529 lines
27 KiB
Text
529 lines
27 KiB
Text
#include "peril/Peril_Constants.lsl"
|
|
|
|
// === Roll and Confetti Module (with Roll Dialog Handler) ===
|
|
|
|
// =============================================================================
|
|
// DYNAMIC CHANNEL CONFIGURATION
|
|
// =============================================================================
|
|
|
|
// Base channel offset must match Main.lsl
|
|
#define 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
|
|
dbg("🎲 [Roll Module] 🔧 [Roll Confetti] Dynamic channels initialized:");
|
|
dbg("🎲 [Roll Module] Roll Dialog: " + (string)ROLLDIALOG_CHANNEL);
|
|
dbg("🎲 [Roll Module] Scoreboard 1: " + (string)SCOREBOARD_CHANNEL_1);
|
|
dbg("🎲 [Roll Module] 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; // Confetti particle system for winner celebrations
|
|
#define PARTICLE_TEXTURE "7d8ae121-e171-12ae-f5b6-7cc3c0395c7b"
|
|
|
|
|
|
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 = llStringTrim(llList2String(parts, 1), STRING_TRIM);
|
|
|
|
// Check for corruption or empty
|
|
if (llSubStringIndex(picks, "^") != -1 || picks == "") return [];
|
|
|
|
// NEW: Robust multi-delimiter parsing (handles ", " "; " "|" and " ")
|
|
list rawResult = llParseString2List(picks, [",", ";", "|", " "], []);
|
|
|
|
list result = [];
|
|
integer j;
|
|
for (j = 0; j < llGetListLength(rawResult); j++) {
|
|
string num = llStringTrim(llList2String(rawResult, j), STRING_TRIM);
|
|
if (num != "") result += [num];
|
|
}
|
|
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() {
|
|
DISCOVER_CORE_LINKS();
|
|
REPORT_MEMORY();
|
|
dbg("🎲 [Roll Module] ready - discovery complete! Bridge: " + (string)LINK_DICE_BRIDGE);
|
|
|
|
// Re-initialize dynamic channels
|
|
initializeChannels();
|
|
rollDialogChannel = ROLLDIALOG_CHANNEL;
|
|
|
|
// Clean up any existing listeners
|
|
if (listenHandle != -1) {
|
|
llListenRemove(listenHandle);
|
|
}
|
|
|
|
// Initialize/reset game state variables
|
|
names = [];
|
|
lives = [];
|
|
picksData = [];
|
|
perilPlayer = "";
|
|
diceType = 6;
|
|
shouldRoll = FALSE;
|
|
rollInProgress = FALSE;
|
|
lastRollTime = 0;
|
|
diceTypeProcessed = FALSE;
|
|
|
|
// Set up managed listener with dynamic channel
|
|
listenHandle = llListen(rollDialogChannel, "", NULL_KEY, "");
|
|
dbg("🎲 [Roll Module] 🎲 Roll Confetti Module ready!");
|
|
}
|
|
|
|
on_rez(integer start_param) {
|
|
DISCOVER_CORE_LINKS();
|
|
REPORT_MEMORY();
|
|
dbg("🎲 [Roll Module] reset via rez...");
|
|
|
|
// Re-initialize dynamic channels
|
|
initializeChannels();
|
|
rollDialogChannel = ROLLDIALOG_CHANNEL;
|
|
|
|
// Clean up any existing listeners
|
|
if (listenHandle != -1) {
|
|
llListenRemove(listenHandle);
|
|
}
|
|
|
|
// Reset all game state variables
|
|
names = [];
|
|
lives = [];
|
|
picksData = [];
|
|
perilPlayer = "";
|
|
diceType = 6;
|
|
shouldRoll = FALSE;
|
|
rollInProgress = FALSE;
|
|
lastRollTime = 0;
|
|
diceTypeProcessed = FALSE;
|
|
|
|
// Stop any active particles
|
|
llParticleSystem([]);
|
|
|
|
// Set up managed listener with dynamic channel
|
|
listenHandle = llListen(rollDialogChannel, "", NULL_KEY, "");
|
|
dbg("🎲 [Roll Module] ✅ Roll Confetti Module reset complete after rez!");
|
|
}
|
|
|
|
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) {
|
|
dbg("🎲 [Roll Module] 🎲 [Roll Module] RECEIVED MSG_SHOW_ROLL_DIALOG: " + str + " id: " + (string)id);
|
|
}
|
|
