1120 lines
51 KiB
Text
1120 lines
51 KiB
Text
// === Main Controller - Peril Dice Game (Refactored with Modular Architecture) ===
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// Helper function to get display name with fallback to username
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string getPlayerName(key id) {
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string displayName = llGetDisplayName(id);
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if (displayName == "") {
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// Fallback to legacy username if display name is unavailable
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displayName = llKey2Name(id);
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}
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return displayName;
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}
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//
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// This version of the main game controller includes support for players (including
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// the owner) joining the game at runtime via a MSG_REGISTER_PLAYER message. When
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// a new player registers, they are added to the internal lists (players, names,
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// lives and picksData), a floating display is rezzed for them, and helpers are
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// updated. This mirrors the behaviour used when adding a test player, but now
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// applies to any avatar joining the game via the dialog handler.
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// =============================================================================
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// DYNAMIC CHANNEL CONFIGURATION (replaces hardcoded channels)
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// =============================================================================
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// Base channel offset - change this to avoid conflicts with other objects
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integer CHANNEL_BASE = -77000;
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// Calculate channels dynamically to avoid hardcoded conflicts
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integer calculateChannel(integer offset) {
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// Use BOTH owner's key AND object's key to make channels unique per game instance
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// This prevents interference when same owner has multiple game tables
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string ownerStr = (string)llGetOwner();
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string objectStr = (string)llGetKey();
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string combinedStr = ownerStr + objectStr;
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// Create a more unique hash using both keys
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string hashStr = llMD5String(combinedStr, 0);
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integer hash1 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 0, 0));
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integer hash2 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 1, 1));
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integer combinedHash = hash1 * 16 + hash2; // Creates 0-255 range
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return CHANNEL_BASE - (offset * 1000) - combinedHash;
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}
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// Dynamic channel variables
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integer SYNC_CHANNEL;
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integer NUMBERPICK_CHANNEL;
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integer ROLLDIALOG_CHANNEL;
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integer MAIN_DIALOG_CHANNEL;
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integer BOT_COMMAND_CHANNEL;
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integer SCOREBOARD_CHANNEL_1;
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integer SCOREBOARD_CHANNEL_2;
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integer SCOREBOARD_CHANNEL_3;
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integer FLOATER_BASE_CHANNEL;
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// Legacy channel variables (for backward compatibility during transition)
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integer syncChannel;
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integer numberPickChannel;
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integer rollDialogChannel;
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integer DIALOG_CHANNEL;
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// Channel initialization function
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initializeChannels() {
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SYNC_CHANNEL = calculateChannel(1); // ~-77100 range
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NUMBERPICK_CHANNEL = calculateChannel(2); // ~-77200 range
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ROLLDIALOG_CHANNEL = calculateChannel(3); // ~-77300 range
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MAIN_DIALOG_CHANNEL = calculateChannel(4); // ~-77400 range
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BOT_COMMAND_CHANNEL = calculateChannel(5); // ~-77500 range
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SCOREBOARD_CHANNEL_1 = calculateChannel(6); // ~-77600 range
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SCOREBOARD_CHANNEL_2 = calculateChannel(7); // ~-77700 range
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SCOREBOARD_CHANNEL_3 = calculateChannel(8); // ~-77800 range
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FLOATER_BASE_CHANNEL = calculateChannel(9); // ~-77900 range
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// Set legacy variables for backward compatibility
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syncChannel = SYNC_CHANNEL;
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numberPickChannel = NUMBERPICK_CHANNEL;
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rollDialogChannel = ROLLDIALOG_CHANNEL;
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DIALOG_CHANNEL = MAIN_DIALOG_CHANNEL;
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// Report channels to owner for debugging
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llOwnerSay("🔧 [Main Controller] Dynamic channels initialized:");
