站在你面前的是:
谋害花季少女为求修为桿升
屠杀血亲族人来为自己提高资质
用孩童兄妹练蛊
格斗场中下死手来获取利益
暗算帮助了自己无数次的琅琊地灵
仙人之位大肆屠杀凡人只为削减敌方气运
最后哪怕登临尊位依旧以敌方弱小的蛊仙威逼协迫别人的
炼天魔尊古月方源

1.帅照

2.方源语录

1. 

落魄谷中寒风吹,春秋蝉鸣少年归。荡魂山处石人泪,定仙游走魔向北。逆流河上万千退,爱情不敌坚持泪。宿命天成命中败,仙尊悔而我不悔。

2. 

我乃三转巅峰,何人敢杀我,何人能杀我!

3. 

岂不闻天无绝人之路,只要我想走,路就在脚下!

3.代码

废话不多说,放代码: 

#include <iostream>
#include <vector>
#include <string>
#include <map>
#include <sstream>
#include <cstdlib>
#include <ctime>
#include<bits/stdc++.h>
#include <windows.h>
#include <time.h> 

using namespace std;
int p,t;
string s;
class Player;

// ================== 蛊虫种类枚举 ==================
enum GuType {
    GU_A,
    GU_B,
    GU_C,
    GU_D,
	GU_E,  
    GU_F,
    GU_G,
    GU_H,
    GU_I,
    GU_J,
    GU_L,
    GU_M,
    GU_N,
    GU_O,
    GU_P,
    GU_Q,
    GU_R,
    GU_S,
    GU_T,
    GU_U,
    GU_V,
    GU_W,
    GU_X,
    GU_Y,
    GU_Z,
    GU_LIFE_BOOST,  // 添加这一行
    GU_HEAL          // 疗伤类蛊虫
};

string getGuTypeName(enum GuType type);

// ================== 蛊虫类 Gu ==================
class Gu {
public:
    string name;
    enum GuType type;
    int power;
    int transformation;

    Gu(string n, enum GuType t, int p, int trans);

    string getTypeName() const;
    void applyEffect(Player& player);  // 声明 applyEffect
};

// ================== 玩家境界结构体 ==================
struct PlayerStage {
    int transformation;   // 当前几转(1~9)
    string stage;         // 阶段:初阶、中阶、高阶、巅峰

    PlayerStage() : transformation(1), stage("初阶") {}

    void nextStage() {
        if (stage == "初阶") stage = "中阶";
        else if (stage == "中阶") stage = "高阶";
        else if (stage == "高阶") stage = "巅峰";
        else {
            transformation++;
            stage = "初阶";
            if(transformation > 5)p=1;
            if (transformation > 9) transformation = 9;
        }
        t=transformation;s=stage;
    }

    string toString() const {
        return string("【") + (char)('0' + transformation) + "转" + stage + "】";
    }

    int getRequiredExp() const {
        return transformation * transformation * 100;
    }
};

// ================== 玩家类 Player ==================
class Player {
public:
    int health;
    int maxHealth;
    int life;             // 寿命
    int baseLife;         // 基础寿命
    int exp;              // 经验
    PlayerStage stage;
    vector<Gu> guList;
    vector<Gu> unrefinedGuBag;
    map<string, int> inventory;

    Player();
    void exploreWild();
    void refineGu();
    void cultivate();      // 修炼
    void addExp(int amount);
    void checkLevelUp();
    bool consumeLife(int amount); // 是否能扣除寿命
    void healLife(int amount);    // 使用寿蛊恢复寿命
    void showStatus();
    void useItem(const string& itemName);  // 使用物品或蛊虫
    void battle();
};

// ================== 函数实现 ==================
void color(int a){//颜色 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
}
void HideCursor(){//不显示光标 

	CONSOLE_CURSOR_INFO cur={1,0};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cur);
}
void ShowCursor(){//显示光标

