- 五位数倒序组合判断质数
小游戏
- @ 2026-1-2 10:00:17
(纯自制,稍有简陋……)
8 条评论
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郭知容 @ 2026-2-26 15:32:28
有人真的玩mc吗
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@ 2026-2-10 15:23:23#include<bits/stdc++.h> using namespace std; int b[30]; bool isPrime(int x){ for(int i=2;i<sqrt(x);i++){ if(x%i==0){ return 0; } } return 1; } int main(){ string s; cin>>s; for(int i=0;i<s.size();i++){ b[s[i]-'a']++; } sort(b,b+26); int y; for(int i=0;i<26;i++){ if(b[i]>0){ y=b[i]; break; } } int x=b[25]-y; if(isPrime(x)){ cout<<"Lucky Word\n"<<x; } else{ cout<<"No Answer\n"<<x; } return 0; } -
@ 2026-1-29 9:12:39超级好玩伴:
#include <bits/stdc++.h> #include <ctime> using namespace std; // 工具材质枚举 enum class Material { WOOD, // 木头 STONE, // 石头 IRON, // 铁 GOLD, // 金 DIAMOND // 钻石 }; // 玩家属性结构体,【核心新增】闪电能源 + 完善装备规则 struct Player { string name; long long level = 1; long long iq = 130; long long ability = 90; int hp = 100; int max_hp = 100; // 基础物品(专属资源) int food = 0; int wool = 0; int wood = 0; int stone = 0; int coal = 0; int iron = 0; int gold = 0; int diamond = 0; int ice_crystal = 0; int fire_crystal = 0; // 核心新增:闪电能源 int lightning_energy = 0; // 工具物品栏 - 剑 int wood_sword = 0; int stone_sword = 0; int iron_sword = 0; int gold_sword = 0; int diamond_sword = 0; int fire_sword = 0; int ice_sword = 0; // 工具物品栏 - 镐 int wood_pickaxe = 0; int stone_pickaxe = 0; int iron_pickaxe = 0; int gold_pickaxe = 0; int diamond_pickaxe = 0; // 盔甲物品栏 int wood_armor = 0; int stone_armor = 0; int iron_armor = 0; int gold_armor = 0; int diamond_armor = 0; // 盾牌物品栏 int wood_shield = 0; int stone_shield = 0; int iron_shield = 0; int gold_shield = 0; int diamond_shield = 0; // 其他原有物品 int bed = 0; int torch = 0; // 火把数量 // 当前装备的物品 【核心规则】1剑+1镐+1甲+1盾 上限 string equipped_sword = "无"; string equipped_pickaxe = "无"; string equipped_armor = "无"; string equipped_shield = "无"; }; // 获取剑伤害值 int getSwordDamage(const string& sword_type) { if (sword_type == "木剑") return 10; if (sword_type == "石剑") return 15; if (sword_type == "铁剑") return 20; if (sword_type == "金剑") return 18; if (sword_type == "钻石剑") return 30; if (sword_type == "火剑") return 40; if (sword_type == "冰剑") return 35; return 0; } // 获取镐的挖掘加成 int getPickaxeBonus(const string& pickaxe_type) { if (pickaxe_type == "木镐") return 1; if (pickaxe_type == "石镐") return 2; if (pickaxe_type == "铁镐") return 3; if (pickaxe_type == "金镐") return 4; if (pickaxe_type == "钻石镐") return 3; return 0; } // 获取盔甲的防御值 int getArmorDefense(const string& armor_type) { if (armor_type == "木甲") return 5; if (armor_type == "石甲") return 10; if (armor_type == "铁甲") return 18; if (armor_type == "金甲") return 15; if (armor_type == "钻石甲") return 30; return 0; } // 获取盾牌的格挡值 int getShieldBlock(const string& shield_type) { if (shield_type == "木盾") return 15; if (shield_type == "石盾") return 25; if (shield_type == "铁盾") return 35; if (shield_type == "金盾") return 30; if (shield_type == "钻石盾") return 50; return 0; } // 【核心新增】获得新物品后,询问是否装备的通用函数 void askEquipNewItem(Player& p, string itemType, string itemName) { cout << "\n? 你获得了新物品:" << itemName << "!是否立即装备该" << itemType << "?(y/n):"; char choice; cin >> choice; if (choice == 'y' || choice == 'Y') { if (itemType == "剑") { p.equipped_sword = itemName; } else if (itemType == "镐") { p.equipped_pickaxe = itemName; } else if (itemType == "盔甲") { p.equipped_armor = itemName; } else if (itemType == "盾牌") { p.equipped_shield = itemName; } cout << "? 已成功装备:" << itemName << endl; } else { cout << "? 选择不装备,物品存入物品栏。" << endl; } } // 显示玩家状态和物品栏(新增闪电能源显示) void showStatus(const Player& p) { cout << "\n========================================" << endl; cout << "玩家:" << p.name << "\t等级:" << p.level << endl; cout << "生命值:" << p.hp << "/" << p.max_hp << "\t智商:" << p.iq << "\t能力:" << p.ability << endl; cout << "? 闪电能源:" << p.lightning_energy << "个 (可抵挡怪物攻击猜拳次数)" << endl; cout << "【当前装备】【规则:1剑+1镐+1甲+1盾】" << endl; cout << "手持剑:" << p.equipped_sword << " | 手持镐:" << p.equipped_pickaxe << endl; cout << "身著甲:" << p.equipped_armor << " | 手持盾:" << p.equipped_shield << endl; cout << "【物品栏】矿物/晶石无限持有" << endl; cout << "食物:" << p.food << "份 | 羊毛:" << p.wool << "个 | 木头:" << p.wood << "块" << endl; cout << "石头:" << p.stone << "块 | 煤:" << p.coal << "块 | 铁锭:" << p.iron << "个 | 金锭:" << p.gold << "个 | 钻石:" << p.diamond << "个" << endl; cout << "冰晶:" << p.ice_crystal << "个 | 火晶:" << p.fire_crystal << "个" << endl; cout << "【剑类】木剑:" << p.wood_sword << " | 石剑:" << p.stone_sword << " | 铁剑:" << p.iron_sword << " | 金剑:" << p.gold_sword << " | 钻石剑:" << p.diamond_sword << " | 火剑:" << p.fire_sword << " | 冰剑:" << p.ice_sword << endl; cout << "【镐类】木镐:" << p.wood_pickaxe << " | 石镐:" << p.stone_pickaxe << " | 铁镐:" << p.iron_pickaxe << " | 金镐:" << p.gold_pickaxe << " | 钻石镐:" << p.diamond_pickaxe << endl; cout << "【盔甲类】木甲:" << p.wood_armor << " | 石甲:" << p.stone_armor << " | 铁甲:" << p.iron_armor << " | 金甲:" << p.gold_armor << " | 钻石甲:" << p.diamond_armor << endl; cout << "【盾牌类】木盾:" << p.wood_shield << " | 石盾:" << p.stone_shield << " | 铁盾:" << p.iron_shield << " | 金盾:" << p.gold_shield << " | 钻石盾:" << p.diamond_shield << endl; cout << "【其他】床:" << p.bed << " | 火把:" << p.torch << "个" << endl; // 明确显示火把数量 cout << "========================================\n" << endl; } // 装备物品函数 void equipTool(Player& p) { cout << "\n【装备物品】- 请选择要装备的物品类型:" << endl; cout << "1. 装备剑" << endl; cout << "2. 装备镐" << endl; cout << "3. 装备盔甲" << endl; cout << "4. 装备盾牌" << endl; cout << "5. 取消所有装备" << endl; cout << "6. 返回" << endl; cout << "请选择:"; int choice; cin >> choice; switch(choice) { case 1: { // 修复case和数字间的空格 cout << "\n【选择剑】- 你拥有的剑:" << endl; vector<pair<string, int>> swords = { {"木剑", p.wood_sword}, {"石剑", p.stone_sword}, {"铁剑", p.iron_sword}, {"金剑", p.gold_sword}, {"钻石剑", p.diamond_sword}, {"火剑", p.fire_sword}, {"冰剑", p.ice_sword} }; int idx = 1; for (auto& s : swords) { cout << idx << ". " << s.first << "(数量:" << s.second << ")" << endl; idx++; } cout << "请选择要装备的剑序号(0取消):"; int sword_choice; cin >> sword_choice; if (sword_choice > 0 && sword_choice <=7 && swords[sword_choice-1].second>0) { p.equipped_sword = swords[sword_choice-1].first; cout << "成功装备" << p.equipped_sword << "!" << endl; } break; } case 2: { // 修复case和数字间的空格 cout << "\n【选择镐】- 你拥有的镐:" << endl; vector<pair<string, int>> pickaxes = { {"木镐", p.wood_pickaxe}, {"石镐", p.stone_pickaxe}, {"铁镐", p.iron_pickaxe}, {"金镐", p.gold_pickaxe}, {"钻石镐", p.diamond_pickaxe} }; int idx =1; for(auto&p:pickaxes) {cout<<idx++<<"."<<p.first<<"("<<p.second<<")\n";} int pick_choice; cin>>pick_choice; if(pick_choice>0&&pick_choice<=5&&pickaxes[pick_choice-1].second>0) { p.equipped_pickaxe = pickaxes[pick_choice-1].first; cout<<"成功装备"<<p.equipped_pickaxe<<"!"<<endl; } break; } case 3: { // 修复case和数字间的空格 cout<<"\n【选择盔甲】- 你拥有的盔甲:"<<endl; vector<pair<string,int>> armors={{"木甲",p.wood_armor},{"石甲",p.stone_armor},{"铁甲",p.iron_armor},{"金甲",p.gold_armor},{"钻石甲",p.diamond_armor}}; int idx=1;for(auto&a:armors){cout<<idx++<<"."<<a.first<<"("<<a.second<<")\n";} int a_choice;cin>>a_choice; if(a_choice>0&&a_choice<=5&&armors[a_choice-1].second>0){p.equipped_armor=armors[a_choice-1].first;cout<<"成功装备"<<p.equipped_armor<<"!"<<endl;}break; } case 4: { // 修复case和数字间的空格 cout<<"\n【选择盾牌】- 你拥有的盾牌:"<<endl; vector<pair<string,int>> shields={{"木盾",p.wood_shield},{"石盾",p.stone_shield},{"铁盾",p.iron_shield},{"金盾",p.gold_shield},{"钻石盾",p.diamond_shield}}; int idx=1;for(auto&s:shields){cout<<idx++<<"."<<s.first<<"("<<s.second<<")\n";} int s_choice;cin>>s_choice; if(s_choice>0&&s_choice<=5&&shields[s_choice-1].second>0){p.equipped_shield=shields[s_choice-1].first;cout<<"成功装备"<<p.equipped_shield<<"!"<<endl;}break; } case 5: p.equipped_sword=p.equipped_pickaxe=p.equipped_armor=p.equipped_shield="无";cout<<"已取消所有装备!"<<endl;break; case 6: cout<<"返回主菜单..."<<endl;break; default:cout<<"无效选项!"<<endl; } } // 制作物品函数(新增获得物品后询问装备,修复火把制作BUG) void craftItem(Player& p) { cout << "\n【制作台】- 可选配方:" << endl; cout << "===== 基础物品 =====" << endl; cout << "1. 床(羊毛*3+木头*2)- 夜晚可直接跳过,百分百安全" << endl; cout << "2. 火把(木头*1+煤*1)- 降低夜晚遇到怪物的概率,可进入雪山" << endl; // 补充火把用途 cout << "===== 剑类 =====" << endl; cout << "3. 木剑(木头*3)- 基础攻击+10" << endl; cout << "4. 石剑(石头*5)- 攻击+15" << endl; cout << "5. 铁剑(铁锭*3)- 攻击+20" << endl; cout << "6. 金剑(金锭*3)- 攻击+18" << endl; cout << "7. 钻石剑(钻石*2)- 攻击+30" << endl; cout << "8. 火剑(钻石剑*1+火晶*3)- 攻击+40(进入雪山必备/替代火把)" << endl; // 明确火剑替代火把 cout << "9. 冰剑(钻石剑*1+冰晶*3)- 攻击+35(进入火山必备)" << endl; cout << "===== 镐类 =====" << endl; cout << "10. 木镐(木头*3)- 挖掘+1" << endl; cout << "11. 