All notable changes to Peril Dice will be documented in this file. ## [2.1.0] - 2025-01-08 ### ✨ Major Features Added - **Ready State System**: Players must mark themselves ready before games can start - **Game Protection**: Prevents players from joining games in progress - **Performance Optimization**: Reduced lag by limiting confetti to wins only - **Enhanced Bot Intelligence**: Improved bot behavior and duplicate number avoidance ### 🔧 Core Fixes - **Complete Game Flow**: Fixed end-to-end gameplay from start to finish - **Elimination Logic**: Proper handling of player elimination and game continuation - **Win Condition**: Fixed victory detection and game ending - **Data Synchronization**: Resolved corruption in pick data between scripts - **Peril Player Assignment**: Fixed race conditions in peril player transitions ### 🎮 Gameplay Improvements - **Dynamic Picking**: Number of picks now properly based on peril player's lives - **Duplicate Prevention**: Enhanced system to prevent duplicate number selection - **Dialog Pagination**: Improved number selection interface for d30 dice - **Floater Updates**: Real-time HUD updates throughout gameplay - **Bot Continuation**: Bots now properly continue games when humans are eliminated ### 🛠️ Technical Enhancements - **Modular Communication**: Improved inter-script messaging system - **Error Handling**: Comprehensive validation and error recovery - **Memory Management**: Better floater cleanup and channel tracking - **Data Encoding**: Fixed CSV conflicts with semicolon encoding system - **State Management**: Robust game state synchronization across modules ### 🐛 Bug Fixes - Fixed missing pick dialogs after game events - Resolved duplicate message issues between scripts - Fixed lives reset problems between rounds - Corrected floater display inconsistencies - Fixed bot confusion during player elimination - Resolved pick data corruption issues - Fixed peril player variable sync problems ### ⚡ Performance - Removed confetti from life loss (keeping only victory confetti) - Optimized debug output to reduce lag - Improved floater management efficiency - Enhanced bot processing speed ## [2.0.0] - 2024-12-XX ### 🎉 Initial Modular Release - **Modular Architecture**: Separated functionality into specialized scripts - **Bot System**: Added AI players for testing and gameplay variety - **Floating HUD**: Real-time player statistics display - **Dynamic Dice**: Automatic dice sizing based on player count - **Player Management**: Runtime player joining and leaving - **Owner Controls**: Administrative functions for game management ### 🎲 Core Game Features - **Pick System**: Number selection with validation - **Rolling Mechanism**: Automated dice rolling with visual effects - **Life Management**: 3-life system with elimination - **Peril Tracking**: Dynamic peril player assignment - **Victory Conditions**: Last player standing wins ### 🏗️ Architecture - **Main Controller**: Central game logic and state management - **Dialog Handlers**: User interface and input processing - **Roll Module**: Dice mechanics and particle effects - **Bot Manager**: AI player behavior and automation - **Floater Manager**: HUD display coordination - **Game Helpers**: Utility functions and calculations ## [1.0.0] - 2024-XX-XX ### 🌟 Original Release - Basic Peril Dice game implementation - Manual gameplay mechanics - Simple player tracking - Basic dice rolling functionality --- ## Development Notes ### Known Issues - **Bot Race Condition**: Bots may occasionally pick duplicate numbers when triggered simultaneously - **Debug Output**: Extended games may experience minor lag from comprehensive logging ### Future Enhancements - Serialized bot picking to eliminate race conditions - Configurable debug levels - Additional game modes and variants - Enhanced visual effects and animations ### Credits - **Original Game Design**: Noose the Bunny (djmusica28) - Second Life - **Automation & Development**: Enhanced for automated gameplay - **Architecture**: Modular LSL system for scalability and maintainability
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249 lines
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// === Dialog Handler (Owner & Player) with unified Ready/Leave menu and join support ===
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// Owners and players share the same Ready/Leave dialog.
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// Owners also get an "Owner" button to access advanced options.
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// Owners can join the game and receive a floating display.
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integer DIALOG_CHANNEL = -88888;
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integer MSG_SHOW_MENU = 201;
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integer MSG_PICK_ACTION = 204;
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integer MSG_PLAYER_LIST_RESULT = 203;
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integer MSG_PICK_LIST_RESULT = 205;
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integer MSG_LIFE_LOOKUP = 207;
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integer MSG_REGISTER_PLAYER = 106;
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integer MSG_REZ_FLOAT = 105;
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integer MSG_TOGGLE_READY = 202;
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integer MSG_QUERY_READY_STATE = 210;
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integer MSG_READY_STATE_RESULT = 211;
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integer MSG_CLEANUP_ALL_FLOATERS = 212;
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// Owner-specific options shown when pressing the "Owner" button
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list ownerOptions = ["Join Game", "Leave Game", "Add Test Player", "Manage Picks", "Start Game", "Reset Game", "Dump Players", "Cleanup Floaters"];
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// State tracking for dynamic ready menu
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key pendingMenuPlayer = NULL_KEY;
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integer pendingMenuIsStarter = FALSE;
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integer pendingMenuIsOwner = FALSE;
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// Display the debug/owner menu
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showOwnerMenu(key id) {
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llDialog(id, "🔧 Owner Menu", ownerOptions, DIALOG_CHANNEL);
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}
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// Display the combined Ready/Leave menu for both players and owners
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// If the caller is the starter, the first button is "Start"; otherwise shows dynamic ready state.
