Scope cut: drive-only MVP (remove racing + economy)
CI / quality (push) Successful in 1m1s

Per user direction, the MVP is now simply driving cars on the expressway.
- Removed RaceManager and Economy modules entirely
- Slimmed Remotes to DataUpdated / SpawnCar / EquipCar
- ProfileTemplate now just remembers the last driven car (v2)
- Cars: dropped price/rep/upgrade fields; kept identity + driving stats
- CarManager: stat-based tuning only; RX-7 allowlist via GameConfig.canDrive
- DataManager: assign default car on join; downgrade RX-7 if de-allowlisted
- Client: replaced garage/economy UI with a simple car picker + respawn
- Docs: GDD/ROADMAP/README rewritten for drive-only; added docs/MESH_SWAP.md
- Gates: stylua clean, selene 0/0, rojo builds
This commit is contained in:
2026-07-22 00:11:11 -04:00
parent 5fc03d611d
commit 07a67204ca
14 changed files with 347 additions and 781 deletions
+5 -27
View File
@@ -9,8 +9,6 @@
the most reliable, least-buggy way to get a car moving on day one. When you
later import the real RX-7 mesh + a constraint chassis (A-Chassis style),
you swap out `buildCarModel` and keep everything else.
Upgrades scale MaxSpeed / Torque / TurnSpeed so the upgrade economy is real.
]]
local Players = game:GetService("Players")
@@ -20,10 +18,8 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local Cars = require(Shared.Cars)
local GameConfig = require(Shared.GameConfig)
local ProfileTemplate = require(Shared.ProfileTemplate)
local DataManager = require(script.Parent.DataManager)
type ProfileData = ProfileTemplate.ProfileData
type Car = Cars.Car
local CarManager = {}
@@ -31,17 +27,11 @@ local CarManager = {}
local activeCars: { [Player]: Model } = {}
local carsFolder: Folder
-- Convert a car's 0-100 stats + upgrade levels into VehicleSeat tuning --------
local function computeTuning(car: Car, upgrades: { Engine: number, Tires: number, Nitro: number })
local engineLvl = upgrades.Engine or 0
local tiresLvl = upgrades.Tires or 0
-- Base values derived from stats; upgrades add a percentage on top.
-- Convert a car's 0-100 stats into VehicleSeat tuning ------------------------
local function computeTuning(car: Car)
local maxSpeed = 60 + car.Stats.Speed * 1.6 -- studs/sec-ish target
maxSpeed *= (1 + engineLvl * 0.08) -- +8% top speed per engine level
local torque = 8000 + car.Stats.Acceleration * 220
torque *= (1 + engineLvl * 0.10)
local turnSpeed = 20 + car.Stats.Handling * 0.35
turnSpeed *= (1 + tiresLvl * 0.06) -- tires help turn-in
return maxSpeed, torque, turnSpeed
end
@@ -126,26 +116,14 @@ function CarManager.spawn(player: Player, carId: string?)
if not car then
return
end
-- Defense in depth: never spawn the restricted RX-7 for a non-allowlisted user,
-- even if their save somehow contained it.
if car.Id == GameConfig.RestrictedStarterCarId and not GameConfig.isRX7Allowed(player.UserId) then
return
end
-- Only spawn cars the player owns (anti-cheat: no spawning unowned exotics).
local owned
for _, o in ipairs(data.OwnedCars) do
if o.Id == id then
owned = o
break
end
end
if not owned then
-- Restricted car (RX-7) can only be driven by allowlisted UserIds.
if not GameConfig.canDrive(player.UserId, car.Id, car.Restricted) then
return
end
CarManager.despawn(player)
local maxSpeed, torque, turnSpeed = computeTuning(car, owned.Upgrades)
local maxSpeed, torque, turnSpeed = computeTuning(car)
local model = buildCarModel(car, maxSpeed, torque, turnSpeed)
model:PivotTo(spawnCFrame())
model.Parent = carsFolder
+7 -13
View File
@@ -71,20 +71,14 @@ local function onPlayerAdded(player: Player)
profile:AddUserId(player.UserId) -- GDPR-friendly association
profile:Reconcile() -- fill missing template keys
-- Grant the correct starter car for THIS player (RX-7 only for allowlisted
-- UserIds; everyone else gets the public starter). Idempotent: only grants
-- if the player has no cars yet (i.e. genuinely first join).
