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太空杀(增强版)
- @ 2025-12-11 16:44:33
#include<bits/stdc++.h> #include<windows.h> #include<conio.h> #include using namespace std;
const int game_day=0, game_task=1, game_meeting=2, game_siege=3;
int round_num=0, current_phase=game_day;
int player_count, my_id;
HWND hwnd=GetForegroundWindow();
const int blue=0,yellow=1,red=2,green=3,purple=4,white=5,cyan=6,orange=7;
const int crewmate=0, impostor=1, engineer=2, medic=3, detective=4;
const int technician=5, watcher=6, spy=7;
const int tracker=8, bomber=9, cleaner=10, seer=11;
const int alive=0, dead=1, ejected=2;
const int room_engine=0, room_electric=1, room_security=2, room_medbay=3, room_storage=4;
const int room_count=5;
bool room_destroyed[room_count]={false};
int current_room=-1;
int impostor_count=0;
int engineer_id=-1, medic_id=-1, detective_id=-1;
int technician_id=-1, watcher_id=-1, spy_id=-1;
int tracker_id=-1, bomber_id=-1, cleaner_id=-1, seer_id=-1;
int impostor_ids[5]={-1,-1,-1,-1,-1};
int ejected_player=-1;
int killed_player=-1;
int shielded_player=-1;
int repaired_task=-1;
bool security_camera_active=false;
bool bomb_planted=false;
int bomb_room=-1;
int bomb_timer=2;
int cleaned_body=-1;
void color(int c){
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
switch(c){
case red:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED);break;
case green:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_GREEN);break;
case yellow:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED |FOREGROUND_GREEN);break;
case blue:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_BLUE);break;
case white:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED |FOREGROUND_GREEN | FOREGROUND_BLUE);break;
case purple:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED |FOREGROUND_BLUE);break;
case cyan:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);break;
case orange:SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED | (FOREGROUND_GREEN/2));break;
}
}
void gotoxy(int x,int y){
COORD position;
position.X=x;
position.Y=y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), position);
}
void init_window(){
system("mode con lines=60 cols=188");
ShowWindow(hwnd,SW_MAXIMIZE);
DeleteMenu(GetSystemMenu(GetConsoleWindow(), FALSE), SC_CLOSE, MF_BYCOMMAND);
DrawMenuBar(GetConsoleWindow());
}
class Player{
public:
int role;
int status;
int task_progress;
int kill_count;
bool is_visible;
int current_room;
int camera_time;
int track_target;
int seer_cooldown;
Player(){
role=-1;
status=alive;
task_progress=0;
kill_count=0;
is_visible=false;
current_room=0;
camera_time=0;
track_target=-1;
seer_cooldown=0;
}
int get_status(){
return status;
}
};
Player players[15];
bool is_include(int arr[], int val, int len){
for(int i=0;i<len;i++){
if(arr[i]==val) return true;
}
return false;
}
bool typing_task(){
color(cyan);
cout << "\n=== 精准打字任务 ===" << endl;
string texts[] = {
"repair the electrical system",
"check the engine temperature",
"calibrate the navigation system",
"analyze the oxygen level",
"verify the security protocol"
};
string target = texts[rand()%5];
cout << "请准确输入以下内容:" << target << endl;
cout << "输入:";
string input;
cin >> ws;
getline(cin, input);
if(input == target){
color(green);
cout << "输入正确!任务完成!" << endl;
return true;
}else{
color(red);
cout << "输入错误!任务失败!正确内容:" << target << endl;
return false;
}
}
string get_room_name(int room_id){
switch(room_id){
case room_engine: return "引擎室";
case room_electric: return "电力室";
