#include <iostream>
#include <string>
#include <vector>
#include <cstdlib>
#include <ctime>
#include <cmath>
// 1. 技能类定义
class Skill {
public:
std::string name;
int pp;
int maxPp;
};
// 2. 宠物类定义(增加进化系统)
class Pet {
public:
stdstring name;
stdstring element;
int hp;
int maxHp;
int attack;
int level;
int exp;
std::vector<Skill> skills;
};
// 3. 地图类定义
class Map {
public:
std::string name;
int minLevel;
int maxLevel;
};
// 4. 属性克制计算模块
double getMultiplier(const stdstring& atkElement, const stdstring& defElement) {
if ((atkElement == "火" && defElement == "草") ||
(atkElement == "草" && defElement == "水") ||
(atkElement == "水" && defElement == "火")) return 2.0;
if ((atkElement == "火" && defElement == "水") ||
(atkElement == "水" && defElement == "草") ||
(atkElement == "草" && defElement == "火")) return 0.5;
}
// 5. 捕捉概率计算模块
bool tryCapture(const Pet& target) {
double baseRate = 1.0 - ((double)target.hp / target.maxHp);
double finalRate = baseRate + 0.15;
if (finalRate > 0.95) finalRate = 0.95;
double randomVal = (double)rand() / RAND_MAX;
return randomVal < finalRate;
}
// 6. 战斗系统
bool startBattle(Pet& playerPet, Pet& wildPet, stdvector<Pet>& backpack) {
stdcout << "\n?? 野生宠物 [" << wildPet.name << "](" << wildPet.element << ") Lv." << wildPet.level << " 出现了!\n";
}
// 7. 生成野生宠物(根据地图等级)
Pet generateWildPet(const Map& currentMap) {
int level = currentMap.minLevel + rand() % (currentMap.maxLevel - currentMap.minLevel + 1);
}
// 8. 主游戏循环
int main() {
srand(time(0));
}