#include<bits/stdc++.h>
#include <windows.h>
using namespace std;
// ====================== 全局结构体 ======================
// 角色配置:数量+名称
struct IDname {
int cnt;
string name;
} roleCfg[100];
// 玩家信息
struct Player {
int id; // 座位号
bool alive; // 是否存活
string role; // 身份
int know; // 玩家知晓信息:0未知/1好人狼人/2完整身份
int dieReason; // 死亡原因:0存活/1狼刀/2投票/3毒杀/4猎人枪
} player[21];
// 投票结构体
struct Vote {
int voteCnt; // 得票数
int id; // 玩家编号
bool canVote; // 是否拥有本轮投票权
} voteArr[13];
// ====================== 全局变量 ======================
int n; // 总人数
int mySelf; // 玩家自身座位
int killWolf; // 狼人刀人目标
int killPoison; // 女巫毒人目标
char op; // 操作输入字符
bool hasCure = true; // 女巫解药
bool hasPoison = true; // 女巫毒药
int hunterId = 0; // 猎人座位
int guardId = 0; // 守卫座位
int guardTarget = 0; // 守卫当晚守护目标
bool hunterShot = false;// 猎人是否已经开枪
int randSeedArr[10] = {7,4,6,43,35,1,2,8,20,19};
// ====================== 函数声明 ======================
void initRoleBase();
void setRoleCount(int num);
void randomAssignRole(int idx);
bool cmpVoteDesc(Vote a, Vote b);
bool cmpVoteIdAsc(Vote a, Vote b);
void printGameUI(int day, bool isNight);
void guardSleep(int day, bool isNight);
void voteProcess(int day, bool isNight);
bool checkGameOver();
void nightFirstRound();
void nightLoop(int day, bool isNight);
void hunterShoot();
void printDeadNotice();
void showGameResult();
// ====================== 初始化角色基础名称 ======================
void initRoleBase() {
roleCfg[1].name = "村民 ";
roleCfg[2].name = "狼人 ";
roleCfg[3].name = "女巫 ";
roleCfg[4].name = "预言家 ";
roleCfg[5].name = "猎人 ";
roleCfg[6].name = "守卫 ";
}
// ====================== 根据人数配置各角色数量 ======================
void setRoleCount(int num) {
// 全部清零
for(int i = 1; i <= 6; i++) roleCfg[i].cnt = 0;
switch(num) {
case 6:
roleCfg[1].cnt = 3; roleCfg[2].cnt = 2;
break;
case 7:
roleCfg[1].cnt = 3; roleCfg[2].cnt = 2; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1;
break;
case 8:
roleCfg[1].cnt = 3; roleCfg[2].cnt = 3; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1;
break;
case 9:
roleCfg[1].cnt = 3; roleCfg[2].cnt = 3; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1; roleCfg[5].cnt = 1;
break;
case 10:
roleCfg[1].cnt = 4; roleCfg[2].cnt = 3; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1; roleCfg[5].cnt = 1;
break;
case 11:
roleCfg[1].cnt = 4; roleCfg[2].cnt = 4; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1; roleCfg[5].cnt = 1;
break;
case 12:
roleCfg[1].cnt = 4; roleCfg[2].cnt = 4; roleCfg[3].cnt = 1; roleCfg[4].cnt = 1; roleCfg[5].cnt = 1; roleCfg[6].cnt = 1;
break;
default:
cout << "人数输入错误,程序退出!" << endl;
system("pause");
exit(0);
}
}
// ====================== 随机分配单个玩家身份 ======================
void randomAssignRole(int idx) {
srand((unsigned)time(0));
Sleep(rand() % 44);
int base = 10000;
int t = rand();
int y = randSeedArr[(rand() % 100 + t) % 10];
int selRole;
// 根据人数限定可选角色范围
if(n <= 6) selRole = abs(base * 6 / y) % 3 + 1;
else if(n <= 8) selRole = abs(base * 7 / y) % 4 + 1;
else if(n <= 11) selRole = abs(base * 8 / y) % 5 + 1;
else selRole = abs(base * 9 / y) % 6 + 1;