case room_security: return "监控室";
case room_medbay: return "医疗室";
case room_storage: return "储藏室";
default: return "未知区域";
}
}
void init_players(){
my_id=rand()%player_count;
if(player_count<=6) impostor_count=1;
else if(player_count<=10) impostor_count=2;
else if(player_count<=15) impostor_count=3;
for(int i=0;i<player_count;i++){
players[i].status=alive;
players[i].task_progress=0;
players[i].kill_count=0;
players[i].is_visible=false;
players[i].role=-1;
players[i].current_room=rand()%room_count;
players[i].camera_time=0;
players[i].track_target=-1;
players[i].seer_cooldown=0;
}
for(int i=0;i<impostor_count;i++){
int p=rand()%player_count;
if(!is_include(impostor_ids, p, 5)){
impostor_ids[i]=p;
players[p].role=impostor;
}else{
i--;
}
Sleep(rand()%80+100);
}
if(player_count>=10 && impostor_count>=2){
do{
bomber_id=rand()%player_count;
}while(players[bomber_id].role!=-1);
players[bomber_id].role=bomber;
impostor_ids[impostor_count++] = bomber_id;
}
if(player_count>=12 && impostor_count>=2){
do{
cleaner_id=rand()%player_count;
}while(players[cleaner_id].role!=-1);
players[cleaner_id].role=cleaner;
impostor_ids[impostor_count++] = cleaner_id;
}
do{
engineer_id=rand()%player_count;
}while(players[engineer_id].role!=-1);
players[engineer_id].role=engineer;
if(player_count>=8){
do{
medic_id=rand()%player_count;
}while(players[medic_id].role!=-1);
players[medic_id].role=medic;
}
if(player_count>=10){
do{
detective_id=rand()%player_count;
}while(players[detective_id].role!=-1);
players[detective_id].role=detective;
}
if(player_count>=9){
do{
technician_id=rand()%player_count;
}while(players[technician_id].role!=-1);
players[technician_id].role=technician;
}
if(player_count>=11){
do{
watcher_id=rand()%player_count;
}while(players[watcher_id].role!=-1);
players[watcher_id].role=watcher;
}
if(player_count>=13 && impostor_count>=3){
do{
spy_id=rand()%player_count;
}while(players[spy_id].role!=-1);
players[spy_id].role=spy;
impostor_ids[impostor_count++] = spy_id;
}
if(player_count>=8){
do{
tracker_id=rand()%player_count;
}while(players[tracker_id].role!=-1);
players[tracker_id].role=tracker;
}
if(player_count>=11){
do{
seer_id=rand()%player_count;
}while(players[seer_id].role!=-1);
players[seer_id].role=seer;
}
for(int i=0;i<player_count;i++){
if(players[i].role==-1){
players[i].role=crewmate;
}
}
players[my_id].is_visible=true;
if(players[my_id].role==impostor || players[my_id].role==spy ||
players[my_id].role==bomber || players[my_id].role==cleaner){
for(int i=0;i<impostor_count;i++){
players[impostor_ids[i]].is_visible=true;
}
}
}
void print_game(){
gotoxy(0,0);
cout<<"太空杀 | 新增角色+房间系统+精准打字任务";
gotoxy(90,0);
if(current_phase==game_meeting) color(red);
else if(current_phase==game_task) color(cyan);
else if(current_phase==game_siege) color(orange);
else color(blue);
printf("第%d回合 | ",round_num);
if(current_phase==game_day) cout<<"日常阶段";
else if(current_phase==game_task) cout<<"任务阶段";
else if(current_phase==game_meeting) cout<<"紧急会议";
else cout<<"破坏阶段";
gotoxy(130,0);
if(bomb_planted){
color(red);
cout<<"【炸弹警告】"<<get_room_name(bomb_room)<<" 剩余"<<bomb_timer<<"回合爆炸!";
}
gotoxy(0,3);
color(blue);
cout<<" 我的编号:"<<my_id+1;
cout<<" | 当前房间:"<<get_room_name(players[my_id].current_room);
gotoxy(60,3);
color(yellow);
cout<<"=== 区域状态 ===";
for(int i=0;i<room_count;i++){
gotoxy(60,4+i);
if(room_destroyed[i]){
color(red);
cout<<get_room_name(i)<<": 已破坏";
}else{
color(green);
cout<<get_room_name(i)<<": 正常";
}
}
for(int i=0;i<player_count;i++){
gotoxy(i*12+1,10);
