Peril_Dice/Game_Scoreboard_Manager_Linkset.lsl

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// Game Scoreboard Manager - Linkset Version
// Shows current game players in grid layout
// Each player gets a prim showing profile picture + heart texture (lives)
// =============================================================================
// LINKSET COMMUNICATION - NO DISCOVERY NEEDED
// =============================================================================
// Verbose logging control
integer VERBOSE_LOGGING = FALSE; // Global flag for verbose debug logs - DISABLED to save memory
integer MSG_TOGGLE_VERBOSE_LOGS = 9998; // Message to toggle verbose logging
// Message constants for link communication
// Scoreboard messages (from link 1 - controller)
integer MSG_GAME_STATUS = 3001;
integer MSG_PLAYER_UPDATE = 3002;
integer MSG_CLEAR_GAME = 3003;
integer MSG_REMOVE_PLAYER = 3004;
integer MSG_UPDATE_PERIL_PLAYER = 3005;
integer MSG_UPDATE_WINNER = 3006;
// Leaderboard messages (to link 35)
integer MSG_GAME_WON = 3010;
integer MSG_GAME_LOST = 3011;
integer MSG_RESET_LEADERBOARD = 3012;
// Dice messages (to link 83)
integer MSG_DICE_ROLL = 3020;
integer MSG_CLEAR_DICE = 3021;
// Prim indices (UPDATED after overlay prim insertion - overlays are links 2-11)
integer BACKGROUND_PRIM = 13; // Now link 13 (backboard)
integer ACTIONS_PRIM = 14; // Now link 14 (title/action)
integer FIRST_PROFILE_PRIM = 15; // Profile prims start at 15
integer LAST_PROFILE_PRIM = 34; // Profile/life prims end at 34
integer FIRST_OVERLAY_PRIM = 2; // Overlay prims start at 2
integer LAST_OVERLAY_PRIM = 11; // Overlay prims end at 11
// Heart texture UUIDs - REPLACE WITH YOUR ACTUAL TEXTURE UUIDs
string TEXTURE_0_HEARTS = "7d8ae121-e171-12ae-f5b6-7cc3c0395c7b"; // 0 hearts (dead)
string TEXTURE_1_HEARTS = "6605d25f-8e2d-2870-eb87-77c58cd47fa9"; // 1 heart
string TEXTURE_2_HEARTS = "7ba6cb1e-f384-25a5-8e88-a90bbd7cc041"; // 2 hearts
string TEXTURE_3_HEARTS = "a5d16715-4648-6526-5582-e8068293f792"; // 3 hearts
// Default textures - REPLACE WITH YOUR ACTUAL TEXTURE UUIDs
string TEXTURE_DEFAULT_PROFILE = "1ce89375-6c3c-3845-26b1-1dc666bc9169"; // Default avatar
string TEXTURE_BOT_PROFILE = "62f31722-04c1-8c29-c236-398543f2a6ae"; // Bot avatar picture
string BLANK_TEXTURE = "5748decc-f629-461c-9a36-a35a221fe21f"; // White texture UUID
string TEXTURE_BACKGROUND = "5748decc-f629-461c-9a36-a35a221fe21f"; // Background texture (blank + black color)
string TEXTURE_ACTIONS = "6aac8dce-1b83-f931-abe3-286f4f2faa29"; // Punishment texture
// Status textures - REPLACE WITH YOUR ACTUAL TEXTURE UUIDs
string TEXTURE_PERIL = "c5676fec-0c85-5567-3dd8-f939234e21d9"; // Elimination texture
string TEXTURE_PERIL_SELECTED = "a53ff601-3c8a-e312-9e0e-f6fa76f6773a"; // Peril Selected texture
string TEXTURE_VICTORY = "ec5bf10e-4970-fb63-e7bf-751e1dc27a8d"; // Victory texture
string TEXTURE_PUNISHMENT = "acfabed0-84ad-bfd1-cdfc-2ada0aeeaa2f"; // Punishment texture (fallback)
string TEXTURE_DIRECT_HIT = "ecd2dba2-3969-6c39-ad59-319747307f55"; // Direct Hit texture
string TEXTURE_NO_SHIELD = "2440174f-e385-44e2-8016-ac34934f11f5"; // No Shield texture
string TEXTURE_PLOT_TWIST = "ec533379-4f7f-8183-e877-e68af703dcce"; // Plot Twist texture
string TEXTURE_TITLE = "624bb7a7-e856-965c-bae8-94d75226c1bc"; // Title texture
string TEXTURE_ELIMINATED_X = "90524092-03b0-1b3c-bcea-3ea5118c6dba"; // Red X overlay for eliminated players
// Player data - used for BOTH current game display AND leaderboard
list playerNames = []; // Current game players for display
list playerLives = []; // Current game player lives
list playerProfiles = []; // Maps to profile texture UUIDs
// Peril player tracking
string currentPerilPlayer = ""; // Track current peril player for glow effects
string currentWinner = ""; // Track current winner for green glow effects
// Leaderboard data (persistent - stored in linkset data)
list leaderboardNames = []; // Loaded from linkset data at startup
list leaderboardWins = []; // Loaded from linkset data at startup
list leaderboardLosses = []; // Loaded from linkset data at startup
// HTTP tracking
list profileRequests = []; // Track which profile requests belong to which player
list httpRequests = []; // Track HTTP requests for profile pictures
// Memory reporting function
reportMemoryUsage(string scriptName) {
integer used = llGetUsedMemory();
integer free = llGetFreeMemory();
integer total = used + free;
float percentUsed = ((float)used / (float)total) * 100.0;
llOwnerSay("🧠 [" + scriptName + "] Memory: " +
(string)used + " used, " +
(string)free + " free (" +
llGetSubString((string)percentUsed, 0, 4) + "% used)");
}
// Profile picture extraction constants
string profile_key_prefix = "<meta name=\"imageid\" content=\"";
string profile_img_prefix = "<img alt=\"profile image\" src=\"http://secondlife.com/app/image/";
integer profile_key_prefix_length;