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// Owners receive an extra "Owner" button to access the advanced owner menu.
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showReadyLeaveMenu(key id, integer isStarter, integer isOwner) {
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// Store pending menu state and query ready status
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pendingMenuPlayer = id;
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pendingMenuIsStarter = isStarter;
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pendingMenuIsOwner = isOwner;
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string playerName = llKey2Name(id);
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llMessageLinked(LINK_SET, MSG_QUERY_READY_STATE, playerName, id);
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}
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// Internal function to show the menu once we have ready state
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showReadyLeaveMenuWithState(key id, integer isStarter, integer isOwner, integer isReady, integer isBot) {
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// Bots don't get dialogs - they're managed by the owner
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if (isBot) {
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return;
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}
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list options;
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string menuText = "Select an option:";
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if (isStarter) {
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options = ["Start Game", "Leave Game"];
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menuText = "You are the game starter. You can start the game when all other players are ready.";
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} else {
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// Dynamic ready button based on current state
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if (isReady) {
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options = ["Not Ready", "Leave Game"];
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menuText = "You are READY to play. Click 'Not Ready' to change your status.";
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} else {
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options = ["Ready", "Leave Game"];
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menuText = "You are NOT READY to play. Click 'Ready' when you want to participate.";
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}
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}
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if (isOwner) {
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options += ["Owner"];
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}
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// Display the menu with contextual information
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llDialog(id, menuText, options, DIALOG_CHANNEL);
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}
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// Manage picks UI helpers remain unchanged
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list currentPickList;
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string currentPickTarget;
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integer currentPickLimit = 3;
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showPickManageMenu(key id, list playerNames) {
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list options = [];
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integer i;
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for (i = 0; i < llGetListLength(playerNames); i++) {
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string pname = llList2String(playerNames, i);
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options += ["🛠 " + pname];
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}
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options += ["⬅️ Back"];
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llDialog(id, "📋 Manage Picks for: ", options, DIALOG_CHANNEL);
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}
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showPickListMenu(key id) {
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list options = [];
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integer i;
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for (i = 0; i < llGetListLength(currentPickList); i++) {
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string pick = llList2String(currentPickList, i);
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if (llStringLength(pick) > 0) {
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options += ["REMOVE: " + pick];
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}
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}
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options += ["Add Pick", "⬅️ Back"];
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llDialog(id, "🛠 Picks for: " + currentPickTarget, options, DIALOG_CHANNEL);
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}
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askForNewPick(key id) {
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llTextBox(id, "🔢 Enter a number to add for " + currentPickTarget + ":", DIALOG_CHANNEL);
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}
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default {
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state_entry() {
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llOwnerSay("🎭 Owner and Player Dialog Handler ready!");
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llListen(DIALOG_CHANNEL, "", NULL_KEY, "");
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}
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link_message(integer sender, integer num, string str, key id) {
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if (num == MSG_SHOW_MENU) {
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llOwnerSay("📨 Received MSG_SHOW_MENU with: " + str);
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list args = llParseString2List(str, ["|"], []);
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if (llGetListLength(args) < 2) {
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llOwnerSay("⚠️ Invalid message format: " + str);
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return;
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}
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string targetType = llList2String(args, 0);
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integer isStarter = (integer)llList2String(args, 1);
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if (targetType == "owner") {
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showReadyLeaveMenu(id, isStarter, TRUE);
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} else if (targetType == "player") {
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showReadyLeaveMenu(id, isStarter, FALSE);
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}
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}
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else if (num == MSG_READY_STATE_RESULT) {
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// Parse ready state response and show appropriate menu
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list parts = llParseString2List(str, ["|"], []);
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if (llGetListLength(parts) >= 3) {
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string playerName = llList2String(parts, 0);
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integer isReady = (integer)llList2String(parts, 1);
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integer isBot = (integer)llList2String(parts, 2);
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// Show menu with the current ready state
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if (pendingMenuPlayer == id) {
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showReadyLeaveMenuWithState(pendingMenuPlayer, pendingMenuIsStarter, pendingMenuIsOwner, isReady, isBot);
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// Reset pending state
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pendingMenuPlayer = NULL_KEY;
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}
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}
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return;
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}