color(blue);
cout<<i+1<<"号";
gotoxy(i*12+1,11);
if(players[i].get_status()==dead){
color(red);
cout<<"已死亡";
}else if(players[i].get_status()==ejected){
color(yellow);
cout<<"被驱逐";
}else{
color(green);
cout<<"存活中";
}
gotoxy(i*12+1,12);
color(cyan);
cout<<"房间:"<<get_room_name(players[i].current_room);
gotoxy(i*12+1,13);
color(blue);
if(players[i].is_visible){
switch(players[i].role){
case crewmate: cout<<"船员";break;
case impostor: cout<<"内鬼";break;
case engineer: cout<<"工程师";break;
case medic: cout<<"医生";break;
case detective: cout<<"侦探";break;
case technician: cout<<"技术员";break;
case watcher: cout<<"守望者";break;
case spy: cout<<"间谍(内鬼)";break;
case tracker: cout<<"追踪者";break;
case bomber: cout<<"爆破手(内鬼)";break;
case cleaner: cout<<"清洁工(内鬼)";break;
case seer: cout<<"预言家";break;
}
}else{
cout<<"未知";
}
if(players[i].role!=impostor && players[i].role!=spy && players[i].role!=bomber &&
players[i].role!=cleaner && players[i].get_status()==alive){
gotoxy(i*12+1,14);
color(white);
cout<<"任务:"<<players[i].task_progress<<"%";
}
}
gotoxy(0, 20);
color(purple);
cout<<"=== 监控系统 ===";
if(security_camera_active){
cout<<" [已开启]";
color(white);
cout<<"\n监控可见玩家位置:";
for(int i=0;i<player_count;i++){
if(players[i].status==alive){
cout<<i+1<<"号("<<get_room_name(players[i].current_room)<<") ";
}
}
}else{
cout<<" [已关闭]";
}
if(players[my_id].role==tracker && players[my_id].track_target!=-1){
gotoxy(0,22);
color(orange);
cout<<"=== 追踪信息 ===";
cout<<"\n你追踪的"<<players[my_id].track_target+1<<"号当前位置:"
<<get_room_name(players[players[my_id].track_target].current_room);
}
gotoxy(0,28);
color(white);
cout<<"________________________";
}
void impostor_destroy_room(){
color(red);
cout<<"\n=== 内鬼破坏阶段 ==="<<endl;
Sleep(1000);
if(players[my_id].role==impostor || players[my_id].role==spy ||
players[my_id].role==bomber || players[my_id].role==cleaner){
cout<<"选择要破坏的区域:"<<endl;
for(int i=0;i<room_count;i++){
cout<<i+1<<". "<<get_room_name(i)<<" ("<<(room_destroyed[i]?"已破坏":"正常")<<")"<<endl;
}
int choice;
cin>>choice;
while(choice<1 || choice>room_count){
color(yellow);
cout<<"无效选择!重新输入:";
cin>>choice;
}
choice--;
if(!room_destroyed[choice]){
room_destroyed[choice]=true;
color(red);
cout<<"你破坏了"<<get_room_name(choice)<<"!船员需要尽快修复!"<<endl;
if(choice==room_engine || choice==room_electric){
color(orange);
cout<<get_room_name(choice)<<"被破坏!所有船员任务进度停止增长,直到修复!"<<endl;
}
}else{
color(yellow);
cout<<get_room_name(choice)<<"已经被破坏了!"<<endl;
}
}else{
int ai_choice;
do{
ai_choice=rand()%room_count;
}while(room_destroyed[ai_choice]);
room_destroyed[ai_choice]=true;
color(red);
cout<<"内鬼破坏了"<<get_room_name(ai_choice)<<"!"<<endl;
}
Sleep(2000);
}
void bomber_plant_bomb(){
if(players[my_id].role==bomber && players[my_id].status==alive && !bomb_planted){
color(red);
cout<<"\n=== 爆破手技能 ==="<<endl;
cout<<"选择布置炸弹的区域:"<<endl;
for(int i=0;i<room_count;i++){
cout<<i+1<<". "<<get_room_name(i)<<endl;
}
int choice;
cin>>choice;
while(choice<1 || choice>room_count){
color(yellow);
cout<<"无效选择!重新输入:";
cin>>choice;
}
choice--;
bomb_planted=true;
bomb_room=choice;
bomb_timer=2;
color(red);
cout<<"你在"<<get_room_name(choice)<<"布置了定时炸弹!2回合后爆炸!"<<endl;
cout<<"船员需要拆除炸弹,否则该区域永久破坏且炸死区域内所有船员!"<<endl;
}else if(bomb_planted && players[my_id].role==bomber){
color(yellow);
cout<<"\n炸弹已布置!剩余"<<bomb_timer<<"回合爆炸!"<<endl;
}
Sleep(2000);
}
void defuse_bomb(){
if(!bomb_planted) return;
color(orange);
cout<<"\n=== 拆除炸弹 ==="<<endl;
cout<<get_room_name(bomb_room)<<"发现炸弹!需要拆除!"<<endl;
Sleep(1000);