// 循环找到还有剩余名额的角色
while(true) {
if(n <= 6) selRole = selRole % 3 + 1;
else if(n <= 8) selRole = selRole % 4 + 1;
else if(n <= 11) selRole = selRole % 5 + 1;
else selRole = selRole % 6 + 1;
if(roleCfg[selRole].cnt > 0) break;
}
// 赋值玩家信息
player[idx].role = roleCfg[selRole].name;
player[idx].alive = true;
player[idx].id = idx;
player[idx].know = 0;
player[idx].dieReason = 0;
roleCfg[selRole].cnt--;
// 记录猎人、守卫位置
if(player[idx].role == "猎人 ") hunterId = idx;
if(player[idx].role == "守卫 ") guardId = idx;
}
// ====================== 投票排序规则:得票降序,同票编号升序 ======================
bool cmpVoteDesc(Vote a, Vote b) {
if(a.voteCnt != b.voteCnt)
return a.voteCnt > b.voteCnt;
return a.id < b.id;
}
// 按编号升序
bool cmpVoteIdAsc(Vote a, Vote b) {
return a.id < b.id;
}
// ====================== 控制台UI打印(状态面板) ======================
void printGameUI(int day, bool isNight) {
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
// 白天白底,夜晚黑底
if(isNight)
SetConsoleTextAttribute(hConsole, BACKGROUND_INTENSITY | BACKGROUND_RED | BACKGROUND_GREEN | BACKGROUND_BLUE | FOREGROUND_INTENSITY);
else
SetConsoleTextAttribute(hConsole, FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
cout << "\t\t\t\t第" << day << "天 ";
if(isNight) cout << "夜晚" << endl;
else cout << "白天" << endl;
cout << "你的座位:" << mySelf << "号" << endl << endl;
// 1~6号玩家
cout << "1-6号位:";
for(int i = 1; i <= 6; i++) cout << player[i].id << "号\t";
cout << "\n存活状态:";
for(int i = 1; i <= 6; i++) {
if(player[i].alive)
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY|FOREGROUND_GREEN) : (FOREGROUND_INTENSITY|FOREGROUND_GREEN));
else
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY|FOREGROUND_RED) : (FOREGROUND_INTENSITY|FOREGROUND_RED));
cout << (player[i].alive ? "存活\t" : "死亡\t");
}
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY) : (FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE));
cout << "\n身份信息:";
for(int i = 1; i <= 6; i++) {
if(player[i].know == 0) cout << "未知\t";
else if(player[i].know == 1) cout << (player[i].role == "狼人 " ? "狼人\t" : "好人\t");
else cout << player[i].role << "\t";
}
cout << "\n\n";
// 7~n号玩家
if(n >= 7) {
cout << "7-" << n << "号位:";
for(int i = 7; i <= n; i++) cout << player[i].id << "号\t";
cout << "\n存活状态:";
for(int i = 7; i <= n; i++) {
if(player[i].alive)
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY|FOREGROUND_GREEN) : (FOREGROUND_INTENSITY|FOREGROUND_GREEN));
else
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY|FOREGROUND_RED) : (FOREGROUND_INTENSITY|FOREGROUND_RED));
cout << (player[i].alive ? "存活\t" : "死亡\t");
}
SetConsoleTextAttribute(hConsole, isNight ? (BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY) : (FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE));
cout << "\n身份信息:";
for(int i = 7; i <= n; i++) {
if(player[i].know == 0) cout << "未知\t";
else if(player[i].know == 1) cout << (player[i].role == "狼人 " ? "狼人\t" : "好人\t");
else cout << player[i].role << "\t";
}
cout << "\n\n";
}
}
// ====================== 守卫夜间守护流程 ======================
void guardSleep(int day, bool isNight) {