integer profile_img_prefix_length;
// Reset background prim to proper black background
resetBackgroundPrim() {
// Reset main background prim (link 13)
llSetLinkPrimitiveParamsFast(BACKGROUND_PRIM, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_BACKGROUND, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <0.0, 0.0, 0.0>, 1.0, // Black color
PRIM_TEXT, "", <0,0,0>, 0.0 // Remove any text
]);
if (VERBOSE_LOGGING) {
llOwnerSay("🖤 Reset background prim " + (string)BACKGROUND_PRIM + " to black");
}
}
// Reset the scoreboard manager cube (link 12) to neutral state
resetManagerCube() {
llSetLinkPrimitiveParamsFast(12, [
PRIM_TEXTURE, ALL_SIDES, BLANK_TEXTURE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <0.0, 0.0, 0.0>, 1.0, // Black color to blend in
PRIM_TEXT, "", <0,0,0>, 0.0 // Remove any text
]);
if (VERBOSE_LOGGING) {
llOwnerSay("📦 Reset manager cube (link 12) to black");
}
}
// Update actions prim with appropriate status texture
updateActionsPrim(string status) {
string textureToUse = "";
if (status == "Elimination") {
textureToUse = TEXTURE_PERIL;
} else if (status == "Victory") {
textureToUse = TEXTURE_VICTORY;
} else if (status == "Punishment") {
textureToUse = TEXTURE_PUNISHMENT;
} else if (status == "Direct Hit") {
textureToUse = TEXTURE_DIRECT_HIT;
} else if (status == "No Shield") {
textureToUse = TEXTURE_NO_SHIELD;
} else if (status == "Peril Selected") {
textureToUse = TEXTURE_PERIL_SELECTED;
} else if (status == "Plot Twist") {
textureToUse = TEXTURE_PLOT_TWIST;
} else if (status == "Title") {
textureToUse = TEXTURE_TITLE;
} else {
return; // Don't change texture for unrecognized statuses
}
// SAFETY CHECK - prevent overflow into leaderboard prims
if (ACTIONS_PRIM > LAST_PROFILE_PRIM) {
if (VERBOSE_LOGGING) {
llOwnerSay("❌ ERROR: ACTIONS_PRIM (" + (string)ACTIONS_PRIM + ") exceeds safety boundary (" + (string)LAST_PROFILE_PRIM + ")");
}
return;
}
llSetLinkPrimitiveParamsFast(ACTIONS_PRIM, [
PRIM_TEXTURE, ALL_SIDES, textureToUse, <1,1,0>, <0,0,0>, 0.0,
PRIM_TEXT, "", <0,0,0>, 0.0 // Remove existing floating text
]);
}
// Load leaderboard data from linkset data
loadLeaderboardData() {
string countStr = llLinksetDataRead("lb_count");
integer count = (integer)countStr;
leaderboardNames = [];
leaderboardWins = [];
leaderboardLosses = [];
if (count > 0) {
integer i;
for (i = 0; i < count; i++) {
string name = llLinksetDataRead("lb_player_" + (string)i);
string wins = llLinksetDataRead("lb_wins_" + (string)i);
string losses = llLinksetDataRead("lb_losses_" + (string)i);
if (name != "") {
leaderboardNames += [name];
leaderboardWins += [(integer)wins];
leaderboardLosses += [(integer)losses];
}
}
}
}
// Save leaderboard data to linkset data
saveLeaderboardData() {
integer count = llGetListLength(leaderboardNames);
llLinksetDataWrite("lb_count", (string)count);
integer i;
for (i = 0; i < count; i++) {
llLinksetDataWrite("lb_player_" + (string)i, llList2String(leaderboardNames, i));
llLinksetDataWrite("lb_wins_" + (string)i, (string)llList2Integer(leaderboardWins, i));
llLinksetDataWrite("lb_losses_" + (string)i, (string)llList2Integer(leaderboardLosses, i));
}
}
// Handle game won - update leaderboard
handleGameWon(string winnerName) {
integer idx = llListFindList(leaderboardNames, [winnerName]);
if (idx == -1) {
// New player
leaderboardNames += [winnerName];
leaderboardWins += [1];
leaderboardLosses += [0];
} else {
// Existing player
integer currentWins = llList2Integer(leaderboardWins, idx);
leaderboardWins = llListReplaceList(leaderboardWins, [currentWins + 1], idx, idx);
}
saveLeaderboardData();
generateLeaderboardText();
}
// Handle game lost - update leaderboard
handleGameLost(string loserName) {
integer idx = llListFindList(leaderboardNames, [loserName]);
if (idx == -1) {
// New player
leaderboardNames += [loserName];
leaderboardWins += [0];
leaderboardLosses += [1];
} else {
// Existing player
integer currentLosses = llList2Integer(leaderboardLosses, idx);
leaderboardLosses = llListReplaceList(leaderboardLosses, [currentLosses + 1], idx, idx);
}
saveLeaderboardData();
generateLeaderboardText();
}
// Get sorted leaderboard data
list getSortedLeaderboard() {
list sortedData = [];
integer i;
string name;
integer wins;
integer losses;
string paddedWins;
string paddedLosses;
integer invertedLosses;
string sortKey;
string entry;
list parts;
list cleanedData = [];
string winsStr;
string lossesStr;
// Create combined data for sorting with padded wins and losses for proper multi-level sorting
for (i = 0; i < llGetListLength(leaderboardNames); i++) {
name = llList2String(leaderboardNames, i);
wins = llList2Integer(leaderboardWins, i);
losses = llList2Integer(leaderboardLosses, i);
// Pad wins to 4 digits (higher wins = better rank)
paddedWins = (string)(10000 + wins);
paddedWins = llGetSubString(paddedWins, 1, -1); // Remove the "1" prefix
