// === Roll and Confetti Module (with Roll Dialog Handler) === integer MSG_SHOW_DIALOG = 101; integer MSG_ROLL_RESULT = 102; integer MSG_UPDATE_FLOAT = 103; integer MSG_CLEANUP_FLOAT = 104; integer MSG_REZ_FLOAT = 105; integer MSG_SYNC_GAME_STATE = 107; integer MSG_SHOW_ROLL_DIALOG = 301; integer rollDialogChannel = -77999; list names = []; list lives = []; list picksData = []; string perilPlayer = ""; list getPicksFor(string nameInput) { integer i; for (i = 0; i < llGetListLength(picksData); i++) { string entry = llList2String(picksData, i); list parts = llParseString2List(entry, ["|"], []); if (llList2String(parts, 0) == nameInput) { // Convert semicolons back to commas, then parse string picks = llList2String(parts, 1); string originalPicks = picks; // Check for corruption markers (^ symbols that shouldn't be in picks) if (llSubStringIndex(picks, "^") != -1) { return []; } if (picks == "") { return []; } picks = llDumpList2String(llParseString2List(picks, [";"], []), ","); list result = llParseString2List(picks, [","], []); return result; } } return []; } integer rollDice(integer diceType) { return 1 + (integer)llFrand(diceType); } confetti() { llParticleSystem([ PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,1,1>, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0, PSYS_PART_START_SCALE, <0.2,0.2,0>, PSYS_PART_END_SCALE, <0.5,0.5,0>, PSYS_PART_MAX_AGE, 2.0, PSYS_SRC_MAX_AGE, 2.0, PSYS_SRC_ACCEL, <0,0,-0.4>, PSYS_SRC_BURST_RATE, 0.01, PSYS_SRC_BURST_PART_COUNT, 50, PSYS_SRC_BURST_RADIUS, 0.2, PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 2.0, PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK ]); } default { state_entry() { llOwnerSay("🎲 Roll Confetti Module ready!"); llListen(rollDialogChannel, "", NULL_KEY, ""); } link_message(integer sender, integer num, string str, key id) { // Handle full reset from main controller if (num == -99999 && str == "FULL_RESET") { // Reset roll confetti module state names = []; lives = []; picksData = []; perilPlayer = ""; // Stop any active particles llParticleSystem([]); llOwnerSay("🎆 Roll Confetti Module reset!"); return; } // Handle game state sync from main controller if (num == MSG_SYNC_GAME_STATE) { list parts = llParseString2List(str, ["~"], []); if (llGetListLength(parts) >= 4) { lives = llCSV2List(llList2String(parts, 0)); // Use ^ delimiter for picksData to avoid comma conflicts string picksDataStr = llList2String(parts, 1); if (picksDataStr == "" || picksDataStr == "EMPTY") { picksData = []; } else { picksData = llParseString2List(picksDataStr, ["^"], []); } string receivedPeril = llList2String(parts, 2); if (receivedPeril == "NONE") { perilPlayer = ""; } else { perilPlayer = receivedPeril; } names = llCSV2List(llList2String(parts, 3)); } return; } if (num == 995) { if (str == "VICTORY_CONFETTI") { llOwnerSay("✨ ULTIMATE VICTORY CELEBRATION!"); confetti(); } return; } if (num == MSG_SHOW_ROLL_DIALOG) { // Check if this is a next round prompt if (llSubStringIndex(str, "_NEXT_ROUND") != -1) { string playerName = llGetSubString(str, 0, llSubStringIndex(str, "_NEXT_ROUND") - 1); llOwnerSay("🎯 Prompting " + playerName + " to start next round..."); // Send message to main controller to get the player's key and show dialog llMessageLinked(LINK_SET, 997, "START_NEXT_ROUND_DIALOG|" + playerName, NULL_KEY); } else { // Clear dice display before showing new roll dialog llRegionSay(-12345, "CLEAR_DICE"); llOwnerSay("🎲 Prompting " + str + " to roll the dice."); // Check if this is a bot (TestBot names) if (llSubStringIndex(str, "TestBot") == 0) { // Auto-roll for bots llOwnerSay("🤖 " + str + " (bot) is auto-rolling..."); llMessageLinked(LINK_SET, 996, "GET_DICE_TYPE", NULL_KEY); } else { // Show dialog for human players llDialog(id, "🎲 THE MOMENT OF TRUTH! You're in ultimate peril. Will you face your fate?", ["ROLL THE DICE OF FATE"], rollDialogChannel); } } } else if (num == MSG_ROLL_RESULT) { integer diceType = (integer)str; integer result = rollDice(diceType); string resultStr = (string)result; llSay(0, "🎲 THE D" + (string)diceType + " OF FATE! " + perilPlayer + " rolled a " + resultStr + " on the " + (string)diceType + "-sided die! 🎲"); // Send dice roll to scoreboard for display on dice screen llRegionSay(-12345, "DICE_ROLL|" + perilPlayer + "|" + resultStr); string newPeril = ""; integer matched = FALSE; list matchedPlayers = []; integer i; // Find all players who picked the rolled number for (i = 0; i < llGetListLength(names); i++) { string pname = llList2String(names, i); list picks = getPicksFor(pname); if (llListFindList(picks, [resultStr]) != -1) { matched = TRUE; matchedPlayers += [pname]; } } // If anyone matched, pick the first non-peril player as new peril // If only the current peril player matched, they stay in peril (no change) for (i = 0; i < llGetListLength(matchedPlayers) && newPeril == ""; i++) { string pname = llList2String(matchedPlayers, i); if (pname != perilPlayer) { newPeril = pname; } } if (matched && newPeril != "") { llSay(0, "⚡ PLOT