	CONSOLE_CURSOR_INFO cur={1,1};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cur);
}
string getGuTypeName(enum GuType type) {
    switch (type) {
        case GU_A: return "剑道";
        case GU_B: return "魂道";
        case GU_C: return "奴道";
        case GU_D: return "力道";
        case GU_E: return "天道";
        case GU_F: return "毒道";
        case GU_G: return "水道";
        case GU_H: return "暗道";
        case GU_I: return "信道";
        case GU_J: return "变化道";
        case GU_L: return "血道";
        case GU_M: return "刀道";
        case GU_N: return "雷道";
        case GU_O: return "光道";
        case GU_P: return "骨道";
        case GU_Q: return "金道";
        case GU_R: return "宇道";
        case GU_S: return "律道";
        case GU_T: return "木道";
        case GU_U: return "炎道";
        case GU_V: return "人道";
        case GU_W: return "音道";
        case GU_X: return "杀道";
        case GU_Y: return "智道";
        case GU_Z: return "土道";
        default: return "未知";
    }
}

Gu::Gu(string n, enum GuType t, int p, int trans)
    : name(n), type(t), power(p), transformation(trans) {}

string Gu::getTypeName() const {
    return getGuTypeName(type);
}

void Gu::applyEffect(Player& player) {
    if (type == GU_LIFE_BOOST) {
        player.healLife(power);
    } else if (type == GU_HEAL) {
        player.health += power;
        if (player.health > player.maxHealth) {
            player.health = player.maxHealth;
        }
        cout << "你通过炼化获得了 " << power << " 点生命值恢复。\n";
    }
}

Player::Player()
    : health(100), maxHealth(100), life(100), baseLife(100), exp(0) {
    inventory["疗伤药"] = 3;
    inventory["大疗伤药"] = 1;
    srand((unsigned)time(NULL));
}
void Player::showStatus() {
	if(t == 3&&s == "巅峰")cout<<"我乃三转巅峰,何人敢杀我,何人能杀我!"<<endl;
	if(t == 5&&s == "巅峰")cout<<"岂不闻天无绝人之路,只要我想走,路就在脚下!"<<endl;
    cout << "\n===== 当前状态 =====\n";
    cout << "生命值: " << health << "/" << maxHealth << endl;
    cout << "寿命: " << life << " 年\n";
    cout << "境界: " << stage.toString() ;
	if(p==1)cout<<"(蛊仙)";
	cout<< endl;
    cout << "经验: " << exp << "/" << stage.getRequiredExp() << endl;
    cout << "蛊虫列表:\n";

    int i;
    for (i = 0; i < (int)guList.size(); ++i) {
        Gu g = guList[i];
        cout << i << ". " << g.name << "(" << g.transformation << "转"
             << g.getTypeName() << ",攻击力:" << g.power << ")\n";
    }

    cout << "未炼化蛊虫背包:\n";
    for (i = 0; i < (int)unrefinedGuBag.size(); ++i) {
        Gu g = unrefinedGuBag[i];
        cout << i << ". [未炼化] " << g.name << "(" << g.transformation << "转"
             << g.getTypeName() << ")\n";
    }

    cout << "背包: 疗伤药 x" << inventory["疗伤药"]
         << ",大疗伤药 x" << inventory["大疗伤药"] << endl;
}

bool Player::consumeLife(int amount) {
    if (life - amount <= 0) {
        cout << "你的寿命已经耗尽,游戏结束。\n";
        return false;
    }
    life -= amount;
    return true;
}

void Player::healLife(int amount) {
    life += amount;
    cout << "你的寿命增加了 " << amount << " 年,当前寿命:" << life << " 年。\n";
}

void Player::addExp(int amount) {
    exp += amount;
    cout << "获得了 " << amount << " 点经验,当前经验:" << exp << endl;
    checkLevelUp();
}

void Player::checkLevelUp() {
    while (exp >= stage.getRequiredExp()) {
        exp -= stage.getRequiredExp();

        stage.nextStage();
        maxHealth += stage.transformation * 10;
        health = maxHealth;

        cout << "恭喜!你晋升到了:" << stage.toString() << endl;
        cout << "最大生命值提升至 " << maxHealth << ",已回满血量。\n";
    }
}

void Player::cultivate() {
    if (!consumeLife(1)) return;

    int gain = rand() % 5 + 5;
    cout << "你闭关修炼了一段时间,获得了 " << gain << " 点经验。\n";
    addExp(gain);
}

