Initial MVP: drivable RX-7 vertical slice + server-authoritative systems
CI / quality (push) Failing after 5m53s

- Rojo + Wally project; ProfileStore (loleris) for safe saves
- Shared: GameConfig, Cars (RX-7 free starter), ProfileTemplate, Remotes
- Server: DataManager, Economy, CarManager, RaceManager, MapBuilder, AntiCheat
- Client: neon HUD + Garage/Dealership UI (buy/equip/upgrade), race/daily
- Procedural Tokyo expressway (spawn pad, finish line, neon pylons, kill walls)
- CI workflow (Gitea/GitHub), Makefile, selene+stylua clean, rojo builds
- Docs: README, GDD, realistic solo ROADMAP
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2026-07-21 23:30:53 -04:00
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--!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