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荒岛求生1.1.6他来啦

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张小明

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荒岛求生1.1.6他来啦

这次更新了以下内容:

1.新增自动存档功能

2.新增公告功能

3.更高难度的挑战!

下面是代码

#include <iostream> #include <cstdio> #include <cstdlib> #include <ctime> #include <windows.h> #include <conio.h> #include <vector> #include <string> #include <fstream> using namespace std; // 解决 Dev-C++ 兼容性问题 #define _CRT_SECURE_NO_WARNINGS // 工具函数 void delay(int ms) { Sleep(ms); } void clearScreen() { system("cls"); } // 物品结构体 struct Item { string name; int health; // 血量加成 int hunger; // 饥饿值加成 int thirst; // 水分加成 int spirit; //心情加成 int buyPrice; // 购买价 int sellPrice;// 出售价 string introduce;//物品介绍 }; // 角色类 class Player { private: string name; int health; // 血量 int hunger; // 饥饿值 int thirst; // 水分 int fatigue; // 疲劳值 int spirit; //心情 bool isAlive; // 是否存活 bool isOut; // 是否外出 int outDays; // 外出天数 public: // 构造函数 Player(string n) : name(n), health(100), hunger(100), thirst(100), fatigue(0), spirit(70), isAlive(true), isOut(false), outDays(0) {} // 获取角色状态 string getName() { return name; } int getHealth() { return health; } int getHunger() { return hunger; } int getThirst() { return thirst; } int getFatigue() { return fatigue; } bool getIsAlive() { return isAlive; } bool getIsOut() { return isOut; } void setHealth(int h) { health = max(0, min(100, h)); } void setHunger(int h) { hunger = max(0, min(100, h)); } void setThirst(int t) { thirst = max(0, min(100, t)); } void setFatigue(int f) { fatigue = max(0, min(100, f)); } void setSpirit(int s) { spirit = max(0, min(100, s)); } void setAlive(bool a) { isAlive = a; } void setOut(bool o) { isOut = o; } void setOutDays(int d) { outDays = d; } int getSpirit() { return spirit; } int getOutDays() { return outDays; } // 更新每日状态 void dailyUpdate(int basedifficulty, float adjdifficulty, int& money, int mod, int &jindu) { // 增加money引用,用于探索奖励 if (!isAlive) return; // 1. 基础消耗(难度平滑过渡) float baseConsume = 5 + (adjdifficulty - 1) * 3; hunger -= static_cast<int>(baseConsume); thirst -= static_cast<int>(baseConsume); // 2. 疲劳值与外出处理 if (!isOut) { // 在家恢复疲劳和心情(难度影响较小) fatigue = max(0, fatigue - (10 - (static_cast<int>(adjdifficulty) - 1) * 2)); if (spirit > 70) spirit = spirit - basedifficulty * 3; else if (spirit < 30) spirit = spirit + basedifficulty * 2; } else { // 外出消耗 fatigue += (10 + (adjdifficulty - 1) * 5); health -= (2 + (adjdifficulty - 1) * 3); spirit -= (3 + (basedifficulty) * 5); outDays--; // 探索归来(新增奖励逻辑) if (outDays <= 0) { isOut = false; int reward = rand() % (50 * basedifficulty) + 1000 * basedifficulty; money += reward; jindu = min(100, jindu + rand() % (7 * static_cast<int>(adjdifficulty))); cout << name << "探索归来,获得" << reward << "金币!" << endl; } } // 3. 状态边界处理 hunger = max(0, min(100, hunger)); thirst = max(0, min(100, thirst)); fatigue = max(0, min(100, fatigue)); // 4. 饥饿/口渴导致血量消耗 if (hunger == 0) { health -= (5 + (adjdifficulty - 1) * 4); spirit -= (basedifficulty * 5); } if (thirst == 0) { health -= (5 + (adjdifficulty - 1) * 4); spirit -= (basedifficulty * 5); } spirit = max(0, min(100, spirit)); // 5. 