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llOwnerSay(" Sync: " + (string)SYNC_CHANNEL);
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llOwnerSay(" Dialog: " + (string)MAIN_DIALOG_CHANNEL);
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llOwnerSay(" Roll: " + (string)ROLLDIALOG_CHANNEL);
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llOwnerSay(" Scoreboard: " + (string)SCOREBOARD_CHANNEL_1);
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llOwnerSay(" Floater Base: " + (string)FLOATER_BASE_CHANNEL);
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}
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// Listen handle management
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integer dialogHandle = -1;
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integer botHandle = -1;
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integer rollHandle = -1;
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// Game timing settings to prevent dialog system overload
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float BOT_PICK_DELAY = 2.0; // Delay after bot picks before next action
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float HUMAN_PICK_DELAY = 1.0; // Delay after human picks before next action
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float DIALOG_DELAY = 1.5; // Delay before showing dialogs
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integer gameTimer = 0; // Timer for game flow delays
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// Memory monitoring now handled by Controller_Memory.lsl helper script
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integer MSG_MEMORY_CHECK = 6001;
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integer MSG_MEMORY_STATS = 6002;
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integer MSG_MEMORY_CLEANUP = 6003;
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integer MSG_MEMORY_REPORT = 6004;
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integer MSG_EMERGENCY_CLEANUP = 6005;
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integer MSG_MEMORY_STATS_REQUEST = 6006;
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// Unified Timer System - prevents conflicts between multiple timer needs
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integer TIMER_IDLE = 0;
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integer TIMER_STATUS = 1;
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integer TIMER_TIMEOUT = 2;
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integer TIMER_DISCOVERY = 3;
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integer currentTimerMode = 0; // Track what the timer is currently doing
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float timerInterval = 1.0; // How often timer() is called for checks
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// Status message timing
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float STATUS_DISPLAY_TIME = 8.0; // How long to show status messages on scoreboard
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integer statusTimer = 0; // Track when status messages were sent
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string lastStatus = ""; // Track last status sent
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// Discovery system now handled by Controller_Discovery.lsl helper script
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list players = [];
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list names = [];
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list lives = [];
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string perilPlayer = "";
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list globalPickedNumbers = [];
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list picksData = [];
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list readyPlayers = [];
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list floaterChannels = []; // Track actual floater channels for cleanup
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list pickQueue = [];
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integer currentPickerIdx = 0;
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integer diceType = 6;
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integer MSG_SHOW_DIALOG = 101;
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integer MSG_ROLL_RESULT = 102;
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integer MSG_UPDATE_FLOAT = 103;
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integer MSG_CLEANUP_FLOAT = 104;
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integer MSG_REZ_FLOAT = 105;
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integer MSG_REGISTER_PLAYER = 106;
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integer MSG_SYNC_GAME_STATE = 107;
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integer MSG_SHOW_MENU = 201;
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integer MSG_TOGGLE_READY = 202;
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integer MSG_QUERY_READY_STATE = 210;
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integer MSG_READY_STATE_RESULT = 211;
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integer MSG_CLEANUP_ALL_FLOATERS = 212;
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integer MSG_SHOW_ROLL_DIALOG = 301;
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integer MSG_GET_CURRENT_DIALOG = 302;
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integer MSG_PLAYER_WON = 551;
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integer MSG_RESET_LEADERBOARD = 553; // Custom message to reset leaderboard
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// Display configuration
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integer CONTROLLER_FACE = 1; // Face to display start image on (front face)
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string TEXTURE_START = "title_start"; // Start image texture
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string TEXTURE_GAME_ACTIVE = "game_active"; // Optional: different texture during game
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integer MSG_GET_DICE_TYPE = 1001;
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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_DICE_TYPE_RESULT = 1005;
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integer MSG_SERIALIZE_GAME_STATE = 1004;
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integer MSG_SYNC_PICKQUEUE = 2001;
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// Maximum number of players allowed (including test players). This should
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// mirror the value used in Floater Manager to avoid inconsistencies.