void Player::useItem(const string& itemName) {
    if (itemName == "疗伤药") {
        if (inventory[itemName] <= 0) {
            cout << "没有足够的 " << itemName << " 可用。\n";
            return;
        }
        health += 30;
        if (health > maxHealth) health = maxHealth;
        inventory[itemName]--;
        cout << "你使用了 " << itemName << ",恢复了30点生命值。当前生命值:" << health << endl;
    } else if (itemName == "大疗伤药") {
        if (inventory[itemName] <= 0) {
            cout << "没有足够的 " << itemName << " 可用。\n";
            return;
        }
        health = maxHealth;
        inventory[itemName]--;
        cout << "你使用了 " << itemName << ",生命值已回满。\n";
    } else {
        cout << "未知的物品。\n";
    }
}
void Player::exploreWild() {
	int playerTrans = stage.transformation;
    int chance = rand() % 100;
    Gu* newGu = NULL;
	if(chance==0||chance==40||chance==41||chance==42)newGu=new Gu("月光蛊", GU_O,10 ,1 );
    else if(chance==1||chance==37||chance==38||chance==39)newGu=new Gu("铜皮蛊", GU_D,11 ,1 );
    else if(chance==2||chance==43||chance==44||chance==45)newGu=new Gu("黑豕蛊", GU_D,11 ,1 );
    else if(chance==3||chance==46||chance==47||chance==48)newGu=new Gu("小光蛊", GU_O,8 ,1 );//1 
    else if(chance==4||chance==49||chance==50)newGu=new Gu("水罩蛊", GU_G,10 ,2 );
    else if(chance==5||chance==51||chance==52)newGu=new Gu("纸鹤蛊", GU_I,9 ,2 );
    else if(chance==6||chance==53||chance==54)newGu=new Gu("骨枪蛊", GU_P,20 ,2 );
    else if(chance==7||chance==55||chance==56)newGu=new Gu("月痕蛊", GU_O,19 ,2 );//2
    else if(chance==8||chance==57)newGu=new Gu("胆识蛊", GU_B,20 ,3 );
    else if(chance==9||chance==58)newGu=new Gu("力气蛊", GU_D,31 ,3 );
    else if(chance==10||chance==59)newGu=new Gu("刀翅血蝠蛊", GU_L,31 ,3 );
    else if(chance==11||chance==60)newGu=new Gu("鬼火蛊", GU_B,31 ,3 );//3
    else if(chance==12||chance==61)newGu=new Gu("月影蛊", GU_O,50 ,4 );
    else if(chance==13||chance==62)newGu=new Gu("苦力蛊", GU_D,51 ,4 );
    else if(chance==14||chance==63)newGu=new Gu("换位蛊", GU_R,47 ,4 );
    else if(chance==15||chance==64)newGu=new Gu("奋战蛊", GU_Y,50 ,4 );//4
    else if(chance==16||chance==65)newGu=new Gu("千里地狼蛛", GU_C,80 ,5 );
    else if(chance==17||chance==66)newGu=new Gu("人力胜天蛊", GU_V,81 ,5 );
    else if(chance==18||chance==67)newGu=new Gu("奴隶蛊", GU_C,78 ,5 );
    else if(chance==19||chance==68)newGu=new Gu("飞僵蛊", GU_J,81 ,5 );
    else if(chance==20||chance==69)newGu=new Gu("罗刹金蛊", GU_Q,80 ,5 );//5
    else if(chance==21)newGu=new Gu("妇人心", GU_F,200 ,6 );
    else if(chance==22)newGu=new Gu("单刀蛊", GU_M,200 ,6 );
    else if(chance==23)newGu=new Gu("雷梭仙蛊", GU_N,200 ,6 );
    else if(chance==24)newGu=new Gu("铁壁蛊", GU_Q,180 ,6 );//6
    else if(chance==25)newGu=new Gu("飞剑蛊", GU_A,400 ,7 );
    else if(chance==26)newGu=new Gu("死期将至蛊", GU_S,400 ,7 );
    else if(chance==27)newGu=new Gu("松针仙蛊", GU_T,400 ,7 );
    else if(chance==28)newGu=new Gu("水乳交融蛊", GU_G,380 ,7 );//7
    else if(chance==29)newGu=new Gu("杀蛊", GU_X,900 ,8 );
    else if(chance==30)newGu=new Gu("血本蛊", GU_L,890 ,8 );
    else if(chance==31)newGu=new Gu("铃音蛊", GU_W,870 ,8 );
    else if(chance==32)newGu=new Gu("鸿运齐天蛊", GU_H,880 ,8 );//8
    else if(chance==33)newGu=new Gu("宿命蛊", GU_E,2000 ,9 );
    else if(chance==34)newGu=new Gu("浴火蛊", GU_U,2000 ,9 );
    else if(chance==35)newGu=new Gu("智慧蛊", GU_Y,2000 ,9 );
    else if(chance==36)newGu=new Gu("爱情蛊", GU_Y,2000 ,9 );//9
    else if(chance==70)newGu=new Gu("寿蛊", GU_LIFE_BOOST,5 ,1 );
    else if(chance==71)newGu=new Gu("治疗蛊",GU_HEAL,10 ,1 );
    else if(chance==72)newGu=new Gu("寿蛊",GU_LIFE_BOOST,10 ,2 );
    else if(chance==73)newGu=new Gu("治疗蛊",GU_HEAL,20 ,2 );
    else if(chance==74)newGu=new Gu("寿蛊",GU_LIFE_BOOST,15 ,3 );
    else if(chance==75)newGu=new Gu("治疗蛊",GU_HEAL,30 ,3 );