if(players[my_id].status==alive && players[my_id].current_room==bomb_room &&
players[my_id].role!=impostor && players[my_id].role!=spy &&
players[my_id].role!=bomber && players[my_id].role!=cleaner){
cout<<"你在炸弹所在房间,是否尝试拆除?(1=是/2=否):";
int choice;
cin>>choice;
if(choice==1){
color(cyan);
cout<<"拆除炸弹需要完成精准打字任务!"<<endl;
if(typing_task()){
bomb_planted=false;
bomb_room=-1;
color(green);
cout<<"炸弹拆除成功!"<<endl;
}else{
color(red);
cout<<"拆除失败!炸弹继续倒计时!"<<endl;
}
}
}
for(int i=0;i<player_count;i++){
if(i!=my_id && players[i].status==alive && players[i].current_room==bomb_room &&
players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner){
bool ai_success = (rand()%100)<60;
if(players[i].role==technician || players[i].role==engineer) ai_success=true;
if(ai_success){
bomb_planted=false;
bomb_room=-1;
color(green);
cout<<i+1<<"号成功拆除了炸弹!"<<endl;
break;
}
}
}
Sleep(1500);
}
void bomb_explode(){
if(!bomb_planted) return;
bomb_timer--;
if(bomb_timer<=0){
color(red);
cout<<"\n=== 炸弹爆炸! ==="<<endl;
cout<<get_room_name(bomb_room)<<"炸弹爆炸!该区域永久破坏!"<<endl;
room_destroyed[bomb_room]=true;
int kill_count=0;
for(int i=0;i<player_count;i++){
if(players[i].status==alive && players[i].current_room==bomb_room &&
players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner){
players[i].status=dead;
kill_count++;
cout<<i+1<<"号在爆炸中死亡!"<<endl;
}
}
if(kill_count>0){
color(red);
cout<<"共"<<kill_count<<"名船员在爆炸中死亡!"<<endl;
}
bomb_planted=false;
bomb_room=-1;
}
Sleep(2000);
}
void cleaner_clean_body(){
if(killed_player==-1) return;
if(players[my_id].role==cleaner && players[my_id].status==alive){
color(yellow);
cout<<"\n=== 清洁工技能 ==="<<endl;
cout<<"是否清理"<<killed_player+1<<"号的尸体?(1=是/2=否):";
int choice;
cin>>choice;
if(choice==1){
cleaned_body=killed_player;
color(red);
cout<<"尸体清理成功!不会触发紧急会议!"<<endl;
killed_player=-1;
}
}else if(cleaner_id!=-1 && players[cleaner_id].status==alive && killed_player!=-1){
cleaned_body=killed_player;
color(red);
cout<<"清洁工清理了"<<killed_player+1<<"号的尸体!"<<endl;
killed_player=-1;
}
Sleep(1500);
}
void tracker_track_target(){
if(players[my_id].role==tracker && players[my_id].status==alive){
color(orange);
cout<<"\n=== 追踪者技能 ==="<<endl;
cout<<"选择要追踪的玩家(可查看其位置):"<<endl;
int target;
cin>>target;
while(target<1 || target>player_count){
color(yellow);
cout<<"无效目标!重新输入:";
cin>>target;
}
target--;
players[my_id].track_target=target;
color(green);
cout<<"你开始追踪"<<target+1<<"号!本回合可查看其位置!"<<endl;
players[target].is_visible=true;
}
Sleep(1500);
}
void seer_check_role(){
if(players[my_id].role==seer && players[my_id].status==alive && players[my_id].seer_cooldown<=0){
color(purple);
cout<<"\n=== 预言家技能 ==="<<endl;
cout<<"选择要查验的玩家:"<<endl;
int target;
cin>>target;
while(target<1 || target>player_count){
color(yellow);
cout<<"无效目标!重新输入:";
cin>>target;
}
target--;
bool error = (rand()%100)<10;
color(white);
cout<<"查验结果:";
if(error){
if(players[target].role==impostor || players[target].role==spy ||
players[target].role==bomber || players[target].role==cleaner){
color(green);
cout<<target+1<<"号是船员(查验出错)!"<<endl;
}else{
color(red);
cout<<target+1<<"号是内鬼(查验出错)!"<<endl;
}
}else{
if(players[target].role==impostor || players[target].role==spy ||
players[target].role==bomber || players[target].role==cleaner){
color(red);
cout<<target+1<<"号是内鬼!"<<endl;
players[target].is_visible=true;
}else{
color(green);
cout<<target+1<<"号是船员!"<<endl;
}
}
players[my_id].seer_cooldown=2;
}else if(players[my_id].role==seer && players[my_id].seer_cooldown>0){
color(yellow);
