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    副作用:药丸轮盘赌

    1.12 Beta更新公告
    增加商城中心(测试中)
    增加难度选择(测试中)
    增加联机大厅(测试中)
    增加存档功能(测试中)
    
    1.12正式版更新预告
    增加难度选择
    增加商城和兑换码
    增加存档功能
    增加双人模式
    丰富剧情
    

    根据用户反馈药剂师太强势了,所以将在1.12正式版削弱

    如有编译问题请洛谷私信或线下找我

    //1.12 Beta(未完成)(测试版)(QZ计划)	 
    #include <iostream>
    #include <cstdlib>
    #include <ctime>
    #include <vector>
    #include <string>
    #include <algorithm>
    #include <windows.h>
    
    using namespace std;
    
    // 游戏常量
    const int INITIAL_HEALTH = 6;
    const int MAX_PILLS = 8;
    const int MAX_ITEMS = 20;
    
    // 药丸类型
    enum PillType {
        RED,        // 红色药丸 - 剧毒
        BLUE,       // 蓝色药丸 - 治疗
        YELLOW,     // 黄色药丸 - 伤害+特殊
        GREEN,      // 绿色药丸 - 强力治疗
        PURPLE,     // 紫色药丸 - 特殊效果
        BLACK,      // 黑色药丸 - 剧毒
        WHITE,      // 白色药丸 - 治疗
        RAINBOW,    // 彩虹药丸 - 特殊
        GOLDEN,     // 金色药丸 - 无尽模式钥匙
        COUNT       // 药丸类型总数
    };
    
    // 道具类型
    enum ItemType {
        ANTIDOTE,       // 解毒剂 - 免疫下一次毒药
        EMETIC,         // 催吐药 - 吐出一颗已服药丸
        MICROSCOPE,     // 显微镜 - 查看所有药丸
        MAGNIFIER,      // 放大镜 - 查看下一颗药丸
        FILTER,         // 过滤器 - 移除当前药丸
        STABILIZER,     // 稳定剂 - 将下一颗变为治疗
        SHIELD,         // 护盾 - 抵挡下一次伤害
        MIRROR,         // 镜子 - 反弹效果给对手
        DILUTER,        // 稀释剂 - 减半药效
        AMPLIFIER,      // 放大器 - 加倍药效
        REVERSER,       // 逆转剂 - 反转药效
        DUPLICATOR,     // 复制器 - 复制当前药丸
        SHUFFLER,       // 洗牌器 - 重新洗牌
        TRANSMUTER,     // 转化器 - 改变药丸类型
        SYRINGE,        // 注射器 - 跳过当前药丸
        HOLSTER,        // 枪套 - 跳过对手回合
        LUCKY_CHARM,    // 幸运符 - 增加好药几率
        CURSED_ITEM,    // 诅咒物 - 增加毒药几率
        TIME_WARP,      // 时间扭曲 - 重做回合
        PULVERIZER      // 粉碎器 - 摧毁同类型药丸
    };
    
    // 药丸结构体
    struct Pill {
        PillType type;
        string name;
        string description;
        int healthEffect;
        bool isSpecial;
        bool isPoisonous;
    };
    
    // 道具结构体
    struct Item {
        ItemType type;
        string name;
        string description;
    };
    
    // 玩家结构体
    struct Player {
        string name;
        int health;
        vector<Item> items;
        int specialEffect; // 特殊效果标记
    };
    
    // 游戏状态
    struct GameState {
        int round;
        vector<Pill> pillBottle;
        int currentPillIndex;
        Player player;
        Player opponent;
        bool endlessMode;
        bool goldenPillUsed;
        int poisonCount; // 毒药计数
    };
    
