Peril_Dice/Number Picker Dialog Handler.lsl
RebeccaNod1 494f01c7bf # Changelog
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
2025-08-03 04:38:55 -05:00

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// === Dialog Handler (Updated for Peril Dice - Paginated Multiple Picks) ===
integer MSG_SHOW_DIALOG = 101;
integer numberPickChannel = -77888;
// Pagination and picking state
string currentPlayer = "";
key currentPlayerKey = NULL_KEY;
integer currentDiceType = 0;
integer picksNeeded = 1;
list currentPicks = [];
list globallyPickedNumbers = []; // Numbers already picked by other players
integer currentPage = 0;
integer NUMBERS_PER_PAGE = 9; // Leave room for navigation buttons
list getNumbersForPage(integer page, integer diceType) {
// Build list of available numbers (not picked by others OR by current player)
list availableNumbers = [];
integer i;
for (i = 1; i <= diceType; i++) {
string numStr = (string)i;
integer pickedByOthers = llListFindList(globallyPickedNumbers, [numStr]) != -1;
integer pickedByMe = llListFindList(currentPicks, [numStr]) != -1;
if (!pickedByOthers && !pickedByMe) {
availableNumbers += [numStr];
}
}
// Get the subset for this page
integer startIdx = page * NUMBERS_PER_PAGE;
integer endIdx = startIdx + NUMBERS_PER_PAGE - 1;
if (endIdx >= llGetListLength(availableNumbers)) {
endIdx = llGetListLength(availableNumbers) - 1;
}
list buttons = [];
for (i = startIdx; i <= endIdx && i < llGetListLength(availableNumbers); i++) {
buttons += [llList2String(availableNumbers, i)];
}
return buttons;
}
showPickDialog(string name, key id, integer diceType, integer picks) {
llOwnerSay("🎮 showPickDialog called: name=" + name + ", id=" + (string)id + ", diceType=" + (string)diceType + ", picks=" + (string)picks);
if (diceType <= 0) {
llOwnerSay("⚠️ Cannot show dialog: diceType is 0 or invalid.");
return;
}
// Initialize or update picking session
if (currentPlayer != name) {
currentPlayer = name;
currentPlayerKey = id;
currentDiceType = diceType;
picksNeeded = picks;
currentPicks = [];
currentPage = 0;
}
list options;
integer totalPages = 1; // Default value
// If player has picked enough numbers, only show Done button
if (llGetListLength(currentPicks) >= picksNeeded) {
options = ["✅ Done"];
} else {
// Show number selection with pagination
options = getNumbersForPage(currentPage, diceType);
// Calculate total pages based on available numbers, not all numbers
integer availableCount = diceType - llGetListLength(globallyPickedNumbers) - llGetListLength(currentPicks);
totalPages = (availableCount + NUMBERS_PER_PAGE - 1) / NUMBERS_PER_PAGE;
if (totalPages < 1) totalPages = 1;
if (totalPages > 1) {
if (currentPage > 0) options += ["◀ Prev"];
if (currentPage < totalPages - 1) options += ["Next ▶"];
}
}
string pickText = (string)picksNeeded;
if (picksNeeded == 1) pickText += " number";
else pickText += " numbers";
string pageInfo = "";
if (totalPages > 1) {
pageInfo = " (Page " + (string)(currentPage + 1) + "/" + (string)totalPages + ")";
}
string dialogText;
string currentPicksText = "";
if (llGetListLength(currentPicks) > 0) {
currentPicksText = "\nSelected: " + llList2CSV(currentPicks);
}
if (llGetListLength(currentPicks) >= picksNeeded) {
dialogText = "✅ You have picked enough numbers!" + currentPicksText + "\n\nClick Done to confirm your selection.";
} else {
