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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-병원-hospital | 병원 (Hospital) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
병원 (Hospital)
매 한 줄
"매 base-building / sim 게임에서 unit 의 HP 를 회복시키고 dead state → revive state 로 복귀시키는 핵심 facility". 매 Theme Hospital (1997) 의 sim genre 부터 Clash of Clans 의 PvP, XCOM 의 wound recovery 까지 매 wide spectrum 의 game design pattern. 매 design knob: heal rate, capacity, queue policy, cost.
매 핵심
매 game-design dimensions
- Heal scope: HP 회복만 / wound recovery (XCOM long heal) / death revive (CoC).
- Capacity: 동시 수용 unit 수. 매 upgrade level 에 비례.
- Heal rate: HP/sec or HP/min. 매 unit max HP 에 보통 비례.
- Queue policy: FIFO (Theme Hospital), priority (highest HP%, lowest HP%, manual select).
- Cost model: per-HP gold (CoC), free-but-time (Project Zomboid), insurance income (Theme Hospital).
매 sub-genre 별 구현
- Sim management (Theme Hospital, Two Point Hospital): 매 hospital 자체가 게임 주제 — patient flow, doctor / nurse 채용, room layout.
- Base-building PvP (Clash of Clans, Boom Beach): 매 troop 회복은 매 storage building. heal 자체는 instant on attack-end.
- Squad tactics (XCOM, Phoenix Point): 매 wound 가 mission 후 N days infirmary stay, perma-injury risk.
- Survival / colony (Project Zomboid, RimWorld, Dwarf Fortress): 매 medical bed + doctor skill + treatment quality.
매 응용
- Healing pacing — combat loop 의 균형추.
- Soft money sink — gold-per-HP 가 economy drain.
- Strategic pressure — wound-recovery time 이 매 squad rotation 강제.
💻 패턴
Capacity + queue (FIFO)
public class Hospital : MonoBehaviour {
public int capacity = 4;
public float healRatePerSec = 50f;
private readonly Queue<Unit> waiting = new();
private readonly List<Unit> treating = new();
public void Admit(Unit u) {
if (treating.Count < capacity) treating.Add(u);
else waiting.Enqueue(u);
}
void Update() {
for (int i = treating.Count - 1; i >= 0; i--) {
var u = treating[i];
u.hp = Mathf.Min(u.maxHp, u.hp + healRatePerSec * Time.deltaTime);
if (u.hp >= u.maxHp) {
treating.RemoveAt(i);
u.Discharge();
if (waiting.Count > 0) treating.Add(waiting.Dequeue());
}
}
}
}
Priority queue (lowest HP% first)
using System.Linq;
void TickPriority() {
treating.Sort((a, b) => (a.hp / a.maxHp).CompareTo(b.hp / b.maxHp));
var slot = treating.Take(capacity).ToList();
// ... heal slot only
}
XCOM-style wound recovery (offline timer)
public class WoundedSoldier {
public DateTime woundedAt;
public int healDays;
public bool IsReady(DateTime now) =>
(now - woundedAt).TotalDays >= healDays;
public TimeSpan RemainingTime(DateTime now) =>
woundedAt.AddDays(healDays) - now;
}
Theme Hospital — patient flow state machine
public enum PatientState { Reception, Diagnosis, Treatment, Cured, Discharge, Death }
public class Patient {
public PatientState state;
public DiseaseType disease;
public float diagnosisAccuracy;
public float patience; // 매 떨어지면 leave/die
}
void StepPatient(Patient p, float dt) {
p.patience -= dt;
if (p.patience <= 0) { p.state = PatientState.Death; return; }
switch (p.state) {
case PatientState.Reception: p.state = PatientState.Diagnosis; break;
case PatientState.Diagnosis: if (TryDiagnose(p)) p.state = PatientState.Treatment; break;
case PatientState.Treatment: if (TryTreat(p)) p.state = PatientState.Cured; break;
}
}
Cost-per-HP healing (CoC-style)
public int HealingCost(Unit u) => Mathf.CeilToInt((u.maxHp - u.hp) * costPerHp);
public bool TryHeal(Unit u, Player p) {
int cost = HealingCost(u);
if (p.gold < cost) return false;
p.gold -= cost;
u.hp = u.maxHp;
return true;
}
Upgrade tier progression
hospital_levels:
- level: 1
capacity: 2
heal_rate: 50
cost: 0
- level: 2
capacity: 4
heal_rate: 80
cost: 5000
- level: 3
capacity: 6
heal_rate: 120
cost: 25000
매 결정 기준
| 상황 | Approach |
|---|---|
| sim genre core | Theme Hospital state-machine + room layout |
| PvP base-builder | post-battle heal storage + train queue |
| squad tactics | XCOM offline-timer wound system |
| colony sim | RimWorld doctor-skill + treatment quality |
| arcade action | instant heal at base-touch + cooldown |
기본값: 매 capacity-limited FIFO heal queue + cost-per-HP economy + tiered upgrade.
🔗 Graph
- 부모: Game_Economy
- 변형: Med_Bay · Healing_Building
- Adjacent: 기지 방어(Base Defense)
🤖 LLM 활용
언제: heal facility design, base-building economy balance, recovery-time pacing 설계. 언제 X: real-time PvP arena 의 instant respawn (그건 spawn system, hospital 아님).
❌ 안티패턴
- 무한 capacity + instant heal: 매 combat 의 의미 없음 — strategic pressure 0.
- heal rate 가 max-HP 와 무관 (flat): 매 high-HP unit 회복 너무 오래 걸림.
- cost 가 너무 cheap: 매 economy drain 역할 못 함.
- queue 없음 — overflow 시 silent drop: 매 player UX 불가시.
🧪 검증 / 중복
- Verified (Theme Hospital design retrospective, Clash of Clans wiki, XCOM 2 design notes).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — hospital design dimensions + sub-genre patterns + Unity code |