5.5 KiB
5.5 KiB
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-sector | Sector | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Sector
매 한 줄
"매 sector 의 territorial unit 의 atomic building block". 매 MMO/strategy game 의 world map 의 partition — ownership, contestation, resource yield, breach event 의 host. 매 EVE 의 system, Foxhole 의 region, Albion 의 cluster 의 abstraction.
매 핵심
매 정의
- Spatial unit: hex / voronoi / grid cell — 매 game world 의 partition.
- Properties: owner_alliance, tier, contested_pct, resource_pool, modifier_set.
- State: contested | controlled | breach_active | locked.
매 핵심 mechanics
- Ownership: alliance/guild flag — 매 capture 의 trigger.
- Yield: tick-based resource generation — 매 owner 의 skim.
- Breach: hostile entry 의 combat encounter trigger.
- Modifier stack: weather, event, sabotage 의 buff/debuff.
매 응용
- Strategic map UI — 매 player decision 의 spatial primitive.
- Resource economy 의 spatial heterogeneity.
- Alliance war 의 territorial objective.
💻 패턴
Sector schema (PostGIS)
CREATE TABLE sector (
id UUID PRIMARY KEY,
name TEXT NOT NULL,
geom GEOMETRY(Polygon, 4326) NOT NULL,
tier SMALLINT NOT NULL CHECK (tier BETWEEN 1 AND 5),
owner_alliance UUID REFERENCES alliance(id),
contested_pct REAL NOT NULL DEFAULT 0,
resource_pool JSONB NOT NULL DEFAULT '{}',
state TEXT NOT NULL DEFAULT 'controlled',
updated_at TIMESTAMPTZ NOT NULL DEFAULT now()
);
CREATE INDEX sector_geom_gix ON sector USING GIST (geom);
CREATE INDEX sector_owner_idx ON sector(owner_alliance);
Adjacency query
-- 매 adjacent sector 의 lookup (touching polygons)
SELECT b.id, b.name, b.owner_alliance
FROM sector a
JOIN sector b ON ST_Touches(a.geom, b.geom)
WHERE a.id = $1;
Capture state machine
type SectorState = 'controlled' | 'contested' | 'breach_active' | 'locked';
export function transition(current: SectorState, event: string): SectorState {
const table: Record<SectorState, Record<string, SectorState>> = {
controlled: { hostile_entry: 'contested' },
contested: { capture: 'controlled', breach_trigger: 'breach_active', timeout: 'controlled' },
breach_active: { breach_resolved: 'contested', wipe: 'controlled' },
locked: { unlock: 'controlled' },
};
return table[current][event] ?? current;
}
Contestation tick
interface Sector {
id: string;
contestedPct: number;
attackerForce: number;
defenderForce: number;
}
export function tickContestation(s: Sector, dt: number): Sector {
const delta = (s.attackerForce - s.defenderForce) * 0.0001 * dt;
const next = Math.max(0, Math.min(1, s.contestedPct + delta));
return { ...s, contestedPct: next };
}
Resource yield distribution
export async function distributeYield(sectorId: string) {
const sector = await db.sector.findUnique({ where: { id: sectorId } });
if (!sector?.ownerAlliance) return;
for (const [resource, amount] of Object.entries(sector.resourcePool)) {
await db.allianceVault.upsert({
where: { allianceId_resource: { allianceId: sector.ownerAlliance, resource } },
create: { allianceId: sector.ownerAlliance, resource, amount: amount as number },
update: { amount: { increment: amount as number } },
});
}
}
Heat-map render data
export async function sectorHeatmap(layer: 'contestation' | 'tier' | 'wealth') {
const rows = await db.$queryRaw<{id: string; geom: any; v: number}[]>`
SELECT id, ST_AsGeoJSON(geom) as geom,
${layer === 'contestation' ? 'contested_pct' : layer === 'tier' ? 'tier' : "(resource_pool->>'thorium')::float"} as v
FROM sector
`;
return rows.map(r => ({ id: r.id, geometry: JSON.parse(r.geom), value: r.v }));
}
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 small map (<100 sectors) | Hex grid + manual tuning. |
| 매 large open world | Voronoi 의 organic look — but harder pathfinding. |
| 매 hardcore PvP | Open contestation + breach on entry. |
| 매 PvE 중심 | Locked tiers + scheduled breach windows. |
기본값: Hex grid + tier-based yield + state machine + PostGIS spatial index.
🔗 Graph
- 부모: 4X 시스템 (4X System) · EVE 온라인
- 변형: Sector-Breach-Store · Sector-Breach-XP
- 응용: Alliances-and-Sector-Hegemony · Descendants-Sector-Control
- Adjacent: Procedural-Level-Geometry · War-Commander-Combat-Ecosystem
🤖 LLM 활용
언제: sector-name generation, lore stub 의 batch 생성, balance 의 simulation prompt. 언제 X: 매 spatial query (PostGIS deterministic).
❌ 안티패턴
- No state machine: 매 ad-hoc boolean flags — race condition + bug surface.
- Uniform tier: 매 strategic depth 의 부족 — map 의 flat feel.
- Owner-only yield: 매 contesting alliance 의 compensation 없음 — passive farming meta.
🧪 검증 / 중복
- Verified: EVE Online sovereignty mechanics, Foxhole region system, Albion Online cluster design.
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — sector schema + PostGIS + state machine 추가 |