// === 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; // Dice messages (sent to Main Controller) integer MSG_DICE_ROLL = 3020; integer MSG_CLEAR_DICE = 3021; // ============================================================================= // DYNAMIC CHANNEL CONFIGURATION // ============================================================================= // Base channel offset - should match Main.lsl integer CHANNEL_BASE = -77000; // Calculate channels dynamically to avoid hardcoded conflicts integer calculateChannel(integer offset) { // Use BOTH owner's key AND object's key to make channels unique per game instance // This prevents interference when same owner has multiple game tables string ownerStr = (string)llGetOwner(); string objectStr = (string)llGetKey(); string combinedStr = ownerStr + objectStr; // Create a more unique hash using both keys string hashStr = llMD5String(combinedStr, 0); integer hash1 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 0, 0)); integer hash2 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 1, 1)); integer combinedHash = hash1 * 16 + hash2; // Creates 0-255 range return CHANNEL_BASE - (offset * 1000) - combinedHash; } // Dynamic channel variables integer ROLLDIALOG_CHANNEL; integer SCOREBOARD_CHANNEL_1; integer SCOREBOARD_CHANNEL_3; // Channel initialization function initializeChannels() { ROLLDIALOG_CHANNEL = calculateChannel(3); // ~-77300 range SCOREBOARD_CHANNEL_1 = calculateChannel(6); // ~-77600 range SCOREBOARD_CHANNEL_3 = calculateChannel(8); // ~-77800 range // Report channels to owner for debugging llOwnerSay("🔧 [Roll Confetti] Dynamic channels initialized:"); llOwnerSay(" Roll Dialog: " + (string)ROLLDIALOG_CHANNEL); llOwnerSay(" Scoreboard 1: " + (string)SCOREBOARD_CHANNEL_1); llOwnerSay(" Scoreboard 3: " + (string)SCOREBOARD_CHANNEL_3); } integer rollDialogChannel; // Legacy variable, will be set dynamically // Listen handle management integer listenHandle = -1; list names = []; list lives = []; list picksData = []; string perilPlayer = ""; integer diceType = 6; // Store the dice type for rolling integer shouldRoll = FALSE; // Flag to trigger roll after dice type is received integer rollInProgress = FALSE; // Prevent multiple simultaneous rolls integer lastRollTime = 0; // Track when last roll happened integer diceTypeProcessed = FALSE; // Prevent duplicate dice type processing 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() { // Initialize dynamic channels initializeChannels(); rollDialogChannel = ROLLDIALOG_CHANNEL; // Set legacy variable // Clean up any existing listeners if (listenHandle != -1) { llListenRemove(listenHandle); } // Set up managed listener with dynamic channel listenHandle = llListen(rollDialogChannel, "", NULL_KEY, ""); llOwnerSay("🎲 Roll Confetti Module ready!"); } link_message(integer sender, integer num, string str, key id) { // Debug: Log critical messages to see if Roll Module is working if (num == MSG_SHOW_ROLL_DIALOG) { llOwnerSay("🎲 [Roll Module] RECEIVED MSG_SHOW_ROLL_DIALOG: " + str + " id: " + (string)id); } if (num == 301) { llOwnerSay("🎲 [Roll Module] RECEIVED 301: " + str + " id: " + (string)id); } if (num == 996) { llOwnerSay("🎲 [Roll Module] RECEIVED GET_DICE_TYPE: " + str); } // 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 llMessageLinked(LINK_SET, MSG_CLEAR_DICE, "", NULL_KEY); // Update peril player from the roll dialog message perilPlayer = str; llOwnerSay("🎲 Prompting " + str + " to roll the dice. Setting perilPlayer to: " + perilPlayer); // Check if this is a bot (Bot names) if (llSubStringIndex(str, "Bot") == 0) { // Auto-roll for bots - request dice type first llOwnerSay("🤖 " + str + " (bot) is requesting dice type for auto-roll..."); rollInProgress = TRUE; // Set roll in progress for bot shouldRoll = TRUE; // Set flag to perform roll when dice type is received // Request current dice type from Calculator llMessageLinked(LINK_SET, 1001, (string)llGetListLength(names), NULL_KEY); } else { // Reset any previous roll state before showing dialog rollInProgress = FALSE; shouldRoll = FALSE; // 