cout<<"\n预言家技能冷却中!剩余"<<players[my_id].seer_cooldown<<"回合!"<<endl;
players[my_id].seer_cooldown--;
}
Sleep(2000);
}
void repair_room(){
color(green);
cout<<"\n=== 修复破坏区域 ==="<<endl;
Sleep(1000);
bool has_destroyed=false;
for(int i=0;i<room_count;i++){
if(room_destroyed[i]){
has_destroyed=true;
break;
}
}
if(!has_destroyed){
cout<<"当前没有被破坏的区域!"<<endl;
Sleep(1000);
return;
}
if(players[my_id].status==alive && players[my_id].role!=impostor && players[my_id].role!=spy &&
players[my_id].role!=bomber && players[my_id].role!=cleaner){
cout<<"选择要修复的区域:"<<endl;
for(int i=0;i<room_count;i++){
if(room_destroyed[i]){
cout<<i+1<<". "<<get_room_name(i)<<endl;
}
}
int choice;
cin>>choice;
choice--;
if(room_destroyed[choice]){
bool success;
if(players[my_id].role==technician){
success=true;
}else{
success=typing_task();
}
if(success){
room_destroyed[choice]=false;
color(green);
cout<<"你成功修复了"<<get_room_name(choice)<<"!"<<endl;
if(players[my_id].role==technician){
players[my_id].task_progress+=20;
if(players[my_id].task_progress>100) players[my_id].task_progress=100;
cout<<"技术员加成!任务进度+20%(当前:"<<players[my_id].task_progress<<"%)"<<endl;
}
}
}else{
color(yellow);
cout<<"该区域未被破坏!"<<endl;
}
}
for(int i=0;i<player_count;i++){
if(i!=my_id && players[i].status==alive && players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner){
for(int j=0;j<room_count;j++){
if(room_destroyed[j]){
bool ai_success = (rand()%100)<70;
if(players[i].role==technician) ai_success=true;
if(ai_success){
room_destroyed[j]=false;
color(green);
cout<<i+1<<"号修复了"<<get_room_name(j)<<"!"<<endl;
break;
}
}
}
}
}
Sleep(2000);
}
void watcher_activate_camera(){
if(players[my_id].role==watcher && players[my_id].status==alive){
color(purple);
cout<<"\n=== 守望者技能 ==="<<endl;
cout<<"是否开启监控室摄像头?(1=是/2=否):";
int choice;
cin>>choice;
if(choice==1){
security_camera_active=true;
players[my_id].camera_time=3;
color(green);
cout<<"监控已开启!你可以看到所有玩家的位置(持续3回合)"<<endl;
}else{
cout<<"你选择不开启监控"<<endl;
}
}
Sleep(1500);
}
int check_game_end(){
int alive_crew=0, alive_impostor=0;
int completed_tasks=0;
int total_crew=player_count-impostor_count;
for(int i=0;i<player_count;i++){
if(players[i].get_status()==alive){
if(players[i].role==impostor || players[i].role==spy ||
players[i].role==bomber || players[i].role==cleaner) alive_impostor++;
else alive_crew++;
}
if((players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner) &&
players[i].task_progress>=100){
completed_tasks++;
}
}
bool all_destroyed=true;
for(int i=0;i<room_count;i++){
if(!room_destroyed[i]){
all_destroyed=false;
break;
}
}
if(all_destroyed) return 1;
if(alive_crew<=alive_impostor && alive_impostor>0) return 1;
if(alive_impostor==0) return 2;
if(completed_tasks>=total_crew*0.8) return 2;
return 0;
}
void game_init(){
srand(time(NULL));
init_window();
color(green);
cout<<"欢迎来到太空杀游戏!\n";
cout<<"===== 新增角色 =====\n";
cout<<"1. 技术员(修复速度翻倍)、守望者(可开监控)、间谍(伪装内鬼)\n";
cout<<"2. 追踪者(查看玩家位置)、预言家(查验阵营)、爆破手(布置炸弹)\n";
cout<<"3. 清洁工(清理尸体,不触发会议)\n";
cout<<"===== 新增机制 =====\n";
cout<<"1. 精准打字任务:必须准确输入字符才能完成\n";
cout<<"2. 重要区域破坏:内鬼可破坏区域,船员需修复\n";
cout<<"3. 定时炸弹:爆破手布置,船员需拆除否则爆炸\n";
cout<<"4. 房间系统:引擎室/电力室/监控室/医疗室/储藏室\n";
cout<<"====================\n";
cout<<"规则:内鬼需要杀死船员/破坏区域,船员需要完成任务/修复区域/找出内鬼\n";
cout<<"______________________\n";
cout<<"请输入玩家人数(4-15人):";
cin>>player_count;
while(player_count<4||player_count>15){
cout<<"请重新输入(4-15)!\n";
cin>>player_count;
}
system("cls");
cout<<"初始化身份中,请稍等.";
for(int i=0;i<6;i++){
for(int j=0;j<12;j++){
cout<<".";
Sleep(50);
}
cout<<"\b\b\b\b\b\b\b\b\b\b\b\b \b\b\b\b\b\b\b\b\b\b\b\b";