    else if(chance==76)newGu=new Gu("寿蛊",GU_LIFE_BOOST,25 ,4 );
    else if(chance==77)newGu=new Gu("治疗蛊",GU_HEAL,50 ,4 );
    else if(chance==78)newGu=new Gu("寿蛊",GU_LIFE_BOOST,50 ,5 );
    else if(chance==79)newGu=new Gu("治疗蛊",GU_HEAL,75 ,5 );
    if (!newGu) {
        cout << "你在野外一无所获。\n";
        return;
    }
    if (rand() % 100 >50) {
        cout << "突然出现一名敌对蛊师试图抢夺你的蛊虫!\n";
		int Power1=newGu->power ;
		int playerTrans = stage.transformation;
    int chance = rand() % 100;
    Gu* newGu = NULL;
	if(chance==0||chance==40||chance==41||chance==42)newGu=new Gu("月光蛊", GU_O,10 ,1 );
    else if(chance==1||chance==37||chance==38||chance==39)newGu=new Gu("铜皮蛊", GU_D,11 ,1 );
    else if(chance==2||chance==43||chance==44||chance==45)newGu=new Gu("黑豕蛊", GU_D,11 ,1 );
    else if(chance==3||chance==46||chance==47||chance==48)newGu=new Gu("小光蛊", GU_O,8 ,1 );//1 
    else if(chance==4||chance==49||chance==50)newGu=new Gu("水罩蛊", GU_G,10 ,2 );
    else if(chance==5||chance==51||chance==52)newGu=new Gu("纸鹤蛊", GU_I,9 ,2 );
    else if(chance==6||chance==53||chance==54)newGu=new Gu("骨枪蛊", GU_P,20 ,2 );
    else if(chance==7||chance==55||chance==56)newGu=new Gu("月痕蛊", GU_O,19 ,2 );//2
    else if(chance==8||chance==57)newGu=new Gu("胆识蛊", GU_B,20 ,3 );
    else if(chance==9||chance==58)newGu=new Gu("力气蛊", GU_D,31 ,3 );
    else if(chance==10||chance==59)newGu=new Gu("刀翅血蝠蛊", GU_L,31 ,3 );
    else if(chance==11||chance==60)newGu=new Gu("鬼火蛊", GU_B,31 ,3 );//3
    else if(chance==12||chance==61)newGu=new Gu("月影蛊", GU_O,50 ,4 );
    else if(chance==13||chance==62)newGu=new Gu("苦力蛊", GU_D,51 ,4 );
    else if(chance==14||chance==63)newGu=new Gu("换位蛊", GU_R,47 ,4 );
    else if(chance==15||chance==64)newGu=new Gu("奋战蛊", GU_Y,50 ,4 );//4
    else if(chance==16||chance==65)newGu=new Gu("千里地狼蛛", GU_C,80 ,5 );
    else if(chance==17||chance==66)newGu=new Gu("人力胜天蛊", GU_V,81 ,5 );
    else if(chance==18||chance==67)newGu=new Gu("奴隶蛊", GU_C,78 ,5 );
    else if(chance==19||chance==68)newGu=new Gu("飞僵蛊", GU_J,81 ,5 );
    else if(chance==20||chance==69)newGu=new Gu("罗刹金蛊", GU_Q,80 ,5 );//5
    else if(chance==21)newGu=new Gu("妇人心", GU_F,200 ,6 );
    else if(chance==22)newGu=new Gu("单刀蛊", GU_M,200 ,6 );
    else if(chance==23)newGu=new Gu("雷梭仙蛊", GU_N,200 ,6 );
    else if(chance==24)newGu=new Gu("铁壁蛊", GU_Q,180 ,6 );//6
    else if(chance==25)newGu=new Gu("飞剑蛊", GU_A,400 ,7 );
    else if(chance==26)newGu=new Gu("死期将至蛊", GU_S,400 ,7 );
    else if(chance==27)newGu=new Gu("松针仙蛊", GU_T,400 ,7 );
    else if(chance==28)newGu=new Gu("水乳交融蛊", GU_G,380 ,7 );//7
    else if(chance==29)newGu=new Gu("杀蛊", GU_X,900 ,8 );
    else if(chance==30)newGu=new Gu("血本蛊", GU_L,890 ,8 );
    else if(chance==31)newGu=new Gu("铃音蛊", GU_W,870 ,8 );
    else if(chance==32)newGu=new Gu("鸿运齐天蛊", GU_H,880 ,8 );//8
    else if(chance==33)newGu=new Gu("宿命蛊", GU_E,2000 ,9 );
    else if(chance==34)newGu=new Gu("浴火蛊", GU_U,2000 ,9 );
    else if(chance==35)newGu=new Gu("智慧蛊", GU_Y,2000 ,9 );
    else if(chance==36)newGu=new Gu("爱情蛊", GU_Y,2000 ,9 );//9
    else if(chance==70)newGu=new Gu("寿蛊", GU_LIFE_BOOST,5 ,1 );
    else if(chance==71)newGu=new Gu("治疗蛊",GU_HEAL,10 ,1 );
    else if(chance==72)newGu=new Gu("寿蛊",GU_LIFE_BOOST,10 ,2 );
    else if(chance==73)newGu=new Gu("治疗蛊",GU_HEAL,20 ,2 );
    else if(chance==74)newGu=new Gu("寿蛊",GU_LIFE_BOOST,15 ,3 );
    else if(chance==75)newGu=new Gu("治疗蛊",GU_HEAL,30 ,3 );
    else if(chance==76)newGu=new Gu("寿蛊",GU_LIFE_BOOST,25 ,4 );
    else if(chance==77)newGu=new Gu("治疗蛊",GU_HEAL,50 ,4 );
    else if(chance==78)newGu=new Gu("寿蛊",GU_LIFE_BOOST,50 ,5 );
    else if(chance==79)newGu=new Gu("治疗蛊",GU_HEAL,75 ,5 );
        int enemyPower = newGu->power ;
        cout << "战斗开始!\n";