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integer MAX_PLAYERS = 10;
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integer TIMEOUT_SECONDS = 600;
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integer timeoutTimer;
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integer warning2min = 120;
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integer warning5min = 300;
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integer warning9min = 540;
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integer lastWarning = 0;
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key currentPicker;
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// Memory monitoring functions now delegated to Controller_Memory.lsl helper script
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checkMemoryUsage(string context) {
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// Delegate to memory monitor helper
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llMessageLinked(LINK_SET, MSG_MEMORY_CHECK, context, NULL_KEY);
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}
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emergencyMemoryCleanup() {
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llOwnerSay("🎆 [Main Controller] Emergency memory cleanup initiated!");
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// Clean up temporary variables and optimize lists
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globalPickedNumbers = llListSort(globalPickedNumbers, 1, TRUE); // Remove duplicates
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// Force garbage collection by clearing and rebuilding critical lists
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list tempPlayers = players;
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list tempNames = names;
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list tempLives = lives;
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players = [];
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names = [];
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lives = [];
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players = tempPlayers;
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names = tempNames;
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lives = tempLives;
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llOwnerSay("🎆 [Main Controller] Emergency cleanup complete - memory: " +
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(string)llGetUsedMemory() + " bytes");
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}
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reportMemoryStats() {
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// Request memory stats report from helper, provide our stats as well
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string statsData = (string)llGetUsedMemory() + "|" +
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(string)llGetListLength(players) + "|" +
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(string)llGetListLength(names) + "|" +
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(string)llGetListLength(lives) + "|" +
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(string)llGetListLength(picksData) + "|" +
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(string)llGetListLength(readyPlayers) + "|" +
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(string)llGetListLength(pickQueue) + "|" +
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(string)llGetListLength(globalPickedNumbers) + "|" +
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(string)llGetListLength(floaterChannels);
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// Send to memory monitor for comprehensive reporting
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llMessageLinked(LINK_SET, MSG_MEMORY_STATS_REQUEST, statsData, NULL_KEY);
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// Also request the helper to show its own stats
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llMessageLinked(LINK_SET, MSG_MEMORY_STATS, "REQUEST_REPORT", NULL_KEY);
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}
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// Send status message to scoreboard with timing
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sendStatusMessage(string status) {
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statusTimer = llGetUnixTime();
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lastStatus = status;
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llRegionSay(SCOREBOARD_CHANNEL_1, "GAME_STATUS|" + status);
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llOwnerSay("📢 Status: " + status + " (showing for " + (string)STATUS_DISPLAY_TIME + "s)");
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// Start unified timer for status message clearing
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currentTimerMode = TIMER_STATUS;
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llSetTimerEvent(STATUS_DISPLAY_TIME + 1.0); // Add 1 second buffer
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}
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// Forward game state to helpers when it changes - MEMORY OPTIMIZED
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updateHelpers() {
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checkMemoryUsage("updateHelpers_start");
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string perilForSync = "NONE";
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if (roundStarted) perilForSync = perilPlayer;
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// Simplified picks data processing
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string picksDataStr = "EMPTY";
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integer dataCount = llGetListLength(picksData);