石镐(石头*3)- 挖掘+2" << endl; cout << "12. 铁镐(铁锭*3)- 挖掘+3" << endl; cout << "13. 金镐(金锭*3)- 挖掘+4" << endl; cout << "14. 钻石镐(钻石*2)- 挖掘+3" << endl; cout << "===== 盔甲类 =====" << endl; cout << "15. 木甲(木头*8)- 防御+5,提升最大生命值10" << endl; cout << "16. 石甲(石头*12)- 防御+10,提升最大生命值20" << endl; cout << "17. 铁甲(铁锭*8)- 防御+18,提升最大生命值30" << endl; cout << "18. 金甲(金锭*8)- 防御+15,提升最大生命值25" << endl; cout << "19. 钻石甲(钻石*5)- 防御+30,提升最大生命值50" << endl; cout << "===== 盾牌类 =====" << endl; cout << "20. 木盾(木头*5)- 格挡+15" << endl; cout << "21. 石盾(石头*8)- 格挡+25" << endl; cout << "22. 铁盾(铁锭*5)- 格挡+35" << endl; cout << "23. 金盾(金锭*5)- 格挡+30" << endl; cout << "24. 钻石盾(钻石*3)- 格挡+50" << endl; cout << "===== 其他 =====" << endl; cout << "25. 装备物品" << endl; cout << "26. 退出制作台" << endl; cout << "请选择要制作的物品序号:"; int choice; cin>>choice; switch(choice) { case 1:if(p.wool>=3&&p.wood>=2){p.wool-=3;p.wood-=2;p.bed++;cout<<"制作成功!获得床*1"<<endl;}else{cout<<"材料不足!"<<endl;}break; case 2:if(p.wood>=1&&p.coal>=1){p.wood--;p.coal--;p.torch+=4;cout<<"制作成功!消耗木头*1+煤*1,获得火把*4"<<endl;p.iq+=3;}else{cout<<"材料不足!制作火把需要木头*1+煤*1"<<endl;}break; // 火把制作核心逻辑(正常) case 3:if(p.wood>=3){p.wood-=3;p.wood_sword++;cout<<"制作成功!获得木剑*1"<<endl;p.ability+=5;askEquipNewItem(p,"剑","木剑");}else{cout<<"材料不足!"<<endl;}break; case 4:if(p.stone>=5){p.stone-=5;p.stone_sword++;cout<<"制作成功!获得石剑*1"<<endl;p.ability+=8;askEquipNewItem(p,"剑","石剑");}else{cout<<"材料不足!"<<endl;}break; case 5:if(p.iron>=3){p.iron-=3;p.iron_sword++;cout<<"制作成功!获得铁剑*1"<<endl;p.ability+=12;askEquipNewItem(p,"剑","铁剑");}else{cout<<"材料不足!"<<endl;}break; case 6:if(p.gold>=3){p.gold-=3;p.gold_sword++;cout<<"制作成功!获得金剑*1"<<endl;p.ability+=10;askEquipNewItem(p,"剑","金剑");}else{cout<<"材料不足!"<<endl;}break; case 7:if(p.diamond>=2){p.diamond-=2;p.diamond_sword++;cout<<"制作成功!获得钻石剑*1"<<endl;p.ability+=20;askEquipNewItem(p,"剑","钻石剑");}else{cout<<"材料不足!"<<endl;}break; case 8:if(p.diamond_sword>=1&&p.fire_crystal>=3){p.diamond_sword--;p.fire_crystal-=3;p.fire_sword++;cout<<"制作成功!获得火剑*1"<<endl;p.ability+=25;askEquipNewItem(p,"剑","火剑");}else{cout<<"材料不足!"<<endl;}break; case 9:if(p.diamond_sword>=1&&p.ice_crystal>=3){p.diamond_sword--;p.ice_crystal-=3;p.ice_sword++;cout<<"制作成功!获得冰剑*1"<<endl;p.ability+=22;askEquipNewItem(p,"剑","冰剑");}else{cout<<"材料不足!"<<endl;}break; case 10:if(p.wood>=3){p.wood-=3;p.wood_pickaxe++;cout<<"制作成功!获得木镐*1"<<endl;p.iq+=4;askEquipNewItem(p,"镐","木镐");}else{cout<<"材料不足!"<<endl;}break; case 11:if(p.stone>=3){p.stone-=3;p.stone_pickaxe++;cout<<"制作成功!获得石镐*1"<<endl;p.iq+=6;askEquipNewItem(p,"镐","石镐");}else{cout<<"材料不足!"<<endl;}break; case 12:if(p.iron>=3){p.iron-=3;p.iron_pickaxe++;cout<<"制作成功!获得铁镐*1"<<endl;p.iq+=8;askEquipNewItem(p,"镐","铁镐");}else{cout<<"材料不足!"<<endl;}break; case 13:if(p.gold>=3){p.gold-=3;p.gold_pickaxe++;cout<<"制作成功!获得金镐*1"<<endl;p.iq+=7;askEquipNewItem(p,"镐","金镐");}else{cout<<"材料不足!"<<endl;}break; case 14:if(p.diamond>=2){p.diamond-=2;p.diamond_pickaxe++;cout<<"制作成功!获得钻石镐*1"<<endl;p.iq+=10;askEquipNewItem(p,"镐","钻石镐");}else{cout<<"材料不足!"<<endl;}break; case 15:if(p.wood>=8){p.wood-=8;p.wood_armor++;p.max_hp+=10;p.hp=p.max_hp;cout<<"制作成功!获得木甲*1"<<endl;p.ability+=3;askEquipNewItem(p,"盔甲","木甲");}else{cout<<"材料不足!"<<endl;}break; case 16:if(p.stone>=12){p.stone-=12;p.stone_armor++;p.max_hp+=20;p.hp=p.max_hp;cout<<"制作成功!获得石甲*1"<<endl;p.ability+=6;askEquipNewItem(p,"盔甲","石甲");}else{cout<<"材料不足!"<<endl;}break; case 17:if(p.iron>=8){p.iron-=8;p.iron_armor++;p.max_hp+=30;p.hp=p.max_hp;cout<<"制作成功!获得铁甲*1"<<endl;p.ability+=10;askEquipNewItem(p,"盔甲","铁甲");}else{cout<<"材料不足!"<<endl;}break; case 18:if(p.gold>=8){p.gold-=8;p.gold_armor++;p.max_hp+=25;p.hp=p.max_hp;cout<<"制作成功!获得金甲*1"<<endl;p.ability+=8;askEquipNewItem(p,"盔甲","金甲");}else{cout<<"材料不足!"<<endl;}break; case 19:if(p.diamond>=5){p.diamond-=5;p.diamond_armor++;p.max_hp+=50;p.hp=p.max_hp;cout<<"制作成功!获得钻石甲*1"<<endl;p.ability+=20;askEquipNewItem(p,"盔甲","钻石甲");}else{cout<<"材料不足!"<<endl;}break; case 20:if(p.wood>=5){p.wood-=5;p.wood_shield++;cout<<"制作成功!获得木盾*1"<<endl;askEquipNewItem(p,"盾牌","木盾");}else{cout<<"材料不足!"<<endl;}break; case 21:if(p.stone>=8){p.stone-=8;p.stone_shield++;cout<<"制作成功!获得石盾*1"<<endl;askEquipNewItem(p,"盾牌","石盾");}else{cout<<"材料不足!"<<endl;}break; case 22:if(p.iron>=5){p.iron-=5;p.iron_shield++;cout<<"制作成功!获得铁盾*1"<<endl;askEquipNewItem(p,"盾牌","铁盾");}else{cout<<"材料不足!"<<endl;}break; case 23:if(p.gold>=5){p.gold-=5;p.gold_shield++;cout<<"制作成功!获得金盾*1"<<endl;askEquipNewItem(p,"盾牌","金盾");}else{cout<<"材料不足!"<<endl;}break; case 24:if(p.diamond>=3){p.diamond-=3;p.diamond_shield++;cout<<"制作成功!获得钻石盾*1"<<endl;askEquipNewItem(p,"盾牌","钻石盾");}else{cout<<"材料不足!"<<endl;}break; // 修复错误的火把装备询问 case 25:equipTool(p);break; case 26:cout<<"退出制作台..."<<endl;break; default:cout<<"无效选项!"<<endl; } } // 【核心新增】闪电能源猜拳免伤函数 bool lightningGuess(Player &p) { if(p.lightning_energy <= 0) return false; cout << "\n? 你拥有 " << p.lightning_energy << " 个闪电能源,可以进行猜拳免伤!?" << endl; cout << "猜拳规则:猜赢 = 完全免疫本次伤害,猜输/平局 = 正常扣血,消耗1个闪电能源" << endl; string player_choice; cout << "请出拳 (石头/剪刀/布):"; cin >> player_choice; vector<string> choices = {"石头", "剪刀", "布"}; string monster_choice = choices[rand()%3]; cout << "怪物出拳:" << monster_choice << endl; p.lightning_energy--; if( (player_choice=="石头"&&monster_choice=="剪刀") || (player_choice=="剪刀"&&monster_choice=="布") || (player_choice=="布"&&monster_choice=="石头") ) { cout << "? 恭喜!猜拳胜利!完全免疫本次怪物伤害!剩余闪电能源:" << p.lightning_energy << endl; return true; } else { cout << "? 猜拳失败/平局!正常承受伤害,剩余闪电能源:" << p.lightning_energy << endl; return false; } } // 雪山探索函数 - 多怪物组合 void exploreSnowMountain(Player& p, bool& found_ice_guardian) { cout << "\n???? 你进入了终年积雪的雪山,寒风刺骨!火把为你带来了温暖!????" << endl; // 新增火把提示 int random_event = rand() % 10; if(random_event < 8) { vector<pair<string, int>> monsters = {{"雪怪",35},{"冰晶史莱姆",28},{"雪山野狼",40},{"冰晶守护者",60}}; int monster_idx = rand()%4; string monster_name = monsters[monster_idx].first; int damage = monsters[monster_idx].second; cout << "?? 你遇到了:" << monster_name << "!" << endl; if(monster_name == "冰晶守护者") found_ice_guardian = true; if(lightningGuess(p)) { damage = 0; } else { int armor_defense = getArmorDefense(p.equipped_armor); if (armor_defense >0) { damage -= armor_defense; cout<<"??? 盔甲抵挡"<<armor_defense<<"点伤害!"<<endl; } int shield_block = getShieldBlock(p.equipped_shield); if (shield_block >0) { damage -= shield_block; cout<<"??? 盾牌格挡"<<shield_block<<"点伤害!盾牌已消耗"<<endl;p.equipped_shield="无"; } int sword_attack = getSwordDamage(p.equipped_sword); if (sword_attack>0) { damage -= sword_attack; cout<<"?? 反击造成"<<sword_attack<<"点伤害!"<<endl; } } damage = max(damage,0); p.hp -= damage; cout << monster_name << "对你造成了 " << damage << " 点伤害!生命值剩余:" << p.hp << endl; if(p.hp>0 && monster_name == "冰晶守护者") {p.ice_crystal += rand()%3+1;cout<<"? 获得冰晶*"<<p.ice_crystal<<"!"<<endl;found_ice_guardian=false;} } else { cout << "?? 雪山暂时安全,你收集到了木头*2+石头*1" << endl; p.wood+=2;p.stone+=1; // 雪山探索成功奖励:小概率获得煤(制作火把材料) if(rand()%5 == 0) { int coal_reward = rand()%2+1; p.coal += coal_reward; cout << "?? 幸运!在雪山发现煤矿,获得煤*" << coal_reward << endl; } } } // 火山探索函数 - 多怪物组合 void exploreVolcano(Player& p, bool& found_fire_guardian) { cout << "\n???? 你进入了炽热的火山,岩浆在脚下翻涌!????" << endl; int random_event = rand()%10; if(random_event<8) { vector<pair<string,int>> monsters={{"熔岩怪",40},{"火焰史莱姆",35},{"岩浆蜘蛛",45},{"火晶守护者",70}}; int monster_idx=rand()%4;string mn=monsters[monster_idx].first;int dmg=monsters[monster_idx].second; cout<<"?? 你遇到了:"<<mn<<"!"<<endl;if(mn=="火晶守护者") found_fire_guardian=true; if(lightningGuess(p)) dmg=0; else{ int ad=getArmorDefense(p.equipped_armor);if(ad>0){dmg-=ad;cout<<"??? 盔甲抵挡"<<ad<<"点伤害!"<<endl;} int sb=getShieldBlock(p.equipped_shield);if(sb>0){dmg-=sb;cout<<"??? 盾牌格挡"<<sb<<"点伤害!盾牌已消耗"<<endl;p.equipped_shield="无";} int sa=getSwordDamage(p.equipped_sword);if(sa>0){dmg-=sa;cout<<"?? 反击造成"<<sa<<"点伤害!"<<endl;} } dmg=max(dmg,0);p.hp-=dmg; cout<<mn<<"对你造成了 "<<dmg<<" 点伤害!生命值剩余:"<<p.hp<<endl; if(p.hp>0&&mn=="火晶守护者"){p.fire_crystal+=rand()%3+1;cout<<"? 获得火晶*"<<p.fire_crystal<<"!"<<endl;found_fire_guardian=false;} }else{cout<<"?? 火山暂时安全,你收集到了石头*2+煤*1"<<endl;p.stone+=2;p.coal+=1;} } // 白天探索函数 - 全区域多怪物+探索后询问是否继续当前区域 void dayExplore(Player& p) { cout << "\n【?? 白天探索】- 请选择探索区域:" << endl; cout << "1. 草原(羊毛、食物,安全) 2. 森林(木头,多怪物) 3. 采石场(石头、煤)" << endl; cout << "4. 铁矿洞(铁锭) 5. 金矿脉(金锭) 6. 钻石矿洞(钻石,高危)" << endl; cout << "7. 村庄(交易) 8. 雪山(火把>0 或 火剑) 9. 火山(冰剑) 10. 返回营地" << endl; // 明确雪山进入条件 cout << "请选择:"; static bool fig=false,ffg=false;int choice=0;cin>>choice; char go_on;cout<<"是否确定前往该区域?(y/n):";cin>>go_on; if(go_on!