dialogText = "Pick " + pickText + " (1-" + (string)diceType + ")" + pageInfo + currentPicksText;
}
llOwnerSay("🗨️ Showing dialog to: " + name + " - needs " + pickText + pageInfo);
llDialog(id, dialogText, options, numberPickChannel);
}
default {
state_entry() {
llOwnerSay("🎮 Number Picker Dialog Handler ready!");
llListen(numberPickChannel, "", NULL_KEY, "");
}
link_message(integer sender, integer num, string str, key id) {
llOwnerSay("📥 Dialog Handler received: num=" + (string)num + ", str=" + str + ", id=" + (string)id);
if (num == MSG_SHOW_DIALOG) {
llOwnerSay("✅ Processing MSG_SHOW_DIALOG...");
list parts = llParseString2List(str, ["|"], []);
if (llGetListLength(parts) < 3) {
llOwnerSay("⚠️ Malformed MSG_SHOW_DIALOG input: " + str);
return;
}
string name = llList2String(parts, 0);
integer diceType = (integer)llList2String(parts, 1);
integer picks = (integer)llList2String(parts, 2);
// Get globally picked numbers if provided
if (llGetListLength(parts) >= 4) {
string globalPicksStr = llList2String(parts, 3);
if (globalPicksStr != "") {
globallyPickedNumbers = llCSV2List(globalPicksStr);
} else {
globallyPickedNumbers = [];
}
} else {
globallyPickedNumbers = [];
}
llOwnerSay("🎯 Calling showPickDialog for " + name + " with diceType=" + (string)diceType + ", picks=" + (string)picks);
if (llGetListLength(globallyPickedNumbers) > 0) {
llOwnerSay("📋 Available numbers: " + (string)(diceType - llGetListLength(globallyPickedNumbers)) + "/" + (string)diceType);
}
showPickDialog(name, id, diceType, picks);
}
}
listen(integer channel, string name, key id, string message) {
llOwnerSay("🔊 Listen triggered: " + message + " from " + name);
// Handle navigation
if (message == "◀ Prev") {
if (currentPage > 0) {
currentPage--;
showPickDialog(currentPlayer, currentPlayerKey, currentDiceType, picksNeeded);
}
return;
}
if (message == "Next ▶") {
integer totalPages = (currentDiceType + NUMBERS_PER_PAGE - 1) / NUMBERS_PER_PAGE;
if (currentPage < totalPages - 1) {
currentPage++;
showPickDialog(currentPlayer, currentPlayerKey, currentDiceType, picksNeeded);
}
return;
}
// Handle completion
if (message == "✅ Done") {
if (llGetListLength(currentPicks) >= picksNeeded) {
string picksStr = llList2CSV(currentPicks);
llOwnerSay("✅ " + currentPlayer + " completed picks: " + picksStr);
string response = "HUMAN_PICKED:" + currentPlayer + ":" + picksStr;
llOwnerSay("📡 Sending to Main Controller: " + response);
llMessageLinked(LINK_SET, -9998, response, NULL_KEY);
// Reset state
currentPlayer = "";
currentPlayerKey = NULL_KEY;
currentPicks = [];
} else {
llOwnerSay("⚠️ " + currentPlayer + " needs " + (string)(picksNeeded - llGetListLength(currentPicks)) + " more picks");
showPickDialog(currentPlayer, currentPlayerKey, currentDiceType, picksNeeded);
}
return;
}
// Handle number selection
integer pickedNumber = (integer)message;
if (pickedNumber > 0 && pickedNumber <= currentDiceType) {
if (llGetListLength(currentPicks) < picksNeeded) {
// Add to picks (numbers already picked won't be shown in dialog)
currentPicks += [message];
llOwnerSay("✅ " + currentPlayer + " picked: " + message + " (" + (string)llGetListLength(currentPicks) + "/" + (string)picksNeeded + ")");
} else {
llOwnerSay("⚠️ " + currentPlayer + " has already picked enough numbers");
}
// Show updated dialog
showPickDialog(currentPlayer, currentPlayerKey, currentDiceType, picksNeeded);
}
}
}