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if (dataCount > 0) {
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picksDataStr = llDumpList2String(picksData, "^");
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checkMemoryUsage("updateHelpers_after_picks_processing");
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}
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// Send core game state (now includes players list for dialog targeting)
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llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE,
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llList2CSV(lives) + "~" + picksDataStr + "~" + perilForSync + "~" + llList2CSV(names) + "~" + llList2CSV(players), NULL_KEY);
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// Don't sync pickQueue from Main to Game Manager - Game Manager manages its own pickQueue
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// Simplified scoreboard updates
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integer i;
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for (i = 0; i < llGetListLength(names); i++) {
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llRegionSay(SCOREBOARD_CHANNEL_2, "PLAYER_UPDATE|" + llList2String(names, i) + "|" +
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(string)llList2Integer(lives, i) + "|" + (string)llList2Key(players, i));
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}
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}
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// Request helper-calculated values
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requestDiceType() {
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llMessageLinked(LINK_SET, MSG_GET_DICE_TYPE, (string)llGetListLength(names), NULL_KEY);
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}
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requestPicksRequired(integer idx) {
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llMessageLinked(LINK_SET, MSG_GET_PICKS_REQUIRED, llList2String(names, idx), NULL_KEY);
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}
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requestPickerIndex(string name) {
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llMessageLinked(LINK_SET, MSG_GET_PICKER_INDEX, name, NULL_KEY);
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}
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string generateSerializedState() {
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return llList2CSV(lives) + "~" + llList2CSV(picksData) + "~" + perilPlayer + "~" + llList2CSV(names);
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}
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// Clean up listen handles
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cleanupListeners() {
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if (dialogHandle != -1) {
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llListenRemove(dialogHandle);
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dialogHandle = -1;
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}
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if (botHandle != -1) {
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llListenRemove(botHandle);
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botHandle = -1;
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}
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if (rollHandle != -1) {
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llListenRemove(rollHandle);
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rollHandle = -1;
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}
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}
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// Re-initialize listen handles
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initListeners() {
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dialogHandle = llListen(DIALOG_CHANNEL, "", NULL_KEY, "");
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botHandle = llListen(BOT_COMMAND_CHANNEL, "", NULL_KEY, ""); // Listen for bot responses
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rollHandle = llListen(rollDialogChannel, "", NULL_KEY, ""); // Listen for roll dialog responses
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}
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resetGame() {
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// Clean up listeners first
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cleanupListeners();
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// UNIVERSAL CLEANUP: Always clean ALL possible floater channels regardless of tracked state
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// This ensures cleanup works even after script resets destroy tracking data
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integer i;
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for (i = 0; i < MAX_PLAYERS; i++) {
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integer ch = FLOATER_BASE_CHANNEL + i;
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llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
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}
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// Give floater cleanup time to process BEFORE clearing state
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llSleep(2.0);
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// Reset all game state variables
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players = names = lives = picksData = globalPickedNumbers = readyPlayers = [];
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floaterChannels = []; // Clear the tracked channels
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pendingRegistrations = []; // Clear pending registrations