// Pad losses to 4 digits, but INVERTED for tiebreaker (lower losses = better rank)
// Use 9999 - losses so lower losses get higher sort value
invertedLosses = 9999 - losses;
paddedLosses = (string)(10000 + invertedLosses);
paddedLosses = llGetSubString(paddedLosses, 1, -1); // Remove the "1" prefix
// Format: "PaddedWins-PaddedInvertedLosses:Name:ActualWins:ActualLosses"
// This sorts first by wins (descending), then by losses (ascending) for tiebreaker
sortKey = paddedWins + "-" + paddedLosses;
entry = sortKey + ":" + name + ":" + (string)wins + ":" + (string)losses;
sortedData += [entry];
}
// Sort by combined key (wins descending, losses ascending) - FALSE = descending order
sortedData = llListSort(sortedData, 1, FALSE);
// Clean up the format back to "Name:Wins:Losses" (skip padded wins in position 0)
cleanedData = [];
for (i = 0; i < llGetListLength(sortedData); i++) {
entry = llList2String(sortedData, i);
parts = llParseString2List(entry, [":"], []);
if (llGetListLength(parts) >= 4) {
// parts[0] = paddedWins (skip), parts[1] = name, parts[2] = actualWins, parts[3] = losses
name = llList2String(parts, 1);
winsStr = llList2String(parts, 2);
lossesStr = llList2String(parts, 3);
cleanedData += [name + ":" + winsStr + ":" + lossesStr];
}
}
return cleanedData;
}
// Generate leaderboard text and send to separate leaderboard object
generateLeaderboardText() {
list sortedData = getSortedLeaderboard();
// Build formatted leaderboard text (40 chars per line)
string leaderboardText = " TOP BATTLE RECORDS \n";
integer i;
string playerData;
list playerParts;
string playerName;
string wins;
string losses;
integer rankNumber;
string rank;
string leftPart;
string rightPart;
integer spaceNeeded;
string spacer;
integer s;
string line;
integer actualPlayers;
// Add actual player data (up to 11 players)
for (i = 0; i < llGetListLength(sortedData) && i < 11; i++) {
playerData = llList2String(sortedData, i);
playerParts = llParseString2List(playerData, [":"], []);
if (llGetListLength(playerParts) >= 3) {
playerName = llList2String(playerParts, 0);
wins = llList2String(playerParts, 1);
losses = llList2String(playerParts, 2);
// Truncate long names to fit better spacing
if (llStringLength(playerName) > 12) {
playerName = llGetSubString(playerName, 0, 9) + "...";
}
// Format rank
rankNumber = i + 1;
rank = (string)rankNumber;
if (rankNumber < 10) rank = " " + rank; // Pad single digits
// Create well-spaced line to fill full 40-character width
leftPart = rank + ". " + playerName;
rightPart = "W:" + wins + "/L:" + losses;
// Calculate spaces needed to fill exactly 40 characters
spaceNeeded = 40 - llStringLength(leftPart) - llStringLength(rightPart);
if (spaceNeeded < 1) spaceNeeded = 1; // At least 1 space
spacer = "";
for (s = 0; s < spaceNeeded; s++) {
spacer += " ";
}
line = leftPart + spacer + rightPart;
leaderboardText += line + "\n";
}
}
// Fill remaining positions with placeholders to always show 11 positions
actualPlayers = llGetListLength(sortedData);
for (i = actualPlayers; i < 11; i++) {
rankNumber = i + 1;
rank = (string)rankNumber;
if (rankNumber < 10) rank = " " + rank; // Pad single digits
// Create placeholder line to fill full 40-character width
leftPart = rank + ". --------";
rightPart = "W:0/L:0";
// Calculate spaces needed to fill exactly 40 characters
spaceNeeded = 40 - llStringLength(leftPart) - llStringLength(rightPart);
if (spaceNeeded < 1) spaceNeeded = 1; // At least 1 space
spacer = "";
for (s = 0; s < spaceNeeded; s++) {
spacer += " ";
}
line = leftPart + spacer + rightPart;
leaderboardText += line + "\n";
}
// Send formatted text to leaderboard bridge
llMessageLinked(35, MSG_RESET_LEADERBOARD, "FORMATTED_TEXT|" + leaderboardText, NULL_KEY);
}
// Reset leaderboard data
resetLeaderboard() {
leaderboardNames = [];
leaderboardWins = [];
leaderboardLosses = [];
integer i;
for (i = 0; i < 100; i++) {
llLinksetDataDelete("lb_player_" + (string)i);
llLinksetDataDelete("lb_wins_" + (string)i);
llLinksetDataDelete("lb_losses_" + (string)i);
}
llLinksetDataDelete("lb_count");
generateLeaderboardText(); // Send empty leaderboard
}
// Clear all current players from the scoreboard
clearAllPlayers() {
// Clear ONLY current game player data lists (NOT leaderboard data)
playerNames = [];
playerLives = [];
playerProfiles = [];
// Clear any pending HTTP requests
httpRequests = [];
profileRequests = [];
// Reset all player prims to default state
integer i;
for (i = 0; i < 10; i++) {
integer profilePrimIndex = getProfilePrimLink(i);
integer heartsPrimIndex = getHeartsPrimLink(i);
integer overlayPrimIndex = getOverlayPrimLink(i);
// SAFETY CHECK - prevent overflow into leaderboard prims
if (profilePrimIndex < FIRST_PROFILE_PRIM || profilePrimIndex > LAST_PROFILE_PRIM) {
if (VERBOSE_LOGGING) {
llOwnerSay("❌ ERROR: Player prim index out of range! Profile: " + (string)profilePrimIndex);
}
return; // Don't modify prims outside our range!
