f8b21af4be
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>
148 lines
5.1 KiB
Markdown
148 lines
5.1 KiB
Markdown
---
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id: wiki-2026-0508-splash-damage
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title: Splash Damage
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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: [aoe-damage, area-of-effect, blast-radius]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, combat, balance, aoe]
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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: csharp
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framework: unity
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---
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# Splash Damage
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## 매 한 줄
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> **"매 single hit, multiple targets — 매 spatial damage distribution"**. Splash damage (AoE damage) 는 매 impact point 주변 radius 의 모든 entity 에 damage 의 분배 — 매 RTS/MOBA/shooter 의 mechanic. 매 falloff curve, friendly fire, line-of-sight 의 design knob.
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## 매 핵심
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### 매 정의
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- **Splash damage**: 매 projectile/explosion 의 impact point 주변 area 에 damage 분배.
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- **Direct damage**: 매 center hit 의 full damage.
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- **Falloff**: 매 distance 증가 → damage 감소 (linear / quadratic / step).
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- **Friendly fire**: 매 같은 team 도 damage 의 적용 여부.
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### 매 Balance Knob
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- **Radius**: 매 damage area 의 크기. 매 클수록 anti-clump 강함.
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- **Falloff curve**: 매 linear (predictable) vs quadratic (focused) vs flat (binary).
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- **Damage cap**: 매 단일 target 에 대한 multi-source stacking 제한.
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- **Cast time / projectile speed**: 매 dodge window — 매 빠를수록 strong.
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- **Cooldown / mana cost**: 매 spam 방지.
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### 매 응용
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1. **RTS** — 매 siege tank, mortar (StarCraft 의 anti-clump unit).
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2. **MOBA** — 매 Brand, Annie ult (League of Legends 의 teamfight tool).
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3. **Shooter** — 매 rocket launcher, grenade (Quake/Overwatch).
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4. **Tower Defense** — 매 splash tower 의 wave 처리.
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## 💻 패턴
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### Linear Falloff Splash (Unity C#)
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```csharp
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public class SplashDamage : MonoBehaviour {
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public float radius = 5f;
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public float maxDamage = 100f;
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public LayerMask targetMask;
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public void Explode(Vector3 center) {
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Collider[] hits = Physics.OverlapSphere(center, radius, targetMask);
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foreach (var hit in hits) {
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float dist = Vector3.Distance(center, hit.transform.position);
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float falloff = Mathf.Clamp01(1f - dist / radius);
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float dmg = maxDamage * falloff;
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hit.GetComponent<Health>()?.TakeDamage(dmg);
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}
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}
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}
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```
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### Quadratic Falloff (focused)
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```csharp
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float falloff = Mathf.Clamp01(1f - Mathf.Pow(dist / radius, 2f));
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```
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### Line-of-Sight Check (배경 차단)
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```csharp
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foreach (var hit in hits) {
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Vector3 dir = (hit.transform.position - center).normalized;
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float dist = Vector3.Distance(center, hit.transform.position);
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if (Physics.Raycast(center, dir, dist, obstacleMask)) continue; // blocked by wall
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ApplyDamage(hit, ComputeDamage(dist));
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}
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```
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### Friendly Fire Toggle
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```csharp
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if (!friendlyFire && hit.GetComponent<Team>().id == casterTeamId) continue;
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```
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### Damage Cap (multi-source)
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```csharp
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public class DamageCap : MonoBehaviour {
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Dictionary<int, float> frameDamage = new();
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public float capPerFrame = 200f;
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public float TryApply(float requested) {
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int frame = Time.frameCount;
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float current = frameDamage.GetValueOrDefault(frame, 0f);
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float allowed = Mathf.Min(requested, capPerFrame - current);
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frameDamage[frame] = current + allowed;
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return allowed;
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}
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}
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```
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### Visual Feedback (impulse + VFX)
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```csharp
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foreach (var rb in Physics.OverlapSphere(center, radius)
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.Select(c => c.GetComponent<Rigidbody>()).Where(r => r)) {
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rb.AddExplosionForce(800f, center, radius, 1f, ForceMode.Impulse);
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}
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Instantiate(explosionVFX, center, Quaternion.identity);
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Anti-clump 의도 | 큰 radius + linear falloff |
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| Skillshot reward | 작은 radius + quadratic (center 의 보상) |
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| Crowd control 보조 | flat damage + 큰 radius + slow effect |
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| Anti-tank | small radius + high direct + low falloff |
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| Friendly fire 의 hardcore | enable + visual warning |
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**기본값**: linear falloff, radius 3~5m (FPS), no friendly fire (casual), damage cap 의 multi-rocket spam 방지.
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## 🔗 Graph
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- 응용: [[Tower-Defense]]
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- Adjacent: [[게임 밸런싱|Game-Balance]]
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## 🤖 LLM 활용
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**언제**: balance prototyping (LLM 에 numbers 제안 요청), tooltip writing, design doc review.
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**언제 X**: live PvP balance 의 final tuning — 매 player data 가 ground truth.
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## ❌ 안티패턴
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- **Binary radius**: damage 가 edge 에서 급락 → 매 unsatisfying. Falloff curve 사용.
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- **No visual indicator**: player 가 radius 모름. Decal / outline 표시.
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- **Friendly fire on by default in casual**: rage quit. Opt-in 권장.
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- **Stacking exploit**: 5 rocket 동시 발사 의 one-shot. Damage cap 적용.
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- **Through-wall damage 의 무시**: realism 깨짐 except 의도된 경우 (e.g. C4).
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## 🧪 검증 / 중복
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- Verified (Unity Physics docs, Riot Games balance talks, GDC Vault 의 splash design lectures).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — splash damage mechanics + Unity patterns |
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