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perilPlayer = "";
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pickQueue = [];
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currentPickerIdx = 0;
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roundStarted = FALSE; // Reset round flag
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gameStarting = FALSE; // Reset game starting flag
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diceTypeProcessed = FALSE; // Reset dice type processing flag
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currentPicker = NULL_KEY; // Reset current picker
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timeoutTimer = 0; // Reset timeout timer
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lastWarning = 0; // Reset warning timer
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diceType = 6; // Reset dice type to default
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// Send reset message to all other scripts to clear their state
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llMessageLinked(LINK_SET, -99999, "FULL_RESET", NULL_KEY);
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llSay(syncChannel, "RESET");
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// Send CLEAR_GAME message to scoreboard to reset display
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llRegionSay(SCOREBOARD_CHANNEL_1, "CLEAR_GAME");
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// Clear dice display
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llRegionSay(SCOREBOARD_CHANNEL_3, "CLEAR_DICE");
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llOwnerSay("🎮 Game reset! All state cleared (including scoreboard).");
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// Clear status tracking
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statusTimer = 0;
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lastStatus = "";
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// Reset controller display to start image
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llSetTexture(TEXTURE_START, CONTROLLER_FACE);
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llSetText("🎮 PERIL DICE GAME\nTouch to play!", <1.0, 1.0, 0.0>, 1.0);
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llSleep(0.5); // Give other scripts time to process reset
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llSetTimerEvent(0);
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// Re-initialize listeners after reset
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initListeners();
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updateHelpers();
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}
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// continueCurrentRound() removed - handled by Game Manager
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// startNextRound() removed - handled by Game Manager
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// showNextPickerDialog() removed - handled by Game Manager
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integer roundStarted = FALSE;
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integer gameStarting = FALSE; // Track when game is in startup sequence
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integer diceTypeProcessed = FALSE; // Track if we've already processed initial dice type
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// CONTINUE_ROUND logic now handled entirely by Game Manager
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// Prevent duplicate registration by tracking pending registrations
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list pendingRegistrations = []; // Keys of players who have registration in progress
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integer REGISTRATION_TIMEOUT = 10; // Seconds to keep pending registration
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default {
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state_entry() {
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llOwnerSay("🎮 Main Controller ready!");
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llOwnerSay("🎮 Main Controller key: " + (string)llGetKey());
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llOwnerSay("🎮 Main Controller position: " + (string)llGetPos());
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// Initialize dynamic channel configuration
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initializeChannels();
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// Set the start image on the controller prim
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llSetTexture(TEXTURE_START, CONTROLLER_FACE);
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llSetText("🎮 PERIL DICE GAME\nTouch to play!", <1.0, 1.0, 0.0>, 1.0);
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// Clean up any existing listeners
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if (dialogHandle != -1) llListenRemove(dialogHandle);
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if (botHandle != -1) llListenRemove(botHandle);
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if (rollHandle != -1) llListenRemove(rollHandle);
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// Set up managed listeners with dynamic channels
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dialogHandle = llListen(MAIN_DIALOG_CHANNEL, "", NULL_KEY, "");
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botHandle = llListen(BOT_COMMAND_CHANNEL, "", NULL_KEY, ""); // Listen for bot responses
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rollHandle = llListen(ROLLDIALOG_CHANNEL, "", NULL_KEY, ""); // Listen for roll dialog responses
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// Discovery system now handled by Controller_Discovery.lsl helper script
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}