='y'&&go_on!='Y'){cout<<"取消探索,返回原地。"<<endl;return;} int re=rand()%10; // 新增:区域进入规则判断 bool canEnter = true; string enterReason = ""; if(choice == 8) { // 雪山 // 雪山规则:火把>0 或 有火剑(装备/物品栏) if(p.torch <= 0 && p.equipped_sword != "火剑" && p.fire_sword <= 0) { canEnter = false; enterReason = "雪山太冷!需要火把(数量>0)或火剑(装备/物品栏)才能进入!请先制作火把(木头*1+煤*1=火把*4)"; } } else if(choice == 9) { // 火山 // 火山规则:有冰剑(装备/物品栏) if(p.equipped_sword != "冰剑" && p.ice_sword <= 0) { canEnter = false; enterReason = "火山太热!需要冰剑(装备/物品栏)才能进入!"; } } // 判断是否能进入 if(!canEnter) { cout << "?? " << enterReason << endl; return; } switch(choice) { case 1:{cout<<"?? 草原探索!"<<endl;int ac;cout<<"是否攻击羊群?1.是 2.否:";cin>>ac; if(ac==1){int w=rand()%5+2,f=rand()%6+3;p.wool+=w;p.food+=f;cout<<"? 获得羊毛*"<<w<<" 食物*"<<f<<endl;} else{p.hp+=5;p.hp=min(p.hp,p.max_hp);cout<<"?? 和平相处,回血5点!"<<endl;}break;} case 2:{cout<<"?? 森林探索!"<<endl;int pb=getPickaxeBonus(p.equipped_pickaxe);int w=rand()%8+5+pb;p.wood+=w; cout<<"?? 获得木头*"<<w<<" (镐加成+"<<pb<<")"<<endl; if(re<7){vector<string> ms={"野狼","黑熊","树人","毒蜘蛛"};string mn=ms[rand()%4];int d=rand()%20+10; cout<<"?? 遇到了:"<<mn<<"!"<<endl; if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;} }break;} case 3:{cout<<"?? 采石场探索!"<<endl;int pb=getPickaxeBonus(p.equipped_pickaxe);int s=rand()%9+6+pb,c=rand()%5+2;p.stone+=s;p.coal+=c; cout<<"?? 石头*"<<s<<" 煤*"<<c<<" (镐加成+"<<pb<<")"<<endl; if(re<5){vector<string>ms={"岩石傀儡","矿洞老鼠","碎石怪"};string mn=ms[rand()%3];int d=rand()%15+5; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 4:{cout<<"?? 铁矿洞探索!"<<endl;if(p.equipped_pickaxe=="无"||p.equipped_pickaxe=="木镐"){p.stone+=rand()%5+3;cout<<"? 镐等级不足,只获得石头!"<<endl;} else{int i=rand()%7+4+(getPickaxeBonus(p.equipped_pickaxe)/2);p.iron+=i;cout<<"?? 获得铁锭*"<<i<<endl;} if(re<7){vector<string>ms={"洞穴蜘蛛","铁矿傀儡","黑暗蝙蝠"};string mn=ms[rand()%3];int d=rand()%25+15; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 5:{cout<<"?? 金矿脉探索!"<<endl;if(p.equipped_pickaxe!="铁镐"&&p.equipped_pickaxe!="金镐"&&p.equipped_pickaxe!="钻石镐"){cout<<"? 镐等级不足,无法开采!"<<endl;break;} int g=rand()%6+3+(getPickaxeBonus(p.equipped_pickaxe)/3);p.gold+=g;cout<<"?? 获得金锭*"<<g<<endl; if(re<8){vector<string>ms={"黄金守卫","巨型蜘蛛","金矿史莱姆"};string mn=ms[rand()%3];int d=rand()%30+20; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 6:{cout<<"?? 钻石矿洞探索!"<<endl;if(p.equipped_pickaxe!="铁镐"&&p.equipped_pickaxe!="金镐"&&p.equipped_pickaxe!="钻石镐"){cout<<"? 镐等级不足,无法开采!"<<endl;break;} int d=rand()%4+2;p.diamond+=d;cout<<"?? 获得钻石*"<<d<<endl; if(re<9){vector<string>ms={"钻石傀儡","苦力怕","末影蜘蛛","矿洞魔王"};string mn=ms[rand()%4];int dmg=rand()%50+30; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=dmg;cout<<mn<<"造成"<<dmg<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 7:{cout<<"?? 村庄探索!"<<endl;if(p.food>=2){p.food-=2;vector<string>rw={"木头*8","石头*6","羊毛*4","铁锭*3","金锭*2","钻石*1","煤*5","火把*8"}; string r=rw[rand()%8];cout<<"?? 用2份食物兑换:"<<r<<endl; if(r.find("木头")!=string::npos)p.wood+=8;else if(r.find("石头")!=string::npos)p.stone+=6; else if(r.find("羊毛")!=string::npos)p.wool+=4;else if(r.find("铁锭")!=string::npos)p.iron+=3; else if(r.find("金锭")!=string::npos)p.gold+=2;else if(r.find("钻石")!=string::npos)p.diamond+=1; else if(r.find("煤")!=string::npos)p.coal+=5;else if(r.find("火把")!=string::npos)p.torch+=8; }else{cout<<"?? 食物不足,无法交易!"<<endl;}break;} case 8:{ // 雪山 - 优化火把消耗逻辑 if(p.equipped_sword != "火剑") { // 只有没装备火剑时才消耗火把 if(p.torch >= 2) { p.torch -= 2; cout << "?? 进入雪山消耗火把*2,剩余火把:" << p.torch << endl; } else { // 火把不足2个时,消耗剩余所有火把 cout << "?? 进入雪山消耗剩余火把*" << p.torch << ",剩余火把:0" << endl; p.torch = 0; } } else { cout << "?? 你装备了火剑,无需消耗火把即可在雪山探索!" << endl; } exploreSnowMountain(p,fig);break;} case 9:exploreVolcano(p,ffg);break; // 火山 case 10:cout<<"??? 返回营地,打开制作台!"<<endl;craftItem(p);break; default:cout<<"? 无效选项,浪费探索时间!"<<endl; } // 【核心需求】探索完当前区域后,询问是否继续探索当前区域 } // 夜晚生存函数 - 【核心新增】闪电魔法师 + 掉落闪电能源 + 多怪物组合 bool nightSurvive(Player& p) { cout << "\n???? 夜晚降临 ????" << endl; cout << "?? 周围漆黑一片,怪物的嘶吼声越来越近..." << endl; if(p.bed>0){cout<<"??? 使用床跳过夜晚,安全度过!"<<endl;p.bed--;p.hp+=30;p.hp=min(p.hp,p.max_hp);return true;} int mp=90;if(p.torch>0){mp=60;p.torch--;cout<<"??? 点燃火把,怪物概率降低!剩余火把:"<<p.torch<<endl;} int rc=rand()%100; if(rc<mp){ // 核心新增:夜晚怪物列表加入【闪电魔法师】 vector<pair<string, int>> nightMonsters = { {"僵尸",30},{"骷髅射手",40},{"苦力怕",80},{"幻翼",25},{"蜘蛛骑士",50},{"闪电魔法师",65} }; int monsterCount = rand()%3+1; int monsterIdx = rand()%6; string mn = nightMonsters[monsterIdx].first; int dmgPer = nightMonsters[monsterIdx].second; int totalDmg = dmgPer * monsterCount; cout << "???? 遭遇 " << monsterCount << " 只 " << mn << " 的围攻!????" << endl; bool noDmg = lightningGuess(p); if(!noDmg){ int ad=getArmorDefense(p.equipped_armor);if(ad>0){totalDmg -= ad*monsterCount;cout<<"??? 盔甲抵挡 "<<ad*monsterCount<<" 点伤害!"<<endl;} int sb=getShieldBlock(p.equipped_shield);if(sb>0){totalDmg -= sb;cout<<"??? 盾牌格挡 "<<sb<<" 点伤害!盾牌已消耗!"<<endl;p.equipped_shield="无";} int sa=getSwordDamage(p.equipped_sword);if(sa>0){totalDmg -= sa*monsterCount;cout<<"?? 反击造成 "<<sa*monsterCount<<" 点伤害!"<<endl;} }else{totalDmg=0;} totalDmg = max(totalDmg,0); p.hp -= totalDmg; cout << mn << "对你造成 " << totalDmg << " 点伤害!生命值剩余:" << p.hp << endl; // 击败闪电魔法师 必掉落【闪电能源】 if(p.hp>0 && mn == "闪电魔法师") { int le = rand()%3+1; p.lightning_energy += le; cout << "?? 恭喜!击败闪电魔法师,掉落【闪电能源*" << le << "】!??" << endl; askEquipNewItem(p,"特殊道具","闪电能源"); } if(p.hp>0 && p.food>=3){ int hc;cout<<"?? 是否使用3份食物恢复30点生命值?1.是 2.否:";cin>>hc; if(hc==1){p.food-=3;p.hp+=30;p.hp=min(p.hp,p.max_hp);cout<<"?? 回血成功!生命值:"<<p.hp<<endl;} } if(p.hp<=0){cout<<"?? 你被怪物击败了!"<<endl;return false;} else{cout<<"? 成功击退怪物,撑过这一波攻击!"<<endl;} }else{cout<<"?? 今晚运气爆棚,没有遇到怪物!回血10点!"<<endl;p.hp+=10;p.hp=min(p.hp,p.max_hp);} return true; } int main(){ system("color 4f"); srand(time(0)); cout<<"========================================"<<endl; cout<<" 《我的世界:无限生存挑战》 "<<endl; cout<<"========================================"<<endl; cout<<"灵感来自《我的世界》,无限探索直到死亡!\n"; cout<<"你的名字:";string name;cin>>name; cout<<endl<<"你好,"<<name<<"!欢迎来到我的世界无限生存挑战!"<<endl; Player player;player.name = name; cout<<"\n你的初始属性:"<<endl; cout<<"等级:"<<player.level<<" | 智商:"<<player.iq<<" | 能力:"<<player.ability<<endl; cout<<"生命值:"<<player.hp<<" | 物品栏:空"<<endl; cout<<"? 核心规则1:每个区域都有多种怪物随机出现,危险升级!"<<endl; cout<<"? 核心规则2:探索完区域可选择继续刷本区域,资源拉满!"<<endl; cout<<"? 核心规则3:夜晚新增【闪电魔法师】,击败掉落闪电能源!"<<endl; cout<<"? 核心规则4:闪电能源 = 被攻击时猜拳次数,猜赢完全免伤!"<<endl; cout<<"? 核心规则5:装备上限:1剑+1镐+1甲+1盾,矿物晶石无限存!"<<endl; cout<<"? 核心规则6:获得新物品立即询问是否装备,无缝养成!"<<endl; cout<<"? 核心规则7:无限探索天数,生存下去就是胜利!"<<endl; cout<<"? 核心规则8:火山需要冰剑才能进入,雪山需要火把(木头+煤制作)或火剑才能进入!"<<endl; // 明确雪山规则 int day_count = 1; bool is_alive = true; // 【核心修改】无限循环,删除天数限制,直到玩家死亡或主动退出 while(is_alive) { cout << "\n========================================" << endl; cout << " 第" << day_count << "天 " << endl; cout << "========================================" << endl; char continue_explore = 'y'; while( (continue_explore == 'y' || continue_explore == 'Y') && is_alive ) { dayExplore(player); showStatus(player); if(player.hp <= 0) { is_alive = false; break; } cout << "? 是否继续进行白天的探索?(y/n):"; cin >> continue_explore; if(continue_explore != 'y' && continue_explore != 'Y') { cout << "?? 结束白天探索,准备度过夜晚。" << endl; } } if(!is_alive) break; cout << "\n========================================" << endl; cout << " 第" << day_count << "夜 " << endl; cout << "========================================" << endl; is_alive = nightSurvive(player); showStatus(player); if(is_alive) { player.level +=1;player.iq+=5;player.ability+=8; cout << "\n?? 成功度过一天!等级提升至 " << player.level << " 级!??" << endl; day_count++; char quitGame; cout << "? 是否主动结束本次探索之旅?(y/n):"; cin >> quitGame; if(quitGame == 'y' || quitGame == 'Y') { cout << "\n?? 你选择主动结束探索,挑战成功!??" << endl; is_alive = false; } } } cout << "\n========================================" << endl; cout << " 游戏结局 " << endl; cout << "========================================" << endl; if(!is_alive && player.hp<=0) { cout << "\n?? 游戏结束 ??" << endl; cout << "你在第" << day_count << "天/夜不幸遇难了..." << endl; cout << "最终等级:" << player.level << " | 剩余生命值:" << player.hp << endl; cout << "? 剩余闪电能源:" << player.lightning_energy << " 个" << endl; } else { cout << "\n?? 恭喜通关 ??" << endl; cout << "你成功在我的世界生存了 " << day_count-1 << " 天,达成无限生存成就!" << endl; cout << "最终等级:" << player.level << " | 生命值:" << player.hp << "/" << player.max_hp << endl; cout << "? 最终闪电能源:" << player.lightning_energy << " 个" << endl; } cout<<"\n感谢您的游玩!无限生存,勇者无畏!"<<endl; return 0; } -
@ 2026-1-15 19:56:41这些代码的源头...我觉得是ai生成的,或是一些不正当的方法,绝对不是自己写的!!!