}
// Reset profile prim to default and clear any glow
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_DEFAULT_PROFILE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0,
PRIM_GLOW, ALL_SIDES, 0.0 // Explicitly clear glow
]);
// Reset hearts prim to 3 hearts and clear any glow
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_3_HEARTS, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0,
PRIM_GLOW, ALL_SIDES, 0.0 // Explicitly clear glow
]);
// Reset overlay prim to transparent
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, BLANK_TEXTURE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // Fully transparent
PRIM_TEXT, "", <1,1,1>, 0.0
]);
}
}
// Remove a single player from the scoreboard display
removePlayer(string playerName) {
integer idx = llListFindList(playerNames, [playerName]);
if (idx != -1) {
// Remove player from internal lists
playerNames = llDeleteSubList(playerNames, idx, idx);
playerLives = llDeleteSubList(playerLives, idx, idx);
playerProfiles = llDeleteSubList(playerProfiles, idx, idx);
// Refresh the entire display to shift remaining players up
refreshPlayerDisplay();
if (VERBOSE_LOGGING) {
llOwnerSay("📊 Removed " + playerName + " from the scoreboard and shifted remaining players.");
}
}
}
// Refresh the entire player display - shows all current players in order
refreshPlayerDisplay() {
// Clear only unused player slots (beyond current player count)
integer numActivePlayers = llGetListLength(playerNames);
integer i;
// Only reset prims for unused slots (avoid flickering for active players)
for (i = numActivePlayers; i < 10; i++) {
integer profilePrimIndex = getProfilePrimLink(i);
integer heartsPrimIndex = getHeartsPrimLink(i);
integer overlayPrimIndex = getOverlayPrimLink(i);
// SAFETY CHECK
if (profilePrimIndex < FIRST_PROFILE_PRIM || profilePrimIndex > LAST_PROFILE_PRIM) {
return; // Stop if we'd go out of bounds
}
// Reset to default only for unused slots
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_DEFAULT_PROFILE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0
]);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_3_HEARTS, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0
]);
// Hide overlay prim (make transparent)
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, BLANK_TEXTURE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // Fully transparent
PRIM_TEXT, "", <1,1,1>, 0.0
]);
}
// Now display all current players in their new positions
for (i = 0; i < llGetListLength(playerNames); i++) {
string name = llList2String(playerNames, i);
integer lives = llList2Integer(playerLives, i);
string profileTexture = llList2String(playerProfiles, i);
// Calculate prim indices for this position
integer profilePrimIndex = getProfilePrimLink(i);
integer heartsPrimIndex = getHeartsPrimLink(i);
integer overlayPrimIndex = getOverlayPrimLink(i);
// SAFETY CHECK
if (profilePrimIndex < FIRST_PROFILE_PRIM || profilePrimIndex > LAST_PROFILE_PRIM) {
if (VERBOSE_LOGGING) {
llOwnerSay("⚠️ Warning: Player " + name + " cannot be displayed - out of prim range");
}
return;
}
// Determine profile texture to use - don't replace with X, keep profile
if (isBot(name)) {
profileTexture = TEXTURE_BOT_PROFILE;
} else if (profileTexture == "" || profileTexture == "00000000-0000-0000-0000-000000000000") {
profileTexture = TEXTURE_DEFAULT_PROFILE;
}
// Note: If we have a cached profile texture, use it; otherwise use default for now
// HTTP requests for new profile pictures will update later
// Set profile texture (always normal coloring now)
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_TEXTURE, ALL_SIDES, profileTexture, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0
]);
// Set hearts texture
string heartTexture = getHeartTexture(lives);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, heartTexture, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0
]);
// Control overlay prim - show red X if eliminated, hide if alive
if (lives <= 0) {
// Show red X overlay for eliminated player
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_ELIMINATED_X, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0, // Fully visible
PRIM_TEXT, "", <1,1,1>, 0.0
]);
} else {
// Hide overlay for alive player
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, BLANK_TEXTURE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // Fully transparent
PRIM_TEXT, "", <1,1,1>, 0.0
]);
}
}
// Update player glow effects after refreshing all players
updatePlayerGlowEffects();
}
// Check if a player name indicates it's a bot
integer isBot(string playerName) {
return (llSubStringIndex(playerName, "Bot") == 0);
}
// Map player index to profile prim link number
integer getProfilePrimLink(integer playerIndex) {
// From link scan: Row 1 (top) has profile 31,33; Row 2 has 27,29; etc.
