Files
Samuel LisonandClaude Opus 4.8 649ff0c192 Add survival-stats engine + designer-editable HUD
Server tick (src/systems/SurvivalStats) simulates per-stat drain/regen stored as
Player Attributes, which auto-replicate so the client HUD (src/client/Hud) binds
reactively via GetAttributeChangedSignal — no RemoteEvents. Stats are defined in
src/stats/StatDefs and resolved through three layers (defaults < Config.override <
a Studio SurvivalStatsConfig instance) by src/stats/StatConfig, so owners retune
rates with no code.

The HUD is a real, designer-editable ScreenGui in StarterGui, authored as
diff-friendly JSON (assets/hud/SurvivalHud.model.json); bars bind by a `Stat`
attribute + a `Fill` child, so re-texturing needs zero code. It ships for every
distribution: the demo/Rojo source mount it, the drop-in .rbxm bundles it under a
Templates folder and start()/installHud() deploys it, and HudFallback guarantees a
HUD always appears. Adds the engine's first client layer (startClient()).

Allow committing *.rbxmx/model templates (.gitignore) and skip the CI-fetched
globalTypes.d.luau in selene.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 13:30:12 +10:00

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530 B
Luau

--!nonstrict
--[[
SurvivorCore HUD loader. Ships into StarterPlayerScripts (mounted by the demo,
cloned by SurvivorCore.start()/installHud() for drop-in consumers). It just boots
the client HUD; all logic lives in the engine module so it stays versioned.
Editing or restyling the HUD is done on the `SurvivalHud` ScreenGui in StarterGui
never here.
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SurvivorCore = require(ReplicatedStorage:WaitForChild("SurvivorCore"))
SurvivorCore.startClient()