        if (newGu->power > enemyPower) {
            cout << "你成功击败了敌对蛊师!\n";
            if (rand() % 100 < 50) {
                cout << "你从敌对蛊师身上获得了他的蛊虫!\n";
                newGu->name = "敌对" + newGu->name;
                newGu->power *= 1.5;
            }
        } else {
            cout << "你被打败了,失去了这个蛊虫!\n";
            delete newGu;
            return;
        }
    }
    unrefinedGuBag.push_back(*newGu);
    cout << "你在野外发现了 " << newGu->name << "(" << newGu->transformation << "转)已放入背包,尚未炼化。\n";
    exp+=10;
    delete newGu;
}

void Player::refineGu() {
    if (unrefinedGuBag.empty()) {
        cout << "你没有未炼化的蛊虫。\n";
        return;
    }

    cout << "请选择要炼化的蛊虫编号:\n";
    int i;
    for (i = 0; i < (int)unrefinedGuBag.size(); ++i) {
        Gu g = unrefinedGuBag[i];
        cout << i << ". [" << g.transformation << "转] " << g.name << "(" << g.getTypeName() << ")\n";
    }

    int choice;
    cin >> choice;

    if (choice < 0 || choice >= (int)unrefinedGuBag.size()) {
        cout << "无效选择。\n";
        return;
    }