if (num == MSG_SHOW_ROLL_DIALOG) {
|
|
dbg("🎲 [Roll Module] 🎲 [Roll Module] RECEIVED 301: " + str + " id: " + (string)id);
|
|
}
|
|
if (num == MSG_GET_DICE_TYPE) {
|
|
dbg("🎲 [Roll Module] 🎲 [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([]);
|
|
dbg("🎲 [Roll Module] 🎆 Roll Confetti Module reset!");
|
|
return;
|
|
}
|
|
|
|
// Handle game state sync from main controller
|
|
if (num == MSG_SYNC_GAME_STATE) {
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Received sync: " + str);
|
|
list parts = llParseString2List(str, ["~"], []);
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Parsed into " + (string)llGetListLength(parts) + " parts");
|
|
|
|
// Handle special RESET sync message
|
|
if (llGetListLength(parts) >= 5 && llList2String(parts, 0) == "RESET") {
|
|
dbg("🎲 [Roll Module] 🔄 [Roll Module] Received reset sync - ignoring during reset");
|
|
return;
|
|
}
|
|
|
|
if (llGetListLength(parts) >= 4) {
|
|
lives = llCSV2List(llList2String(parts, 0));
|
|
// Use ^ delimiter for picksData to avoid comma conflicts
|
|
string picksDataStr = llList2String(parts, 1);
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Received picksDataStr: '" + picksDataStr + "'");
|
|
|
|
if (picksDataStr == "" || picksDataStr == "EMPTY" || picksDataStr == "~EMPTY~") {
|
|
picksData = [];
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Set picksData to empty");
|
|
} else {
|
|
picksData = llParseString2List(picksDataStr, ["^"], []);
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Set picksData: " + llDumpList2String(picksData, " | "));
|
|
}
|
|
|
|
string receivedPeril = llList2String(parts, 2);
|
|
if (receivedPeril == "NONE") {
|
|
perilPlayer = "";
|
|
} else {
|
|
perilPlayer = receivedPeril;
|
|
}
|
|
|
|
names = llCSV2List(llList2String(parts, 3));
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Updated names: " + llDumpList2String(names, ", "));
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (num == MSG_EFFECT_CONFETTI) {
|
|
if (str == "VICTORY_CONFETTI") {
|
|
dbg("🎲 [Roll Module] ✨ 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);
|
|
dbg("🎲 [Roll Module] 🎯 Prompting " + playerName + " to start next round...");
|
|
// Send continuation directly to Game Manager (more efficient than through Main Controller)
|
|
llMessageLinked(LINK_SET, MSG_CONTINUE_GAME, "", NULL_KEY); // Empty peril player - Game Manager will select one
|
|
} else {
|
|
// Clear dice display directly using LINK_SET since bridge moved to root
|
|
llMessageLinked(LINK_SET, MSG_CLEAR_DICE, "", NULL_KEY);
|
|
|
|
// Update peril player from the roll dialog message
|
|
perilPlayer = str;
|
|
dbg("🎲 [Roll Module] 🎲 Prompting " + str + " to roll the dice. Setting perilPlayer to: " + perilPlayer);
|
|
|
|
// NEW: Update status bar for rolling (for everyone, bots and humans)
|
|
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "DICE IN THE AIR!\n" + str + " is rolling...", NULL_KEY);
|
|
|
|
// Check if this is a bot (Bot names)
|
|
if (llSubStringIndex(str, "Bot") == 0) {
|
|
// Auto-roll for bots - request dice type first
|
|
dbg("🎲 [Roll Module] 🤖 " + str + " (bot) is requesting dice type for auto-roll...");
|
|
|
|
// Give a moment for "DICE IN THE AIR" message to be seen for bots
|
|
llSleep(DELAY_CONFETTI_START);
|
|
|
|
rollInProgress = TRUE; // Set roll in progress for bot
|
|
|
|
// NEW: Use the dice type already received from Game Manager at round start!