-- Assign the player's default car if they don't have one yet, and validate:
-- if their saved car is the restricted RX-7 but they're no longer allowlisted,
-- fall back to the public default so they can still drive.
local data = profile.Data
if #data.OwnedCars == 0 then
local starterId = GameConfig.starterCarFor(player.UserId)
table.insert(data.OwnedCars, {
Id = starterId,
Upgrades = { Engine = 0, Tires = 0, Nitro = 0 },
})
data.EquippedCarId = starterId
elseif data.EquippedCarId == "" then
-- Safety: if somehow they own cars but have nothing equipped, equip the first.
data.EquippedCarId = data.OwnedCars[1].Id
if data.EquippedCarId == "" then
data.EquippedCarId = GameConfig.defaultCarFor(player.UserId)
elseif data.EquippedCarId == GameConfig.RestrictedCarId and not GameConfig.isRX7Allowed(player.UserId) then
data.EquippedCarId = GameConfig.PublicDefaultCarId
end
profile.OnSessionEnd:Connect(function()
-166
View File
@@ -1,166 +0,0 @@
--!strict
--[[
Economy.luau (SERVER)
The ONLY place cash/rep changes. Everything is server-authoritative: clients
can request actions but never set their own money. After any change we push a
fresh snapshot to the owning client via the DataUpdated remote.
Also owns: car buying, upgrades, and daily rewards — because those are all
economic transactions that must be validated server-side.
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local GameConfig = require(Shared.GameConfig)
local Cars = require(Shared.Cars)
local ProfileTemplate = require(Shared.ProfileTemplate)
local DataManager = require(script.Parent.DataManager)
type ProfileData = ProfileTemplate.ProfileData
type Result = { ok: boolean, reason: string? }
local Economy = {}
-- Upgrade tuning: cost scales, effect has diminishing returns -----------------
local MAX_UPGRADE_LEVEL = 5
local UPGRADE_BASE_COST = 500
local UPGRADE_COST_GROWTH = 1.6 -- each level costs 1.6x the previous
local function upgradeCost(currentLevel: number): number
return math.floor(UPGRADE_BASE_COST * (UPGRADE_COST_GROWTH ^ currentLevel))
end
Economy.upgradeCost = upgradeCost
Economy.MAX_UPGRADE_LEVEL = MAX_UPGRADE_LEVEL
-- Push a snapshot to the client (thin: just the data table) ------------------
local dataUpdatedRemote: RemoteEvent? = nil
function Economy._setRemote(remote: RemoteEvent)
dataUpdatedRemote = remote
end
local function pushUpdate(player: Player, data: ProfileData)
if dataUpdatedRemote then
dataUpdatedRemote:FireClient(player, data)
end
end
Economy.pushUpdate = pushUpdate
-- Core mutators --------------------------------------------------------------
function Economy.addCash(player: Player, amount: number): boolean
local data = DataManager.get(player)
if not data then
return false
end
data.Cash = math.max(0, data.Cash + amount)
pushUpdate(player, data)
return true
end
function Economy.addRep(player: Player, amount: number): boolean
local data = DataManager.get(player)
if not data then
return false
end
data.Rep = math.max(0, data.Rep + amount)
pushUpdate(player, data)
return true
end
local function ownsCar(data: ProfileData, carId: string): boolean
for _, owned in ipairs(data.OwnedCars) do
if owned.Id == carId then
return true
end
end
return false
end
Economy.ownsCar = ownsCar
-- Buying a car ---------------------------------------------------------------
function Economy.buyCar(player: Player, carId: string): Result
local data = DataManager.get(player)
if not data then
return { ok = false, reason = "Data not loaded" }
end
local car = Cars.Get(carId)
if not car then
return { ok = false, reason = "Unknown car" }
end
-- Restricted demo car: the RX-7 can only ever be owned by allowlisted UserIds.
