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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>
231 lines
7.4 KiB
Markdown
231 lines
7.4 KiB
Markdown
---
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id: wiki-2026-0508-포탑-시스템-turret-systems
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title: 포탑 시스템(Turret Systems)
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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: [Turret Systems, Tower Defense, Auto-targeting]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, ai, gameplay, tower-defense]
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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: C# / GDScript
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framework: Unity / Godot
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---
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# 포탑 시스템(Turret Systems)
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## 매 한 줄
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> **"매 stationary defender 의 자동 target 의 acquisition + tracking + firing."**. 매 1980s arcade (Missile Command) 부터 매 modern tower defense (Bloons TD 6, PvZ), 매 RTS (StarCraft 의 turret), 매 FPS (Team Fortress 2 의 sentry) 의 universal mechanic. 매 target selection + range + cooldown + projectile 의 4-axis design.
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## 매 핵심
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### 매 component
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- **Target acquisition**: 매 range 내 enemy 의 detection — sphere/cone overlap.
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- **Target selection**: 매 closest / lowest HP / highest threat / first / last 의 priority.
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- **Aim / tracking**: 매 turret 의 rotation 의 slerp / lerp.
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- **Firing**: 매 cooldown + projectile spawn / hitscan.
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- **Upgrade tree**: 매 damage / range / fire rate / special 의 progression.
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### 매 design axis
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- **Range**: 매 short (high DPS) vs long (low DPS) 의 tradeoff.
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- **AoE**: 매 splash damage — 매 group 의 효과적.
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- **Status**: 매 slow / burn / poison 의 debuff.
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- **Projectile**: 매 hitscan vs ballistic — 매 leading prediction 의 필요.
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- **Cost / placement**: 매 economic + spatial constraint.
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### 매 응용
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1. **Tower defense**: 매 wave 의 incremental difficulty.
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2. **RTS**: 매 base defense 의 layer.
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3. **FPS**: 매 area denial 의 device.
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## 💻 패턴
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### Unity 의 turret base
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```csharp
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public class Turret : MonoBehaviour
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{
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public float range = 10f;
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public float fireRate = 1f;
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public Transform muzzle;
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public GameObject projectile;
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private Transform target;
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private float cooldown;
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void Update()
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{
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if (target == null || Vector3.Distance(transform.position, target.position) > range)
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target = FindTarget();
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if (target != null)
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{
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AimAt(target);
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cooldown -= Time.deltaTime;
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if (cooldown <= 0f) { Fire(); cooldown = 1f / fireRate; }
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}
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}
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Transform FindTarget()
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{
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Collider[] hits = Physics.OverlapSphere(transform.position, range, LayerMask.GetMask("Enemy"));
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return hits.OrderBy(c => Vector3.Distance(transform.position, c.transform.position))
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.FirstOrDefault()?.transform;
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}
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void AimAt(Transform t)
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{
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Vector3 dir = (t.position - transform.position).normalized;
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Quaternion target = Quaternion.LookRotation(dir);
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transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * 8f);
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}
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void Fire()
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{
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Instantiate(projectile, muzzle.position, muzzle.rotation);
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}
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}
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```
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### Target priority strategy
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```csharp
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public enum Priority { Closest, Lowest, Highest, First, Last }
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Transform FindTarget(Priority p)
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{
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var enemies = Physics.OverlapSphere(transform.position, range, enemyLayer)
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.Select(c => c.GetComponent<Enemy>()).Where(e => e != null);
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return p switch
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{
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Priority.Closest => enemies.OrderBy(e => Vector3.Distance(transform.position, e.transform.position)).FirstOrDefault()?.transform,
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Priority.Lowest => enemies.OrderBy(e => e.HP).FirstOrDefault()?.transform,
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Priority.Highest => enemies.OrderByDescending(e => e.HP).FirstOrDefault()?.transform,
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Priority.First => enemies.OrderByDescending(e => e.PathProgress).FirstOrDefault()?.transform,
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Priority.Last => enemies.OrderBy(e => e.PathProgress).FirstOrDefault()?.transform,
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_ => null,
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};
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}
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```
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### Ballistic leading
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```csharp