    // 初始化药丸
    vector<Pill> initializePills() {
        vector<Pill> pills = {
            {RED,    "红色药丸", "鲜红如血,散发着甜腻气味", -3, false, true},
            {BLUE,   "蓝色药丸", "晶莹剔透,表面有细微裂纹", 1, false, false},
            {YELLOW, "黄色药丸", "发出微弱荧光,触感油腻", -2, true, true},
            {GREEN,  "绿色药丸", "薄荷香气,表面有螺旋纹路", 3, false, false},
            {PURPLE, "紫色药丸", "不规则形状,偶尔轻微震动", 0, true, false},
            {BLACK,  "黑色药丸", "吸收周围光线,摸起来冰凉", -4, false, true},
            {WHITE,  "白色药丸", "纯白无瑕,散发着牛奶香气", 2, false, false},
            {RAINBOW,"彩虹药丸", "色彩不断变化,温度忽冷忽热", 0, true, false},
            {GOLDEN, "金色药丸", "散发着神秘光芒,表面有奇异纹路", 0, true, false}
        };
        return pills;
    }
    
    // 初始化道具
    vector<Item> initializeItems() {
        vector<Item> items = {
            {ANTIDOTE,    "解毒剂",    "免疫下一次毒药效果"},
            {EMETIC,      "催吐药",    "吐出一颗已服用的药丸"},
            {MICROSCOPE,  "显微镜",    "查看药瓶中所有药丸"},
            {MAGNIFIER,   "放大镜",    "查看下一颗药丸"},
            {FILTER,      "过滤器",    "移除当前药丸"},
            {STABILIZER,  "稳定剂",    "将下一颗药丸变为治疗药"},
            {SHIELD,      "护盾",      "抵挡下一次伤害"},
            {MIRROR,      "镜子",      "将效果反弹给对手"},
            {DILUTER,     "稀释剂",    "减半下一颗药丸的效果"},
            {AMPLIFIER,   "放大器",    "加倍下一颗药丸的效果"},
            {REVERSER,    "逆转剂",    "反转下一颗药丸的效果"},
            {DUPLICATOR,  "复制器",    "复制当前药丸放入药瓶"},
            {SHUFFLER,    "洗牌器",    "重新随机药丸顺序"},
            {TRANSMUTER,  "转化器",    "改变当前药丸的类型"},
            {SYRINGE,     "注射器",    "跳过当前药丸"},
            {HOLSTER,     "枪套",      "跳过对手的下回合"},
            {LUCKY_CHARM, "幸运符",    "增加好药丸的几率"},
            {CURSED_ITEM, "诅咒物",    "增加毒药的几率"},
            {TIME_WARP,   "时间扭曲",  "重新开始当前回合"},
            {PULVERIZER,  "粉碎器",    "摧毁所有同类型药丸"}
        };
        return items;
    }
    
    // 随机获取道具
    Item getRandomItem() {
        static vector<Item> allItems = initializeItems();
        int index = rand() % allItems.size();
        return allItems[index];
    }
    
    // 初始化游戏
    GameState initializeGame(bool endless) {
        GameState game;
        game.round = 1;
        game.endlessMode = endless;
        game.goldenPillUsed = false;
        game.poisonCount = 0;
        
        // 初始化玩家
        game.player.name = "玩家";
        game.player.health = INITIAL_HEALTH;
        game.player.specialEffect = 0;
        
        // 初始化对手
        game.opponent.name = "药剂师";
        game.opponent.health = INITIAL_HEALTH;
        game.opponent.specialEffect = 0;
        
        // 初始化药瓶
        vector<Pill> allPills = initializePills();
        for (int i = 0; i < MAX_PILLS; i++) {
            int index = rand() % (allPills.size() - 1); // 不包括金色药丸
            game.pillBottle.push_back(allPills[index]);
            if (allPills[index].isPoisonous) {
                game.poisonCount++;
            }
        }
        
        // 无尽模式开始时加入金色药丸
        if (endless) {
            game.pillBottle.push_back(allPills[GOLDEN]);
            random_shuffle(game.pillBottle.begin(), game.pillBottle.end());
        }
        
        game.currentPillIndex = 0;
        
        // 给玩家初始道具
        for (int i = 0; i < 3; i++) {
            game.player.items.push_back(getRandomItem());
        }
        
