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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>
186 lines
6.0 KiB
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186 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-병원-hospital
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title: 병원 (Hospital)
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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: [Hospital, 병원 시설, Healing Building, Med Bay]
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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, building, healing, sim, base-management]
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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#
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framework: Unity
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---
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# 병원 (Hospital)
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 game-design dimensions
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- **Heal scope**: HP 회복만 / wound recovery (XCOM long heal) / death revive (CoC).
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- **Capacity**: 동시 수용 unit 수. 매 upgrade level 에 비례.
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- **Heal rate**: HP/sec or HP/min. 매 unit max HP 에 보통 비례.
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- **Queue policy**: FIFO (Theme Hospital), priority (highest HP%, lowest HP%, manual select).
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- **Cost model**: per-HP gold (CoC), free-but-time (Project Zomboid), insurance income (Theme Hospital).
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### 매 sub-genre 별 구현
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- **Sim management** (Theme Hospital, Two Point Hospital): 매 hospital 자체가 게임 주제 — patient flow, doctor / nurse 채용, room layout.
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- **Base-building PvP** (Clash of Clans, Boom Beach): 매 troop 회복은 매 storage building. heal 자체는 instant on attack-end.
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- **Squad tactics** (XCOM, Phoenix Point): 매 wound 가 mission 후 N days infirmary stay, perma-injury risk.
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- **Survival / colony** (Project Zomboid, RimWorld, Dwarf Fortress): 매 medical bed + doctor skill + treatment quality.
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### 매 응용
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1. Healing pacing — combat loop 의 균형추.
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2. Soft money sink — gold-per-HP 가 economy drain.
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3. Strategic pressure — wound-recovery time 이 매 squad rotation 강제.
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## 💻 패턴
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### Capacity + queue (FIFO)
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```csharp
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public class Hospital : MonoBehaviour {
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public int capacity = 4;
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public float healRatePerSec = 50f;
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private readonly Queue<Unit> waiting = new();
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private readonly List<Unit> treating = new();
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public void Admit(Unit u) {
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if (treating.Count < capacity) treating.Add(u);
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else waiting.Enqueue(u);
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}
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void Update() {
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for (int i = treating.Count - 1; i >= 0; i--) {
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var u = treating[i];
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u.hp = Mathf.Min(u.maxHp, u.hp + healRatePerSec * Time.deltaTime);
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if (u.hp >= u.maxHp) {
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treating.RemoveAt(i);
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u.Discharge();
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if (waiting.Count > 0) treating.Add(waiting.Dequeue());
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}
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}
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}
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}
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```
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### Priority queue (lowest HP% first)
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```csharp
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using System.Linq;
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void TickPriority() {
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treating.Sort((a, b) => (a.hp / a.maxHp).CompareTo(b.hp / b.maxHp));
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var slot = treating.Take(capacity).ToList();
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// ... heal slot only
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}
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```
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### XCOM-style wound recovery (offline timer)
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```csharp
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public class WoundedSoldier {
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public DateTime woundedAt;
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public int healDays;
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public bool IsReady(DateTime now) =>
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(now - woundedAt).TotalDays >= healDays;
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public TimeSpan RemainingTime(DateTime now) =>
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woundedAt.AddDays(healDays) - now;
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}
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```
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### Theme Hospital — patient flow state machine
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```csharp
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public enum PatientState { Reception, Diagnosis, Treatment, Cured, Discharge, Death }
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public class Patient {
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public PatientState state;
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public DiseaseType disease;
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public float diagnosisAccuracy;
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public float patience; // 매 떨어지면 leave/die
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}
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void StepPatient(Patient p, float dt) {
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p.patience -= dt;
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if (p.patience <= 0) { p.state = PatientState.Death; return; }
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switch (p.state) {
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case PatientState.Reception: p.state = PatientState.Diagnosis; break;
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case PatientState.Diagnosis: if (TryDiagnose(p)) p.state = PatientState.Treatment; break;
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case PatientState.Treatment: if (TryTreat(p)) p.state = PatientState.Cured; break;
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}
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}
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```
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### Cost-per-HP healing (CoC-style)
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```csharp
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public int HealingCost(Unit u) => Mathf.CeilToInt((u.maxHp - u.hp) * costPerHp);
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public bool TryHeal(Unit u, Player p) {
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int cost = HealingCost(u);
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if (p.gold < cost) return false;
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p.gold -= cost;
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u.hp = u.maxHp;
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return true;
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}
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```
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### Upgrade tier progression
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```yaml
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hospital_levels:
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- level: 1
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capacity: 2
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heal_rate: 50
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cost: 0
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- level: 2
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capacity: 4
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heal_rate: 80
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cost: 5000
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- level: 3
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capacity: 6
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heal_rate: 120
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cost: 25000
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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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| sim genre core | Theme Hospital state-machine + room layout |
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| PvP base-builder | post-battle heal storage + train queue |
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| squad tactics | XCOM offline-timer wound system |
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| colony sim | RimWorld doctor-skill + treatment quality |
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| arcade action | instant heal at base-touch + cooldown |
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**기본값**: 매 capacity-limited FIFO heal queue + cost-per-HP economy + tiered upgrade.
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## 🔗 Graph
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- 부모: [[Game_Economy]]
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- 변형: [[Med_Bay]] · [[Healing_Building]]
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- Adjacent: [[기지 방어(Base Defense)]]
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## 🤖 LLM 활용
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**언제**: heal facility design, base-building economy balance, recovery-time pacing 설계.
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**언제 X**: real-time PvP arena 의 instant respawn (그건 spawn system, hospital 아님).
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## ❌ 안티패턴
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- **무한 capacity + instant heal**: 매 combat 의 의미 없음 — strategic pressure 0.
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- **heal rate 가 max-HP 와 무관 (flat)**: 매 high-HP unit 회복 너무 오래 걸림.
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- **cost 가 너무 cheap**: 매 economy drain 역할 못 함.
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- **queue 없음 — overflow 시 silent drop**: 매 player UX 불가시.
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## 🧪 검증 / 중복
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- Verified (Theme Hospital design retrospective, Clash of Clans wiki, XCOM 2 design notes).
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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 — hospital design dimensions + sub-genre patterns + Unity code |
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