死亡判定 health = max(0, min(100, health)); if (health == 0) { isAlive = false; cout << name << "已经不幸离世..." << endl; } } // 使用物品 void useItem(Item item) { health = min(100, health + item.health); hunger = min(100, hunger + item.hunger); thirst = min(100, thirst + item.thirst); spirit = min(100, spirit + item.spirit); } // 外出探索 void goOut(int days) { if (fatigue < 30 && isAlive) { isOut = true; outDays = days; fatigue += 20; } } // 显示状态 void showStatus() { if (!isAlive) { cout << name << ":已去世" << endl; return; } if (isOut) { cout << name << ":外出中(剩余" << outDays << "天)" << endl; return; } cout << name << "状态:"; // 血量 cout << "血量"; if (health > 70) cout << "充足"; else if (health > 30) cout << "良好"; else cout << "危险"; // 饥饿 cout << ",饥饿"; if (hunger > 70) cout << "很饱"; else if (hunger > 30) cout << "适中"; else cout << "饥饿"; // 水分 cout << ",水分"; if (thirst > 70) cout << "充足"; else if (thirst > 30) cout << "适中"; else cout << "缺水"; // 疲劳 cout << ",疲劳"; if (fatigue > 70) cout << "累趴"; else if (fatigue > 30) cout << "疲劳"; else cout << "精神"; //心情 cout << ",心情"; if (spirit > 70) cout << "高兴"; else if (spirit > 30) cout << "平静"; else cout << "抑郁"; cout << endl; } //计算心情对难度系数的影响 float spiritFactor1() { if (spirit > 70) return 0.9; if (spirit > 30) return 1.0; return 1.1; } }; // 游戏管理类 class Game { private: vector<Player> players; // 角色列表 vector<Item> items; // 物品列表 vector<int> backpack; // 背包物品数量 int day; // 当前天数 int money; // 金币 int difficulty; // 难度 string playerName; // 玩家姓名 int jindu; int currentMod;//0:主页1:正常模式2:挑战模式 int zd_max; int zd; int wz; int wjday_max; public: Game() : wjday_max(0), wz(-1), zd(0), zd_max(-1), day(1), money(1000), difficulty(1), jindu(0), currentMod(0) { // 初始化物品 items.push_back({"樱桃", 5, 10, 5, 5, 150, 100, "好吃是好吃,就是吃不饱"}); items.push_back({"香蕉", 10, 20, 0, 10, 500, 300, "十分常见的水果,能帮助缓解饥饿"}); items.push_back({"苹果", 15, 15, 10, 15, 500, 300, "营养均衡,啥都能补"}); items.push_back({"矿泉水", 0, 0, 30, 0, 250, 200, "农夫山贼出品的天然矿泉水"}); items.push_back({"尖叫水", 0, 0, 25, 30, 400, 250, "除了贵,能补水、能提高心情的饮料"}); items.push_back({"不干净的水", 0, 0, 25, -10, 150, 50, "十分不卫生的水,不过能喝就行"}); items.push_back({"绷带", 30, 0, 0, 0, 500, 300, "关键时能救你小命"}); items.push_back({"信号枪", 0, 0, 0, 0, 50000, 20000, "使用后能快速结束本次游戏(无尽、挑战除外)并获得大量物资"}); backpack = {5, 3, 3, 3, 3, 5, 1, 1};//初始化物品 } // 开始游戏 void start() { srand(time(NULL)); showWelcome(); MainPage(); } // 欢迎界面 void showWelcome() { clearScreen(); cout << "=======================" << endl; cout << " 荒岛求生" << endl; cout << "=======================" << endl; cout << " 按任意键开始游戏" << endl; getch(); clearScreen(); cout << "请输入你的名字:"; cin >> playerName; } // 创建角色 void createPlayers() { players.push_back(Player(playerName)); string name; for (int i = 0; i < 3; i++) { clearScreen(); cout << "请输入第" << i + 2 << "个同伴的名字:"; cin >> name; players.push_back(Player(name)); } } //主页 void MainPage() { currentMod = 0; clearScreen(); cout << "1.开始游戏" << endl; cout << "2.挑战模式" << endl; cout << "3.公告" << endl; cout << "4.关于游戏" << endl; cout << "5.存档/读档" << endl; cout << "6.退出游戏" << endl; resetGame(); jindu = 0; day = 1; int choise = getch() - '0'; switch (choise) { case 1: clearScreen(); cout << "正在加载中"; delay(1000); cout << "."; delay(1000); cout << "."; delay(1000); cout << "."; delay(1000); clearScreen(); if (players.size() == 0) createPlayers(); cout << "选择难度(1-3,0为无尽):"; cin >> difficulty; if (difficulty > 3 || difficulty < 0) difficulty = 1; mainLoop(); break; case 2: if (players.size() == 0) createPlayers(); cout << "本次挑战内容为:调查岛屿" << endl; difficulty = 3; diaocha(); break; case 3: Notice(); break; case 4: cout << "暂未开放!" << endl; getch(); MainPage(); break; case 5: saveMenu(currentMod); break; default: exit(0); break; } } void Notice(){ clearScreen(); cout<<"\n终于完成1.1.6了!