        // 给对手初始道具
        for (int i = 0; i < 2; i++) {
            game.opponent.items.push_back(getRandomItem());
        }
        
        return game;
    }
    
    // 显示游戏状态
    void displayGameState(const GameState& game) {
        system("cls");
        cout << "=== 副作用 - 第 " << game.round << " 回合 ===" << endl;
        cout << "[" << game.player.name << "] 生命: ";
        for (int i = 0; i < game.player.health; i++) cout << "O";
        cout << endl;
        
        cout << "[" << game.opponent.name << "] 生命: ";
        for (int i = 0; i < game.opponent.health; i++) cout << "O";
        cout << endl << endl;
        
        cout << "药瓶中剩余药丸: " << game.pillBottle.size() - game.currentPillIndex << endl;
        cout << "其中有毒药丸: " << game.poisonCount << "颗" << endl;
    }
    
    // 显示道具
    void displayItems(const vector<Item>& items) {
        cout << "\n道具列表:" << endl;
        for (size_t i = 0; i < items.size(); i++) {
            cout << i+1 << ". " << items[i].name << " - " << items[i].description << endl;
        }
    }
    
    // 处理药丸效果
    void applyPillEffect(GameState& game, Pill pill, bool isPlayer) {
        Player& target = isPlayer ? game.player : game.opponent;
        Player& other = isPlayer ? game.opponent : game.player;
        
        cout << "\n>>> " << (isPlayer ? "你" : "药剂师") << "服用了: " << pill.name << endl;
        cout << pill.description << endl;
        Sleep(2000);
        
        // 更新毒药计数
        if (pill.isPoisonous) {
            game.poisonCount--;
        }
        
        // 检查护盾效果
        if (target.specialEffect & (1 << SHIELD)) {
            if (pill.healthEffect < 0) {
                cout << (isPlayer ? "你的护盾" : "药剂师的护盾") << "抵挡了伤害!" << endl;
                target.specialEffect &= ~(1 << SHIELD);
                Sleep(1500);
                return;
            }
        }
        
        // 检查解毒剂效果
        if (target.specialEffect & (1 << ANTIDOTE)) {
            if (pill.healthEffect < 0) {
                cout << (isPlayer ? "你的解毒剂" : "药剂师的解毒剂") << "中和了毒素!" << endl;
                pill.healthEffect /= 2;
                target.specialEffect &= ~(1 << ANTIDOTE);
            }
        }
        
        // 检查镜子效果
        if (target.specialEffect & (1 << MIRROR)) {
            cout << (isPlayer ? "你的镜子" : "药剂师的镜子") << "反弹了效果!" << endl;
            target.specialEffect &= ~(1 << MIRROR);
            applyPillEffect(game, pill, !isPlayer);
            return;
        }
        
        // 应用药丸基础效果
        if (pill.healthEffect != 0) {
            target.health += pill.healthEffect;
            if (pill.healthEffect > 0) {
                cout << (isPlayer ? "你" : "药剂师") << "恢复了 " << pill.healthEffect << " 点生命!" << endl;
            } else {
                cout << (isPlayer ? "你" : "药剂师") << "受到了 " << -pill.healthEffect << " 点伤害!" << endl;
            }
        }
        
        // 处理特殊药丸效果
        if (pill.isSpecial) {
            switch(pill.type) {
                case YELLOW:
                    cout << "你感到一阵眩晕,视线开始模糊..." << endl;
                    target.specialEffect |= (1 << (rand() % 5 + 5)); // 随机负面效果
                    break;
                case PURPLE:
                    cout << "周围的空间似乎扭曲了..." << endl;
                    swap(target.health, other.health);
                    cout << "你和药剂师的生命值交换了!" << endl;
                    break;
                case RAINBOW:
                    cout << "你看到了无数色彩在眼前旋转..." << endl;
                    target.specialEffect = (1 << LUCKY_CHARM) | (1 << AMPLIFIER);
                    cout << "你获得了幸运和强化的效果!" << endl;
                    break;
                case GOLDEN:
                    cout << "一股强大的能量流遍全身!" << endl;
                    game.goldenPillUsed = true;
                    game.endlessMode = true;
                    cout << "无尽模式已激活!游戏将继续直到一方倒下!" << endl;
                    break;
                default:
                    break;
            }
        }
        