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@ 2026-1-15 18:19:43#include <bits/stdc++.h> #include <ctime> using namespace std; // 工具材质枚举 enum class Material { WOOD, // 木头 STONE, // 石头 IRON, // 铁 GOLD, // 金 DIAMOND // 钻石 }; // 玩家属性结构体,【核心新增】闪电能源 + 完善装备规则 struct Player { string name; long long level = 1; long long iq = 130; long long ability = 90; int hp = 100; int max_hp = 100; // 基础物品(专属资源) int food = 0; int wool = 0; int wood = 0; int stone = 0; int coal = 0; int iron = 0; int gold = 0; int diamond = 0; int ice_crystal = 0; int fire_crystal = 0; // 核心新增:闪电能源 int lightning_energy = 0; // 工具物品栏 - 剑 int wood_sword = 0; int stone_sword = 0; int iron_sword = 0; int gold_sword = 0; int diamond_sword = 0; int fire_sword = 0; int ice_sword = 0; // 工具物品栏 - 镐 int wood_pickaxe = 0; int stone_pickaxe = 0; int iron_pickaxe = 0; int gold_pickaxe = 0; int diamond_pickaxe = 0; // 盔甲物品栏 int wood_armor = 0; int stone_armor = 0; int iron_armor = 0; int gold_armor = 0; int diamond_armor = 0; // 盾牌物品栏 int wood_shield = 0; int stone_shield = 0; int iron_shield = 0; int gold_shield = 0; int diamond_shield = 0; // 其他原有物品 int bed = 0; int torch = 0; // 当前装备的物品 【核心规则】1剑+1镐+1甲+1盾 上限 string equipped_sword = "无"; string equipped_pickaxe = "无"; string equipped_armor = "无"; string equipped_shield = "无"; }; // 获取剑伤害值 int getSwordDamage(const string& sword_type) { if (sword_type == "木剑") return 10; if (sword_type == "石剑") return 15; if (sword_type == "铁剑") return 20; if (sword_type == "金剑") return 18; if (sword_type == "钻石剑") return 30; if (sword_type == "火剑") return 40; if (sword_type == "冰剑") return 35; return 0; } // 获取镐的挖掘加成 int getPickaxeBonus(const string& pickaxe_type) { if (pickaxe_type == "木镐") return 1; if (pickaxe_type == "石镐") return 2; if (pickaxe_type == "铁镐") return 3; if (pickaxe_type == "金镐") return 4; if (pickaxe_type == "钻石镐") return 3; return 0; } // 获取盔甲的防御值 int getArmorDefense(const string& armor_type) { if (armor_type == "木甲") return 5; if (armor_type == "石甲") return 10; if (armor_type == "铁甲") return 18; if (armor_type == "金甲") return 15; if (armor_type == "钻石甲") return 30; return 0; } // 获取盾牌的格挡值 int getShieldBlock(const string& shield_type) { if (shield_type == "木盾") return 15; if (shield_type == "石盾") return 25; if (shield_type == "铁盾") return 35; if (shield_type == "金盾") return 30; if (shield_type == "钻石盾") return 50; return 0; } // 【核心新增】获得新物品后,询问是否装备的通用函数 void askEquipNewItem(Player& p, string itemType, string itemName) { cout << "\n? 你获得了新物品:" << itemName << "!是否立即装备该" << itemType << "?(y/n):"; char choice; cin >> choice; if (choice == 'y' || choice == 'Y') { if (itemType == "剑") { p.equipped_sword = itemName; } else if (itemType == "镐") { p.equipped_pickaxe = itemName; } else if (itemType == "盔甲") { p.equipped_armor = itemName; } else if (itemType == "盾牌") { p.equipped_shield = itemName; } cout << "? 已成功装备:" << itemName << endl; } else { cout << "? 选择不装备,物品存入物品栏。" << endl; } } // 显示玩家状态和物品栏(新增闪电能源显示) void showStatus(const Player& p) { cout << "\n========================================" << endl; cout << "玩家:" << p.name << "\t等级:" << p.level << endl; cout << "生命值:" << p.hp << "/" << p.max_hp << "\t智商:" << p.iq << "\t能力:" << p.ability << endl; cout << "? 闪电能源:" << p.lightning_energy << "个 (可抵挡怪物攻击猜拳次数)" << endl; cout << "【当前装备】【规则:1剑+1镐+1甲+1盾】" << endl; cout << "手持剑:" << p.equipped_sword << " | 手持镐:" << p.equipped_pickaxe << endl; cout << "身著甲:" << p.equipped_armor << " | 手持盾:" << p.equipped_shield << endl; cout << "【物品栏】矿物/晶石无限持有" << endl; cout << "食物:" << p.food << "份 | 羊毛:" << p.wool << "个 | 木头:" << p.wood << "块" << endl; cout << "石头:" << p.stone << "块 | 煤:" << p.coal << "块 | 铁锭:" << p.iron << "个 | 金锭:" << p.gold << "个 | 钻石:" << p.diamond << "个" << endl; cout << "冰晶:" << p.ice_crystal << "个 | 火晶:" << p.fire_crystal << "个" << endl; cout << "【剑类】木剑:" << p.wood_sword << " | 石剑:" << p.stone_sword << " | 铁剑:" << p.iron_sword << " | 金剑:" << p.gold_sword << " | 钻石剑:" << p.diamond_sword << " | 火剑:" << p.fire_sword << " | 冰剑:" << p.ice_sword << endl; cout << "【镐类】木镐:" << p.wood_pickaxe << " | 石镐:" << p.stone_pickaxe << " | 铁镐:" << p.iron_pickaxe << " | 金镐:" << p.gold_pickaxe << " | 钻石镐:" << p.diamond_pickaxe << endl; cout << "【盔甲类】木甲:" << p.wood_armor << " | 石甲:" << p.stone_armor << " | 铁甲:" << p.iron_armor << " | 金甲:" << p.gold_armor << " | 钻石甲:" << p.diamond_armor << endl; cout << "【盾牌类】木盾:" << p.wood_shield << " | 石盾:" << p.stone_shield << " | 铁盾:" << p.iron_shield << " | 金盾:" << p.gold_shield << " | 钻石盾:" << p.diamond_shield << endl; cout << "【其他】床:" << p.bed << " | 火把:" << p.torch << endl; cout << "========================================\n" << endl; } // 装备物品函数 void equipTool(Player& p) { cout << "\n【装备物品】- 请选择要装备的物品类型:" << endl; cout << "1. 装备剑" << endl; cout << "2. 装备镐" << endl; cout << "3. 装备盔甲" << endl; cout << "4. 装备盾牌" << endl; cout << "5. 取消所有装备" << endl; cout << "6. 返回" << endl; cout << "请选择:"; int choice; cin >> choice; switch(choice) { case 1: { // 修复case和数字间的空格 cout << "\n【选择剑】- 你拥有的剑:" << endl; vector<pair<string, int>> swords = { {"木剑", p.wood_sword}, {"石剑", p.stone_sword}, {"铁剑", p.iron_sword}, {"金剑", p.gold_sword}, {"钻石剑", p.diamond_sword}, {"火剑", p.fire_sword}, {"冰剑", p.ice_sword} }; int idx = 1; for (auto& s : swords) { cout << idx << ". " << s.first << "(数量:" << s.second << ")" << endl; idx++; } cout << "请选择要装备的剑序号(0取消):"; int sword_choice; cin >> sword_choice; if (sword_choice > 0 && sword_choice <=7 && swords[sword_choice-1].second>0) { p.equipped_sword = swords[sword_choice-1].first; cout << "成功装备" << p.equipped_sword << "!" << endl; } break; } case 2: { // 修复case和数字间的空格 cout << "\n【选择镐】- 你拥有的镐:" << endl; vector<pair<string, int>> pickaxes = { {"木镐", p.wood_pickaxe}, {"石镐", p.stone_pickaxe}, {"铁镐", p.iron_pickaxe}, {"金镐", p.gold_pickaxe}, {"钻石镐", p.diamond_pickaxe} }; int idx =1; for(auto&p:pickaxes) {cout<<idx++<<"."<<p.first<<"("<<p.second<<")\n";} int pick_choice; cin>>pick_choice; if(pick_choice>0&&pick_choice<=5&&pickaxes[pick_choice-1].second>0) { p.equipped_pickaxe = pickaxes[pick_choice-1].first; cout<<"成功装备"<<p.equipped_pickaxe<<"!"<<endl; } break; } case 3: { // 修复case和数字间的空格 cout<<"\n【选择盔甲】- 你拥有的盔甲:"<<endl; vector<pair<string,int>> armors={{"木甲",p.wood_armor},{"石甲",p.stone_armor},{"铁甲",p.iron_armor},{"金甲",p.gold_armor},{"钻石甲",p.diamond_armor}}; int idx=1;for(auto&a:armors){cout<<idx++<<"."<<a.first<<"("<<a.second<<")\n";} int a_choice;cin>>a_choice; if(a_choice>0&&a_choice<=5&&armors[a_choice-1].second>0){p.equipped_armor=armors[a_choice-1].first;cout<<"成功装备"<<p.equipped_armor<<"!"<<endl;}break; } case 4: { // 修复case和数字间的空格 cout<<"\n【选择盾牌】- 你拥有的盾牌:"<<endl; vector<pair<string,int>> shields={{"木盾",p.wood_shield},{"石盾",p.stone_shield},{"铁盾",p.iron_shield},{"金盾",p.gold_shield},{"钻石盾",p.diamond_shield}}; int idx=1;for(auto&s:shields){cout<<idx++<<"."<<s.first<<"("<<s.second<<")\n";} int s_choice;cin>>s_choice; if(s_choice>0&&s_choice<=5&&shields[s_choice-1].second>0){p.equipped_shield=shields[s_choice-1].first;cout<<"成功装备"<<p.equipped_shield<<"!"<<endl;}break; } case 5: p.equipped_sword=p.equipped_pickaxe=p.equipped_armor=p.equipped_shield="无";cout<<"已取消所有装备!"<<endl;break; case 6: cout<<"返回主菜单..."<<endl;break; default:cout<<"无效选项!"<<endl; } } // 制作物品函数(新增获得物品后询问装备) void craftItem(Player& p) { cout << "\n【制作台】- 可选配方:" << endl; cout << "===== 基础物品 =====" << endl; cout << "1. 床(羊毛*3+木头*2)- 夜晚可直接跳过,百分百安全" << endl; cout << "2. 火把(木头*1+煤*1)- 降低夜晚遇到怪物的概率" << endl; cout << "===== 剑类 =====" << endl; cout << "3. 