// Player index 0,1 = row 1; 2,3 = row 2; 4,5 = row 3; etc.
// Each row has 4 prims: profile col1, hearts col1, profile col2, hearts col2
integer row = playerIndex / 2; // Which row (0=top, 1=second, etc)
integer col = playerIndex % 2; // Which column (0=left, 1=right)
// Base link for each row (profile col1): 31, 27, 23, 19, 15
integer baseLink = 31 - (row * 4);
if (col == 0) {
// Column 1 (left): profile prim
return baseLink;
} else {
// Column 2 (right): profile prim (skip hearts prim)
return baseLink + 2;
}
}
// Map player index to hearts prim link number
integer getHeartsPrimLink(integer playerIndex) {
// Hearts prims are adjacent to profile prims
// Row 1: profile 31->hearts 32, profile 33->hearts 34
// Row 2: profile 27->hearts 28, profile 29->hearts 30, etc.
integer row = playerIndex / 2; // Which row (0=top, 1=second, etc)
integer col = playerIndex % 2; // Which column (0=left, 1=right)
// Base link for each row (hearts col1): 32, 28, 24, 20, 16
integer baseLink = 32 - (row * 4);
if (col == 0) {
// Column 1 (left): hearts prim
return baseLink;
} else {
// Column 2 (right): hearts prim (skip profile prim)
return baseLink + 2;
}
}
// Map player index to overlay prim link number
integer getOverlayPrimLink(integer playerIndex) {
// Overlay prims arrangement: row 1 col 1=3, row 1 col 2=2, row 2 col 1=5, row 2 col 2=4, etc.
// Pattern: odd rows (0,2,4,6,8) start at 3,7,11 for col1 and 2,6,10 for col2
// Wait, let me check the actual pattern from the scan...
// Link 2: overlay row 1 col 2, Link 3: overlay row 1 col 1
// Link 4: overlay row 2 col 2, Link 5: overlay row 2 col 1
// So pattern is: row N col 1 = 3 + (row * 2), row N col 2 = 2 + (row * 2)
integer row = playerIndex / 2;
integer col = playerIndex % 2;
if (col == 0) {
// Column 1: 3, 5, 7, 9, 11
return 3 + (row * 2);
} else {
// Column 2: 2, 4, 6, 8, 10
return 2 + (row * 2);
}
}
string getHeartTexture(integer lives) {
if (lives <= 0) return TEXTURE_0_HEARTS;
else if (lives == 1) return TEXTURE_1_HEARTS;
else if (lives == 2) return TEXTURE_2_HEARTS;
else return TEXTURE_3_HEARTS; // 3 or more
}
// Update all glow effects (peril and winner)
updatePlayerGlowEffects() {
// First, remove glow and reset tint from all players
integer i;
for (i = 0; i < llGetListLength(playerNames); i++) {
integer profilePrimIndex = getProfilePrimLink(i);
integer heartsPrimIndex = getHeartsPrimLink(i);
// SAFETY CHECK
if (profilePrimIndex >= FIRST_PROFILE_PRIM && profilePrimIndex <= LAST_PROFILE_PRIM) {
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0
]);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0
]);
}
}
// Priority 1: Green glow for winner (overrides peril glow)
if (currentWinner != "" && currentWinner != "NONE") {
integer winnerIndex = llListFindList(playerNames, [currentWinner]);
if (winnerIndex != -1) {
integer profilePrimIndex = getProfilePrimLink(winnerIndex);
integer heartsPrimIndex = getHeartsPrimLink(winnerIndex);
// SAFETY CHECK
if (profilePrimIndex >= FIRST_PROFILE_PRIM && profilePrimIndex <= LAST_PROFILE_PRIM) {
// Add green glow + green tint to winner
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.3,
PRIM_COLOR, ALL_SIDES, <0.0, 1.0, 0.0>, 1.0
]);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.3,
PRIM_COLOR, ALL_SIDES, <0.0, 1.0, 0.0>, 1.0
]);
if (VERBOSE_LOGGING) {
llOwnerSay("🏆 Added green glow to winner: " + currentWinner);
}
}
}
}
// Priority 2: Yellow glow for peril player (only if not the winner)
else if (currentPerilPlayer != "" && currentPerilPlayer != "NONE") {
integer perilIndex = llListFindList(playerNames, [currentPerilPlayer]);
if (perilIndex != -1) {
integer profilePrimIndex = getProfilePrimLink(perilIndex);
integer heartsPrimIndex = getHeartsPrimLink(perilIndex);
// SAFETY CHECK
if (profilePrimIndex >= FIRST_PROFILE_PRIM && profilePrimIndex <= LAST_PROFILE_PRIM) {
// Add yellow glow + yellow tint to peril player
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.2,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 0.0>, 1.0
]);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.2,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 0.0>, 1.0
]);
if (VERBOSE_LOGGING) {
llOwnerSay("✨ Added yellow glow to peril player: " + currentPerilPlayer);
}
}
}
}
}
// Backward compatibility wrapper
updatePerilPlayerGlow() {
updatePlayerGlowEffects();
}
// Update player display on the grid
updatePlayerDisplay(string playerName, integer lives, string profileUUID) {
// Find existing player or add new one
integer playerIndex = llListFindList(playerNames, [playerName]);
if (playerIndex == -1) {
