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Author SHA1 Message Date
fd5f35add8 Changelog: Peril Dice System
✅ [Added] Core Gameplay Logic
Turn-based number picking based on each player's remaining lives.

Dice roll system for the "peril" player via dialog prompt.

Automated peril player advancement and elimination for 0-life players.

Round transition system fully implemented.

⏱️ [Added] AFK Timeout System
10-minute inactivity timer with:

Warnings at 2, 5, and 9 minutes.

Auto-elimination after 10 minutes.

🔐 [Improved] Game Rules & Integrity
Blocked new players from joining once the game begins.

Implemented "Ready Check" for all players before start.

Enforced unique global number picks per round.

🛠️ [Added] Admin Tools
Owner-only debug dialog for:

Adding/removing test players.

Starting/resetting the game.

Testing dialogs and player picks.

"Leave Game" options for owner and all participants.

🔧 [Fixed] Syntax & Structural Issues
Resolved:

Mismatched braces and block closures.

Type mismatches (e.g., timeoutTimer).

Improper llParseString2List usage.

Stray placeholders like $1.

Removed redundant code and validated logic flow.

🧱 [Refactored] Function Structure
Renamed updatePlayerPick() to handlePlayerPick() for clarity.

Ensured all functions declare return types and include return 0; as required.

Declared variables at top for readability and compliance.

🔁 [Modularized] Code Architecture
Split pick dialog logic into Pick Dialog Handler script.

Created Roll Dialog Handler and merged into Roll and Confetti Module.

Replaced direct llDialog() calls with link messages for modularity.

🔗 [Integrated] Messaging & Effects
Main controller now uses MSG_SHOW_ROLL_DIALOG via link message.

Confetti effects tied to peril player elimination.

All dialog interactions now routed through modular link messaging.

🧪 [Tested & Validated] Game Flow
Verified:

Player joins/leaves.

Pick dialog with correct life-based limits (3L=1, 2L=2, 1L=3).

Dice roll outcomes and peril transitions.

Game reset and round restart functionality.

Implemented game state serialization and syncing.

⚙️ [Fixed] Loop & Variable Issues
Replaced reused loop variables (i, j) with unique names (loopI, loopJ, etc.).

Fixed broken loop logic and conditional scoping issues.

🧹 [Cleanup] Code Hygiene
Removed duplicate function definitions.

Ensured consistent naming and formatting across all modules.

Resolved scoping errors (e.g., ownerKey issue).

✅ [Current Status]
Scripts compile without errors.

All modules function as intended.

System ready for in-world testing.
2025-07-28 03:32:44 -05:00
89a364d2ec Summary of Today’s Work:
Issue Identified:

The main issue was that the floater was showing 0 as the player's pick even after they made a selection, and the correct pick was not being reflected in the float.

Steps Taken:

Improved Data Synchronization: We ensured that the picksData list, which holds player choices, was properly updated and synchronized across all parts of the system.

State Serialization: The game state, including updated picksData, was serialized correctly using the serializeGameState() function. This ensured that the floater was aware of the new state whenever a player's pick changed.

Immediate Float Updates: After updating a player's pick, we immediately sent the new game state (gameSync) to all linked objects to update their floats, ensuring the pick was reflected in the UI.

Key Modifications:

Main Peril Dice Controller: We improved the way we updated picksData and immediately synchronized this update with the floater using MSG_SYNC_GAME_STATE.

StatFloat: Adjustments were made to handle receiving and displaying updated pick data, ensuring that picks were displayed correctly on the float after each update.

Dialog Handling: Proper dialogs were shown to players for pick choices, and feedback on their picks was sent back to update the floats in real-time.

Outcome:

The game now correctly updates and displays the player’s picks on their respective floats immediately after making a choice.

The picks are reflected in the logs as well, with the correct updated pick being shown rather than 0.

Final Result:

The issue of picks not being displayed correctly has been resolved, and the flow of data between the scripts (game state synchronization, float updates, etc.) is working as intended.
2025-07-26 03:52:29 -05:00
f895f9851c
✅ Today's Completed Tasks Summary
🎯 Refactored the Game Architecture
We modularized the original Peril Dice controller into separate cohesive components:

Main Peril Dice Controller

Handles core logic: player join/leave, peril selection, game sync, and communication routing.

Broadcasts updates via MSG_SYNC_GAME_STATE after major state changes.

Applies llSleep(0.2) to improve message delivery reliability.

Dialog Handler Module

Manages the number-picking dialog.

Tracks player picks and updates picksData accordingly.

Sends state sync after every valid pick.

Fixed pick serialization bugs and ensured updates trigger correctly.

Float Rezzer Module

Registers player data and rezzes a StatFloat object beside each participant.

Applies llSetObjectDesc(name); before rezzing for easier identification.

On update, broadcasts llRegionSay messages including current lives, peril, and picks.

StatFloat (HUD Script)

Listens on assigned channel to receive floating text updates.

Parses synced game state from link_message to extract lives, picks, and peril data.

Dynamically follows the avatar.

Enhanced parsing reliability and fixed index mapping for correct player display.

Roll and Confetti Module

Performs dice rolls and checks for matches.

Transfers peril role on match or removes a life otherwise.

Triggers confetti on a miss and updates floats for all players.

🛠 Debugging and Enhancements
Added llOwnerSay debug statements across all modules.

Resolved multiple name not defined within scope (nndws) issues.

Verified and cleaned up serialized game data formats across modules.

Ensured consistent use of player indexing and life count mapping.
2025-07-21 03:22:32 -05:00