#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;
}

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