unit, target, world):
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"""매 path along + 매 fire 의 enemy."""
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path = a_star(unit.position, target, world.grid)
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while unit.position != target:
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# 매 매 step 의 fire check
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enemies_in_range = world.enemies_within(unit.position, unit.range)
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if enemies_in_range:
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unit.stop_movement()
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unit.fire(closest(enemies_in_range))
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if not enemies_in_range_after_fire():
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unit.resume_path(path)
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else:
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unit.step(path)
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```
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### Stance 의 visual indicator
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```tsx
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function UnitIndicator({ unit }) {
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const stanceColor = {
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'attack_move': 'red',
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'move': 'blue',
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'hold': 'orange',
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'fire_at_will': 'purple',
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'normal': 'white',
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}[unit.command];
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return (
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<div style={{ borderColor: stanceColor }}>
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<span>{unit.command}</span>
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</div>
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);
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}
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```
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### Spread formation (X key)
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```python
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def spread_units(units, center, min_distance=3):
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"""매 AoE 의 minimize."""
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new_positions = []
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for unit in units:
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# 매 lloyd's algorithm-like
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for _ in range(10):
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random_offset = Vec3.random() * (min_distance * 2)
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candidate = center + random_offset
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if all(candidate.distance(p) >= min_distance for p in new_positions):
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new_positions.append(candidate)
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break
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else:
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# 매 fallback
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new_positions.append(center + Vec3.random() * min_distance * 3)
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for unit, pos in zip(units, new_positions):
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unit.setCommand(CommandType.MOVE, pos)
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```
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### Hotkey config
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```yaml
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# game-config.yml
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hotkeys:
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move: 'M'
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attack_move: 'A'
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stop: 'S'
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hold_position: 'D'
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fire_at_will: 'F'
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spread: 'X'
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enemy_health_toggle: 'B'
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group_assign: 'Shift+0-9'
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group_select: '0-9'
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discoverability:
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show_hint_on_first_play: true
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context_menu_items: 'all 6 command'
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```
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## 🤔 결정 기준
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| 상황 | Command |
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|---|---|
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| Push 전선 | A (attack-move) |
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| Reposition / bait | M (move) |
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| Defense chokepoint | D (hold) |
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| Patrol / mop-up | F (fire-at-will) |
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| AoE incoming | X (spread) |
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| Cancel / reset | S (stop) |
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| Multi-front | Group + Shift+N |
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**기본값**: 매 single-key + visible stance + default Normal.
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## 🔗 Graph
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- 부모: [[Game-Design]]
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- 변형: [[Behavior-Tree]]
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- 응용: [[Baiting]] · [[Pursuit-Logic]] · [[War-Commander]]
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- Adjacent: [[Boss-Orchestration-and-Gimmick-Management]] · [[Cognitive-Evaluation-Theory]] (mastery)
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## 🤖 LLM 활용
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**언제**: 매 RTS design. 매 hotkey UX. 매 unit AI stance.
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**언제 X**: 매 turn-based (다른 paradigm).
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## ❌ 안티패턴
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- **No hotkey**: 매 mouse 의 only — 매 slow.
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- **Hotkey 의 right hand**: 매 mouse 의 conflict.
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- **Stance 의 invisible**: 매 confusion.
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- **Default 의 wrong**: 매 player 의 X-by-default.
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- **No group**: 매 large army 의 micro X.
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## 🧪 검증 / 중복
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- Verified (War Commander patch notes Feb 2014, RTS design literature).
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- 신뢰도 B.
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- Related: [[Baiting]] · [[Combat-AI]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Game-Design]].
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-04-27 | Auto-mapped |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — 6 command + 매 attack-move pathing + group + spread code |
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