木剑(木头*3)- 基础攻击+10" << endl; cout << "4. 石剑(石头*5)- 攻击+15" << endl; cout << "5. 铁剑(铁锭*3)- 攻击+20" << endl; cout << "6. 金剑(金锭*3)- 攻击+18" << endl; cout << "7. 钻石剑(钻石*2)- 攻击+30" << endl; cout << "8. 火剑(钻石剑*1+火晶*3)- 攻击+40(进入雪山必备)" << endl; cout << "9. 冰剑(钻石剑*1+冰晶*3)- 攻击+35(进入火山必备)" << endl; cout << "===== 镐类 =====" << endl; cout << "10. 木镐(木头*3)- 挖掘+1" << endl; cout << "11. 石镐(石头*3)- 挖掘+2" << endl; cout << "12. 铁镐(铁锭*3)- 挖掘+3" << endl; cout << "13. 金镐(金锭*3)- 挖掘+4" << endl; cout << "14. 钻石镐(钻石*2)- 挖掘+3" << endl; cout << "===== 盔甲类 =====" << endl; cout << "15. 木甲(木头*8)- 防御+5,提升最大生命值10" << endl; cout << "16. 石甲(石头*12)- 防御+10,提升最大生命值20" << endl; cout << "17. 铁甲(铁锭*8)- 防御+18,提升最大生命值30" << endl; cout << "18. 金甲(金锭*8)- 防御+15,提升最大生命值25" << endl; cout << "19. 钻石甲(钻石*5)- 防御+30,提升最大生命值50" << endl; cout << "===== 盾牌类 =====" << endl; cout << "20. 木盾(木头*5)- 格挡+15" << endl; cout << "21. 石盾(石头*8)- 格挡+25" << endl; cout << "22. 铁盾(铁锭*5)- 格挡+35" << endl; cout << "23. 金盾(金锭*5)- 格挡+30" << endl; cout << "24. 钻石盾(钻石*3)- 格挡+50" << endl; cout << "===== 其他 =====" << endl; cout << "25. 装备物品" << endl; cout << "26. 退出制作台" << endl; cout << "请选择要制作的物品序号:"; int choice; cin>>choice; switch(choice) { case 1:if(p.wool>=3&&p.wood>=2){p.wool-=3;p.wood-=2;p.bed++;cout<<"制作成功!获得床*1"<<endl;}else{cout<<"材料不足!"<<endl;}break; case 2:if(p.wood>=1&&p.coal>=1){p.wood--;p.coal--;p.torch+=4;cout<<"制作成功!获得火把*4"<<endl;p.iq+=3;}else{cout<<"材料不足!"<<endl;}break; case 3:if(p.wood>=3){p.wood-=3;p.wood_sword++;cout<<"制作成功!获得木剑*1"<<endl;p.ability+=5;askEquipNewItem(p,"剑","木剑");}else{cout<<"材料不足!"<<endl;}break; case 4:if(p.stone>=5){p.stone-=5;p.stone_sword++;cout<<"制作成功!获得石剑*1"<<endl;p.ability+=8;askEquipNewItem(p,"剑","石剑");}else{cout<<"材料不足!"<<endl;}break; case 5:if(p.iron>=3){p.iron-=3;p.iron_sword++;cout<<"制作成功!获得铁剑*1"<<endl;p.ability+=12;askEquipNewItem(p,"剑","铁剑");}else{cout<<"材料不足!"<<endl;}break; case 6:if(p.gold>=3){p.gold-=3;p.gold_sword++;cout<<"制作成功!获得金剑*1"<<endl;p.ability+=10;askEquipNewItem(p,"剑","金剑");}else{cout<<"材料不足!"<<endl;}break; case 7:if(p.diamond>=2){p.diamond-=2;p.diamond_sword++;cout<<"制作成功!获得钻石剑*1"<<endl;p.ability+=20;askEquipNewItem(p,"剑","钻石剑");}else{cout<<"材料不足!"<<endl;}break; case 8:if(p.diamond_sword>=1&&p.fire_crystal>=3){p.diamond_sword--;p.fire_crystal-=3;p.fire_sword++;cout<<"制作成功!获得火剑*1"<<endl;p.ability+=25;askEquipNewItem(p,"剑","火剑");}else{cout<<"材料不足!"<<endl;}break; case 9:if(p.diamond_sword>=1&&p.ice_crystal>=3){p.diamond_sword--;p.ice_crystal-=3;p.ice_sword++;cout<<"制作成功!获得冰剑*1"<<endl;p.ability+=22;askEquipNewItem(p,"剑","冰剑");}else{cout<<"材料不足!"<<endl;}break; case 10:if(p.wood>=3){p.wood-=3;p.wood_pickaxe++;cout<<"制作成功!获得木镐*1"<<endl;p.iq+=4;askEquipNewItem(p,"镐","木镐");}else{cout<<"材料不足!"<<endl;}break; case 11:if(p.stone>=3){p.stone-=3;p.stone_pickaxe++;cout<<"制作成功!获得石镐*1"<<endl;p.iq+=6;askEquipNewItem(p,"镐","石镐");}else{cout<<"材料不足!"<<endl;}break; case 12:if(p.iron>=3){p.iron-=3;p.iron_pickaxe++;cout<<"制作成功!获得铁镐*1"<<endl;p.iq+=8;askEquipNewItem(p,"镐","铁镐");}else{cout<<"材料不足!"<<endl;}break; case 13:if(p.gold>=3){p.gold-=3;p.gold_pickaxe++;cout<<"制作成功!获得金镐*1"<<endl;p.iq+=7;askEquipNewItem(p,"镐","金镐");}else{cout<<"材料不足!"<<endl;}break; case 14:if(p.diamond>=2){p.diamond-=2;p.diamond_pickaxe++;cout<<"制作成功!获得钻石镐*1"<<endl;p.iq+=10;askEquipNewItem(p,"镐","钻石镐");}else{cout<<"材料不足!"<<endl;}break; case 15:if(p.wood>=8){p.wood-=8;p.wood_armor++;p.max_hp+=10;p.hp=p.max_hp;cout<<"制作成功!获得木甲*1"<<endl;p.ability+=3;askEquipNewItem(p,"盔甲","木甲");}else{cout<<"材料不足!"<<endl;}break; case 16:if(p.stone>=12){p.stone-=12;p.stone_armor++;p.max_hp+=20;p.hp=p.max_hp;cout<<"制作成功!获得石甲*1"<<endl;p.ability+=6;askEquipNewItem(p,"盔甲","石甲");}else{cout<<"材料不足!"<<endl;}break; case 17:if(p.iron>=8){p.iron-=8;p.iron_armor++;p.max_hp+=30;p.hp=p.max_hp;cout<<"制作成功!获得铁甲*1"<<endl;p.ability+=10;askEquipNewItem(p,"盔甲","铁甲");}else{cout<<"材料不足!"<<endl;}break; case 18:if(p.gold>=8){p.gold-=8;p.gold_armor++;p.max_hp+=25;p.hp=p.max_hp;cout<<"制作成功!获得金甲*1"<<endl;p.ability+=8;askEquipNewItem(p,"盔甲","金甲");}else{cout<<"材料不足!"<<endl;}break; case 19:if(p.diamond>=5){p.diamond-=5;p.diamond_armor++;p.max_hp+=50;p.hp=p.max_hp;cout<<"制作成功!获得钻石甲*1"<<endl;p.ability+=20;askEquipNewItem(p,"盔甲","钻石甲");}else{cout<<"材料不足!"<<endl;}break; case 20:if(p.wood>=5){p.wood-=5;p.wood_shield++;cout<<"制作成功!获得木盾*1"<<endl;askEquipNewItem(p,"盾牌","木盾");}else{cout<<"材料不足!"<<endl;}break; case 21:if(p.stone>=8){p.stone-=8;p.stone_shield++;cout<<"制作成功!获得石盾*1"<<endl;askEquipNewItem(p,"盾牌","石盾");}else{cout<<"材料不足!"<<endl;}break; case 22:if(p.iron>=5){p.iron-=5;p.iron_shield++;cout<<"制作成功!获得铁盾*1"<<endl;askEquipNewItem(p,"盾牌","铁盾");}else{cout<<"材料不足!"<<endl;}break; case 23:if(p.gold>=5){p.gold-=5;p.gold_shield++;cout<<"制作成功!获得金盾*1"<<endl;askEquipNewItem(p,"盾牌","金盾");}else{cout<<"材料不足!"<<endl;}break; case 24:if(p.diamond>=3){p.diamond-=3;p.diamond_shield++;cout<<"制作成功!获得钻石盾*1"<<endl;askEquipNewItem(p,"盾牌","钻石盾");}else{cout<<"材料不足!"<<endl;}break; case 25:equipTool(p);break; case 26:cout<<"退出制作台..."<<endl;break; default:cout<<"无效选项!"<<endl; } } // 【核心新增】闪电能源猜拳免伤函数 bool lightningGuess(Player &p) { if(p.lightning_energy <= 0) return false; cout << "\n? 你拥有 " << p.lightning_energy << " 个闪电能源,可以进行猜拳免伤!?" << endl; cout << "猜拳规则:猜赢 = 完全免疫本次伤害,猜输/平局 = 正常扣血,消耗1个闪电能源" << endl; string player_choice; cout << "请出拳 (石头/剪刀/布):"; cin >> player_choice; vector<string> choices = {"石头", "剪刀", "布"}; string monster_choice = choices[rand()%3]; cout << "怪物出拳:" << monster_choice << endl; p.lightning_energy--; if( (player_choice=="石头"&&monster_choice=="剪刀") || (player_choice=="剪刀"&&monster_choice=="布") || (player_choice=="布"&&monster_choice=="石头") ) { cout << "? 恭喜!猜拳胜利!完全免疫本次怪物伤害!剩余闪电能源:" << p.lightning_energy << endl; return true; } else { cout << "? 猜拳失败/平局!正常承受伤害,剩余闪电能源:" << p.lightning_energy << endl; return false; } } // 雪山探索函数 - 多怪物组合 void exploreSnowMountain(Player& p, bool& found_ice_guardian) { cout << "\n???? 你进入了终年积雪的雪山,寒风刺骨!????" << endl; int random_event = rand() % 10; if(random_event < 8) { vector<pair<string, int>> monsters = {{"雪怪",35},{"冰晶史莱姆",28},{"雪山野狼",40},{"冰晶守护者",60}}; int monster_idx = rand()%4; string monster_name = monsters[monster_idx].first; int damage = monsters[monster_idx].second; cout << "?? 你遇到了:" << monster_name << "!" << endl; if(monster_name == "冰晶守护者") found_ice_guardian = true; if(lightningGuess(p)) { damage = 0; } else { int armor_defense = getArmorDefense(p.equipped_armor); if (armor_defense >0) { damage -= armor_defense; cout<<"??? 盔甲抵挡"<<armor_defense<<"点伤害!"<<endl; } int shield_block = getShieldBlock(p.equipped_shield); if (shield_block >0) { damage -= shield_block; cout<<"??? 盾牌格挡"<<shield_block<<"点伤害!盾牌已消耗"<<endl;p.equipped_shield="无"; } int sword_attack = getSwordDamage(p.equipped_sword); if (sword_attack>0) { damage -= sword_attack; cout<<"?? 反击造成"<<sword_attack<<"点伤害!"<<endl; } } damage = max(damage,0); p.hp -= damage; cout << monster_name << "对你造成了 " << damage << " 点伤害!生命值剩余:" << p.hp << endl; if(p.hp>0 && monster_name == "冰晶守护者") {p.ice_crystal += rand()%3+1;cout<<"? 获得冰晶*"<<p.ice_crystal<<"!"<<endl;found_ice_guardian=false;} } else { cout << "?? 雪山暂时安全,你收集到了木头*2+石头*1" << endl;p.wood+=2;p.stone+=1; } } // 火山探索函数 - 多怪物组合 void exploreVolcano(Player& p, bool& found_fire_guardian) { cout << "\n???? 你进入了炽热的火山,岩浆在脚下翻涌!????" << endl; int random_event = rand()%10; if(random_event<8) { vector<pair<string,int>> monsters={{"熔岩怪",40},{"火焰史莱姆",35},{"岩浆蜘蛛",45},{"火晶守护者",70}}; int monster_idx=rand()%4;string mn=monsters[monster_idx].first;int dmg=monsters[monster_idx].second; cout<<"?? 