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touch_start(integer total_number) {
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key toucher = llDetectedKey(0);
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integer idx = llListFindList(players, [toucher]);
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// Check if player has a current dialog they can recover
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if (idx != -1 && toucher != llGetOwner() && roundStarted) {
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string playerName = llList2String(names, idx);
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// Check if this player is the current picker waiting for a dialog
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if (currentPicker == toucher) {
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llRegionSayTo(toucher, 0, "🔄 Restoring your number picking dialog...");
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llMessageLinked(LINK_SET, MSG_GET_CURRENT_DIALOG, playerName, toucher);
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return;
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}
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// Check if this player is the peril player who might need a roll dialog
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else if (playerName == perilPlayer && currentPickerIdx >= llGetListLength(pickQueue)) {
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llRegionSayTo(toucher, 0, "🔄 Restoring your roll dialog...");
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llMessageLinked(LINK_SET, MSG_SHOW_ROLL_DIALOG, perilPlayer, toucher);
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return;
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}
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}
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// Special handling for owner during gameplay
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if (toucher == llGetOwner() && roundStarted) {
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string ownerName = getPlayerName(toucher);
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list options = [];
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string menuText = "Game in progress. What would you like to do?";
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// Check if owner has active dialogs they can recover
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integer hasActiveDialog = FALSE;
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if (currentPicker == toucher) {
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options += ["🔄 Recover Pick Dialog"];
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hasActiveDialog = TRUE;
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}
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if (ownerName == perilPlayer && currentPickerIdx >= llGetListLength(pickQueue)) {
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options += ["🔄 Recover Roll Dialog"];
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hasActiveDialog = TRUE;
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}
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// Always offer admin menu
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options += ["🔧 Admin Menu"];
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// If no active dialogs, just show admin menu directly
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if (!hasActiveDialog) {
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llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|0", toucher);
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return;
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}
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// Show choice dialog
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llDialog(toucher, menuText, options, DIALOG_CHANNEL);
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return;
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}
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if (toucher == llGetOwner()) {
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// Determine if this will be the first registered player (starter) before registration
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integer isStarter = FALSE;
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if (idx == -1) {
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// Check if registration is already pending for this player
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if (llListFindList(pendingRegistrations, [toucher]) != -1) {
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llOwnerSay("⏳ Registration already in progress for " + getPlayerName(toucher));
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return;
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}
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// No index found; the owner is not yet registered.
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// Owner becomes starter if there are no existing human players (excluding bots)
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isStarter = TRUE; // Default to TRUE for owner
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integer j;
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for (j = 0; j < llGetListLength(names) && isStarter; j++) {
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string existingName = llList2String(names, j);
|
|
// If there's already a human player (not a bot), owner is not starter
|
|
if (llSubStringIndex(existingName, "TestBot") != 0) {
|
|
isStarter = FALSE;
|
|
}
|
|
}
|
|
string ownerName = getPlayerName(toucher);
|
|
// Add to pending registrations
|
|
pendingRegistrations += [toucher];
|
|
// Send a registration request; Main.lsl will handle adding them and rezzing a float
|
|
llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER, ownerName + "|" + (string)toucher, NULL_KEY);
|
|
} else {
|
|
// Already registered; check if owner is the first human player
|
|
// Owner is starter if they are at index 0 OR if all players before them are bots
|
|
isStarter = TRUE; // Default to TRUE for owner
|
|
integer k;
|
|
for (k = 0; k < idx && isStarter; k++) {
|
|
string existingName = llList2String(names, k);
|
|
// If there's a human player before the owner, owner is not starter
|
|
if (llSubStringIndex(existingName, "TestBot") != 0) {
|
|
isStarter = FALSE;
|
|
}
|
|
}
|
|
// Special case: if owner is at index 0, they are definitely the starter
|
|
if (idx == 0) {
|
|
isStarter = TRUE;
|
|
}
|
|
}
|
|
// Show the owner menu with the appropriate starter flag
|
|
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|" + (string)isStarter, toucher);
|
|
} else if (idx != -1) {
|
|
// For non-owner players, check if they're the first human player
|
|
integer isStarter = TRUE; // Default to TRUE
|
|
integer m;
|
|
for (m = 0; m < idx && isStarter; m++) {
|
|
string existingName = llList2String(names, m);
|
|
// If there's a human player before this player, they're not starter
|
|
if (llSubStringIndex(existingName, "TestBot") != 0) {
|
|
isStarter = FALSE;
|
|
}
|
|
}
|
|
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "player|" + (string)isStarter, toucher);
|
|
} else {
|
|
// Unregistered non-owner player - register them and show menu
|
|
string playerName = getPlayerName(toucher);
|
|
if (playerName != "") {
|
|
// Check if registration is already pending for this player
|
|
if (llListFindList(pendingRegistrations, [toucher]) != -1) {
|
|
llOwnerSay("⏳ Registration already in progress for " + playerName);
|
|
return;
|
|
}
|
|
|
|
// Add to pending registrations
|
|
pendingRegistrations += [toucher];
|
|
// Send a registration request; Main.lsl will handle adding them and rezzing a float
|
|
llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER, playerName + "|" + (string)toucher, NULL_KEY);
|
|
// Determine if this will be the first human player (starter)
|
|
integer isStarter = TRUE; // Default to TRUE
|
|
integer n;
|
|
for (n = 0; n < llGetListLength(names) && isStarter; n++) {
|
|
string existingName = llList2String(names, n);
|
|
// If there's already a human player (not a bot), this player is not starter
|
|
if (llSubStringIndex(existingName, "TestBot") != 0) {
|
|
isStarter = FALSE;
|
|
}
|
|
}
|
|
// Show the player menu with the appropriate starter flag
|
|
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "player|" + (string)isStarter, toucher);
|
|
} else {
|
|
llOwnerSay("⚠️ Could not get name for toucher: " + (string)toucher);
|
|
}
|
|
}
|
|
}
|
|
|
|
link_message(integer sender, integer num, string str, key id) {
|
|
// Player list and pick data handling now delegated to Controller_MessageHandler.lsl
|
|
// Handle dice type result from helper - forward to Game Manager once
|
|
if (num == MSG_DICE_TYPE_RESULT) {
|
|
// Prevent duplicate processing of the same dice type result
|
|
if (diceTypeProcessed) {
|
|
return;
|
|
}
|
|
|
|
diceType = (integer)str;
|
|
diceTypeProcessed = TRUE;
|
|
|
|
// Set round started flag and update helpers
|
|
roundStarted = TRUE;
|
|
updateHelpers();
|
|
|
|
// Forward to Game Manager ONCE
|
|
llMessageLinked(LINK_SET, MSG_DICE_TYPE_RESULT, (string)diceType, NULL_KEY);
|
|
return;
|
|
}
|
|
if (num == MSG_GET_PICKS_REQUIRED) {
|
|
integer picksRequired = (integer)str;
|
|
llOwnerSay(" Picks required: " + str);
|
|
return;
|
|
}
|
|
if (num == MSG_GET_PICKER_INDEX) {
|
|
integer pickIndex = (integer)str;
|
|
llOwnerSay(" Picker index: " + str);
|
|
return;
|
|
}
|
|
if (num == MSG_SERIALIZE_GAME_STATE) {
|
|
string serialized = str;
|
|
llOwnerSay(" Serialized game state: " + serialized);
|
|
return;
|
|
}
|
|
// Pick actions now delegated to Controller_MessageHandler.lsl
|
|
// New: handle dynamic registration of players (owner or players) via MSG_REGISTER_PLAYER
|
|
if (num == MSG_REGISTER_PLAYER) {
|
|
checkMemoryUsage("player_registration_start");
|
|
|
|
// str is in the format "Name|<key>"
|
|
list parts = llParseString2List(str, ["|"], []);
|
|
string newName = llList2String(parts, 0);
|
|
key newKey = (key)llList2String(parts, 1);
|
|
|
|
// Prevent joining game in progress or during startup (except owner accessing menu)
|
|
if ((roundStarted || gameStarting) && newKey != llGetOwner()) {
|
|
llOwnerSay("🚫 " + newName + " cannot join - the killing game has begun!");
|
|
llRegionSayTo(newKey, 0, "🚫 The killing game has already begun! Wait for the current game to end.");
|
|
return;
|
|
}
|
|
|
|
// Do not register if already present
|
|
integer existingIdx = llListFindList(players, [newKey]);
|
|
if (existingIdx == -1) {
|
|
// Add to local lists
|
|
players += [newKey];
|
|
names += [newName];
|
|
lives += [3];
|
|
// Don't create empty picks entries - they will be added when players actually pick
|
|
checkMemoryUsage("player_registration_after_list_additions");
|
|
|
|
// Track the floater channel for this player
|
|
integer newPlayerIdx = llGetListLength(names) - 1;
|
|
integer ch = FLOATER_BASE_CHANNEL + newPlayerIdx;
|
|
floaterChannels += [ch];
|
|
// Auto-mark bots as ready, leave humans as not ready
|
|
if (llSubStringIndex(newName, "TestBot") == 0) {
|
|
readyPlayers += [newName];
|
|
llSay(0, "🤖 " + newName + " boots up with deadly precision - ready to play! 🤖");
|
|
} else {
|
|
// Check if this is the first human player (starter - automatically ready only if owner)
|
|
integer humanCount = 0;
|
|
integer i;
|
|
for (i = 0; i < llGetListLength(names); i++) {
|
|
string playerName = llList2String(names, i);
|
|
if (llSubStringIndex(playerName, "TestBot") != 0) {
|
|
humanCount++;
|
|
}
|
|
}
|
|
if (humanCount == 1) { // This is the first human player
|
|
if (newKey == llGetOwner()) {
|
|
// Owner is auto-ready as starter
|
|
