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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>
13 lines
534 B
TOML
13 lines
534 B
TOML
# Selene lint configuration — CI runs `selene .` on every push/PR.
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# Uses the Roblox standard library (globals like `game`, `task`, `typeof`, `warn`).
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std = "roblox"
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# Generated Wally/Rojo artifacts (and the CI-fetched Roblox type defs) are not ours to lint.
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exclude = ["Packages", "ServerPackages", "DevPackages", "globalTypes.d.luau"]
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[lints]
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# Roblox code legitimately leaves some values unused (e.g. connection handles);
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# keep the high-signal lints and let the formatter own style.
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empty_if = "warn"
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unused_variable = "warn"
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