Sleep(3000);
system("cls");
printGameUI(day, isNight);
cout << "守~卫~请~睁~眼~~~\n";
Sleep(3000);
system("cls");
printGameUI(day, isNight);
int tar;
// 玩家自己是守卫
if(mySelf == guardId && player[mySelf].alive) {
cout << "请输入今晚要守护的玩家编号:";
cin >> tar;
while(tar == guardTarget || tar < 1 || tar > n || !player[tar].alive) {
cout << "输入非法,请重新输入:";
cin >> tar;
}
guardTarget = tar;
}
// AI守卫
else if(player[guardId].alive) {
do {
srand((unsigned)time(0));
tar = rand() % n + 1;
} while(tar == guardTarget || !player[tar].alive);
guardTarget = tar;
}
// 无守卫/守卫已死
else guardTarget = -1;
Sleep(3000);
system("cls");
printGameUI(day, isNight);
cout << "守~卫~请~闭~眼~~~\n";
}
// ====================== 白天投票流程(最多三轮平票) ======================
void voteProcess(int day, bool isNight) {
Sleep(2000);
system("cls");
printGameUI(day, isNight);
cout << "开始投票";
for(int i = 1; i <= 3; i++) { cout << "."; Sleep(500); }
cout << endl;
// 初始化投票数据
for(int i = 1; i <= n; i++) {
voteArr[i].id = i;
voteArr[i].canVote = true;
voteArr[i].voteCnt = 0;
}
// ========== 第一轮投票 ==========
for(int i = 1; i <= n; i++) {
if(!player[i].alive) continue;
Sleep(3000);
int tar;
if(i == mySelf) {
cout << "请投票(输入0弃权):";
cin >> tar;
while(tar != 0 && !player[tar].alive) cin >> tar;
if(tar == 0) cout << mySelf << "号弃权\n";
else {
cout << mySelf << "投给" << tar << "号\n";
voteArr[tar].voteCnt++;
}
} else {
srand((unsigned)time(0));
// 狼人优先投好人
if(player[i].role == "狼人 ") {
do {
tar = rand() % (n + 1);
} while(tar != 0 && (!player[tar].alive || player[tar].role == "狼人 " || tar == i));
}
// 预言家优先投狼
else if(player[i].role == "预言家 ") {
do {
tar = rand() % (n + 1);
} while(tar != 0 && (!player[tar].alive || player[tar].role != "狼人 " || tar == i));
}
// 村民随机投
else {
do {
tar = rand() % (n + 1);
} while(tar != 0 && (!player[tar].alive || tar == i));
}
if(tar == 0) cout << i << "号弃权\n";
else {
cout << i << "投给" << tar << "号\n";
voteArr[tar].voteCnt++;
}
}
}
Sleep(3000);
sort(voteArr + 1, voteArr + n + 1, cmpVoteDesc);
// 无平票直接出局
if(voteArr[1].voteCnt > voteArr[2].voteCnt) {
int out = voteArr[1].id;
cout << "投票结束," << out << "号被投票出局!\n";
player[out].alive = false;
player[out].dieReason = 2;
Sleep(3000);
return;
}
// 标记平票玩家本轮无投票权
int maxVote = voteArr[1].voteCnt;
for(int i = 1; i <= n; i++) {
if(voteArr[i].voteCnt == maxVote) voteArr[i].canVote = false;
else break;
}
system("cls");
printGameUI(day, isNight);
cout << "平票!进入第二轮投票\n";
// ========== 第二轮投票 ==========
sort(voteArr + 1, voteArr + n + 1, cmpVoteIdAsc);
cout << "二次投票";
for(int i = 1; i <= 3; i++) { cout << "."; Sleep(500); }
cout << endl;
for(int i = 1; i <= n; i++) {
if(!player[i].alive || !voteArr[i].canVote) continue;
Sleep(3000);
int tar;
if(i == mySelf) {
cout << "请投票(0弃权):";
cin >> tar;
while(tar != 0 && (!player[tar].alive || !voteArr[tar].canVote)) cin >> tar;
if(tar != 0) voteArr[tar].voteCnt++;
} else {
srand((unsigned)time(0));
if(player[i].role == "狼人 ") {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || player[tar].role == "狼人 " || tar == i || !voteArr[tar].canVote));