        // 确保生命值不会超过上限或低于0
        target.health = min(max(target.health, 0), INITIAL_HEALTH * (game.endlessMode ? 2 : 1));
        Sleep(2000);
    }
    
    // 使用道具
    bool useItem(Player& user, Player& target, vector<Pill>& pillBottle, int& currentPillIndex, int& poisonCount) {
        if (user.items.empty()) {
            cout << user.name << "没有可用的道具!" << endl;
            return false;
        }
        
        cout << user.name << "选择使用道具:" << endl;
        displayItems(user.items);
        
        int choice;
        if (user.name == "玩家") {
            cin >> choice;
        } else {
            // AI简单逻辑:优先使用防御性道具
            for (size_t i = 0; i < user.items.size(); i++) {
                if (user.items[i].type == ANTIDOTE || user.items[i].type == SHIELD) {
                    choice = i + 1;
                    break;
                }
            }
            if (choice < 1 || choice > static_cast<int>(user.items.size())) {
                choice = rand() % user.items.size() + 1;
            }
            Sleep(1500);
        }
        
        if (choice < 1 || choice > static_cast<int>(user.items.size())) {
            cout << "无效选择!" << endl;
            return false;
        }
        
        Item usedItem = user.items[choice-1];
        user.items.erase(user.items.begin() + choice - 1);
        
        cout << user.name << "使用了: " << usedItem.name << endl;
        cout << usedItem.description << endl;
        Sleep(1500);
        
        switch(usedItem.type) {
            case ANTIDOTE:
                user.specialEffect |= (1 << ANTIDOTE);
                break;
            case EMETIC:
                if (user.health < INITIAL_HEALTH) {
                    user.health += 1;
                    cout << user.name << "吐出了一颗药丸,感觉好多了!" << endl;
                } else {
                    cout << user.name << "想吐但吐不出来!" << endl;
                }
                break;
            case MICROSCOPE:
                cout << "药瓶中的药丸:" << endl;
                for (size_t i = currentPillIndex; i < pillBottle.size(); i++) {
                    cout << i+1 << ". " << pillBottle[i].name << endl;
                }
                return false; // 不消耗回合
            case MAGNIFIER:
                if (currentPillIndex + 1 < static_cast<int>(pillBottle.size())) {
                    cout << "下一颗药丸是: " << pillBottle[currentPillIndex+1].name << endl;
                } else {
                    cout << "这是最后一颗药丸了!" << endl;
                }
                break;
            case FILTER:
                if (currentPillIndex < static_cast<int>(pillBottle.size())) {
                    cout << "移除了: " << pillBottle[currentPillIndex].name << endl;
                    if (pillBottle[currentPillIndex].isPoisonous) {
                        poisonCount--;
                    }
                    pillBottle.erase(pillBottle.begin() + currentPillIndex);
                }
                break;
            case STABILIZER:
                user.specialEffect |= (1 << STABILIZER);
                break;
            case SHIELD:
                user.specialEffect |= (1 << SHIELD);
                break;
            case MIRROR:
                user.specialEffect |= (1 << MIRROR);
                break;
            case DILUTER:
                user.specialEffect |= (1 << DILUTER);
                break;
            case AMPLIFIER:
                user.specialEffect |= (1 << AMPLIFIER);
                break;
            case REVERSER:
                user.specialEffect |= (1 << REVERSER);
                break;
            case DUPLICATOR:
                if (currentPillIndex < static_cast<int>(pillBottle.size())) {
                    pillBottle.insert(pillBottle.begin() + currentPillIndex, pillBottle[currentPillIndex]);
                    if (pillBottle[currentPillIndex].isPoisonous) {
                        poisonCount++;
                    }
                    cout << "复制了: " << pillBottle[currentPillIndex].name << endl;
                }
                break;
            case SHUFFLER:
                random_shuffle(pillBottle.begin() + currentPillIndex, pillBottle.end());
                cout << "药丸顺序被打乱了!" << endl;
                break;
            case TRANSMUTER:
                if (currentPillIndex < static_cast<int>(pillBottle.size())) {
                    vector<Pill> allPills = initializePills();
                    bool wasPoisonous = pillBottle[currentPillIndex].isPoisonous;
                    pillBottle[currentPillIndex] = allPills[rand() % allPills.size()];
                    if (wasPoisonous && !pillBottle[currentPillIndex].isPoisonous) {
                        poisonCount--;
                    } else if (!wasPoisonous && pillBottle[currentPillIndex].isPoisonous) {
                        poisonCount++;
                    }
                    cout << "药丸变成了: " << pillBottle[currentPillIndex].name << endl;
                }
                break;
            case SYRINGE:
                cout << "跳过了当前药丸!" << endl;
                currentPillIndex++;
                break;
            case HOLSTER:
                cout << target.name << "的下回合将被跳过!" << endl;
                target.specialEffect |= (1 << HOLSTER);
                break;
            case LUCKY_CHARM:
                user.specialEffect |= (1 << LUCKY_CHARM);
                break;
            case CURSED_ITEM:
                target.specialEffect |= (1 << CURSED_ITEM);
                break;
            case TIME_WARP:
                cout << "时间倒流了!" << endl;
                return false; // 重新开始回合
            case PULVERIZER:
                if (currentPillIndex < static_cast<int>(pillBottle.size())) {
                    PillType typeToDestroy = pillBottle[currentPillIndex].type;
                    int destroyedPoisons = 0;
                    for (auto it = pillBottle.begin() + currentPillIndex; it != pillBottle.end(); ) {
                        if (it->type == typeToDestroy) {
                            if (it->isPoisonous) destroyedPoisons++;
                            cout << "摧毁了: " << it->name << endl;
                            it = pillBottle.erase(it);
                        } else {
                            ++it;
                        }
                    }
                    poisonCount -= destroyedPoisons;
                }
                break;
        }
        