其实并没有做大改动……\n"; cout<<"\n 10.1"<<endl; getch(); MainPage(); } void diaocha() { currentMod = 2; getch(); clearScreen(); while (true) { clearScreen(); cout << "====== 第" << day << "天 ======" << endl; zd++; if (zd == zd_max && zd_max > 0) { saveGame(wz); zd = 0; } // 检查游戏结束条件 bool isWin; if (checkGameOver(isWin)) { gameOver(isWin); // 传入胜利状态 break; } // 每日更新 dailyUpdate(); cout << "当前调查进度:" << jindu << "%" << endl; if (jindu == 100) { cout << "救援队正在赶往!还需:" << 50 - day << "天!" << endl; } // 显示状态 showStatus(); // 玩家操作 playerAction(); day++; } } void resetGame() { day = 1; // 天数重置 // 角色状态重置(复活、恢复初始状态) for (int i = 0; i < players.size(); i++) { // 由于Player类成员是私有,需添加重置方法或通过构造函数重建 players[i] = Player(players[i].getName()); // 用原姓名重建角色 } } // 主游戏 void mainLoop() { currentMod = 1; while (true) { clearScreen(); cout << "====== 第" << day << "天 ======" << endl; zd++; if (zd == zd_max && zd_max > 0) { saveGame(wz); zd = 0; } // 检查游戏结束条件 bool isWin; if (difficulty != 0 && backpack[7] > 0) { cout << "是否使用信号枪?(1-是 2-否)" << endl; int choise = getch() - '0'; if (choise == 1) { backpack[7]--; cout << "信号枪发射成功!救援已确认,奖励物资已到账!" << endl; getch(); for (int i = 0; i < backpack.size() - 1; i++) backpack[i] += 15; gameOver(true); return; } } if (checkGameOver(isWin)) { gameOver(isWin); // 传入胜利状态 break; } // 每日更新 dailyUpdate(); // 显示状态 showStatus(); // 玩家操作 playerAction(); day++; } } // 【修改Game类的每日更新方法,加入天气影响】 void dailyUpdate() { // 随机天气(0:晴, 1:雨, 2:阴) int weather = rand() % 3; cout << "\n今日天气:"; if (weather == 0) cout << "晴朗(消耗减少10%)"; else if (weather == 1) cout << "下雨(消耗增加10%)"; else cout << "阴天(正常消耗)"; cout << endl; // 计算天气对难度的影响系数 float weatherFactor = 1.0f; if (weather == 0) weatherFactor = 0.9f; // 晴天消耗减少 else if (weather == 1) weatherFactor = 1.1f; // 雨天消耗增加 // 对所有角色执行每日更新(传入调整后的难度和金币引用) for (int i = 0; i < players.size(); i++) { //计算心情对难度的影响系数 float spiritFactor = 1.0f; spiritFactor = players[i].spiritFactor1(); float adjustedDifficulty = difficulty * weatherFactor * spiritFactor; players[i].dailyUpdate(difficulty, adjustedDifficulty, money, currentMod, jindu); // 传入money引用 } } // 显示状态 void showStatus() { cout << "\n【角色状态】" << endl; for (int i = 0; i < players.size(); i++) { players[i].showStatus(); } cout << "\n【背包】" << endl; for (int i = 0; i < items.size(); i++) { cout << i + 1 << "." << items[i].name << " x" << backpack[i] << " " << "效果:" << items[i].introduce << endl; } cout << "\n金币:" << money << endl; } // 玩家操作 void playerAction() { cout << "\n【操作】" << endl; cout << "1. 分配食物" << endl; cout << "2. 派人外出探索" << endl; cout << "3. 商店" << endl; cout << "4.存档" << endl; cout << "5. 结束当天" << endl; A: cout << "请选择:"; int choice = getch() - '0'; switch (choice) { case 1: distributeFood(); break; case 2: sendExploration(); break; case 3: showShop(); break; case 4: saveMenu(currentMod); goto A; break; case 5: break; default: cout << "无效选择" << endl; delay(1000); } } // 分配食物 void distributeFood() { clearScreen(); cout << "【分配食物】" << endl; for (int i = 0; i < players.size(); i++) { if (!players[i].getIsAlive() || players[i].getIsOut()) continue; cout << "给 " << players[i].getName() << " 分配物品?