} else if(player[i].role == "预言家 ") {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || player[tar].role != "狼人 " || tar == i || !voteArr[tar].canVote));
} else {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || tar == i || !voteArr[tar].canVote));
}
if(tar != 0) voteArr[tar].voteCnt++;
}
}
Sleep(3000);
sort(voteArr + 1, voteArr + n + 1, cmpVoteDesc);
if(voteArr[1].voteCnt > voteArr[2].voteCnt) {
int out = voteArr[1].id;
cout << "投票结束," << out << "号被投票出局!\n";
player[out].alive = false;
player[out].dieReason = 2;
Sleep(3000);
return;
}
// 再次标记平票
maxVote = voteArr[1].voteCnt;
for(int i = 1; i <= n; i++) {
if(voteArr[i].voteCnt == maxVote) voteArr[i].canVote = false;
else break;
}
system("cls");
printGameUI(day, isNight);
cout << "再次平票!第三轮投票\n";
// ========== 第三轮投票 ==========
sort(voteArr + 1, voteArr + n + 1, cmpVoteIdAsc);
cout << "最终投票";
for(int i = 1; i <= 3; i++) { cout << "."; Sleep(500); }
cout << endl;
for(int i = 1; i <= n; i++) {
if(!player[i].alive || !voteArr[i].canVote) continue;
Sleep(3000);
int tar;
if(i == mySelf) {
cout << "请投票(0弃权):";
cin >> tar;
while(tar != 0 && (!player[tar].alive || !voteArr[tar].canVote)) cin >> tar;
if(tar != 0) voteArr[tar].voteCnt++;
} else {
srand((unsigned)time(0));
if(player[i].role == "狼人 ") {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || player[tar].role == "狼人 " || tar == i || !voteArr[tar].canVote));
} else if(player[i].role == "预言家 " || player[i].role == "猎人 ") {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || player[tar].role != "狼人 " || tar == i || !voteArr[tar].canVote));
} else {
do { tar = rand() % (n + 1); } while(tar != 0 && (!player[tar].alive || tar == i || !voteArr[tar].canVote));
}
if(tar != 0) voteArr[tar].voteCnt++;
}
}
Sleep(3000);
sort(voteArr + 1, voteArr + n + 1, cmpVoteDesc);
if(voteArr[1].voteCnt > voteArr[2].voteCnt) {
int out = voteArr[1].id;
cout << "投票结束," << out << "号被投票出局!\n";
player[out].alive = false;
player[out].dieReason = 2;
} else {
cout << "三轮投票全部平票,无人出局\n";
}
Sleep(5000);
}
// ====================== 判断游戏是否结束 ======================
bool checkGameOver() {
int villager = 0; // 存活村民
int wolf = 0; // 存活狼人
int god = 0; // 存活神(女巫/预言/猎人/守卫)
for(int i = 1; i <= n; i++) {
if(!player[i].alive) continue;
if(player[i].role == "狼人 ") wolf++;
else if(player[i].role == "村民 ") villager++;
else god++;
}
// 好人全灭 / 狼人数量>=好人直接胜利
if(god == 0 || wolf == 0 || wolf >= villager + god)
return true;
return false;
}
// ====================== 第一晚夜晚流程(无前日数据) ======================
void nightFirstRound() {
system("cls");
system("color 0f");
printGameUI(1, true);
cout << "天~黑~请~闭~眼~~~\n";
guardTarget = 0;
if(n >= 12) guardSleep(1, true);
Sleep(3000);
// 狼人行动
system("cls");
printGameUI(1, true);
cout << "狼~人~请~睁~眼~~~\n";
if(player[mySelf].role == "狼人 ") {
Sleep(1000);
cout << "你的狼队友:";
for(int i = 1; i <= n; i++) {
if(i == mySelf) continue;
if(player[i].role == "狼人 ") {
cout << i << "号 ";
player[i].know = 2;
}
}
Sleep(3000);
cout << "\n输入今晚刀人目标:";
cin >> killWolf;
system("cls");
printGameUI(1, true);
cout << "今晚击杀目标:" << killWolf << "号\n";
} else {