}
system("cls");
init_players();
cout<<"我的编号:"<<my_id+1<<endl
<<"我的身份:";
switch(players[my_id].role){
case crewmate: cout<<"普通船员\n";break;
case impostor: cout<<"内鬼\n";break;
case engineer: cout<<"工程师\n";break;
case medic: cout<<"医生\n";break;
case detective: cout<<"侦探\n";break;
case technician: cout<<"技术员\n";break;
case watcher: cout<<"守望者\n";break;
case spy: cout<<"间谍(内鬼)\n";break;
case tracker: cout<<"追踪者\n";break;
case bomber: cout<<"爆破手(内鬼)\n";break;
case cleaner: cout<<"清洁工(内鬼)\n";break;
case seer: cout<<"预言家\n";break;
}
cout<<"初始房间:"<<get_room_name(players[my_id].current_room)<<endl;
round_num=1;
current_phase=game_day;
system("pause");
system("cls");
cout<<"游戏加载中.";
int load_time=rand()%3+2;
for(int i=0;i<load_time;i++){
for(int j=0;j<6;j++){
cout<<".";
Sleep(rand()%100+150);
}
cout<<"\b\b\b\b\b\b \b\b\b\b\b\b";
}
print_game();
}
int impostor_action(){
int target=-1;
color(red);
cout<<"内鬼~请行动~~\n";
Sleep(1500);
cout<<"你要袭击谁?\n";
if((players[my_id].role==impostor || players[my_id].role==spy ||
players[my_id].role==bomber || players[my_id].role==cleaner) &&
players[my_id].get_status()==alive){
cin>>target;
while(!(target>=1&&target<=player_count&&players[target-1].get_status()==alive&&
players[target-1].role!=impostor&&players[target-1].role!=spy&&
players[target-1].role!=bomber&&players[target-1].role!=cleaner)){
cout<<"无效目标!重新输入:\n";
cin>>target;
}
target--;
cout<<"你选择袭击"<<target+1<<"号船员!\n";
Sleep(2000);
}else{
while(target==-1 || players[target].get_status()!=alive ||
players[target].role==impostor || players[target].role==spy ||
players[target].role==bomber || players[target].role==cleaner){
target=rand()%player_count;
}
Sleep(2000);
}
cout<<"内鬼行动完成!\n\n";
return target;
}
int engineer_action(){
color(cyan);
cout<<"工程师~请行动~~\n";
Sleep(1500);
int repair=-1;
if(players[my_id].role==engineer && players[my_id].get_status()==alive){
cout<<"发现设施损坏,是否修复?(1=修复/2=不修复)\n";
int choice;
cin>>choice;
if(choice==1){
repair=1;
if(typing_task()){
cout<<"你修复了损坏的设施!\n";
}else{
repair=0;
}
}else{
repair=0;
cout<<"你选择不修复设施!\n";
}
Sleep(1500);
}else{
repair=rand()%2;
}
cout<<"工程师行动完成!\n\n";
return repair;
}
int medic_action(){
color(green);
cout<<"医生~请行动~~\n";
Sleep(1500);
int protect=-1;
if(players[my_id].role==medic && players[my_id].get_status()==alive){
cout<<"选择一名船员进行保护:\n";
cin>>protect;
while(!(protect>=1&&protect<=player_count&&players[protect-1].get_status()==alive)){
cout<<"无效目标!重新输入:\n";
cin>>protect;
}
protect--;
cout<<"你保护了"<<protect+1<<"号船员!\n";
Sleep(1500);
}else{
while(protect==-1 || players[protect].get_status()!=alive){
protect=rand()%player_count;
}
}
cout<<"医生行动完成!\n\n";
return protect;
}
void detective_action(){
color(purple);
cout<<"侦探~请行动~~\n";
Sleep(1500);
if(players[my_id].role==detective && players[my_id].get_status()==alive){
cout<<"你发现了可疑线索,选择调查哪位玩家?\n";
int suspect;
cin>>suspect;
while(!(suspect>=1&&suspect<=player_count)){
cout<<"无效目标!重新输入:\n";
cin>>suspect;
}
suspect--;
cout<<"调查结果:";
if(players[suspect].role==impostor){
color(red);
cout<<suspect+1<<"号行为异常,可能是内鬼!\n";
players[suspect].is_visible=true;
}else if(players[suspect].role==spy || players[suspect].role==bomber || players[suspect].role==cleaner){
color(green);
cout<<suspect+1<<"号行为正常,是船员!\n";
}else{
color(green);
cout<<suspect+1<<"号行为正常,是船员!\n";
}
Sleep(2000);
}
cout<<"侦探行动完成!\n\n";
}
void crewmate_tasks(){
color(white);
cout<<"船员开始执行任务!\n";
Sleep(1000);
for(int i=0;i<player_count;i++){
if((players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner) &&