        return true;
    }
    
    // 玩家回合
    void playerTurn(GameState& game) {
        bool turnEnded = false;
        
        while (!turnEnded) {
            displayGameState(game);
            
            if (game.currentPillIndex >= static_cast<int>(game.pillBottle.size())) {
                cout << "药瓶已经空了!" << endl;
                break;
            }
            
            cout << "\n当前药丸: " << game.pillBottle[game.currentPillIndex].name << endl;
            cout << "描述: " << game.pillBottle[game.currentPillIndex].description << endl;
            cout << "1. 服用这颗药丸" << endl;
            cout << "2. 使用道具(按0退出)" << endl;
            cout << "3. 查看道具说明" << endl;
            
            int choice;
            cin >> choice;
            
            if (choice == 1) {
                // 服用当前药丸
                Pill currentPill = game.pillBottle[game.currentPillIndex];
                applyPillEffect(game, currentPill, true);
                game.currentPillIndex++;
                turnEnded = true;
            }
            else if (choice == 2) {
                // 使用道具
                if (useItem(game.player, game.opponent, game.pillBottle, game.currentPillIndex, game.poisonCount)) {
                    turnEnded = true;
                }
                Sleep(1500);
            }
            else if (choice == 3) {
                displayItems(game.player.items);
                system("pause");
            }
            else {
                cout << "无效选择!" << endl;
                Sleep(1000);
            }
        }
        
        // 回合结束时获得新道具
        if (turnEnded && game.player.items.size() < 5) {
            game.player.items.push_back(getRandomItem());
        }
    }
    
    // 对手回合
    void opponentTurn(GameState& game) {
        displayGameState(game);
        
        // 检查是否被跳过回合
        if (game.opponent.specialEffect & (1 << HOLSTER)) {
            cout << "\n药剂师被跳过回合!" << endl;
            game.opponent.specialEffect &= ~(1 << HOLSTER);
            Sleep(1500);
            return;
        }
        
        cout << "\n药剂师的回合..." << endl;
        Sleep(1500);
        
        // 简单AI逻辑
        bool usedItem = false;
        
        // 有道具且随机决定使用道具
        if (!game.opponent.items.empty() && rand() % 3 != 0) {
            usedItem = useItem(game.opponent, game.player, game.pillBottle, game.currentPillIndex, game.poisonCount);
        }
        