if car.Id == GameConfig.RestrictedStarterCarId and not GameConfig.isRX7Allowed(player.UserId) then
return { ok = false, reason = "This car is not available" }
end
if ownsCar(data, carId) then
return { ok = false, reason = "You already own this car" }
end
if data.Rep < car.RepRequired then
return { ok = false, reason = string.format("Requires %d rep", car.RepRequired) }
end
if data.Cash < car.Price then
return { ok = false, reason = "Not enough cash" }
end
data.Cash -= car.Price
table.insert(data.OwnedCars, { Id = carId, Upgrades = { Engine = 0, Tires = 0, Nitro = 0 } })
pushUpdate(player, data)
return { ok = true }
end
-- Upgrading a car part -------------------------------------------------------
local VALID_PARTS = { Engine = true, Tires = true, Nitro = true }
function Economy.upgradeCar(player: Player, carId: string, part: string): Result
local data = DataManager.get(player)
if not data then
return { ok = false, reason = "Data not loaded" }
end
if not VALID_PARTS[part] then
return { ok = false, reason = "Invalid part" }
end
local owned
for _, o in ipairs(data.OwnedCars) do
if o.Id == carId then
owned = o
break
end
end
if not owned then
return { ok = false, reason = "You don't own this car" }
end
local level = owned.Upgrades[part] or 0
if level >= MAX_UPGRADE_LEVEL then
return { ok = false, reason = "Already maxed" }
end
local cost = upgradeCost(level)
if data.Cash < cost then
return { ok = false, reason = "Not enough cash" }
end
data.Cash -= cost
owned.Upgrades[part] = level + 1
pushUpdate(player, data)
return { ok = true }
end
-- Daily reward ---------------------------------------------------------------
function Economy.claimDaily(player: Player): Result & { cash: number?, rep: number? }
local data = DataManager.get(player)
if not data then
return { ok = false, reason = "Data not loaded" }
end
local now = os.time()
if now - data.LastDailyClaim < GameConfig.DailyCooldownSeconds then
local remaining = GameConfig.DailyCooldownSeconds - (now - data.LastDailyClaim)
local hours = math.ceil(remaining / 3600)
return { ok = false, reason = string.format("Come back in ~%dh", hours) }
end
data.LastDailyClaim = now
data.Cash += GameConfig.DailyRewardCash
data.Rep += GameConfig.DailyRewardRep
pushUpdate(player, data)
return { ok = true, cash = GameConfig.DailyRewardCash, rep = GameConfig.DailyRewardRep }
end
return Economy
-107
View File
@@ -1,107 +0,0 @@
--!strict
--[[
RaceManager.luau (SERVER)
MVP race: a solo time-trial down the expressway. Player starts a race, drives
to the FinishLine, and the SERVER validates the finish (touch of the real
finish part) before paying out. This keeps rewards server-authoritative — the
client can SAY it won, but it only gets paid if the server saw the touch.
This is intentionally the simplest thing that proves the race->reward->save
loop. Head-to-head, checkpoints, and drag mode come later.
]]
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local GameConfig = require(Shared.GameConfig)
local Economy = require(script.Parent.Economy)
local DataManager = require(script.Parent.DataManager)
local RaceManager = {}
type ActiveRace = {
startTime: number,
connection: RBXScriptConnection,
}
local active: { [Player]: ActiveRace } = {}
local RACE_TIMEOUT = 180 -- auto-cancel a race after 3 min
local function finishFor(player: Player, won: boolean)
local race = active[player]
if not race then
return
end
race.connection:Disconnect()
active[player] = nil
local data = DataManager.get(player)
if not data then
return
end
data.TotalRaces += 1
local payout = GameConfig.RaceBaseReward
if won then
payout += GameConfig.RaceWinBonus
data.Wins += 1
end
Economy.addCash(player, payout)
Economy.addRep(player, GameConfig.RaceRepReward)
-- addCash/addRep already push updates; TotalRaces/Wins ride along on next push.
Economy.pushUpdate(player, data)
end
--- Start a race for the player. Returns a Result.
function RaceManager.start(player: Player, _raceId: string?): { ok: boolean, reason: string? }
if active[player] then
return { ok = false, reason = "Already racing" }
end
local map = Workspace:FindFirstChild("Map")
local finish = map and map:FindFirstChild("FinishLine")
if not (finish and finish:IsA("BasePart")) then
return { ok = false, reason = "No finish line in map" }
end
local conn
conn = finish.Touched:Connect(function(hit)
-- Was this the racing player's car/character that touched the line?
local character = player.Character
local carModel = hit:FindFirstAncestorOfClass("Model")
local isOwnCar = carModel and carModel:GetAttribute("OwnerUserId") == player.UserId
local isSelf = character and hit:IsDescendantOf(character)
if isOwnCar or isSelf then
finishFor(player, true)
end
end)
active[player] = { startTime = os.clock(), connection = conn }
-- Timeout guard
task.delay(RACE_TIMEOUT, function()
if active[player] and os.clock() - active[player].startTime >= RACE_TIMEOUT then
-- cancel with no reward (won = false but we just clean up)
local race = active[player]
if race then
race.connection:Disconnect()
active[player] = nil
end
end
end)
return { ok = true }
end
function RaceManager.init()
Players.PlayerRemoving:Connect(function(player)
local race = active[player]
if race then
race.connection:Disconnect()
active[player] = nil
end
end)
end
return RaceManager
+31 -59
View File
@@ -1,13 +1,14 @@
--!strict
--[[
init.server.luau (SERVER ENTRY POINT)
The one script Roblox runs on the server. It:
MVP scope: JUST DRIVING. The server:
1. Creates the remotes
2. Boots every manager in dependency order
3. Builds the map + lighting mood
4. Wires all remote handlers to server-authoritative logic
2. Boots DataManager (safe saves), CarManager, AntiCheat
3. Builds the expressway map + lighting mood
4. Gives each player their car and lets them switch cars
Everything downstream is server-authoritative: clients REQUEST, server DECIDES.