players[i].get_status()==alive){
bool task_blocked = (room_destroyed[room_engine] || room_destroyed[room_electric]);
if(i==my_id){
cout<<"\n你需要完成任务:";
int task_choice;
cout<<"1=维修电路(打字任务) 2=清理管道 3=检查引擎\n";
cin>>task_choice;
if(task_choice==1){
if(typing_task() && !task_blocked){
players[i].task_progress+=rand()%30+10;
}
}else{
if(!task_blocked){
players[i].task_progress+=rand()%30+10;
}
}
if(players[i].task_progress>100) players[i].task_progress=100;
cout<<"当前进度:"<<players[i].task_progress<<"%\n";
if(task_blocked){
color(orange);
cout<<"警告:重要区域被破坏!任务进度未增长!\n";
}
}else{
if(!task_blocked){
players[i].task_progress+=rand()%20+5;
if(players[i].task_progress>100) players[i].task_progress=100;
}
}
Sleep(500);
}
}
cout<<"\n任务阶段结束!\n";
Sleep(1500);
}
int emergency_meeting(){
system("cls");
print_game();
color(red);
gotoxy(0,32);
cout<<"________________________\n";
cout<<"紧急会议!全体船员集合!\n";
Sleep(2000);
int votes[15]={0};
memset(votes,0,sizeof(votes));
color(white);
cout<<"开始投票!选择你怀疑的内鬼:\n";
Sleep(1000);
vote_again:
for(int i=0;i<player_count;i++){
if(players[i].get_status()==alive){
if(i==my_id){
cout<<"\n你的投票:";
int vote;
cin>>vote;
while(!(vote>=1&&vote<=player_count)){
cout<<"无效投票!重新输入:\n";
cin>>vote;
}
vote--;
votes[vote]++;
cout<<"你投票给了"<<vote+1<<"号!\n";
}else{
int ai_vote=rand()%player_count;
votes[ai_vote]++;
cout<<i+1<<"号投票给了"<<ai_vote+1<<"号!\n";
}
Sleep(800);
}
}
int max_votes=-1, eject_id=-1, tie_count=0;
int tie_ids[15]={-1};
for(int i=0;i<player_count;i++){
if(votes[i]>max_votes){
max_votes=votes[i];
eject_id=i;
tie_count=0;
tie_ids[0]=i;
}else if(votes[i]==max_votes && max_votes>0){
tie_count++;
tie_ids[tie_count]=i;
}
}
if(tie_count>0){
color(yellow);
cout<<"\n投票平票!重新投票:\n";
memset(votes,0,sizeof(votes));
Sleep(1500);
goto vote_again;
}
if(max_votes==0){
color(blue);
cout<<"\n无人获得票数,会议结束!\n";
Sleep(2000);
return -1;
}
color(red);
cout<<"\n"<<eject_id+1<<"号获得最高票数!\n";
Sleep(1500);
cout<<eject_id+1<<"号被驱逐出飞船!\n";
players[eject_id].status=ejected;
color(white);
cout<<"真实身份:";
switch(players[eject_id].role){
case crewmate: color(green);cout<<"船员\n";break;
case impostor: color(red);cout<<"内鬼\n";break;
case engineer: color(cyan);cout<<"工程师\n";break;
case medic: color(green);cout<<"医生\n";break;
case detective: color(purple);cout<<"侦探\n";break;
case technician: color(orange);cout<<"技术员\n";break;
case watcher: color(blue);cout<<"守望者\n";break;
case spy: color(red);cout<<"间谍(内鬼)\n";break;
case tracker: color(orange);cout<<"追踪者\n";break;
case bomber: color(red);cout<<"爆破手(内鬼)\n";break;
case cleaner: color(red);cout<<"清洁工(内鬼)\n";break;
case seer: color(purple);cout<<"预言家\n";break;
}
Sleep(3000);
return eject_id;
}
void process_kill(){
killed_player=impostor_action();
if(killed_player==shielded_player){
color(green);
cout<<killed_player+1<<"号被医生保护,袭击失败!\n";
killed_player=-1;
}else if(killed_player!=-1){
color(red);
cout<<killed_player+1<<"号被内鬼袭击!已死亡!\n";
players[killed_player].status=dead;
if(players[my_id].role==spy || players[my_id].role==bomber || players[my_id].role==cleaner){
color(yellow);
cout<<"你(特殊内鬼)的伪装生效!没有玩家发现你的身份!\n";
}
cleaner_clean_body();
}
Sleep(2000);
}
void player_move_room(){
color(cyan);
cout<<"\n=== 移动房间 ==="<<endl;
cout<<"当前房间:"<<get_room_name(players[my_id].current_room)<<endl;
cout<<"选择要移动到的房间:"<<endl;
for(int i=0;i<room_count;i++){
cout<<i+1<<". "<<get_room_name(i)<<endl;
}
int choice;
cin>>choice;
while(choice<1 || choice>room_count){
color(yellow);
cout<<"无效选择!重新输入:";
cin>>choice;
}
