Overview Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player’s number is rolled, they lose a life. Players are eliminated when they reach zero lives. 🔧 Features ✅ Player System Max players: 10 Each player starts with 3 lives Players can Join, Leave, or mark themselves Ready The first player to join gets a Start Game button The owner can join the game and also has a special Owner menu 🎲 Dice Scaling Dice type is automatically chosen to ensure at least 3 picks per player Dice types supported: d6, d12, d20, d30 Player Count Dice Type 1–2 d6 3–4 d12 5–6 d20 7–10 d30 🧍 Test Players Owner can add/remove test players (bots) Test players rez stat floaters at offset positions to prevent overlap Floater objects follow players and update in real time 🪟 HUD & Stat Floaters Players receive a floating HUD showing: Player name Lives Picks Peril status or game state 📦 Modular Architecture Separated scripts: Main Controller: Handles core game logic Dialog Handler: Manages pick dialogs Dice Selector: Returns dice type based on player count Stat Float Manager: Rezzes and updates floaters Stat Float Object: Displays floating text per player 🕹️ Game Flow Players touch the controller object to join the game Once 2+ players have joined, the first player gets the option to Start Game Dice type is selected automatically Each player is prompted (in order) to select 3 numbers After all picks are made: The dice is rolled The result is compared to each player’s picks If the peril player’s number is rolled or no one picked it, the peril player loses a life The system checks for eliminations and starts the next round 🧰 Admin Controls Owner can: Join or leave the game Open a special Owner menu Add/remove test bots Reset the game Debug current state (optional)
159 lines
No EOL
5.9 KiB
Text
159 lines
No EOL
5.9 KiB
Text
// === Game Helper Functions Module (Max 10 players) ===
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// This version chooses a dice size based on the number of players,
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// ensuring at least three numbers are available per player.
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integer MSG_GET_DICE_TYPE = 1001;
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integer MSG_DICE_TYPE_RESULT = 1005;
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integer MSG_GET_PICKS_REQUIRED = 1002;
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integer MSG_GET_PICKER_INDEX = 1003;
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integer MSG_SERIALIZE_GAME_STATE = 1004;
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integer MSG_SYNC_GAME_STATE = 107;
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integer MSG_SYNC_PICKQUEUE = 2001;
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list lives;
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list picksData;
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string perilPlayer;
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list names;
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list pickQueue;
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// List of supported dice sizes; ensure the last entry can accommodate 10 players × 3 picks = 30
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list STANDARD_DICE = [6, 12, 20, 30];
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// Determine which die to use based on player count.
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// Each player should have at least 3 numbers available to choose from.
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integer getDiceType(integer playerCount) {
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integer minimumSides = playerCount * 3;
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integer i;
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for (i = 0; i < llGetListLength(STANDARD_DICE); i++) {
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integer sides = llList2Integer(STANDARD_DICE, i);
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if (sides >= minimumSides) {
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return sides;
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}
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}
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// If no predefined die has enough sides, return the largest supported die (d30)
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return llList2Integer(STANDARD_DICE, llGetListLength(STANDARD_DICE) - 1);
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}
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// Determine how many picks a player should make based on the peril player's lives
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integer getPicksRequiredFromName(string name) {
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integer idx = llListFindList(names, [name]);
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if (idx == -1) {
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integer i;
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for (i = 0; i < llGetListLength(names); i++) {
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string testName = llList2String(names, i);
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if (llSubStringIndex(testName, name) != -1) {
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idx = i;
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i = llGetListLength(names);
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}
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}
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}
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if (idx == -1) return 0;
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integer lifeCount = (integer)llList2String(lives, idx);
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if (lifeCount >= 3) return 1;
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if (lifeCount == 2) return 2;
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return 3;
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}
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// Find the index of a player in the pickQueue by name
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integer getPickerIndex(string name) {
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return llListFindList(pickQueue, [name]);
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}
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// Serialize the current game state for syncing with other scripts
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string serializeGameState() {
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return llList2CSV(lives) + "~" + llList2CSV(picksData) + "~" + perilPlayer + "~" + llList2CSV(names);
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}
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// Show a pick management dialog for the owner.