        // 如果没用道具且药瓶不为空,服药
        if (!usedItem && game.currentPillIndex < static_cast<int>(game.pillBottle.size())) {
            Pill currentPill = game.pillBottle[game.currentPillIndex];
            applyPillEffect(game, currentPill, false);
            game.currentPillIndex++;
        }
        
        // 对手回合结束时获得新道具
        if (game.opponent.items.size() < 3) {
            game.opponent.items.push_back(getRandomItem());
        }
    }
    
    // 主游戏循环
    void gameLoop(bool endlessMode) {
        GameState game = initializeGame(endlessMode);
        
        // 开场剧情
        cout << "=== 副作用 - 剧情===" << endl;
        cout << "你走进一家昏暗的药店,柜台后站着一位穿着白大褂的古怪药剂师。\n";
        cout << "'啊,新来的病人!'他咯咯笑着,'让我们玩个游戏吧...'\n";
        cout << "他拿出一个装满各色药丸的瓶子,'每人轮流服药,看看谁的运气更好!'\n";
        if (endlessMode) {
            cout << "'不过这次...我们玩个更大的!'药剂师神秘地笑着,放入一颗金色药丸...\n";
        }
        system("pause");
        
        while (true) {
            // 检查游戏结束条件
            if (game.player.health <= 0 && game.opponent.health <= 0) {
                cout << "你们双双倒下...平局!\n";
                break;
            } else if (game.player.health <= 0) {
                cout << "你倒下了...药剂师站在你面前咯咯笑。'看来我的药方更有效!'\n";
                break;
            } else if (game.opponent.health <= 0) {
                if (game.endlessMode && !game.goldenPillUsed) {
                    cout << "药剂师瘫倒在地!但就在你以为胜利时...\n";
                    cout << "他突然狂笑起来,掏出一颗金色药丸吞下!'游戏才刚开始!'\n";
                    game.opponent.health = INITIAL_HEALTH * 2;
                    game.round++;
                    game.goldenPillUsed = true;
                    continue;
                } else {
                    cout << "药剂师瘫倒在地!你赢得了这场危险的游戏!\n";
                    break;
                }
            }
            
            // 检查是否需要重新装填药瓶
            if (game.currentPillIndex >= static_cast<int>(game.pillBottle.size())) {
                cout << "药瓶空了...重新装填!" << endl;
                vector<Pill> allPills = initializePills();
                game.pillBottle.clear();
                game.poisonCount = 0;
                
                for (int i = 0; i < MAX_PILLS; i++) {
                    int index = rand() % (allPills.size() - 1); // 不包括金色药丸
                    game.pillBottle.push_back(allPills[index]);
                    if (allPills[index].isPoisonous) {
                        game.poisonCount++;
                    }
                }
                
                // 无尽模式每3轮加入一颗金色药丸
                if (game.endlessMode && game.round % 3 == 0) {
                    game.pillBottle.push_back(allPills[GOLDEN]);
                }
                
                random_shuffle(game.pillBottle.begin(), game.pillBottle.end());
                game.currentPillIndex = 0;
                Sleep(2000);
            }
            
            // 玩家回合
            playerTurn(game);
            
            // 对手回合
            if (game.opponent.health > 0 && game.currentPillIndex < static_cast<int>(game.pillBottle.size())) {
                opponentTurn(game);
            }
            
            game.round++;
            
            // 无尽模式难度提升
            if (game.endlessMode && game.round % 5 == 0) {
                cout << "\n你感觉药剂变得更加强烈了...\n";
                game.opponent.health += 1;
                Sleep(1500);
            }
        }
    }
    