// New player - find next available slot
playerIndex = llGetListLength(playerNames);
if (playerIndex >= 10) {
if (VERBOSE_LOGGING) {
llOwnerSay("WARNING: Maximum 10 players supported, ignoring: " + playerName);
}
return;
}
// Add to tracking lists
playerNames += [playerName];
playerLives += [lives];
// For bots, always store the bot texture UUID to prevent HTTP requests
if (isBot(playerName)) {
playerProfiles += [TEXTURE_BOT_PROFILE];
} else {
playerProfiles += [profileUUID];
}
// DEBUG: Show prim mapping - DISABLED to save memory
// if (VERBOSE_LOGGING) {
// integer debugProfile = getProfilePrimLink(playerIndex);
// integer debugHearts = getHeartsPrimLink(playerIndex);
// integer debugOverlay = getOverlayPrimLink(playerIndex);
// llOwnerSay("🔧 [Scoreboard] Player " + (string)playerIndex + " (" + playerName + "): Profile=" + (string)debugProfile + ", Hearts=" + (string)debugHearts + ", Overlay=" + (string)debugOverlay);
// llOwnerSay("🔍 [Scoreboard] Prim ranges: FIRST_PROFILE=" + (string)FIRST_PROFILE_PRIM + ", LAST_PROFILE=" + (string)LAST_PROFILE_PRIM);
//
// // Test if the calculated prim is actually valid
// if (debugProfile < FIRST_PROFILE_PRIM || debugProfile > LAST_PROFILE_PRIM) {
// llOwnerSay("⚠️ [Scoreboard] WARNING: Calculated profile prim " + (string)debugProfile + " is outside valid range!");
// }
// }
} else {
// Update existing player
playerLives = llListReplaceList(playerLives, [lives], playerIndex, playerIndex);
// Don't overwrite cached profile texture with original UUID on updates
}
// Update the physical prims for this player
integer profilePrimIndex = getProfilePrimLink(playerIndex);
integer heartsPrimIndex = getHeartsPrimLink(playerIndex);
integer overlayPrimIndex = getOverlayPrimLink(playerIndex);
// SAFETY CHECK - prevent overflow
if (profilePrimIndex < FIRST_PROFILE_PRIM || profilePrimIndex > LAST_PROFILE_PRIM ||
overlayPrimIndex < FIRST_OVERLAY_PRIM || overlayPrimIndex > LAST_OVERLAY_PRIM) {
if (VERBOSE_LOGGING) {
llOwnerSay("❌ ERROR: Player prim index out of range! Profile: " + (string)profilePrimIndex +
", Overlay: " + (string)overlayPrimIndex + ", Player: " + (string)playerIndex);
}
return; // Don't modify prims outside our range!
}
// Update profile prim texture - show red X if eliminated, otherwise show profile
string profileTexture;
if (lives <= 0) {
// Player is eliminated - keep profile picture but show red X on overlay prim
if (VERBOSE_LOGGING) {
llOwnerSay("💀 Scoreboard: Showing elimination X overlay for " + playerName);
}
// CRITICAL: Still need to set profileTexture for eliminated players
if (isBot(playerName)) {
profileTexture = TEXTURE_BOT_PROFILE;
} else if (playerIndex < llGetListLength(playerProfiles)) {
string cachedTexture = llList2String(playerProfiles, playerIndex);
if (cachedTexture != "" && cachedTexture != profileUUID &&
cachedTexture != TEXTURE_DEFAULT_PROFILE && cachedTexture != TEXTURE_BOT_PROFILE &&
cachedTexture != TEXTURE_ELIMINATED_X) {
// We have a previously fetched profile picture, use it
profileTexture = cachedTexture;
} else {
profileTexture = TEXTURE_DEFAULT_PROFILE;
}
} else {
profileTexture = TEXTURE_DEFAULT_PROFILE;
}
} else {
// Player is alive - determine profile texture to use
profileTexture = profileUUID;
// Check if we already have a cached profile texture for this player
if (playerIndex < llGetListLength(playerProfiles)) {
string cachedTexture = llList2String(playerProfiles, playerIndex);
if (cachedTexture != "" && cachedTexture != profileUUID &&
cachedTexture != TEXTURE_DEFAULT_PROFILE && cachedTexture != TEXTURE_BOT_PROFILE &&
cachedTexture != TEXTURE_ELIMINATED_X) {
// We have a previously fetched profile picture, use it
profileTexture = cachedTexture;
}
}
// If no cached texture or using original UUID, determine what to use
// if (VERBOSE_LOGGING) {
// llOwnerSay("🔍 [DEBUG] " + playerName + " - profileTexture='" + profileTexture + "', profileUUID='" + profileUUID + "', isBot=" + (string)isBot(playerName));
// }
if (profileTexture == profileUUID) {
if (isBot(playerName)) {
profileTexture = TEXTURE_BOT_PROFILE;
// if (VERBOSE_LOGGING) {
// llOwnerSay("🤖 [DEBUG] " + playerName + " is a bot, using bot texture");
// }
} else if (profileTexture == "" || profileTexture == "00000000-0000-0000-0000-000000000000") {
profileTexture = TEXTURE_DEFAULT_PROFILE;
if (VERBOSE_LOGGING) {
llOwnerSay("❓ [DEBUG] " + playerName + " has empty/null UUID, using default texture");
}
} else {
// CRITICAL: Set default texture FIRST, then request profile picture
profileTexture = TEXTURE_DEFAULT_PROFILE;
// if (VERBOSE_LOGGING) {