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); } } } // Handle dice type response - store dice type and perform roll if requested else if (num == 1005) { // MSG_DICE_TYPE_RESULT diceType = (integer)str; llOwnerSay("🎲 [Roll Module] Received dice type: d" + (string)diceType); // If roll was requested from listen handler, perform it now if (shouldRoll && rollInProgress) { shouldRoll = FALSE; // Reset flag llOwnerSay("🎲 [Roll Module] Performing requested roll with d" + (string)diceType); // Use MSG_ROLL_RESULT handler to perform the actual roll llMessageLinked(LINK_THIS, MSG_ROLL_RESULT, (string)diceType, NULL_KEY); } else if (shouldRoll && !rollInProgress) { llOwnerSay("⚠️ [Roll Module] Roll was cancelled or already completed, ignoring dice type"); shouldRoll = FALSE; // Clear stale flag } return; } // Legacy MSG_ROLL_RESULT handler (if still used somewhere) else if (num == MSG_ROLL_RESULT) { // Additional safety check if (!rollInProgress) { llOwnerSay("⚠️ [Roll Module] Ignoring roll request - no roll in progress"); return; } integer diceType = (integer)str; integer result = rollDice(diceType); string resultStr = (string)result; lastRollTime = llGetUnixTime(); // Record roll time llSay(0, "🎲 THE D" + (string)diceType + " OF FATE! " + perilPlayer + " rolled a " + resultStr + " on the " + (string)diceType + "-sided die! 🎲"); // Send dice roll to Main Controller for forwarding to dice display llMessageLinked(LINK_SET, MSG_DICE_ROLL, perilPlayer + "|" + resultStr + "|" + (string)diceType, NULL_KEY); 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(SCOREBOARD_CHANNEL_1, "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(SCOREBOARD_CHANNEL_1, 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(SCOREBOARD_CHANNEL_1, "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(SCOREBOARD_CHANNEL_1, "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(SCOREBOARD_CHANNEL_1, 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 // IMPORTANT: After processing a roll, clear picks data for the next round // The round is complete, so we should send empty picks to trigger next round logic list encodedPicksData = []; integer k; for (k = 0; k < llGetListLength(names); k++) { string playerName = llList2String(names, k); // Send empty picks for all players since round is complete encodedPicksData += [playerName + "|"]; } // Validate perilPlayer is not empty before syncing string perilForSync = perilPlayer; if (perilForSync == "") { perilForSync = "NONE"; llOwnerSay("⚠️ Roll Module: perilPlayer is empty, using NONE placeholder"); } string gameSync = llList2CSV(lives) + "~" + llDumpList2String(encodedPicksData, "^") + "~" + perilForSync + "~" + llList2CSV(names); llOwnerSay("📤 Roll module sending sync with peril player: " + perilForSync); llOwnerSay("🔍 DEBUG - encodedPicksData: " + llDumpList2String(encodedPicksData, " | ")); llOwnerSay("🔍 DEBUG - gameSync: " + gameSync); 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); } // Let Main Controller handle next round logic to avoid loops // Don't immediately trigger next round dialog - let game flow naturally llOwnerSay("🎯 Round complete, waiting for Main Controller to handle next phase..."); // Clear roll protection after processing is complete rollInProgress = FALSE; } } listen(integer channel, string name, key id, string msg) { if (msg == "Roll" || msg == "ROLL THE DICE OF FATE") { // Prevent multiple rolls within 3 seconds integer currentTime = llGetUnixTime(); if (rollInProgress) { llOwnerSay("⚠️ Roll already in progress, ignoring duplicate click by " + name); return; } if (currentTime - lastRollTime < 3) { llOwnerSay("⚠️ Roll too soon after previous roll, ignoring click by " + name); return; } // Handle dice roll - request current dice type from Calculator llOwnerSay("🎲 Roll button clicked by " + name + " (key: " + (string)id + ")"); rollInProgress = TRUE; // Lock out other rolls shouldRoll = TRUE; // Set flag to perform roll when dice type is received // Request current dice type from Calculator llMessageLinked(LINK_SET, 1001, (string)llGetListLength(names), NULL_KEY); } else { llMessageLinked(LINK_THIS, channel, msg, id); } } }