Sleep(4000);
// AI狼人随机刀好人
do {
srand((unsigned)time(0));
killWolf = rand() % n + 1;
} while(player[killWolf].role == "狼人 " || !player[killWolf].alive);
Sleep(5000);
}
Sleep(3000);
system("cls");
printGameUI(1, true);
cout << "狼~人~请~闭~眼~~~\n";
Sleep(2000);
// 女巫行动
system("cls");
printGameUI(1, true);
cout << "女~巫~请~睁~眼~~~\n";
Sleep(2000);
system("cls");
printGameUI(1, true);
killPoison = 0;
int witchId = 0;
for(int i = 1; i <= n; i++) if(player[i].role == "女巫 ") witchId = i;
if(player[mySelf].role == "女巫 " && player[mySelf].alive) {
Sleep(1000);
if(hasCure) {
cout << "今晚" << killWolf << "号中刀\n是否使用解药?A救/B不救:";
cin >> op;
if(op == 'A') {
cout << "你解救了" << killWolf << "号\n";
hasCure = false;
if(guardTarget != killWolf) killWolf = 0;
// 询问毒药
Sleep(2000);
system("cls");
printGameUI(1, true);
cout << "是否使用毒药?A毒/B不毒:";
cin >> op;
if(op == 'A' && hasPoison) {
cout << "输入毒杀目标:";
cin >> killPoison;
while(!player[killPoison].alive) { cin >> killPoison; }
hasPoison = false;
}
} else {
if(guardTarget == killWolf) killWolf = 0;
Sleep(2000);
system("cls");
printGameUI(1, true);
cout << "是否使用毒药?A毒/B不毒:";
cin >> op;
if(op == 'A' && hasPoison) {
cout << "输入毒杀目标:";
cin >> killPoison;
while(!player[killPoison].alive) { cin >> killPoison; }
hasPoison = false;
}
}
} else {
if(guardTarget == killWolf) killWolf = 0;
Sleep(2000);
system("cls");
printGameUI(1, true);
cout << "是否使用毒药?A毒/B不毒:";
cin >> op;
if(op == 'A' && hasPoison) {
cout << "输入毒杀目标:";
cin >> killPoison;
while(!player[killPoison].alive) { cin >> killPoison; }
hasPoison = false;
}
}
} else {
// AI女巫逻辑
bool useCure = false;
if(hasCure && player[witchId].alive) {
// 优先救神
if(player[killWolf].role == "预言家 " || player[killWolf].role == "女巫 " || player[killWolf].role == "猎人 ") {
if(guardTarget != killWolf) {
killWolf = 0;
hasCure = false;
useCure = true;
}
}
}
// 有药随机毒好人
if(!useCure && hasPoison && player[witchId].alive) {
srand((unsigned)time(0));
if(rand() % 2 == 1) {
do {
killPoison = rand() % n + 1;
} while(player[killPoison].role == "女巫 " || player[killPoison].role == "预言家 " || killPoison == killWolf || !player[killPoison].alive);
hasPoison = false;
}
}
}
Sleep(3000);
system("cls");
printGameUI(1, true);
cout << "女~巫~请~闭~眼~~~\n";
// 预言家行动(6人局无预言家)
if(n > 6) {
Sleep(3000);
system("cls");
printGameUI(1, true);
cout << "预~言~家~请~睁~眼~~~\n";
if(player[mySelf].role == "预言家 ") {
Sleep(3000);
int check;
cout << "输入查验玩家编号:";
cin >> check;
player[check].know = 1;
Sleep(2000);
system("cls");
printGameUI(1, true);
cout << "该玩家身份:" << (player[check].role == "狼人 " ? "狼人" : "好人") << "\n";
} else {
Sleep(3000);
cout << "AI预言家查验中...\n";
}
Sleep(3000);
system("cls");
printGameUI(1, true);
cout << "预~言~家~请~闭~眼~~~\n";
}
Sleep(3000);
// 结算死亡
if(killWolf != 0) {
player[killWolf].alive = false;
player[killWolf].dieReason = 1;
}
if(killPoison != 0) {
player[killPoison].alive = false;
player[killPoison].dieReason = 3;
}
system("cls");
system("color F0");
printGameUI(2, false);
}
// ====================== 通用夜晚流程(第二晚及以后) ======================
void nightLoop(int day, bool isNight) {