|
|
if (diceType > 0) {
|
|
dbg("🎲 [Roll Module] 🤖 Bot using stored dice type: d" + (string)diceType);
|
|
// Trigger the roll directly
|
|
llMessageLinked(LINK_THIS, MSG_ROLL_RESULT, (string)diceType, NULL_KEY);
|
|
} else {
|
|
// Fallback: If for some reason we don't have it, request it
|
|
dbg("🎲 [Roll Module] 🤖 Fallback: Bot requesting dice type...");
|
|
shouldRoll = TRUE;
|
|
llMessageLinked(LINK_SET, MSG_GET_DICE_TYPE, (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 == MSG_DICE_TYPE_RESULT) { // MSG_DICE_TYPE_RESULT
|
|
diceType = (integer)str;
|
|
dbg("🎲 [Roll Module] 🎲 [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
|
|
dbg("🎲 [Roll Module] 🎲 [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) {
|
|
dbg("🎲 [Roll Module] ⚠️ [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) {
|
|
dbg("🎲 [Roll Module] ⚠️ [Roll Module] Ignoring roll request - no roll in progress");
|
|
return;
|
|
}
|
|
|
|
// CRITICAL: Verify we have picks data for at least some players before processing roll
|
|
integer hasAnyPicks = FALSE;
|
|
integer validationIdx;
|
|
for (validationIdx = 0; validationIdx < llGetListLength(picksData) && !hasAnyPicks; validationIdx++) {
|
|
string entry = llList2String(picksData, validationIdx);
|
|
list entryParts = llParseString2List(entry, ["|"], []);
|
|
if (llGetListLength(entryParts) >= 2 && llList2String(entryParts, 1) != "") {
|
|
hasAnyPicks = TRUE;
|
|
}
|
|
}
|
|
|
|
if (!hasAnyPicks) {
|
|
dbg("🎲 [Roll Module] ⚠️ [Roll Module] No picks data available - delaying roll to wait for sync");
|
|
rollInProgress = FALSE; // Reset roll state
|
|
// Request a re-sync of game state
|
|
llMessageLinked(LINK_SET, MSG_CONTINUE_GAME, "REQUEST_SYNC", NULL_KEY);
|
|
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 directly to dice display using LINK_SET
|
|
llMessageLinked(LINK_SET, MSG_DICE_ROLL, perilPlayer + "|" + resultStr, NULL_KEY);
|
|
|
|
// NEW: Update status bar with result
|
|
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "DICE SETTLED!\n" + perilPlayer + " rolled a " + resultStr + "!", NULL_KEY);
|
|
|
|
// Dramatic pause to let the roll result be seen before the win/loss outcome pops up
|
|
llSleep(DELAY_LONG_SYNC);
|
|
|
|
string newPeril = "";
|
|
integer matched = FALSE;
|
|
list matchedPlayers = [];
|
|
integer i;
|
|
|
|
|
|
// Find all players who picked the rolled number
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Checking picks for rolled number: " + resultStr);
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Current picksData: " + llDumpList2String(picksData, " | "));
|
|
for (i = 0; i < llGetListLength(names); i++) {
|
|
string pname = llList2String(names, i);
|
|
list picks = getPicksFor(pname);
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] " + pname + "'s picks: " + llDumpList2String(picks, ","));
|
|
if (llListFindList(picks, [resultStr]) != -1) {
|
|
matched = TRUE;
|
|
matchedPlayers += [pname];
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] MATCH! " + pname + " picked " + resultStr);
|
|
}
|
|
}
|
|
dbg("🎲 [Roll Module] 🔍 [Roll Module] Final matched status: " + (string)matched + ", players: " + llDumpList2String(matchedPlayers, ","));
|
|
|
|
|
|
// 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;
|
|
|
|
// Direct scoreboard status update
|
|