(1-是 2-否):"; int choice = getch() - '0'; if (choice != 1) continue; cout << "\n选择物品:" << endl; for (int j = 0; j < items.size() - 1; j++) { if (backpack[j] > 0) { cout << j + 1 << "." << items[j].name << " x" << backpack[j] << endl; } } cout << "请选择:"; char input = getch(); if (input < '1' || input > '0' + (items.size() - 1)) { // 物品索引0~items.size()-2(排除信号枪) cout << "无效选择!" << endl; delay(1000); continue; } int itemChoice = (input - '0') - 1; if (itemChoice >= 0 && itemChoice < items.size() && backpack[itemChoice] > 0) { players[i].useItem(items[itemChoice]); backpack[itemChoice]--; cout << "使用成功!" << endl; } else { cout << "物品不足!" << endl; } delay(1000); clearScreen(); } } // 派人外出探索 void sendExploration() { clearScreen(); cout << "【外出探索】" << endl; vector<int> validIndices; // 存储存活且未外出的角色索引 for (int i = 0; i < players.size(); i++) { if (players[i].getIsAlive() && !players[i].getIsOut()) { validIndices.push_back(i); cout << validIndices.size() << "." << players[i].getName() << endl; } } if (validIndices.empty()) { cout << "无可用角色外出!" << endl; delay(1000); return; } cout << "选择外出的人(1-" << validIndices.size() << "):"; char input = getch(); if (input < '1' || input > '0' + validIndices.size()) { // 严格验证范围 cout << "\n无效选择!" << endl; delay(1000); return; } int idx = validIndices[input - '1']; // 映射到实际索引 players[idx].goOut(rand() % 3 + 1); cout << "\n" << players[idx].getName() << "已外出探索!" << endl; delay(1000); } // 商店 void showShop() { clearScreen(); cout << "【商店】 当前金币:" << money << endl; for (int i = 0; i < items.size(); i++) { cout << i + 1 << "." << items[i].name << " 买入:" << items[i].buyPrice << " 卖出:" << items[i].sellPrice << " 持有:" << backpack[i] << "效果:" << items[i].introduce << endl; } cout << "选择物品:"; int input = getch(); if (input < '1' || input > '0' + items.size()) { // 验证范围1~items.size() cout << "无效选择!" << endl; delay(1000); return; } int choice = (input - '0') - 1; // 转换为索引 cout << "1.买入 2.卖出:"; int action = getch() - '0'; if (action == 1) { cout << "买入数量:"; int num; cin >> num; int total = num * items[choice].buyPrice; if (total <= money) { money -= total; backpack[choice] += num; cout << "买入成功!" << endl; } else { cout << "金币不足!" << endl; } } else if (action == 2) { cout << "卖出数量:"; int num; cin >> num; if (num <= backpack[choice]) { money += num * items[choice].sellPrice; backpack[choice] -= num; cout << "卖出成功!" << endl; } else { cout << "物品不足!" << endl; } } delay(1000); } // 检查游戏结束 bool checkGameOver(bool &isWin) { // 用引用返回是否胜利 // 统计存活人数 int aliveCount = 0; for (int i = 0; i < players.size(); i++) { if (players[i].getIsAlive()) aliveCount++; } // 失败条件:所有角色死亡 if (aliveCount == 0 || currentMod == 2 && day == 50) { isWin = false; return true; // 游戏结束 } // 胜利条件:非无尽模式且存活达到目标天数(难度1→30天,难度2→60天,难度3→90天) if (difficulty != 0 && day >= difficulty * 30 && currentMod == 1) { isWin = true; return true; // 游戏结束 } if (currentMod == 2 && jindu == 100 && day == 50) { isWin = true; return true; } // 未结束 return false; } // 游戏结束 void gameOver(bool b) { clearScreen(); if (!b) { cout << "====== 游戏结束 ======" << endl; cout << "你在荒岛生存了 " << day << " 天!" << endl; if (currentMod == 1)cout << "但还是没能逃出这里……" << endl; else cout << "你最终没能调查完岛屿,任务失败!" << endl; cout << "最终金币:" << money << endl; cout << "按任意键重启..." << endl; getch(); MainPage(); return; } else { cout << "====== 游戏结束 ======" << endl; cout << "你在荒岛生存了 " << day << " 天!" << endl; if (currentMod == 1) { cout << "等来了救援!" << endl; if (difficulty == 1) { money += 10000; cout << "最终金币:" << money << "(奖励:10000金币)" << endl; } else if (difficulty == 2) { money += 20000; cout << "最终金币:" << money << "(奖励:20000金币)" << endl; } else { money += 30000; cout << "最终金币:" << money << "(奖励:30000金币)" << endl; } } else { money += 50000; cout << "你完成了对岛屿的调查!" << endl; cout << "最终金币:" << money << "(奖励40000金币)" << endl; } cout << "按任意键重启..." << endl; getch(); MainPage(); return; } } // 保存游戏进度 void saveGame(int slot) { // 存档文件名,如save1.dat, save2.dat string filename = "save" + to_string(slot) + ".dat"; ofstream fout(filename, ios::out); if (!fout.is_open()) { cout << "保存失败!