你遇到了:"<<mn<<"!"<<endl;if(mn=="火晶守护者") found_fire_guardian=true; if(lightningGuess(p)) dmg=0; else{ int ad=getArmorDefense(p.equipped_armor);if(ad>0){dmg-=ad;cout<<"??? 盔甲抵挡"<<ad<<"点伤害!"<<endl;} int sb=getShieldBlock(p.equipped_shield);if(sb>0){dmg-=sb;cout<<"??? 盾牌格挡"<<sb<<"点伤害!盾牌已消耗"<<endl;p.equipped_shield="无";} int sa=getSwordDamage(p.equipped_sword);if(sa>0){dmg-=sa;cout<<"?? 反击造成"<<sa<<"点伤害!"<<endl;} } dmg=max(dmg,0);p.hp-=dmg; cout<<mn<<"对你造成了 "<<dmg<<" 点伤害!生命值剩余:"<<p.hp<<endl; if(p.hp>0&&mn=="火晶守护者"){p.fire_crystal+=rand()%3+1;cout<<"? 获得火晶*"<<p.fire_crystal<<"!"<<endl;found_fire_guardian=false;} }else{cout<<"?? 火山暂时安全,你收集到了石头*2+煤*1"<<endl;p.stone+=2;p.coal+=1;} } // 白天探索函数 - 全区域多怪物+探索后询问是否继续当前区域 void dayExplore(Player& p) { cout << "\n【?? 白天探索】- 请选择探索区域:" << endl; cout << "1. 草原(羊毛、食物,安全) 2. 森林(木头,多怪物) 3. 采石场(石头、煤)" << endl; cout << "4. 铁矿洞(铁锭) 5. 金矿脉(金锭) 6. 钻石矿洞(钻石,高危)" << endl; cout << "7. 村庄(交易) 8. 雪山(火把/火剑) 9. 火山(冰剑) 10. 返回营地" << endl; cout << "请选择:"; static bool fig=false,ffg=false;int choice=0;cin>>choice; char go_on;cout<<"是否确定前往该区域?(y/n):";cin>>go_on; if(go_on!='y'&&go_on!='Y'){cout<<"取消探索,返回原地。"<<endl;return;} int re=rand()%10; // 新增:区域进入规则判断 bool canEnter = true; string enterReason = ""; if(choice == 8) { // 雪山 // 雪山规则:火把>0 或 有火剑(装备/物品栏) if(p.torch <= 0 && p.equipped_sword != "火剑" && p.fire_sword <= 0) { canEnter = false; enterReason = "雪山太冷!需要火把(数量>0)或火剑(装备/物品栏)才能进入!"; } } else if(choice == 9) { // 火山 // 火山规则:有冰剑(装备/物品栏) if(p.equipped_sword != "冰剑" && p.ice_sword <= 0) { canEnter = false; enterReason = "火山太热!需要冰剑(装备/物品栏)才能进入!"; } } // 判断是否能进入 if(!canEnter) { cout << "?? " << enterReason << endl; return; } switch(choice) { case 1:{cout<<"?? 草原探索!"<<endl;int ac;cout<<"是否攻击羊群?1.是 2.否:";cin>>ac; if(ac==1){int w=rand()%5+2,f=rand()%6+3;p.wool+=w;p.food+=f;cout<<"? 获得羊毛*"<<w<<" 食物*"<<f<<endl;} else{p.hp+=5;p.hp=min(p.hp,p.max_hp);cout<<"?? 和平相处,回血5点!"<<endl;}break;} case 2:{cout<<"?? 森林探索!"<<endl;int pb=getPickaxeBonus(p.equipped_pickaxe);int w=rand()%8+5+pb;p.wood+=w; cout<<"?? 获得木头*"<<w<<" (镐加成+"<<pb<<")"<<endl; if(re<7){vector<string> ms={"野狼","黑熊","树人","毒蜘蛛"};string mn=ms[rand()%4];int d=rand()%20+10; cout<<"?? 遇到了:"<<mn<<"!"<<endl; if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;} }break;} case 3:{cout<<"?? 采石场探索!"<<endl;int pb=getPickaxeBonus(p.equipped_pickaxe);int s=rand()%9+6+pb,c=rand()%5+2;p.stone+=s;p.coal+=c; cout<<"?? 石头*"<<s<<" 煤*"<<c<<" (镐加成+"<<pb<<")"<<endl; if(re<5){vector<string>ms={"岩石傀儡","矿洞老鼠","碎石怪"};string mn=ms[rand()%3];int d=rand()%15+5; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 4:{cout<<"?? 铁矿洞探索!"<<endl;if(p.equipped_pickaxe=="无"||p.equipped_pickaxe=="木镐"){p.stone+=rand()%5+3;cout<<"? 镐等级不足,只获得石头!"<<endl;} else{int i=rand()%7+4+(getPickaxeBonus(p.equipped_pickaxe)/2);p.iron+=i;cout<<"?? 获得铁锭*"<<i<<endl;} if(re<7){vector<string>ms={"洞穴蜘蛛","铁矿傀儡","黑暗蝙蝠"};string mn=ms[rand()%3];int d=rand()%25+15; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 5:{cout<<"?? 金矿脉探索!"<<endl;if(p.equipped_pickaxe!="铁镐"&&p.equipped_pickaxe!="金镐"&&p.equipped_pickaxe!="钻石镐"){cout<<"? 镐等级不足,无法开采!"<<endl;break;} int g=rand()%6+3+(getPickaxeBonus(p.equipped_pickaxe)/3);p.gold+=g;cout<<"?? 获得金锭*"<<g<<endl; if(re<8){vector<string>ms={"黄金守卫","巨型蜘蛛","金矿史莱姆"};string mn=ms[rand()%3];int d=rand()%30+20; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=d;cout<<mn<<"造成"<<d<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 6:{cout<<"?? 钻石矿洞探索!"<<endl;if(p.equipped_pickaxe!="铁镐"&&p.equipped_pickaxe!="金镐"&&p.equipped_pickaxe!="钻石镐"){cout<<"? 镐等级不足,无法开采!"<<endl;break;} int d=rand()%4+2;p.diamond+=d;cout<<"?? 获得钻石*"<<d<<endl; if(re<9){vector<string>ms={"钻石傀儡","苦力怕","末影蜘蛛","矿洞魔王"};string mn=ms[rand()%4];int dmg=rand()%50+30; cout<<"?? 遇到了:"<<mn<<"!"<<endl;if(!lightningGuess(p)){p.hp-=dmg;cout<<mn<<"造成"<<dmg<<"点伤害!生命值:"<<p.hp<<endl;}}break;} case 7:{cout<<"?? 村庄探索!"<<endl;if(p.food>=2){p.food-=2;vector<string>rw={"木头*8","石头*6","羊毛*4","铁锭*3","金锭*2","钻石*1","煤*5","火把*8"}; string r=rw[rand()%8];cout<<"?? 用2份食物兑换:"<<r<<endl; if(r.find("木头")!=string::npos)p.wood+=8;else if(r.find("石头")!=string::npos)p.stone+=6; else if(r.find("羊毛")!=string::npos)p.wool+=4;else if(r.find("铁锭")!=string::npos)p.iron+=3; else if(r.find("金锭")!=string::npos)p.gold+=2;else if(r.find("钻石")!=string::npos)p.diamond+=1; else if(r.find("煤")!=string::npos)p.coal+=5;else if(r.find("火把")!=string::npos)p.torch+=8; }else{cout<<"?? 食物不足,无法交易!"<<endl;}break;} case 8:{ // 雪山 - 移除原有进入限制,只保留火把消耗逻辑 if(p.equipped_sword != "火剑") { // 只有没装备火剑时才消耗火把 p.torch -= 2; if(p.torch < 0) p.torch = 0; // 防止火把数量为负 cout << "?? 进入雪山消耗火把*2,剩余火把:" << p.torch << endl; } exploreSnowMountain(p,fig);break;} case 9:exploreVolcano(p,ffg);break; // 火山 - 移除原有进入限制 case 10:cout<<"??? 返回营地,打开制作台!"<<endl;craftItem(p);break; default:cout<<"? 无效选项,浪费探索时间!"<<endl; } // 【核心需求】探索完当前区域后,询问是否继续探索当前区域 } // 夜晚生存函数 - 【核心新增】闪电魔法师 + 掉落闪电能源 + 多怪物组合 bool nightSurvive(Player& p) { cout << "\n???? 夜晚降临 ????" << endl; cout << "?? 周围漆黑一片,怪物的嘶吼声越来越近..." << endl; if(p.bed>0){cout<<"??? 使用床跳过夜晚,安全度过!"<<endl;p.bed--;p.hp+=30;p.hp=min(p.hp,p.max_hp);return true;} int mp=90;if(p.torch>0){mp=60;p.torch--;cout<<"??? 点燃火把,怪物概率降低!剩余火把:"<<p.torch<<endl;} int rc=rand()%100; if(rc<mp){ // 核心新增:夜晚怪物列表加入【闪电魔法师】 vector<pair<string, int>> nightMonsters = { {"僵尸",30},{"骷髅射手",40},{"苦力怕",80},{"幻翼",25},{"蜘蛛骑士",50},{"闪电魔法师",65} }; int monsterCount = rand()%3+1; int monsterIdx = rand()%6; string mn = nightMonsters[monsterIdx].first; int dmgPer = nightMonsters[monsterIdx].second; int totalDmg = dmgPer * monsterCount; cout << "???? 遭遇 " << monsterCount << " 只 " << mn << " 的围攻!????" << endl; bool noDmg = lightningGuess(p); if(!noDmg){ int ad=getArmorDefense(p.equipped_armor);if(ad>0){totalDmg -= ad*monsterCount;cout<<"??? 盔甲抵挡 "<<ad*monsterCount<<" 点伤害!"<<endl;} int sb=getShieldBlock(p.equipped_shield);if(sb>0){totalDmg -= sb;cout<<"??? 盾牌格挡 "<<sb<<" 点伤害!盾牌已消耗!"<<endl;p.equipped_shield="无";} int sa=getSwordDamage(p.equipped_sword);if(sa>0){totalDmg -= sa*monsterCount;cout<<"?? 反击造成 "<<sa*monsterCount<<" 点伤害!"<<endl;} }else{totalDmg=0;} totalDmg = max(totalDmg,0); p.hp -= totalDmg; cout << mn << "对你造成 " << totalDmg << " 点伤害!生命值剩余:" << p.hp << endl; // 击败闪电魔法师 必掉落【闪电能源】 if(p.hp>0 && mn == "闪电魔法师") { int le = rand()%3+1; p.lightning_energy += le; cout << "?? 恭喜!击败闪电魔法师,掉落【闪电能源*" << le << "】!??" << endl; askEquipNewItem(p,"特殊道具","闪电能源"); } if(p.hp>0 && p.food>=3){ int hc;cout<<"?? 是否使用3份食物恢复30点生命值?1.是 2.否:";cin>>hc; if(hc==1){p.food-=3;p.hp+=30;p.hp=min(p.hp,p.max_hp);cout<<"?? 回血成功!生命值:"<<p.hp<<endl;} } if(p.hp<=0){cout<<"?? 你被怪物击败了!"<<endl;return false;} else{cout<<"? 成功击退怪物,撑过这一波攻击!"<<endl;} }else{cout<<"?? 今晚运气爆棚,没有遇到怪物!回血10点!"<<endl;p.hp+=10;p.hp=min(p.hp,p.max_hp);} return true; } int main(){ system("color 4f"); srand(time(0)); cout<<"========================================"<<endl; cout<<" 《我的世界:无限生存挑战》 "<<endl; cout<<"========================================"<<endl; cout<<"灵感来自《我的世界》,无限探索直到死亡!\n"; cout<<"你的名字:";string name;cin>>name; cout<<endl<<"你好,"<<name<<"!欢迎来到我的世界无限生存挑战!"<<endl; Player player;player.name = name; cout<<"\n你的初始属性:"<<endl; cout<<"等级:"<<player.level<<" | 智商:"<<player.iq<<" | 能力:"<<player.ability<<endl; cout<<"生命值:"<<player.hp<<" | 物品栏:空"<<endl; cout<<"? 核心规则1:每个区域都有多种怪物随机出现,危险升级!"<<endl; cout<<"? 核心规则2:探索完区域可选择继续刷本区域,资源拉满!"<<endl; cout<<"? 核心规则3:夜晚新增【闪电魔法师】,击败掉落闪电能源!"<<endl; cout<<"? 核心规则4:闪电能源 = 被攻击时猜拳次数,猜赢完全免伤!"<<endl; cout<<"? 核心规则5:装备上限:1剑+1镐+1甲+1盾,矿物晶石无限存!"<<endl; cout<<"? 