// Direct scoreboard status update (texture and text)
|
|
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "Plot Twist", NULL_KEY);
|
|
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "PLOT TWIST!\n<!c=green>Shield Up!<!c=white> Target shifted!", NULL_KEY);
|
|
|
|
// Add delay to let status display before next phase
|
|
llSleep(DELAY_LONG_SYNC + DELAY_MEDIUM_SYNC);
|
|
|
|
// NEW: Move peril player update signal DOWN to after the sleep
|
|
// This prevents Game Manager from starting new round too soon
|
|
llMessageLinked(LINK_SET, MSG_UPDATE_PERIL_PLAYER, newPeril, NULL_KEY);
|
|
|
|
// 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);
|
|
dbg("🎲 [Roll Module] 🔧 DEBUG: Before lives update - " + perilPlayer + " at index " + (string)pidx + " has " + (string)currentLives + " lives");
|
|
dbg("🎲 [Roll Module] 🔧 DEBUG: Current lives list: " + llList2CSV(lives));
|
|
lives = llListReplaceList(lives, [currentLives - 1], pidx, pidx);
|
|
dbg("🎲 [Roll Module] 🔧 DEBUG: After lives update - lives list: " + llList2CSV(lives));
|
|
|
|
// Send direct scoreboard update when lives change
|
|
llMessageLinked(LINK_SCOREBOARD, MSG_PLAYER_UPDATE, perilPlayer + "|" + (string)(currentLives - 1) + "|" + "NULL_KEY", NULL_KEY);
|
|
dbg("🎲 [Roll Module] 💗 Player lives updated: " + perilPlayer + " now has " + (string)(currentLives - 1) + " lives");
|
|
|
|
// NEW: Move life update signal DOWN to after the outcome sleeps
|
|
// This prevents Game Manager/Controller from starting next round too soon
|
|
|
|
// Check if peril player picked the rolled number
|
|
list perilPicks = getPicksFor(perilPlayer);
|
|
integer perilPickedIt = (llListFindList(perilPicks, [resultStr]) != -1);
|
|
|
|
// FIXED: Use the correct logic for shield detection
|
|
// - If ANYONE picked the number (matched=TRUE) but peril player also picked it = DIRECT HIT
|
|
// - If NOBODY picked the number (matched=FALSE) = NO SHIELD
|
|
// - If SOMEONE ELSE picked it but not peril player = This case is handled above as PLOT TWIST
|
|
|
|
if (matched && perilPickedIt) {
|
|
llSay(0, "🩸 DIRECT HIT! " + perilPlayer + " picked their own doom - the d" + (string)diceType + " landed on " + resultStr + "! 🩸");
|
|
// Direct scoreboard status update (texture and text)
|
|
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "Direct Hit", NULL_KEY);
|
|
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "DIRECT HIT!\n<!c=red>" + perilPlayer + " matched!", NULL_KEY);
|
|
|
|
// Add delay to let status display before next phase
|
|
llSleep(DELAY_LONG_SYNC + DELAY_MEDIUM_SYNC);
|
|
|
|
// SIGNAL DOWN: Now report life reduction to Controller
|
|
llMessageLinked(LINK_SET, MSG_UPDATE_LIFE, perilPlayer + "|" + (string)(currentLives - 1), NULL_KEY);
|
|
} else if (!matched) {
|
|
llSay(0, "🩸 NO SHIELD! Nobody picked " + resultStr + " - " + perilPlayer + " takes the hit from the d" + (string)diceType + "! 🩸");
|
|
// Direct scoreboard status update (texture and text)
|
|
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "No Shield", NULL_KEY);
|
|
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "NO SHIELD!\n<!c=red>" + perilPlayer + " took the hit!", NULL_KEY);
|
|
|
|
// Add delay to let status display before next phase
|
|
llSleep(DELAY_LONG_SYNC + DELAY_MEDIUM_SYNC);
|
|
|
|
// SIGNAL DOWN: Now report life reduction to Controller
|
|