    Gu selected = unrefinedGuBag[choice];

    if (selected.transformation > stage.transformation) {
        cout << "该蛊虫境界过高,无法炼化。\n";
        return;
    }

    if (rand() % 100 < 30) {
        cout << "炼化失败," << selected.name << " 死亡了。\n";
        unrefinedGuBag.erase(unrefinedGuBag.begin() + choice);
        return;
    }

    cout << "炼化成功!" << selected.name << " 已加入你的蛊虫列表。\n";
    selected.applyEffect(*this);
    guList.push_back(selected);
    unrefinedGuBag.erase(unrefinedGuBag.begin() + choice);
}
void Player::battle() {
	int enemyPower;
	int gushi=rand()%9;
	switch (gushi){
		case 0:{
			enemyPower=rand()%13;
			break;
		}
		case 1:{
			enemyPower=rand()%23;
			break;
		}
		case 2:{
			enemyPower=rand()%33;
			break;
		}
		case 3:{
			enemyPower=rand()%53;
			break;
				}
		case 4:{
			enemyPower=rand()%83;
			break;
				}
		case 5:{
			enemyPower=rand()%203;
			break;
				}
		case 6:{
			enemyPower=rand()%403;
			break;
				}
		case 7:{
			enemyPower=rand()%903;
			break;
		}
		case 8:{
			enemyPower=rand()%2003;
			break;
		}
	}             cout << "敌人出现,战斗力为 " << enemyPower << "!\n";

    if (guList.empty()) {
        cout << "你没有蛊虫可用,只能硬拼……\n";
        int playerPower = 10;
        if (playerPower >= enemyPower) {
            cout << "你勉强获胜,但受伤严重!\n";
            health -= 20;
        } else {
            cout << "你被击败了!\n";
            health -= 40;
        }
    } else {
        cout << "请输入要出战的蛊虫编号(例如:1 2 3):\n";
        for (unsigned int i = 0; i < guList.size(); ++i) {
            cout << i + 1 << ". " << guList[i].name << " (战斗力: " << guList[i].power << ")\n";
        }

        string input;
        cin.ignore(); // 清除缓冲区
        getline(cin, input);

        stringstream ss(input);
        vector<int> choices;
        int num;
        while (ss >> num) {
            choices.push_back(num - 1);
        }
		int totalPower = 0;
		for (unsigned int i = 0; i < choices.size(); ++i) {
   		int choice = choices[i];
    	if (choice >= 0 && choice < (int)guList.size()) {
        	totalPower += guList[choice].power;
    	}
	}
        if (totalPower >= enemyPower) {
            cout << "你们合力战胜了敌人!总战斗力: " << totalPower << endl;
        } else {
            cout << "你们合力仍不敌敌人,受了重伤。总战斗力: " << totalPower << endl;
            health -= 30;
        }

        if (health <= 0) {
            cout << "你已死亡,游戏结束。\n";
            exit(0);
        }
    }
}
// ================== 主程序 ==================
int main() {
	HideCursor();system("title 蛊真人");
	for(int i=1;i<=8;i++) cout<<endl;
	Sleep(2000);cout<<"                                          落魄谷中寒风吹,春秋蝉鸣少年归。"<<endl; 
	Sleep(2000);cout<<"                                          荡魂山处石人泪,定仙游走魔向北。"<<endl; 
	Sleep(2000);cout<<"                                          逆流河上万千退,爱情不敌坚持泪。"<<endl; 
	Sleep(2000);cout<<"                                          宿命天成命中败,仙尊悔而我不悔。"<<endl; 
	Sleep(3000);
    Player player;
    
    while (true) {
		system("cls");
        player.showStatus();

        cout << "\n选项: \n"
             << "1. 探索野外\n"
             << "2. 炼化蛊虫\n"
             << "3. 修炼\n"
             << "4. 使用疗伤药\n"
             << "5. 战斗\n" 
             << "6. 退出\n"
             << "请输入选项: ";

        int choice;
        cin >> choice;
        cin.ignore();
        switch (choice) {
    	case 1:{
        	player.exploreWild();system("pause");
        	break;}
    	case 2:{
       		player.refineGu();system("pause");
        	break;}
    	case 3:{
        	player.cultivate();system("pause");
        	break;}
    	case 4: {
        	string item;
        	cout << "输入要使用的物品名称(疗伤药/大疗伤药): ";
        	getline(cin, item);
	        player.useItem(item);system("pause");
	        break;}
        case 5:{
			player.battle() ;system("pause");
        	break;}
    	case 6:
        return 0;
   		default:
        cout << "无效选项。\n";
	}

        if (player.life <= 0) {
            cout << "你的寿命已尽,游戏结束。\n";
            return 0;
        }
        
    }
	system("pause");
    return 0;
}

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