无法创建存档文件。" << endl; delay(1000); return; } // 保存基本游戏状态 fout << day << endl; fout << money << endl; fout << difficulty << endl; fout << jindu << endl; fout << players.size() << endl; // 保存角色数量 // 保存每个角色的状态 for (int i = 0; i < players.size(); i++) { fout << players[i].getName() << endl; fout << players[i].getHealth() << endl; fout << players[i].getHunger() << endl; fout << players[i].getThirst() << endl; fout << players[i].getFatigue() << endl; fout << players[i].getSpirit() << endl; fout << players[i].getIsAlive() << endl; fout << players[i].getIsOut() << endl; fout << players[i].getOutDays() << endl; } // 保存背包物品 fout << backpack.size() << endl; for (int i = 0; i < backpack.size(); i++) { fout << backpack[i] << endl; } fout << currentMod << endl; fout << zd_max << endl; fout << zd << endl; fout << wz << endl; fout.close(); cout << "游戏已保存到存档位 " << slot << "!" << endl; delay(1000); } // 加载游戏进度 bool loadGame(int slot) { string filename = "save" + to_string(slot) + ".dat"; ifstream fin(filename, ios::in); if (!fin.is_open()) { cout << "加载失败!存档文件不存在。" << endl; delay(1000); return false; } // 清空当前游戏状态 players.clear(); // 加载基本游戏状态 fin >> day; fin >> money; fin >> difficulty; fin >> jindu; // 加载角色 int playerCount; fin >> playerCount; fin.ignore(); // 忽略换行符 for (int i = 0; i < playerCount; i++) { // 仅保留外层循环 string name; getline(fin, name); // 读取角色姓名 Player p(name); // 读取当前角色的完整状态 int health, hunger, thirst, fatigue, spirit; bool isAlive, isOut; int outDays; fin >> health >> hunger >> thirst >> fatigue >> spirit; fin >> isAlive >> isOut >> outDays; // 应用状态 p.setHealth(health); p.setHunger(hunger); p.setThirst(thirst); p.setFatigue(fatigue); p.setSpirit(spirit); p.setAlive(isAlive); p.setOut(isOut); p.setOutDays(outDays); players.push_back(p); // 添加当前角色 fin.ignore(); // 忽略换行符,确保下一个角色姓名正确读取 } // 加载背包物品 int backpackSize; fin >> backpackSize; backpack.resize(backpackSize); backpack.resize(backpackSize, 0); for (int i = 0; i < backpackSize; i++) { fin >> backpack[i]; } fin >> currentMod; fin >> zd_max; fin >> zd; fin >> wz; fin.close(); cout << "存档 " << slot << " 加载成功!" << endl; delay(1000); return true; } // 显示存档管理菜单 void saveMenu(int path) { clearScreen(); cout << "====== 存档管理 ======" << endl; cout << "1. 保存到存档位 1" << endl; cout << "2. 保存到存档位 2" << endl; cout << "3. 保存到存档位 3" << endl; cout << "4. 从存档位 1 加载" << endl; cout << "5. 从存档位 2 加载" << endl; cout << "6. 从存档位 3 加载" << endl; cout << "7. 自动存档" << endl; cout << "8. 返回" << endl; cout << "请选择:"; int choice = getch() - '0'; switch (choice) { case 1: case 2: case 3: saveGame(choice); break; case 4: case 5: case 6: if (loadGame(choice - 3)) { if (currentMod == 1) { mainLoop(); // 主游戏模式 } else if (currentMod == 2) { diaocha(); // 挑战模式 } } break; case 7: clearScreen(); cout << "几天存一次?" << endl; cin >> zd_max; A: cout << "存到哪?(1-3)" << endl; cin >> wz; if (wz < 1 || wz > 3) { cout << "非法输入!" << endl; goto A; } cout << "自动存档设置成功!将每" << zd_max << "天存档到位置" << wz << endl; delay(1500); break; case 8: if (path == 0) MainPage(); else if (path == 1) mainLoop(); else if (path == 2) diaocha(); break; default: cout << "无效选择!" << endl; delay(1000); } saveMenu(path); } }; // 主函数 int main() { Game game; game.start(); return 0; }
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