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// LSL does not support a void return type, so this returns an integer which is ignored.
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integer showPickManager(string player, key id) {
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string searchName = player;
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if (llSubStringIndex(searchName, "~") != -1) {
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list parts = llParseString2List(searchName, ["~"], []);
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searchName = llList2String(parts, 1);
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}
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integer idx = llListFindList(names, [searchName]);
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if (idx == -1) {
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integer i;
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for (i = 0; i < llGetListLength(names); i++) {
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string testName = llList2String(names, i);
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if (llSubStringIndex(testName, searchName) != -1) {
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idx = i;
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llOwnerSay("✅ Matched pick list for: " + testName);
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i = llGetListLength(names);
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}
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}
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if (idx == -1) {
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llOwnerSay("⚠️ Could not find player: " + player);
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return 0;
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}
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}
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integer maxPicks = getPicksRequiredFromName(llList2String(names, idx));
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string currentData = llList2String(picksData, idx);
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list parts = llParseString2List(currentData, ["|"], []);
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list currentPicks = [];
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if (llGetListLength(parts) > 1) {
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currentPicks = llParseString2List(llList2String(parts, 1), [","], []);
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}
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list buttons = [];
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integer i;
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for (i = 1; i <= 6; i++) {
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string numStr = (string)i;
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if (llListFindList(currentPicks, [numStr]) != -1) {
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buttons += ["❌ " + numStr];
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} else if (llGetListLength(currentPicks) < maxPicks) {
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buttons += ["➕ " + numStr];
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}
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}
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llOwnerSay("🛠 Showing pick dialog to: " + (string)id);
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llDialog(id, "🛠 Managing picks for: " + searchName + "\nCurrent: " + llList2CSV(currentPicks), buttons, -88888);
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// Return dummy value since LSL does not have a void return type
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return 0;
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}
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default {
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link_message(integer sender, integer num, string str, key id) {
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if (num == MSG_SYNC_GAME_STATE) {
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list parts = llParseString2List(str, ["~"], []);
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lives = llCSV2List(llList2String(parts, 0));
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picksData = llCSV2List(llList2String(parts, 1));
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perilPlayer = llList2String(parts, 2);
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names = llCSV2List(llList2String(parts, 3));
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}
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else if (num == MSG_SYNC_PICKQUEUE) {
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pickQueue = llCSV2List(str);
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}
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else if (num == MSG_GET_DICE_TYPE) {
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integer playerCount = (integer)str;
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llOwnerSay("📊 playerCount received: " + (string)playerCount);
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integer result = getDiceType(playerCount);
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// Broadcast the dice type result across the entire linkset so that
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// the main game controller can receive it. Using LINK_THIS
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// restricted the message to the helper's prim, preventing the
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// controller from seeing MSG_DICE_TYPE_RESULT and causing the
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// game not to start.
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llMessageLinked(LINK_SET, MSG_DICE_TYPE_RESULT, (string)result, NULL_KEY);
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}
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else if (num == MSG_GET_PICKS_REQUIRED) {
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integer result = getPicksRequiredFromName(str);
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llMessageLinked(LINK_THIS, MSG_GET_PICKS_REQUIRED, (string)result, NULL_KEY);
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}
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else if (num == MSG_GET_PICKER_INDEX) {
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integer result = getPickerIndex(str);
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llMessageLinked(LINK_THIS, MSG_GET_PICKER_INDEX, (string)result, NULL_KEY);
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}
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else if (num == MSG_SERIALIZE_GAME_STATE) {
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llMessageLinked(LINK_THIS, MSG_SERIALIZE_GAME_STATE, serializeGameState(), NULL_KEY);
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}
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else if (num == 206) {
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llOwnerSay("📨 MSG 206 received for: " + str + " from: " + (string)id);
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showPickManager(str, id);
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}
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}
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} |