核心规则6:获得新物品立即询问是否装备,无缝养成!"<<endl; cout<<"? 核心规则7:无限探索天数,生存下去就是胜利!"<<endl; cout<<"? 核心规则8:火山需要冰剑才能进入,雪山需要火把或火剑才能进入!"<<endl; int day_count = 1; bool is_alive = true; // 【核心修改】无限循环,删除天数限制,直到玩家死亡或主动退出 while(is_alive) { cout << "\n========================================" << endl; cout << " 第" << day_count << "天 " << endl; cout << "========================================" << endl; char continue_explore = 'y'; while( (continue_explore == 'y' || continue_explore == 'Y') && is_alive ) { dayExplore(player); showStatus(player); if(player.hp <= 0) { is_alive = false; break; } cout << "? 是否继续进行白天的探索?(y/n):"; cin >> continue_explore; if(continue_explore != 'y' && continue_explore != 'Y') { cout << "?? 结束白天探索,准备度过夜晚。" << endl; } } if(!is_alive) break; cout << "\n========================================" << endl; cout << " 第" << day_count << "夜 " << endl; cout << "========================================" << endl; is_alive = nightSurvive(player); showStatus(player); if(is_alive) { player.level +=1;player.iq+=5;player.ability+=8; cout << "\n?? 成功度过一天!等级提升至 " << player.level << " 级!??" << endl; day_count++; char quitGame; cout << "? 是否主动结束本次探索之旅?(y/n):"; cin >> quitGame; if(quitGame == 'y' || quitGame == 'Y') { cout << "\n?? 你选择主动结束探索,挑战成功!??" << endl; is_alive = false; } } } cout << "\n========================================" << endl; cout << " 游戏结局 " << endl; cout << "========================================" << endl; if(!is_alive && player.hp<=0) { cout << "\n?? 游戏结束 ??" << endl; cout << "你在第" << day_count << "天/夜不幸遇难了..." << endl; cout << "最终等级:" << player.level << " | 剩余生命值:" << player.hp << endl; cout << "? 剩余闪电能源:" << player.lightning_energy << " 个" << endl; } else { cout << "\n?? 恭喜通关 ??" << endl; cout << "你成功在我的世界生存了 " << day_count-1 << " 天,达成无限生存成就!" << endl; cout << "最终等级:" << player.level << " | 生命值:" << player.hp << "/" << player.max_hp << endl; cout << "? 最终闪电能源:" << player.lightning_energy << " 个" << endl; } cout<<"\n感谢您的游玩!无限生存,勇者无畏!"<<endl; return 0; } -
@ 2026-1-15 16:20:42升级版:
#include <bits/stdc++.h> #include <ctime> using namespace std; // 玩家属性结构体,方便管理 struct Player { string name; long long level = 1; long long iq = 130; long long ability = 90; int hp = 100; int max_hp = 100; // 物品栏 int food = 0; int wool = 0; int wood = 0; int stone = 0; int sword = 0; // 木剑数量 int shield = 0; // 木盾数量 int bed = 0; // 床数量 int torch = 0; // 火把数量 }; // 显示玩家状态和物品栏 void showStatus(const Player& p) { cout << "\n========================================" << endl; cout << "玩家:" << p.name << "\t等级:" << p.level << endl; cout << "生命值:" << p.hp << "/" << p.max_hp << "\t智商:" << p.iq << "\t能力:" << p.ability << endl; cout << "【物品栏】" << endl; cout << "食物:" << p.food << "份 | 羊毛:" << p.wool << "个 | 木头:" << p.wood << "块" << endl; cout << "石头:" << p.stone << "块 | 木剑:" << p.sword << "把 | 木盾:" << p.shield << "个" << endl; cout << "床:" << p.bed << "张 | 火把:" << p.torch << "个" << endl; cout << "========================================\n" << endl; } // 制作物品函数 void craftItem(Player& p) { cout << "\n【制作台】- 可选配方:" << endl; cout << "1. 木剑(木头*3)- 增加夜晚打怪伤害减免" << endl; cout << "2. 木盾(木头*5)- 减少怪物攻击伤害" << endl; cout << "3. 床(羊毛*3+木头*2)- 夜晚可直接跳过,百分百安全" << endl; cout << "4. 火把(木头*1+石头*1)- 降低夜晚遇到怪物的概率" << endl; cout << "5. 退出制作台" << endl; cout << "请选择要制作的物品序号:"; int choice; cin >> choice; switch(choice) { case 1: if(p.wood >= 3) { p.wood -= 3; p.sword += 1; cout << "? 制作成功!获得木剑*1" << endl; p.ability += 5; // 能力值提升 } else { cout << "? 材料不足!制作木剑需要木头*3" << endl; } break; case 2: if(p.wood >= 5) { p.wood -= 5; p.shield += 1; cout << "? 制作成功!获得木盾*1" << endl; p.max_hp += 10; // 生命值上限提升 p.hp = p.max_hp; // 满血 } else { cout << "? 材料不足!制作木盾需要木头*5" << endl; } break; case 3: if(p.wool >= 3 && p.wood >= 2) { p.wool -= 3; p.wood -= 2; p.bed += 1; cout << "? 制作成功!获得床*1" << endl; } else { cout << "? 材料不足!制作床需要羊毛*3+木头*2" << endl; } break; case 4: if(p.wood >= 1 && p.stone >= 1) { p.wood -= 1; p.stone -= 1; p.torch += 2; // 一次做2个火把 cout << "? 制作成功!获得火把*2" << endl; p.iq += 3; // 智商提升 } else { cout << "? 材料不足!制作火把需要木头*1+石头*1" << endl; } break; case 5: cout << "退出制作台..." << endl; break; default: cout << "无效选项!" << endl; } } // 白天探索函数 void dayExplore(Player& p) { cout << "\n【白天探索】- 请选择探索区域:" << endl; cout << "1. 草原(收集羊毛、食物,安全)" << endl; cout << "2. 森林(收集木头,可能遇到狼)" << endl; cout << "3. 矿山(收集石头,可能遇到洞穴蜘蛛)" << endl; cout << "4. 村庄(与NPC交易,消耗食物)" << endl; cout << "5. 返回营地(制作物品/休息)" << endl; cout << "请选择:"; int choice = 0; cin >> choice; int random_event = rand() % 10; // 0-9随机事件 switch(choice) { case 1: { // 草原 - 增加花括号限制变量作用域 cout << "\n你来到了广阔的草原,看到了成群的牛羊..." << endl; int attack_choice; cout << "是否攻击羊群?1.是 2.否:"; cin >> attack_choice; if(attack_choice == 1) { int wool_add = rand() % 3 + 1; // 1-3个羊毛 int food_add = rand() % 4 + 2; // 2-5份食物 p.wool += wool_add; p.food += food_add; cout << "获得羊毛*" << wool_add << ",食物*" << food_add << endl; } else { cout << "你选择和平相处,没有获得任何物品,但恢复了5点生命值" << endl; p.hp += 5; if(p.hp > p.max_hp) p.hp = p.max_hp; } break; } case 2: { // 森林 - 增加花括号限制变量作用域 cout << "\n你进入了茂密的森林,到处都是高大的树木..." << endl; int wood_add = rand() % 5 + 3; // 3-7块木头 p.wood += wood_add; cout << "你砍倒了几棵树,获得木头*" << wood_add << endl; if(random_event < 3) { // 30%概率遇到狼 cout << "?? 突然跳出一只狼!" << endl; int damage = 15; p.hp -= damage; cout << "狼对你造成了" << damage << "点伤害!生命值剩余:" << p.hp << endl; } break; } case 3: { // 矿山 - 增加花括号限制变量作用域 cout << "\n你进入了黑暗的矿山,周围都是矿石..." << endl; int stone_add = rand() % 4 + 2; // 2-5块石头 p.stone += stone_add; cout << "你挖掘了石头,获得石头*" << stone_add << endl; if(random_event < 2) { // 20%概率遇到洞穴蜘蛛 cout << "?? 洞穴蜘蛛出现了!" << endl; int damage = 20; p.hp -= damage; cout << "洞穴蜘蛛对你造成了" << damage << "点伤害!生命值剩余:" << p.hp << endl; } break; } case 4: { // 村庄 - 增加花括号限制变量作用域 cout << "\n你来到了村庄,村民们很友好..." << endl; if(p.food >= 2) { p.food -= 2; int reward_choice = rand() % 3; if(reward_choice == 0) { p.wood += 5; cout << "你用2份食物和村民交换了5块木头" << endl; } else if(reward_choice == 1) { p.stone += 3; cout << "你用2份食物和村民交换了3块石头" << endl; } else { p.wool += 2; cout << "你用2份食物和村民交换了2个羊毛" << endl; } } else { cout << "? 食物不足,无法和村民交易!" << endl; } break; } case 5: { // 返回营地 - 增加花括号限制变量作用域 cout << "你回到了营地,可以开始制作物品了..." << endl; craftItem(p); break; } default: cout << "无效选项!你在原地浪费了时间..." << endl; } } // 夜晚生存函数 bool nightSurvive(Player& p) { cout << "\n?? 夜晚降临 ??" << endl; cout << "周围变得漆黑,能听到怪物的嘶吼声..." << endl; // 有床直接跳过夜晚 if(p.bed > 0) { cout << "你使用床跳过了夜晚,安全度过!" << endl; p.bed -= 1; p.hp += 30; if(p.hp > p.max_hp) p.hp = p.max_hp; return true; } // 有火把降低怪物概率 int monster_prob = 80; // 80%概率遇到怪物 if(p.torch > 0) { monster_prob = 40; // 火把降低到40% p.torch -= 1; cout << "你点燃了火把,周围变得明亮,怪物出现概率降低!" << endl; } int random_chance = rand() % 100; // 0-99 if(random_chance < monster_prob) { // 遇到怪物 int monster_type = rand() % 4; // 0-3 四种怪物 string monster_name; int damage; switch(monster_type) { case 0: monster_name = "僵尸"; damage = 30; break; case 1: monster_name = "骷髅射手"; damage = 40; break; case 2: monster_name = "苦力怕"; damage = 80; break; case 3: monster_name = "幻翼"; damage = 25; break; } cout << "?? 你遇到了" << monster_name << "!" << endl; // 有木盾减少伤害 if(p.shield > 0) { damage -= 15; p.shield -= 1; cout << "你举起木盾,抵挡了部分伤害!" << endl; } // 有木剑反击 if(p.sword > 0) { cout << "你挥舞木剑反击,对" << monster_name << "造成了伤害!" << endl; damage -= 10; } if(damage < 0) damage = 0; p.hp -= damage; cout << monster_name << "对你造成了" << damage << "点伤害!生命值剩余:" << p.hp << endl; // 可以吃食物回血 if(p.hp > 0 && p.food >= 2) { int heal_choice; cout << "是否使用2份食物恢复20点生命值?1.是 2.