system("cls");
system("color 0f");
printGameUI(day, true);
cout << "天~黑~请~闭~眼~~~\n";
guardTarget = 0;
if(n >= 12) guardSleep(day, true);
Sleep(3000);
// 狼人刀人
system("cls");
printGameUI(day, true);
cout << "狼~人~请~睁~眼~~~\n";
if(player[mySelf].role == "狼人 " && player[mySelf].alive) {
Sleep(3000);
cout << "输入刀人目标:";
cin >> killWolf;
system("cls");
printGameUI(day, true);
cout << "今晚击杀:" << killWolf << "号\n";
} else {
do {
srand((unsigned)time(0));
killWolf = rand() % n + 1;
} while(player[killWolf].role == "狼人 " || !player[killWolf].alive);
Sleep(5000);
}
Sleep(3000);
system("cls");
printGameUI(day, true);
cout << "狼~人~请~闭~眼~~~\n";
Sleep(2000);
// 女巫
system("cls");
printGameUI(day, true);
cout << "女~巫~请~睁~眼~~~\n";
Sleep(2000);
system("cls");
printGameUI(day, true);
killPoison = 0;
int witchId = 0;
for(int i = 1; i <= n; i++) if(player[i].role == "女巫 ") witchId = i;
if(player[mySelf].role == "女巫 " && player[mySelf].alive) {
if(hasCure) {
cout << killWolf << "号中刀,解药A救/B不救:";
cin >> op;
if(op == 'A') {
hasCure = false;
if(guardTarget != killWolf) killWolf = 0;
} else {
if(guardTarget == killWolf) killWolf = 0;
}
} else {
if(guardTarget == killWolf) killWolf = 0;
}
if(hasPoison) {
cout << "是否毒人?A毒/B不毒:";
cin >> op;
if(op == 'A') {
cout << "输入毒目标:";
cin >> killPoison;
while(!player[killPoison].alive) cin >> killPoison;
hasPoison = false;
}
}
} else {
bool useCure = false;
if(hasCure && player[witchId].alive) {
if(player[killWolf].role == "预言家 " || player[killWolf].role == "猎人 ") {
if(guardTarget != killWolf) {
killWolf = 0;
hasCure = false;
useCure = true;
}
}
}
if(!useCure && hasPoison && player[witchId].alive) {
srand((unsigned)time(0));
if(rand() % 2 == 1) {
do {
killPoison = rand() % n + 1;
} while(player[killPoison].role == "女巫 " || player[killPoison].role == "预言家 " || killPoison == killWolf || !player[killPoison].alive);
hasPoison = false;
}
}
}
Sleep(3000);
system("cls");
printGameUI(day, true);
cout << "女~巫~请~闭~眼~~~\n";
// 预言家
if(n > 6) {
Sleep(3000);
system("cls");
printGameUI(day, true);
cout << "预~言~家~请~睁~眼~~~\n";
if(player[mySelf].role == "预言家 " && player[mySelf].alive) {
int check;
cout << "查验编号:";
cin >> check;
player[check].know = 1;
cout << "身份:" << (player[check].role == "狼人 " ? "狼人" : "好人") << "\n";
} else {
cout << "AI预言家查验\n";
}
Sleep(3000);
system("cls");
printGameUI(day, true);
cout << "预~言~家~请~闭~眼~~~\n";
}
Sleep(3000);
// 结算死亡
if(killWolf != 0) {
player[killWolf].alive = false;
player[killWolf].dieReason = 1;
}
if(killPoison != 0) {
player[killPoison].alive = false;
player[killPoison].dieReason = 3;
}
system("cls");
system("color F0");
printGameUI(day + 1, false);
}
// ====================== 猎人开枪 ======================
void hunterShoot() {
if(hunterShot) return;
hunterShot = true;
int shootTar;
if(mySelf == hunterId) {
cout << "你被淘汰,请选择开枪带走一人:";
cin >> shootTar;
while(!player[shootTar].alive) { cin >> shootTar; }
} else {
srand((unsigned)time(0));
do { shootTar = rand() % n + 1; } while(!player[shootTar].alive);
}
cout << hunterId << "号猎人开枪带走" << shootTar << "号\n";
player[shootTar].alive = false;