choice--;
players[my_id].current_room=choice;
color(green);
cout<<"你移动到了"<<get_room_name(choice)<<"!"<<endl;
for(int i=0;i<player_count;i++){
if(i!=my_id && players[i].status==alive){
int ai_move=rand()%room_count;
players[i].current_room=ai_move;
}
}
Sleep(1000);
}
void game_round(){
current_phase=game_day;
system("cls");
print_game();
color(blue);
gotoxy(0,32);
cout<<"________________________\n";
cout<<"日常阶段 | 船员自由活动中...\n";
Sleep(2000);
player_move_room();
watcher_activate_camera();
tracker_track_target();
seer_check_role();
current_phase=game_siege;
system("cls");
print_game();
impostor_destroy_room();
bomber_plant_bomb();
current_phase=game_task;
system("cls");
print_game();
color(cyan);
gotoxy(0,32);
cout<<"________________________\n";
cout<<"任务阶段开始!\n";
defuse_bomb();
bomb_explode();
repair_room();
shielded_player=-1;
killed_player=-1;
if(player_count>=12) repaired_task=engineer_action();
if(player_count>=8) shielded_player=medic_action();
if(player_count>=10) detective_action();
process_kill();
if(killed_player==-1){
crewmate_tasks();
}
if(killed_player!=-1 || rand()%3==0 || room_destroyed[room_engine] ||
room_destroyed[room_electric] || (bomb_planted && bomb_timer<=1)){
current_phase=game_meeting;
ejected_player=emergency_meeting();
}
if(security_camera_active){
players[watcher_id].camera_time--;
if(players[watcher_id].camera_time<=0){
security_camera_active=false;
color(yellow);
cout<<"监控时间结束!摄像头已关闭!"<<endl;
Sleep(1000);
}
}
if(players[my_id].role==tracker){
players[my_id].track_target=-1;
}
round_num++;
}
void game_over(){
system("cls");
color(white);
int result=check_game_end();
if(result==1){
color(red);
cout<<"========== 游戏结束 ==========\n";
cout<<" 内鬼胜利!\n";
cout<<"==============================\n\n";
}else if(result==2){
color(green);
cout<<"========== 游戏结束 ==========\n";
cout<<" 船员胜利!\n";
cout<<"==============================\n\n";
}
color(white);
cout<<"最终统计:\n";
for(int i=0;i<player_count;i++){
cout<<i+1<<"号: ";
switch(players[i].role){
case crewmate: color(green);cout<<"船员";break;
case impostor: color(red);cout<<"内鬼";break;
case engineer: color(cyan);cout<<"工程师";break;
case medic: color(green);cout<<"医生";break;
case detective: color(purple);cout<<"侦探";break;
case technician: color(orange);cout<<"技术员";break;
case watcher: color(blue);cout<<"守望者";break;
case spy: color(red);cout<<"间谍(内鬼)";break;
case tracker: color(orange);cout<<"追踪者";break;
case bomber: color(red);cout<<"爆破手(内鬼)";break;
case cleaner: color(red);cout<<"清洁工(内鬼)";break;
case seer: color(purple);cout<<"预言家";break;
}
color(white);
cout<<" | 状态:";
if(players[i].status==alive) cout<<"存活";
else if(players[i].status==dead) cout<<"被击杀";
else cout<<"被驱逐";
cout<<" | 最终房间:"<<get_room_name(players[i].current_room);
if(players[i].role!=impostor && players[i].role!=spy &&
players[i].role!=bomber && players[i].role!=cleaner){
cout<<" | 任务进度:"<<players[i].task_progress<<"%";
}else if(players[i].role==impostor || players[i].role==bomber || players[i].role==cleaner){
cout<<" | 击杀数:"<<players[i].kill_count;
}
cout<<endl;
}
color(yellow);
cout<<"\n区域最终状态:\n";
for(int i=0;i<room_count;i++){
cout<<get_room_name(i)<<": "<<(room_destroyed[i]?"已破坏":"正常")<<endl;
}
if(bomb_planted){
color(red);
cout<<"\n未爆炸的炸弹:"<<get_room_name(bomb_room)<<"(剩余"<<bomb_timer<<"回合)\n";
}
}
int main(){
game_init();
while(!check_game_end()){
game_round();
system("cls");
print_game();
if(check_game_end()) break;
color(blue);
cout<<"\n\n按任意键继续下一轮...";
_getch();
}
game_over();
system("pause");
return 0;
}