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// 매 moving target 의 prediction
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Vector3 PredictAimPoint(Vector3 targetPos, Vector3 targetVel, float projectileSpeed)
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{
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Vector3 toTarget = targetPos - muzzle.position;
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float a = Vector3.Dot(targetVel, targetVel) - projectileSpeed * projectileSpeed;
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float b = 2f * Vector3.Dot(targetVel, toTarget);
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float c = Vector3.Dot(toTarget, toTarget);
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float disc = b * b - 4f * a * c;
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if (disc < 0f) return targetPos;
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float t = (-b - Mathf.Sqrt(disc)) / (2f * a);
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return targetPos + targetVel * t;
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}
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```
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### AoE projectile
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```csharp
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public class ExplosiveProjectile : MonoBehaviour
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{
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public float radius = 3f;
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public float damage = 50f;
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void OnCollisionEnter(Collision col)
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{
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foreach (var c in Physics.OverlapSphere(transform.position, radius, enemyLayer))
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{
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float dist = Vector3.Distance(transform.position, c.transform.position);
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float falloff = 1f - dist / radius;
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c.GetComponent<Enemy>()?.TakeDamage(damage * falloff);
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}
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Destroy(gameObject);
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}
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}
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```
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### Upgrade tree (ScriptableObject)
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```csharp
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[CreateAssetMenu]
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public class TurretUpgrade : ScriptableObject
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{
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public string displayName;
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public int cost;
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public float damageMultiplier = 1f;
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public float rangeMultiplier = 1f;
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public float fireRateMultiplier = 1f;
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public TurretUpgrade[] nextChoices;
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}
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```
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### Godot 의 turret (GDScript)
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```gdscript
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extends Node3D
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@export var range: float = 10.0
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@export var fire_rate: float = 1.0
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var cooldown := 0.0
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func _physics_process(delta: float) -> void:
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var target := _find_target()
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if target:
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look_at(target.global_position, Vector3.UP)
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cooldown -= delta
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if cooldown <= 0:
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_fire()
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cooldown = 1.0 / fire_rate
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func _find_target() -> Node3D:
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var space := get_world_3d().direct_space_state
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var query := PhysicsShapeQueryParameters3D.new()
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var shape := SphereShape3D.new()
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shape.radius = range
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query.shape = shape
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query.transform = global_transform
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query.collision_mask = 2 # enemy layer
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var hits := space.intersect_shape(query)
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return hits[0].collider if hits else null
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```
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## 매 결정 기준
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| 상황 | Approach |
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| 매 tower defense | Closest / First priority + AoE |
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| 매 RTS base defense | Highest HP / threat priority |
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| 매 boss arena | Lowest HP focus fire |
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| 매 fast enemy | Hitscan + slow status |
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| 매 swarm | AoE + chain lightning |
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| 매 armored | Pierce / true damage |
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**기본값**: 매 tower defense — Closest priority, ballistic projectile, 3-tier upgrade tree, $50-200 cost range.
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## 🔗 Graph
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- 부모: [[Game Mechanics]]
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- 변형: [[Tower Defense]]
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## 🤖 LLM 활용
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**언제**: 매 turret upgrade tree 의 brainstorm, 매 balance spreadsheet 의 generation, 매 priority logic 의 review.
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**언제 X**: 매 production combat tuning — 매 playtest data + analytics 의 우선.
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## 매 안티패턴
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- **Single priority**: 매 closest only — 매 player choice 의 부재.
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- **No leading**: 매 fast enemy 의 ballistic miss — 매 prediction 의 누락.
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- **Linear upgrade**: 매 X% damage 의 monotone — 매 build diversity 의 부재.
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- **Cost imbalance**: 매 best turret 의 always cheapest — 매 dominant strategy.
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- **No counter**: 매 single tower 의 모든 enemy 의 처치 — 매 strategic depth 의 부재.
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## 🧪 검증 / 중복
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- Verified (Bloons TD 6 design retrospective, GDC talks, Unity / Godot docs).
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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 — turret components + Unity/Godot patterns |
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