player[shootTar].dieReason = 4;
Sleep(1000);
}
// ====================== 天亮死亡播报 ======================
void printDeadNotice() {
cout << "天亮了!昨晚";
if(killWolf == 0 && killPoison == 0) {
cout << "平安夜\n";
return;
}
if(killWolf != 0) cout << killWolf << "号";
if(killPoison != 0) cout << "," << killPoison << "号";
cout << "玩家死亡\n";
killPoison = 0;
}
// ====================== 游戏结束展示全部身份与结局 ======================
void showGameResult() {
int villager = 0, wolf = 0, god = 0;
for(int i = 1; i <= n; i++) {
if(!player[i].alive) continue;
if(player[i].role == "狼人 ") wolf++;
else if(player[i].role == "村民 ") villager++;
else god++;
}
if(wolf >= villager + god || god == 0) cout << "===== 狼人阵营胜利 =====" << endl;
else cout << "===== 好人阵营胜利 =====" << endl;
cout << "\n全部玩家身份详情:\n";
cout << left << setw(4) << "座位" << setw(8) << "身份" << setw(6) << "状态" << "死亡原因\n";
for(int i = 1; i <= n; i++) {
cout << left << setw(4) << player[i].id << setw(8) << player[i].role;
if(player[i].alive) cout << setw(6) << "存活" << "全程存活\n";
else {
cout << setw(6) << "死亡";
switch(player[i].dieReason) {
case 1: cout << "狼人刀杀\n"; break;
case 2: cout << "投票放逐\n"; break;
case 3: cout << "女巫毒杀\n"; break;
case 4: cout << "猎人枪杀\n"; break;
}
}
}
system("pause");
system("pause");
}
// ====================== 主函数游戏循环 ======================
int main() {
system("cls");
cout << "========== 控制台狼人杀 ==========\n";
cout << "请输入游玩人数(6~12):";
cin >> n;
cout << "身份分配加载中,请稍候";
initRoleBase();
setRoleCount(n);
// 随机分配所有玩家身份
for(int i = 1; i <= n; i++) {
randomAssignRole(i);
cout << ".";
Sleep(17);
}
system("cls");
system("color F0");
cout << "游戏即将开始";
for(int i = 1; i <= 6; i++) { cout << "."; Sleep(500); }
Sleep(1500);
// 分配玩家自身身份
cout << "\n\n查看你的身份牌......\n";
srand((unsigned)time(0));
mySelf = rand() % n + 1;
cout << "你的身份:" << player[mySelf].role << "\n座位:" << mySelf << "号\n";
system("pause");
system("cls");
player[mySelf].know = 2;
printGameUI(1, false);
cout << "即将进入第一个夜晚";
for(int i = 1; i <= 6; i++) { cout << "."; Sleep(500); }
// 第一晚
nightFirstRound();
printDeadNotice();
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
// 猎人出局开枪
if(!player[hunterId].alive && !hunterShot) hunterShoot();
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
// 白天投票
voteProcess(2, false);
system("cls");
printGameUI(2, false);
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
if(!player[hunterId].alive && !hunterShot) hunterShoot();
// 循环多日夜(2~7天)
for(int day = 2; day <= 7; day++) {
cout << "即将进入夜晚";
for(int i = 1; i <= 6; i++) { cout << "."; Sleep(500); }
nightLoop(day, true);
printDeadNotice();
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
if(!player[hunterId].alive && !hunterShot) hunterShoot();
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
voteProcess(day + 1, false);
system("cls");
printGameUI(day + 1, false);
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
if(!player[hunterId].alive && !hunterShot) hunterShoot();
if(checkGameOver()) { Sleep(1000); system("cls"); showGameResult(); return 0; }
}
system("pause");
return 0;
}