C++ Turn-Based Combat Simulator
Budget: €8 – €30 EUR
I need a compact yet extensible turn-based combat simulator written in modern C++. The core loop must respect a strict health-and-damage rule set, with every attack, defence, or special move resolved only after the engine validates hit points, armour reductions, and defeat conditions.
All fighters are predefined: I will supply you with a roster of named characters and classes; each must be hard-coded with its own stats, move list, and flavour text so that the matchups feel unique. At runtime I want to be able to invoke macros that trigger specific rule variations (for example, a sudden-death round or double-damage mode) without touching the source files—think pre-processor directives or a lightweight scripting layer if that keeps compile times fast.
C++17 or newer is fine, but please keep external dependencies to header-only libraries such as fmt or nlohmann/json if you need formatting or configuration. Deliver clean, well-commented source plus a short README that shows:
• how to build on g++ or clang with a single command, and
• the set of in-game macros and the exact effect each one has so I can test them quickly.
The final executable should run in a terminal window; no graphics engine is required. If this sounds clear, let me know which design pattern you favour for turn management so we can lock the architecture before you dive into the code.
i have specific rules for example for the creating of the character :
CREATE FIGHTER {
NAME: "name",
TYPE: "type",
HP: health_points
}
WITHOUT semicolon , a dsl file also needs to be used
All fighters are predefined: I will supply you with a roster of named characters and classes; each must be hard-coded with its own stats, move list, and flavour text so that the matchups feel unique. At runtime I want to be able to invoke macros that trigger specific rule variations (for example, a sudden-death round or double-damage mode) without touching the source files—think pre-processor directives or a lightweight scripting layer if that keeps compile times fast.
C++17 or newer is fine, but please keep external dependencies to header-only libraries such as fmt or nlohmann/json if you need formatting or configuration. Deliver clean, well-commented source plus a short README that shows:
• how to build on g++ or clang with a single command, and
• the set of in-game macros and the exact effect each one has so I can test them quickly.
The final executable should run in a terminal window; no graphics engine is required. If this sounds clear, let me know which design pattern you favour for turn management so we can lock the architecture before you dive into the code.
i have specific rules for example for the creating of the character :
CREATE FIGHTER {
NAME: "name",
TYPE: "type",
HP: health_points
}
WITHOUT semicolon , a dsl file also needs to be used