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