llMessageLinked(LINK_SET, MSG_UPDATE_LIFE, perilPlayer + "|" + (string)(currentLives - 1), NULL_KEY);
|
|
} else {
|
|
// This should never happen in normal game flow since Plot Twist case is handled above
|
|
// But if it does, it means someone else picked it - this should have been Plot Twist
|
|
dbg("🎲 [Roll Module] ⚠️ LOGIC ERROR: Someone picked " + resultStr + " but not handled as Plot Twist!");
|
|
llSay(0, "🩸 SHIELD FAILED! " + perilPlayer + " takes the hit despite someone picking " + resultStr + "! 🩸");
|
|
llSleep(DELAY_ELIMINATION_NOTICE);
|
|
llMessageLinked(LINK_SET, MSG_UPDATE_LIFE, perilPlayer + "|" + (string)(currentLives - 1), NULL_KEY);
|
|
}
|
|
|
|
llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, perilPlayer, NULL_KEY);
|
|
|
|
// Check for elimination
|
|
if (currentLives - 1 <= 0) {
|
|
// Player elimination will be handled by Main Controller via sync and elimination messages
|
|
dbg("🎲 [Roll Module] 💀 Elimination detected: " + perilPlayer + " has 0 hearts remaining");
|
|
|
|
llSay(0, "🐻 PUNISHMENT TIME! " + perilPlayer + " has been ELIMINATED!");
|
|
|
|
// CRITICAL FIX: DO NOT update our local state to remove the eliminated player
|
|
// This would corrupt the sync message. Instead, just mark the player as having 0 lives
|
|
// but keep them in the lists. Main Controller will handle the actual removal.
|
|
integer elimIdx = llListFindList(names, [perilPlayer]);
|
|
if (elimIdx != -1) {
|
|
// Set player's lives to 0 in our local state, but keep them in the lists
|
|
lives = llListReplaceList(lives, [0], elimIdx, elimIdx);
|
|
dbg("🎲 [Roll Module] 🔄 [Roll Module] Updated local state - set " + perilPlayer + "'s lives to 0 but kept in lists");
|
|
dbg("🎲 [Roll Module] 🔄 [Roll Module] This ensures proper sync message format before Main Controller handles elimination");
|
|
}
|
|
|
|
// Send message to main controller to handle elimination
|
|
llMessageLinked(LINK_SET, MSG_ELIMINATE_PLAYER, "ELIMINATE_PLAYER|" + perilPlayer, NULL_KEY);
|
|
|
|
// CRITICAL: Don't send any sync messages after elimination
|
|
// Let Main Controller handle all state sync, peril player reassignment, AND game continuation
|
|
dbg("🎲 [Roll Module] 🎯 [Roll Module] Elimination complete - letting Main Controller handle state sync and continuation");
|
|
|
|
// Clear roll protection after processing is complete
|
|
rollInProgress = FALSE;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Note: Win condition checking is handled by Main Controller after elimination
|
|
|
|
// Note: State sync and round continuation are now handled exclusively by the Main Controller
|
|
// after it receives the Damage/Elimination reports, ensuring a single source of truth.
|
|
|
|
// 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) {
|
|
dbg("🎲 [Roll Module] ⚠️ Roll already in progress, ignoring duplicate click by " + name);
|
|
return;
|
|
}
|
|
if (currentTime - lastRollTime < 3) {
|
|
dbg("🎲 [Roll Module] ⚠️ Roll too soon after previous roll, ignoring click by " + name);
|
|
return;
|
|
}
|
|
|
|
// Handle dice roll - request current dice type from Calculator
|
|
dbg("🎲 [Roll Module] 🎲 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, MSG_GET_DICE_TYPE, (string)llGetListLength(names), NULL_KEY);
|
|
} else {
|
|
llMessageLinked(LINK_THIS, channel, msg, id);
|
|
}
|
|
}
|
|
}
|