否:"; cin >> heal_choice; if(heal_choice == 1) { p.food -= 2; p.hp += 20; if(p.hp > p.max_hp) p.hp = p.max_hp; cout << "你吃下食物,生命值恢复至:" << p.hp << endl; } } if(p.hp <= 0) { cout << "你被" << monster_name << "击败了!" << endl; return false; // 生存失败 } else { cout << "你成功击退了" << monster_name << ",撑过了这一波攻击!" << endl; } } else { cout << "今晚运气不错,没有遇到怪物,安全度过!" << endl; p.hp += 10; if(p.hp > p.max_hp) p.hp = p.max_hp; } return true; // 生存成功 } int main(){ srand(time(0)); // 初始化随机数 // 游戏开场 cout<<"========================================"<<endl; cout<<" 《我的世界:生存挑战》 "<<endl; cout<<"========================================"<<endl; cout<<"灵感来自《我的世界》,生存下去就是胜利!\n"; cout<<"你的名字:"; string name; cin>>name; cout<<endl<<"你好,"<<name<<"!欢迎来到我的世界生存挑战!"<<endl; Player player; player.name = name; cout<<"\n你的初始属性:"<<endl; cout<<"等级:"<<player.level<<" | 智商:"<<player.iq<<" | 能力:"<<player.ability<<endl; cout<<"生命值:"<<player.hp<<" | 物品栏:空"<<endl; cout<<"◇□○:欢迎来到这个世界,生存是你的唯一目标!白天收集资源,夜晚躲避怪物!"<<endl; // 游戏主循环(3天2夜) int day_count = 1; bool is_alive = true; while(day_count <= 3 && is_alive) { cout << "\n========================================" << endl; cout << " 第" << day_count << "天 " << endl; cout << "========================================" << endl; // 白天探索阶段(可以多次探索) char continue_explore = 'y'; while(continue_explore == 'y' || continue_explore == 'Y') { dayExplore(player); showStatus(player); // 生命值为0直接结束 if(player.hp <= 0) { is_alive = false; break; } cout << "是否继续探索?y/n:"; cin >> continue_explore; } if(!is_alive) break; // 夜晚生存阶段 cout << "\n========================================" << endl; cout << " 第" << day_count << "夜 " << endl; cout << "========================================" << endl; is_alive = nightSurvive(player); showStatus(player); // 每日奖励 if(is_alive) { player.level += 1; player.iq += 5; player.ability += 8; cout << "\n?? 你成功度过了一天!等级提升至" << player.level << "级!" << endl; day_count++; } } // 游戏结局 cout << "\n========================================" << endl; cout << " 游戏结局 " << endl; cout << "========================================" << endl; if(!is_alive) { // 失败结局 cout << "\n? 游戏结束 ?" << endl; cout << "你在第" << day_count << "天/夜不幸遇难了..." << endl; cout << "最终等级:" << player.level << " | 剩余生命值:" << player.hp << endl; cout << "◇□○:别灰心,这个世界本就残酷,下次准备更充分再来吧!" << endl; } else { // 胜利结局 cout << "\n? 恭喜通关 ?" << endl; cout << "你成功在这个世界生存了3天2夜,完成了生存挑战!" << endl; cout << "最终等级:" << player.level << " | 生命值:" << player.hp << "/" << player.max_hp << endl; cout << "最终物品:食物*" << player.food << " 羊毛*" << player.wool << " 木头*" << player.wood << endl; cout << "◇□○:太棒了!你已经成为了这个世界的生存大师,新的冒险在等着你!" << endl; } cout<<"\n┈┈┈┈┈┈┈┈┈┈┉┉┉┉┉┉┉┉┉┉┉┉┉┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈"<<endl; cout<<"感谢您的游玩!如有意见请及时反馈,请勿抄袭,谢谢!(已完结)"<<endl; return 0; } -
@ 2026-1-15 16:17:49完结:
#include <bits/stdc++.h> #include <ctime> // 用于生成随机数 using namespace std; // 显示游戏状态栏的函数 void showStatus(const string& name, long long level, long long iq, long long ability, int hp, int food) { cout << "\n========================================" << endl; cout << "玩家:" << name << "\t等级:" << level << endl; cout << "智商:" << iq << "\t能力:" << ability << endl; cout << "生命值:" << hp << "\t食物储备:" << food << endl; cout << "========================================\n" << endl; } int main(){ // 设置随机数种子,确保每次运行随机结果不同 srand(time(0)); cout<<"灵感来自《我的世界》...\n"; cout<<"你的名字:"; string j; cin>>j; cout<<endl<<"你好,"<<j<<endl; // 玩家基础属性 long long level=1, iq=130, ability=90; // 新增生命值和食物属性 int hp = 100; int food = 0; int total_wool = 0; // 收集的羊毛总数 cout<<"你的等级是:"<<level<<endl<<"你的智商是:"<<iq<<endl<<"你的能力是:"<<ability<<endl; cout<<"期待你在本游戏中的表现......."<<endl; cout<<j<<":em......这是哪?你又是谁?"<<endl; cout<<"◇□○:你没有必要知道me是谁。但是,me很有必要告诉你一件事,这个世界很阴险。你不用过于担心,me会暗中帮助你的。"<<endl; cout<<"┌┬┬┬┬┐\n├┼┼┼┼┤\n├┼┼┼┼┤\n├┼┼┼┼┤\n└┴┴┴┴┘"<<endl; cout<<"◇□○:你收集的东西会存放在里面。满了之后会自动丢弃。"<<endl; // 白天收集资源阶段 int choice; cout<<"是:1 否:2(不建议您用“否”)\n"; // 第一只羊 cout<<"你的前方有一只羊,是否攻击?\n1.是 2.否\n"; cin>>choice; if(choice==1) { cout<<"羊肉+3 白羊毛+1 黑羊毛+1\n"; food += 3; total_wool += 2; } // 第二只羊 cout<<"你的前方有一只羊,是否攻击?\n1.是 2.否\n"; cin>>choice; if(choice==1) { cout<<"羊肉+3 白羊毛+1 黑羊毛+1\n"; food += 3; total_wool += 2; } // 猪 cout<<"你的前方有一只猪,是否攻击?\n1.是 2.否\n"; cin>>choice; if(choice==1) { cout<<"猪肉+3\n"; food += 3; } // 兔子 cout<<"你的前方有一只兔子,是否攻击?\n1.是 2.否\n"; cin>>choice; if(choice==1) { cout<<"兔子肉+3\n"; food += 3; } // 显示收集结果和当前状态 cout<<"\n【白天收集总结】"<<endl; cout<<"你获得了羊毛*"<<total_wool<<"、肉类食物*"<<food<<endl; showStatus(j, level, iq, ability, hp, food); // 夜晚来临 cout<<"\n(太阳逐渐落下,夜晚降临了……)"<<endl; cout<<"这里的夜晚会有很多恐怖的怪物,请小心!"<<endl; cout<<"僵尸、骷髅、苦力怕会随时出现,碰到它们你就会受伤甚至死亡……\n"<<endl; // 随机生成夜晚遭遇的怪物(1-4分别对应不同怪物,0代表安全) int monster_event = rand() % 5; // 0-4的随机数 string monster_name; int damage = 0; switch(monster_event) { case 0: cout<<"◇□○:今晚运气不错,附近没有怪物出没!"<<endl; cout<<"你赶紧用收集的羊毛制作了简易床,度过了安全的一夜。"<<endl; hp += 20; // 休息恢复生命值 if(hp > 100) hp = 100; // 生命值不超过上限 break; case 1: monster_name = "僵尸"; damage = 30; break; case 2: monster_name = "骷髅射手"; damage = 40; break; case 3: monster_name = "苦力怕"; damage = 80; break; case 4: monster_name = "蜘蛛"; damage = 20; break; } // 遭遇怪物的处理逻辑 if(monster_event != 0) { cout<<"⚠️ 警告!你遇到了"<<monster_name<<"!"<<endl; hp -= damage; cout<<monster_name<<"对你造成了"<<damage<<"点伤害!你的生命值剩余:"<<hp<<endl; // 判断是否可以用食物恢复生命值 if(food >= 2 && hp > 0) { cout<<"\n你是否使用2份食物恢复20点生命值?\n1.是 2.否\n"; cin>>choice; if(choice == 1) { food -= 2; hp += 20; if(hp > 100) hp = 100; cout<<"你食用了食物,生命值恢复至:"<<hp<<endl; } } } // 游戏结局判定 cout<<"\n========================================"<<endl; cout<<" 游戏结局 "<<endl; cout<<"========================================"<<endl; if(hp <= 0) { // 失败结局 cout<<"\n❌ 游戏结束 ❌"<<endl; cout<<"你被"<<monster_name<<"击败了,倒在了冰冷的夜晚中……"<<endl; cout<<"你收集的食物:"<<food<<"份,羊毛:"<<total_wool<<"个"<<endl; cout<<"◇□○:真可惜,看来你还不够强大,下次再来试试吧!"<<endl; } else { // 胜利结局 cout<<"\n✅ 恭喜通关 ✅"<<endl; cout<<"你成功熬过了危险的夜晚,迎来了新的黎明!"<<endl; cout<<"剩余生命值:"<<hp<<",剩余食物:"<<food<<"份,羊毛:"<<total_wool<<"个"<<endl; cout<<"◇□○:干得不错!你已经适应了这个世界的规则,接下来的冒险会更精彩!"<<endl; // 等级提升奖励 level += 1; iq += 10; ability += 15; cout<<"\n🎉 你的等级提升至"<<level<<"级!"<<endl; cout<<"智商提升至"<<iq<<",能力提升至"<<ability<<"!"<<endl; } cout<<"\n┈┈┈┈┈┈┈┈┈┈┉┉┉┉┉┉┉┉┉┉┉┉┉┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈"<<endl; cout<<"感谢您的游玩!如有意见请及时反馈,请勿抄袭,谢谢!(已完结)"<<endl; return 0; } -
@ 2026-1-2 10:01:18#include <bits/stdc++.h> using namespace std; int main(){ cout<<"灵感来自《我的世界》...\n"; cout<<"你的名字:"; string j; cin>>j; cout<<endl<<"你好,"<<j<<endl; long long b=1,c=130,d=90; cout<<"你的等级是:"<<b<<endl<<"你的智商是:"<<c<<endl<<"你的能力是:"<<d<<endl; cout<<"期待你在本游戏中的表现......."<<endl; cout<<j<<":em......这是哪?你又是谁?"<<endl; cout<<"◇□○:你没有必要知道me是谁。但是,me很有必要告诉你一件事,这个世界很阴险。你不用过于担心,me会暗中帮助你的。"<<endl; cout<<"┌┬┬┬┬┐\n├┼┼┼┼┤\n├┼┼┼┼┤\n├┼┼┼┼┤\n└┴┴┴┴┘"<<endl; cout<<"◇□○:你收集的东西会存放在里面。满了之后会自动丢弃。"<<endl; cout<<"是:1 否:2(不建议您用“否”)\n"; cout<<"你的前方有一只羊,是否攻击?\n是 否\n"; int aa,a=0,t=0; cin>>aa; if(aa==1) { cout<<"羊肉+3 白羊毛+1 黑羊毛+1\n"; a+=3; t+=2; } cout<<"你的前方有一只羊,是否攻击?\n是 否\n"; cin>>aa; if(aa==1) { cout<<"羊肉+3 白羊毛+1 黑羊毛+1\n"; a+=3; t+=2; } cout<<"你的前方有一只猪,是否攻击?\n是 否\n"; cin>>aa; if(aa==1) { cout<<"猪肉+3\n"; a+=3; } cout<<"你的前方有一只兔子,是否攻击?\n是 否\n"; cin>>aa; if(aa==1) { cout<<"兔子肉+3\n"; a+=3; } cout<<"你获得了肉*"<<t<<"、羽毛*"<<b<<endl; cout<<"(夜晚了……这里的夜晚会有很多恐怖的怪物,请小心,你无法攻击它们……僵尸或尸体来到你面前,你就s了……碰到其他的怪物,也会s……)\n"; cout<<"┈┈┈┈┈┈┈┈┈┈┉┉┉┉┉┉┉┉┉┉┉┉┉┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈┈\n感谢您的试玩,如有意见请及时反馈,请勿抄袭,谢谢!(未完结)"; return 0; }
- 1
信息
- ID
- 940
- 时间
- ms
- 内存
- MiB
- 难度
- 8
- 标签
- 递交数
- 135
- 已通过
- 25
- 上传者