Peril_Dice/Roll_ConfettiModule.lsl

537 lines
26 KiB
Text

#include "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"
// Memory reporting function
reportMemoryUsage(string scriptName) {
integer used = llGetUsedMemory();
integer free = llGetFreeMemory();
integer total = used + free;
float percentUsed = ((float)used / (float)total) * 100.0;
dbg("🧠 [" + scriptName + "] Memory: " +
(string)used + " used, " +
(string)free + " free (" +
llGetSubString((string)percentUsed, 0, 4) + "% used)");
}
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 = llList2String(parts, 1);
string originalPicks = picks;
// Check for corruption markers (^ symbols that shouldn't be in picks)
if (llSubStringIndex(picks, "^") != -1) {
return [];
}
if (picks == "") {
return [];
}
picks = llDumpList2String(llParseString2List(picks, [";"], []), ",");
list rawResult = llParseString2List(picks, [","], []);
// Trim whitespace from each number to handle "5, 6" vs "5,6" formats
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();
reportMemoryUsage("Roll Module");
dbg("🎲 [Roll Module] ready - discovery complete! Bridge: " + (string)LINK_DICE_BRIDGE);
// 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();
reportMemoryUsage("Roll Module");
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") {
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 (link 83)
llMessageLinked(LINK_DICE_BRIDGE, 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);
// 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...");
rollInProgress = TRUE; // Set roll in progress for bot
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 {
// 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 (link 83)
llMessageLinked(LINK_DICE_BRIDGE, MSG_DICE_ROLL, perilPlayer + "|" + resultStr, NULL_KEY);
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
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "Plot Twist", NULL_KEY);
// IMPORTANT: Send peril player update to scoreboard for glow effect
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_PERIL_PLAYER, newPeril, NULL_KEY); // MSG_UPDATE_PERIL_PLAYER
// Add delay to let status display before next phase
llSleep(2.0);
// 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");
// 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
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "Direct Hit", NULL_KEY);
// Add delay to let status display before next phase
llSleep(2.0);
} else if (!matched) {
llSay(0, "🩸 NO SHIELD! Nobody picked " + resultStr + " - " + perilPlayer + " takes the hit from the d" + (string)diceType + "! 🩸");
// Direct scoreboard status update
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "No Shield", NULL_KEY);
// Add delay to let status display before next phase
llSleep(2.0);
} 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(2.0);
}
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
// Validate perilPlayer is not empty before syncing
string perilForSync = perilPlayer;
if (perilForSync == "") {
perilForSync = "NONE";
}
// MEMORY OPTIMIZED: Direct sync message construction to avoid temporary string allocations
// Uses 4-part format to remain compatible with Game Manager
llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE,
llList2CSV(lives) + "~" +
llDumpList2String(picksData, "^") + "~" +
perilForSync + "~" +
llList2CSV(names), NULL_KEY);
llSleep(0.2);
// Additional floater updates to ensure correct peril player display
dbg("🎲 [Roll Module] 🔄 Updating all floaters with new peril player: " + perilPlayer);
integer f;
for (f = 0; f < llGetListLength(names); f++) {
string fname = llList2String(names, f);
llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, fname, NULL_KEY);
}
// After roll is processed and sync is sent, send continuation directly to Game Manager
dbg("🎲 [Roll Module] 🎯 Round complete - sending continuation directly to Game Manager");
// Brief delay to ensure sync propagates
llSleep(0.5);
// Send continuation directly to Game Manager (more efficient than through Main Controller)
// For non-elimination cases, continue with current peril player
llMessageLinked(LINK_SET, MSG_CONTINUE_GAME, perilForSync, NULL_KEY);
// 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);
}
}
}