// llOwnerSay("🔄 [DEBUG] " + playerName + " making HTTP request for UUID: " + profileUUID);
// }
// Request profile picture via HTTP (will update later)
string URL_RESIDENT = "https://world.secondlife.com/resident/";
key httpRequestID = llHTTPRequest(URL_RESIDENT + profileUUID, [HTTP_METHOD, "GET"], "");
// Store the HTTP request mapping: requestID -> playerIndex
httpRequests += [httpRequestID, playerIndex];
// if (VERBOSE_LOGGING) {
// llOwnerSay("🔄 [Scoreboard] Requesting profile pic for " + playerName + ", showing default for now");
// }
}
} else {
// if (VERBOSE_LOGGING) {
// llOwnerSay("🔍 [DEBUG] " + playerName + " - profileTexture != profileUUID, not making HTTP request");
// }
}
}
// Enhanced visual effects for eliminated vs alive players
vector primColor;
if (lives <= 0) {
// Eliminated player - red tint to make X more prominent
primColor = <1.0, 0.3, 0.3>; // Red tinted
} else {
// Alive player - normal coloring
primColor = <1.0, 1.0, 1.0>; // White/normal
}
// AGGRESSIVE VISUAL UPDATE: Force immediate rendering with glow
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_TEXTURE, ALL_SIDES, profileTexture, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, primColor, 1.0,
PRIM_TEXT, "", <1,1,1>, 0.0, // Remove player name text
PRIM_GLOW, ALL_SIDES, 0.01 // Tiny glow to force re-render
]);
// Remove the glow after a moment to make it normal
llSleep(0.1);
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.0 // Remove glow
]);
// if (VERBOSE_LOGGING) {
// llOwnerSay("🖼️ [Scoreboard] Applied texture " + profileTexture + " to prim " + (string)profilePrimIndex + " with forced refresh");
// }
// Update hearts prim texture
string heartTexture = getHeartTexture(lives);
llSetLinkPrimitiveParamsFast(heartsPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, heartTexture, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_TEXT, "", <1,0,0>, 0.0 // Remove lives text
]);
// Update overlay prim - show red X if eliminated, hide if alive
if (lives <= 0) {
// Show red X overlay for eliminated player
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, TEXTURE_ELIMINATED_X, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0, // Fully visible
PRIM_TEXT, "", <1,1,1>, 0.0
]);
} else {
// Hide overlay for alive player (make it transparent)
llSetLinkPrimitiveParamsFast(overlayPrimIndex, [
PRIM_TEXTURE, ALL_SIDES, BLANK_TEXTURE, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // Fully transparent
PRIM_TEXT, "", <1,1,1>, 0.0
]);
}
// Update player glow effects after display changes
updatePlayerGlowEffects();
}
default {
state_entry() {
reportMemoryUsage("Scoreboard Manager");
if (VERBOSE_LOGGING) {
llOwnerSay("📈 Scoreboard Manager ready! (Linkset Version)");
llOwnerSay("📈 Managing prims " + (string)FIRST_PROFILE_PRIM + "-" + (string)LAST_PROFILE_PRIM);
}
// Initialize profile picture extraction constants
profile_key_prefix_length = llStringLength(profile_key_prefix);
profile_img_prefix_length = llStringLength(profile_img_prefix);
// Reset background prim to proper state
resetBackgroundPrim();
// Reset manager cube to neutral state
resetManagerCube();
// Load persistent leaderboard data
loadLeaderboardData();
// Generate initial leaderboard
generateLeaderboardText();
// Ensure no glow effects remain from previous sessions
currentPerilPlayer = "";
currentWinner = "";
updatePlayerGlowEffects();
if (VERBOSE_LOGGING) {
llOwnerSay("✅ Linkset communication active - no discovery needed!");
llOwnerSay("📊 Loaded " + (string)llGetListLength(leaderboardNames) + " players from leaderboard data");
}
}
link_message(integer sender, integer num, string str, key id) {
// Handle verbose logging toggle
if (num == MSG_TOGGLE_VERBOSE_LOGS) {
VERBOSE_LOGGING = !VERBOSE_LOGGING;
if (VERBOSE_LOGGING) {
llOwnerSay("🔊 [Scoreboard] Verbose logging ENABLED");
} else {
llOwnerSay("🔊 [Scoreboard] Verbose logging DISABLED");
}
return;
}
// Only listen to messages from the main controller (link 1)
if (sender != 1) return;
if (num == MSG_GAME_STATUS) {
updateActionsPrim(str);
}
else if (num == MSG_PLAYER_UPDATE) {
list parts = llParseString2List(str, ["|"], []);
if (llGetListLength(parts) >= 3) {
string playerName = llList2String(parts, 0);
integer lives = (integer)llList2String(parts, 1);
string profileUUID = llList2String(parts, 2);
// Debug: Show what data scoreboard received - DISABLED to save memory
// if (VERBOSE_LOGGING) {
// llOwnerSay("📈 Scoreboard received update: " + playerName + " has " + (string)lives + " hearts");
// }
updatePlayerDisplay(playerName, lives, profileUUID);
}
}
else if (num == MSG_CLEAR_GAME) {