Server-authoritative: the client REQUESTS a car, the server DECIDES (and
enforces the RX-7 allowlist).
]]
local Players = game:GetService("Players")
@@ -15,11 +16,11 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Shared = ReplicatedStorage.Shared
local Remotes = require(Shared.Remotes)
local Cars = require(Shared.Cars)
local GameConfig = require(Shared.GameConfig)
local DataManager = require(script.DataManager)
local Economy = require(script.Economy)
local CarManager = require(script.CarManager)
local RaceManager = require(script.RaceManager)
local MapBuilder = require(script.MapBuilder)
local AntiCheat = require(script.AntiCheat)
@@ -28,29 +29,28 @@ Remotes.init()
local rDataUpdated = Remotes.get("DataUpdated") :: RemoteEvent
local rSpawnCar = Remotes.get("SpawnCar") :: RemoteEvent
local rEquipCar = Remotes.get("EquipCar") :: RemoteFunction
local rBuyCar = Remotes.get("BuyCar") :: RemoteFunction
local rUpgradeCar = Remotes.get("UpgradeCar") :: RemoteFunction
local rClaimDaily = Remotes.get("ClaimDaily") :: RemoteFunction
local rStartRace = Remotes.get("StartRace") :: RemoteFunction
Economy._setRemote(rDataUpdated)
local function pushCar(player: Player)
local data = DataManager.get(player)
if data then
rDataUpdated:FireClient(player, data.EquippedCarId)
end
end
-- 2. Boot managers ----------------------------------------------------------
DataManager.init()
CarManager.init()
RaceManager.init()
AntiCheat.init()
-- 3. Build the world --------------------------------------------------------
MapBuilder.build()
-- 4. Player lifecycle: push initial data + auto-spawn their car -------------
-- 4. Player lifecycle: push car id + auto-spawn their car -------------------
Players.PlayerAdded:Connect(function(player)
DataManager.onReady(player, function(data)
Economy.pushUpdate(player, data)
DataManager.onReady(player, function()
pushCar(player)
end)
player.CharacterAdded:Connect(function()
-- When the character (re)spawns, give them their equipped car after a beat.
DataManager.onReady(player, function(data)
task.wait(1)
CarManager.spawn(player, data.EquippedCarId)
@@ -58,59 +58,31 @@ Players.PlayerAdded:Connect(function(player)
end)
end)
-- 5. Remote handlers (all validated server-side) ----------------------------
rSpawnCar.OnServerEvent:Connect(function(player, carId)
if carId ~= nil and typeof(carId) ~= "string" then
return
end
CarManager.spawn(player, carId)
-- 5. Remote handlers (validated server-side) --------------------------------
rSpawnCar.OnServerEvent:Connect(function(player)
CarManager.spawn(player) -- re-spawn current car (e.g. after flipping it)
end)
rEquipCar.OnServerInvoke = function(player, carId)
if typeof(carId) ~= "string" then
return false
end
local car = Cars.Get(carId)
if not car then
return false
end
-- Enforce the RX-7 allowlist server-side.
if not GameConfig.canDrive(player.UserId, car.Id, car.Restricted) then
return false
end
local data = DataManager.get(player)
if not data or not Economy.ownsCar(data, carId) then
if not data then
return false
end
data.EquippedCarId = carId
Economy.pushUpdate(player, data)
pushCar(player)
CarManager.spawn(player, carId)
return true
end
rBuyCar.OnServerInvoke = function(player, carId)
if typeof(carId) ~= "string" then
return { ok = false, reason = "Bad request" }
end
return Economy.buyCar(player, carId)
end
rUpgradeCar.OnServerInvoke = function(player, carId, part)
if typeof(carId) ~= "string" or typeof(part) ~= "string" then
return { ok = false, reason = "Bad request" }
end
local result = Economy.upgradeCar(player, carId, part)
-- Re-spawn so upgraded tuning takes effect immediately if it's the active car.
if result.ok then
local data = DataManager.get(player)
if data and data.EquippedCarId == carId then
CarManager.spawn(player, carId)
end
end
return result
end
rClaimDaily.OnServerInvoke = function(player)
return Economy.claimDaily(player)
end
rStartRace.OnServerInvoke = function(player, raceId)
if raceId ~= nil and typeof(raceId) ~= "string" then
return { ok = false, reason = "Bad request" }
end
return RaceManager.start(player, raceId)
end
print("[FnF] Server booted: managers online, map built, remotes wired.")
print("[FnF] Server booted (drive-only MVP): map built, car system online.")