    // 主菜单
    void mainMenu() {
        while (true) {
            system("cls");
            cout << "=== 副作用 - 药丸轮盘赌 1.12 Beta===" << endl;
            cout << "1. 开始游戏" << endl;
            cout << "2. 无尽模式" << endl;
            cout << "3. 游戏说明" << endl;
            cout << "4. 商城中心" << endl;
    		cout << "5. 难度选择" << endl;
    		cout << "6. 联机大厅" << endl; 
            cout << "7. 退出" << endl;
            
            int choice;
            cin >> choice;
            
            if (choice == 1) {
                gameLoop(false);
                system("pause");
            }
            else if (choice == 2) {
                cout << "\n警告: 无尽模式会越来越难,直到你倒下!\n";
                cout << "药剂师会强化,道具也会随着游戏进度越来越少!\n"; 
                cout << "确定要开始吗? (y/n): ";
                char confirm;
                cin >> confirm;
                if (confirm == 'y' || confirm == 'Y') {
                    gameLoop(true);
                    system("pause");
                }
            }
            else if (choice == 3) {
                cout << "\n=== 副作用 - 游戏说明 ===" << endl;
                cout << "1. 轮流服用药瓶中的药丸,有些治疗,有些有毒" << endl;
                cout << "2. 界面会显示剩余毒药数量,但不会告诉你具体哪颗" << endl;
                cout << "3. 使用道具来获得优势,每回合会获得新道具" << endl;
                cout << "4. 无尽模式中,找到金色药丸可解锁真正挑战" << endl;
                cout << "5. 合理使用道具组合是获胜关键" << endl;
                cout << "6. @bjlqz_leo出品/. @qfcwyh2运营/. @bjzzr审核/." << endl;
                cout << "7. 每周更新/." << endl;
                system("pause");
            }
            else if (choice == 4){
            	int leo;
    			cout << "欢迎来到leo的商城" << endl;
    			cout << "当前可购买:" << endl;
    			cout << "1. 幸运星\n" << "类型:" << "游戏内道具\n" << "效果:" << "幸运值+100%" << "\n" << "免费获得" << endl;
    			cout << "2. 手机\n" << "类型:" << "游戏内道具\n" << "效果:" << "买通裁判使对手受伤+50%" << "\n" << "一键三连获得" << endl;
    			cout << "买什么?" << endl;
    			cin >> leo;
    			if (leo == 1 || leo == 2){
    			cout << "购买成功!\n" << "正在返回主页..." << endl;
    			} 
    			else{
    			cout << "无效选择!" << endl; 
    			}
    			system("pause");
    		}
    		else if (choice == 5){
    		cout << "由于此版本为测试阶段,尚未完善该功能!"<< endl;
    		cout << "正在返回主页..." << endl;
    		system("pause");	
    		} 
    		else if (choice == 6){
    		int baocuo;
    		cout << "公告:" << endl << "欢迎来到联机大厅!" << endl;
    		cout << "由于此服务器非常小(只有一个房间),断连是常有的事,请耐心等待!" << endl;
    		cout << "正在连接房间..." << endl;
    		Sleep(10000); 
    		srand(time(NULL));
    		baocuo = (rand() % 2) + 1; 
    		if (baocuo == 1){
    		cout << "连接成功!" << endl;
    		Sleep(5000);
    		cout << "正在加入!" << endl;
    		Sleep(5000);
    		cout << "Error:无法加入房间1" << endl;
    		Sleep(5000);
    		cout << "正在上报错误" << endl;
    		Sleep(5000);
    		cout << "正在返回主页..." << endl;	
    		}
    		else if (baocuo == 2){
    		cout << "找不到服务器IP地址,请检查是否有误" << endl;
    		Sleep(5000);
    		cout << "正在上报错误" << endl;
    		Sleep(5000);
    		cout << "正在返回主页..." << endl;	
    		}
    		system("pause");
    		}
            else if (choice == 7) 
    		{
                break;
            }
        }
    }
    string lianjigongneng(string lianji,string room){
    	;
    }
    int main() {
        srand(static_cast<unsigned>(time(0)));
        mainMenu();
        return 0;
    }
    

    鼠标放在这里,会有好事情发生哦

    my洛谷团队

    TM的这人抄我主页,一模一样,连我名字都没改!!!

    预告

    真实世界(正式版) 即将在2026年前上架(本蒟蒻编写) 在这里你将体验到与真实世界无异的生活:消费,赚钱,娱乐,内置多种系统,玩法,NPC...... 本游戏由多个小游戏,再由世界系统合并,保证趣味。

    现在入股还来的及,开赌吧!

    敬请期待真实世界1.0.0上线!

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