// Reset to default state
resetBackgroundPrim(); // Reset background to black
resetManagerCube(); // Reset manager cube to neutral
clearAllPlayers(); // Clear all current players
updateActionsPrim("Title"); // Reset to title
// Clear peril player and winner tracking and remove any remaining glow
currentPerilPlayer = "";
currentWinner = "";
updatePlayerGlowEffects(); // This will remove glow from all players
generateLeaderboardText(); // Refresh leaderboard display
}
else if (num == MSG_GAME_WON) {
handleGameWon(str);
}
else if (num == MSG_GAME_LOST) {
handleGameLost(str);
}
else if (num == MSG_RESET_LEADERBOARD) {
resetLeaderboard();
}
else if (num == MSG_REMOVE_PLAYER) {
removePlayer(str);
}
else if (num == MSG_UPDATE_PERIL_PLAYER) {
// Update peril player and refresh glow effects
string oldPeril = currentPerilPlayer;
currentPerilPlayer = str;
if (currentPerilPlayer == "NONE") {
currentPerilPlayer = "";
}
if (VERBOSE_LOGGING && oldPeril != currentPerilPlayer) {
llOwnerSay("🎯 Peril player changed from '" + oldPeril + "' to '" + currentPerilPlayer + "'");
}
// Update glow effects
updatePlayerGlowEffects();
}
else if (num == MSG_UPDATE_WINNER) {
// Update winner and refresh glow effects
string oldWinner = currentWinner;
currentWinner = str;
if (currentWinner == "NONE") {
currentWinner = "";
}
if (VERBOSE_LOGGING && oldWinner != currentWinner) {
llOwnerSay("🏆 Winner changed from '" + oldWinner + "' to '" + currentWinner + "'");
}
// Update glow effects - winner glow overrides peril glow
updatePlayerGlowEffects();
}
}
http_response(key request_id, integer status, list metadata, string body) {
// Handle profile picture HTTP responses
integer requestIndex = llListFindList(httpRequests, [request_id]);
if (requestIndex != -1) {
integer playerIndex = llList2Integer(httpRequests, requestIndex + 1);
// Remove this request from tracking
httpRequests = llDeleteSubList(httpRequests, requestIndex, requestIndex + 1);
if (status == 200 && playerIndex < llGetListLength(playerNames)) {
// Parse the HTML to extract profile image UUID
string profileUUID = "";
// Try the meta tag method first
integer metaStart = llSubStringIndex(body, profile_key_prefix);
if (metaStart != -1) {
metaStart += profile_key_prefix_length;
string remainingBody = llGetSubString(body, metaStart, -1);
integer metaEnd = llSubStringIndex(remainingBody, "\"");
if (metaEnd != -1) {
profileUUID = llGetSubString(remainingBody, 0, metaEnd - 1);
}
}
// If meta tag failed, try img src method
if (profileUUID == "") {
integer imgStart = llSubStringIndex(body, profile_img_prefix);
if (imgStart != -1) {
imgStart += profile_img_prefix_length;
string remainingBody = llGetSubString(body, imgStart, -1);
integer imgEnd = llSubStringIndex(remainingBody, "/");
if (imgEnd != -1) {
profileUUID = llGetSubString(remainingBody, 0, imgEnd - 1);
}
}
}
// If we got a valid UUID, update the profile prim and cache it
if (profileUUID != "" && profileUUID != "00000000-0000-0000-0000-000000000000") {
// Update the cached profile texture
playerProfiles = llListReplaceList(playerProfiles, [profileUUID], playerIndex, playerIndex);
// Update the physical prim using correct mapping
integer profilePrimIndex = getProfilePrimLink(playerIndex);
// SAFETY CHECK
if (profilePrimIndex >= FIRST_PROFILE_PRIM && profilePrimIndex <= LAST_PROFILE_PRIM) {
// AGGRESSIVE VISUAL UPDATE: Force immediate rendering
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_TEXTURE, ALL_SIDES, profileUUID, <1,1,0>, <0,0,0>, 0.0,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0,
PRIM_GLOW, ALL_SIDES, 0.01 // Tiny glow to force re-render
]);
// Remove the glow after a moment to make it normal
llSleep(0.1);
llSetLinkPrimitiveParamsFast(profilePrimIndex, [
PRIM_GLOW, ALL_SIDES, 0.0 // Remove glow
]);
if (VERBOSE_LOGGING) {
string playerName = llList2String(playerNames, playerIndex);
llOwnerSay("🖼️ Updated profile picture for " + playerName + " on prim " + (string)profilePrimIndex + " with forced refresh");
}
} else {
if (VERBOSE_LOGGING) {
llOwnerSay("❌ ERROR: HTTP response tried to update invalid prim " + (string)profilePrimIndex + " for player " + (string)playerIndex);
}
}
}
}
}
}
touch_start(integer total_number) {
// Owner can still access some debug functions by touching scoreboard
if (llDetectedKey(0) == llGetOwner()) {
llOwnerSay("📊 Scoreboard Status:");
llOwnerSay(" Active players: " + (string)llGetListLength(playerNames));
llOwnerSay(" Leaderboard entries: " + (string)llGetListLength(leaderboardNames));
llOwnerSay(" HTTP requests pending: " + (string)(llGetListLength(httpRequests) / 2));
}
}
}