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else if (num == MSG_PLAYER_LIST_RESULT) {
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list playerNames = llParseString2List(str, [","], []);
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llOwnerSay("📋 Fetching list of players for pick management...");
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showPickManageMenu(id, playerNames);
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}
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else if (num == MSG_PICK_LIST_RESULT) {
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list parts = llParseString2List(str, ["|"], []);
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string returnedName = llList2String(parts, 0);
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string picks = llList2String(parts, 1);
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if (llStringTrim(returnedName, STRING_TRIM) == llStringTrim(currentPickTarget, STRING_TRIM)) {
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llOwnerSay("✅ Matched pick list for: " + returnedName);
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currentPickList = llCSV2List(picks);
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llMessageLinked(LINK_THIS, MSG_LIFE_LOOKUP, currentPickTarget, id);
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} else {
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llOwnerSay("❌ Name mismatch: got " + returnedName + " but expected " + currentPickTarget);
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}
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}
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else if (num == MSG_LIFE_LOOKUP) {
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list parts = llParseString2List(str, ["|"], []);
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if (llList2String(parts, 0) == currentPickTarget) {
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currentPickLimit = (integer)llList2String(parts, 1);
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showPickListMenu(id);
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}
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}
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}
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listen(integer channel, string name, key id, string msg) {
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// Handle "Owner" button to show owner options
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if (msg == "Owner") {
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showOwnerMenu(id);
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}
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// Owner joins the game: register and rez a float for them
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else if (msg == "Join Game") {
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// Use the avatar's key as the identifier
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string pname = llKey2Name(id);
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llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER, pname + "|" + (string)id, NULL_KEY);
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// Floater Manager will automatically rez the floater during registration
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}
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else if (msg == "Leave Game") {
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// Send leave game message to main controller
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string pname = llKey2Name(id);
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llMessageLinked(LINK_SET, 107, "LEAVE_GAME|" + pname + "|" + (string)id, NULL_KEY);
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}
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else if (msg == "Ready" || msg == "Not Ready") {
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// Toggle ready state (both buttons do the same thing - toggle)
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string pname = llKey2Name(id);
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llMessageLinked(LINK_SET, MSG_TOGGLE_READY, pname, NULL_KEY);
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}
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else if (msg == "Cleanup Floaters") {
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// Send aggressive floater cleanup command
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llOwnerSay("🧹 Sending aggressive floater cleanup command...");
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llMessageLinked(LINK_SET, MSG_CLEANUP_ALL_FLOATERS, "", NULL_KEY);
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}
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else if (msg == "Manage Picks") {
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llMessageLinked(LINK_THIS, 202, "REQUEST_PLAYER_LIST", id);
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}
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else if (llSubStringIndex(msg, "🛠 ") == 0) {
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currentPickTarget = llStringTrim(llDeleteSubString(msg, 0, 1), STRING_TRIM);
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llOwnerSay("🎯 Pick target set to: " + currentPickTarget);
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currentPickList = [];
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llMessageLinked(LINK_THIS, 206, currentPickTarget, id);
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}
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else if (msg == "Add Pick") {
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askForNewPick(id);
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}
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else if (msg == "⬅️ Back") {
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llMessageLinked(LINK_THIS, 202, "REQUEST_PLAYER_LIST", id);
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}
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else if (llSubStringIndex(msg, "REMOVE: ") == 0) {
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string pick = llGetSubString(msg, 8, -1);
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string payload = "REMOVE_PICK~" + currentPickTarget + "|" + pick;
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llMessageLinked(LINK_THIS, MSG_PICK_ACTION, payload, id);
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llSleep(0.2);
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llMessageLinked(LINK_THIS, 206, currentPickTarget, id);
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}
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// Forward numeric picks to the game logic
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else if ((integer)msg > 0) {
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if (llGetListLength(currentPickList) >= currentPickLimit) {
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llOwnerSay("⚠️ Reached pick limit of " + (string)currentPickLimit + " for " + currentPickTarget);
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showPickListMenu(id);
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return;
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}
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if (llListFindList(currentPickList, [msg]) != -1) {
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llOwnerSay("⚠️ Pick already exists: " + msg);
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showPickListMenu(id);
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return;
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}
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integer i;
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for (i = 0; i < llGetListLength(currentPickList); i++) {
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if (llList2String(currentPickList, i) == msg) {
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llOwnerSay("⚠️ Duplicate pick detected.");
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return;
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}
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}
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string payload = "ADD_PICK~" + currentPickTarget + "|" + msg;
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llMessageLinked(LINK_THIS, MSG_PICK_ACTION, payload, id);
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llSleep(0.2);
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llMessageLinked(LINK_THIS, 206, currentPickTarget, id);
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}
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}
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} |