TWIST! " + newPeril + " picked " + resultStr + " (rolled on d" + (string)diceType + ") and is now in ULTIMATE PERIL! ⚡"); perilPlayer = newPeril; // Send Plot Twist status to scoreboard llRegionSay(-12345, "GAME_STATUS|Plot Twist"); // Add delay to let status display before next phase llSleep(2.0); // Update floaters immediately to show correct peril player before sync llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, newPeril, NULL_KEY); } else { integer pidx = llListFindList(names, [perilPlayer]); if (pidx != -1) { integer currentLives = llList2Integer(lives, pidx); lives = llListReplaceList(lives, [currentLives - 1], pidx, pidx); // Immediately send updated heart count to scoreboard integer newLives = currentLives - 1; key perilKey = NULL_KEY; // We don't have player keys in this module, use NULL_KEY if (pidx < llGetListLength(names)) { string updateMsg = "PLAYER_UPDATE|" + perilPlayer + "|" + (string)newLives + "|" + (string)perilKey; llRegionSay(-12345, updateMsg); llOwnerSay("💗 Immediate scoreboard update: " + perilPlayer + " now has " + (string)newLives + " lives"); } // Check if peril player picked the rolled number list perilPicks = getPicksFor(perilPlayer); integer perilPickedIt = (llListFindList(perilPicks, [resultStr]) != -1); if (perilPickedIt) { llSay(0, "🩸 DIRECT HIT! " + perilPlayer + " picked their own doom - the d" + (string)diceType + " landed on " + resultStr + "! 🩸"); // Send Direct Hit status to scoreboard llRegionSay(-12345, "GAME_STATUS|Direct Hit"); // Add delay to let status display before next phase llSleep(2.0); } else { llSay(0, "🩸 NO SHIELD! Nobody picked " + resultStr + " - " + perilPlayer + " takes the hit from the d" + (string)diceType + "! 🩸"); // Send No Shield status to scoreboard llRegionSay(-12345, "GAME_STATUS|No Shield"); // Add delay to let status display before next phase llSleep(2.0); } llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, perilPlayer, NULL_KEY); // Check for elimination if (currentLives - 1 <= 0) { // Show 0 hearts on scoreboard before elimination message string eliminationUpdateMsg = "PLAYER_UPDATE|" + perilPlayer + "|0|" + (string)NULL_KEY; llRegionSay(-12345, eliminationUpdateMsg); llOwnerSay("💀 Elimination update: " + perilPlayer + " now shows 0 hearts"); llSay(0, "🐻 PUNISHMENT TIME! " + perilPlayer + " has been ELIMINATED!"); // Remove eliminated player (send message to main controller) llMessageLinked(LINK_SET, 999, "ELIMINATE_PLAYER|" + perilPlayer, NULL_KEY); // The Main Controller will handle peril player reassignment and game flow // Don't continue processing this round since the player was eliminated return; } } } // Note: Win condition checking is handled by Main Controller after elimination // Encode picksData with semicolons to avoid comma conflicts list encodedPicksData = []; integer k; for (k = 0; k < llGetListLength(picksData); k++) { string entry = llList2String(picksData, k); list parts = llParseString2List(entry, ["|"], []); if (llGetListLength(parts) >= 2) { string playerName = llList2String(parts, 0); string picks = llList2String(parts, 1); // Only process picks if they're not empty if (picks != "") { // Parse picks, trim whitespace, then join with semicolons list pickList = llParseString2List(picks, [","], []); list cleanPickList = []; integer j; for (j = 0; j < llGetListLength(pickList); j++) { string pick = llStringTrim(llList2String(pickList, j), STRING_TRIM); if (pick != "") { cleanPickList += [pick]; } } picks = llDumpList2String(cleanPickList, ";"); } encodedPicksData += [playerName + "|" + picks]; } else if (llSubStringIndex(entry, "|") != -1) { // Handle entries with empty picks (e.g., "PlayerName|") encodedPicksData += [entry]; } else { // Skip malformed entries without pipe separator llOwnerSay("⚠️ Roll Module: Skipping malformed picksData entry: " + entry); } } string gameSync = llList2CSV(lives) + "~" + llDumpList2String(encodedPicksData, "^") + "~" + perilPlayer + "~" + llList2CSV(names); llOwnerSay("📤 Roll module sending sync with peril player: " + perilPlayer); llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE, gameSync, NULL_KEY); llSleep(0.2); // Additional floater updates to ensure correct peril player display llOwnerSay("🔄 Updating all floaters with new peril player: " + perilPlayer); integer f; for (f = 0; f < llGetListLength(names); f++) { string fname = llList2String(names, f); llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, fname, NULL_KEY); } // Show start next round dialog to current peril player // Get the peril player's key from the main controller llMessageLinked(LINK_SET, MSG_SHOW_ROLL_DIALOG, perilPlayer + "_NEXT_ROUND", NULL_KEY); } } listen(integer channel, string name, key id, string msg) { if (msg == "Roll" || msg == "ROLL THE DICE OF FATE") { // Handle dice roll - need to get dice type from main controller llOwnerSay("🎲 Roll button clicked by " + name + " (key: " + (string)id + ")"); llMessageLinked(LINK_SET, 996, "GET_DICE_TYPE", NULL_KEY); } else { llMessageLinked(LINK_THIS, channel, msg, id); } } }