readyPlayers += [newName];
|
|
llSay(0, "👑 " + newName + " steps forward as the game master - automatically ready for the deadly challenge! 👑");
|
|
} else {
|
|
// Non-owner starter can toggle ready state
|
|
llSay(0, "👑 " + newName + " steps forward as the game master! Touch to set your ready status.");
|
|
}
|
|
}
|
|
}
|
|
// The float will be rezzed by the Floater Manager after it processes
|
|
// this registration. Avoid sending MSG_REZ_FLOAT here to prevent
|
|
// race conditions; instead, request the float from Floater Manager
|
|
// after it has updated its own lists. Immediately propagate
|
|
// helper updates now.
|
|
updateHelpers();
|
|
// Notify owner of registration
|
|
llOwnerSay("🔔 Added player: " + newName);
|
|
}
|
|
|
|
// Remove from pending registrations whether successful or not
|
|
integer pendingIdx = llListFindList(pendingRegistrations, [newKey]);
|
|
if (pendingIdx != -1) {
|
|
pendingRegistrations = llDeleteSubList(pendingRegistrations, pendingIdx, pendingIdx);
|
|
}
|
|
return;
|
|
}
|
|
// Handle elimination requests
|
|
if (num == 999) {
|
|
list parts = llParseString2List(str, ["|"], []);
|
|
if (llList2String(parts, 0) == "ELIMINATE_PLAYER") {
|
|
string eliminatedPlayer = llList2String(parts, 1);
|
|
integer idx = llListFindList(names, [eliminatedPlayer]);
|
|
if (idx != -1) {
|
|
// Remove player's float using the tracked channel
|
|
integer ch = llList2Integer(floaterChannels, idx);
|
|
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
|
|
// Remove from all lists
|
|
players = llDeleteSubList(players, idx, idx);
|
|
names = llDeleteSubList(names, idx, idx);
|
|
lives = llDeleteSubList(lives, idx, idx);
|
|
picksData = llDeleteSubList(picksData, idx, idx);
|
|
floaterChannels = llDeleteSubList(floaterChannels, idx, idx);
|
|
|
|
llOwnerSay("🗑️ Eliminated " + eliminatedPlayer + ". Remaining players: " + (string)llGetListLength(names));
|
|
|
|
// Record the loss in the leaderboard
|
|
llRegionSay(SCOREBOARD_CHANNEL_1, "GAME_LOST|" + eliminatedPlayer);
|
|
|
|
// Show elimination status when someone is actually eliminated
|
|
sendStatusMessage("Elimination");
|
|
|
|
// Update all scripts with the new player lists after elimination
|
|
updateHelpers();
|
|
|
|
// Check if game should end (1 or fewer players remaining)
|
|
if (llGetListLength(names) <= 1) {
|
|
if (llGetListLength(names) == 1) {
|
|
string winner = llList2String(names, 0);
|
|
llSay(0, "✨ ULTIMATE VICTORY! " + winner + " is the Ultimate Survivor!");
|
|
// Trigger victory confetti and record win
|
|
llMessageLinked(LINK_SET, MSG_PLAYER_WON, winner, NULL_KEY);
|
|
llMessageLinked(LINK_SET, 995, "VICTORY_CONFETTI", NULL_KEY);
|
|
llRegionSay(SCOREBOARD_CHANNEL_1, "GAME_WON|" + winner); // Send winner info to scoreboard
|
|
// Wait for elimination status to display before showing victory
|
|
llSleep(STATUS_DISPLAY_TIME * 0.8); // Wait 80% of status display time (~6.4 seconds)
|
|
sendStatusMessage("Victory"); // Show victory status
|
|
// Wait for victory status to display before reset
|
|
llSleep(STATUS_DISPLAY_TIME + 1.0);
|
|
} else {
|
|
llSay(0, "💀 DESPAIR WINS! No Ultimate Survivors remain!");
|
|
// Wait for elimination status to display before reset (elimination already sent above)
|
|
llSleep(STATUS_DISPLAY_TIME + 1.0);
|
|
}
|
|
resetGame();
|
|
return;
|
|
}
|
|
|
|
// If the eliminated player was the peril player, assign a new one and continue game
|
|
if (eliminatedPlayer == perilPlayer) {
|
|
// Find first remaining alive player to be new peril player
|
|
perilPlayer = "";
|
|
integer k;
|
|
for (k = 0; k < llGetListLength(names) && perilPlayer == ""; k++) {
|
|
string candidateName = llList2String(names, k);
|
|
if (llList2Integer(lives, k) > 0) {
|
|
perilPlayer = candidateName;
|
|
llOwnerSay("🔄 After elimination, new peril player: " + perilPlayer);
|
|
}
|
|
}
|
|
|
|
// Continue the game with the new peril player (don't reset roundStarted)
|
|
if (perilPlayer != "") {
|
|
llOwnerSay("🎯 Continuing game with " + perilPlayer + " as new peril player");
|
|
// Reset picks and queue for new round, but keep roundStarted = TRUE
|
|
picksData = [];
|
|
globalPickedNumbers = [];
|
|
pickQueue = [perilPlayer];
|
|
integer i;
|
|
for (i = 0; i < llGetListLength(names); i++) {
|
|
string playerName = llList2String(names, i);
|
|
if (playerName != perilPlayer) {
|
|
pickQueue += [playerName];
|
|
}
|
|
}
|
|
currentPickerIdx = 0;
|
|
updateHelpers();
|
|
requestDiceType();
|
|
}
|
|
} else {
|
|
// Continue with existing peril player
|
|
updateHelpers();
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// Handle game won
|
|
if (num == 998) {
|
|
list parts = llParseString2List(str, ["|"], []);
|
|
if (llList2String(parts, 0) == "GAME_WON") {
|
|
string winner = llList2String(parts, 1);
|
|
llRegionSay(SCOREBOARD_CHANNEL_3, "GAME_WON|" + winner); // Send winner info to scoreboard
|
|
llSleep(2.0); // Let celebration message display
|
|
resetGame();
|
|
}
|
|
return;
|
|
}
|
|
// Handle incoming sync updates from Roll Confetti Module (only after rolls)
|
|
if (num == MSG_SYNC_GAME_STATE) {
|
|
// Only accept sync if it contains different data than what we have
|
|
list parts = llParseString2List(str, ["~"], []);
|
|
if (llGetListLength(parts) >= 4) {
|
|
list newLives = llCSV2List(llList2String(parts, 0));
|
|
string currentLivesStr = llList2CSV(lives);
|
|
string newLivesStr = llList2CSV(newLives);
|
|
|
|
// Check if we need to update (lives changed OR peril player changed)
|
|
string newPerilPlayerCheck = llList2String(parts, 2);
|
|
|
|
// Don't accept "NONE" as a valid peril player if we already have a real one,
|
|
// UNLESS the eliminated player is trying to be set as peril player
|
|
if (newPerilPlayerCheck == "NONE" && perilPlayer != "" && perilPlayer != "NONE") {
|
|
// Check if current peril player is still in the game
|
|
integer perilStillInGame = llListFindList(names, [perilPlayer]) != -1;
|
|
if (perilStillInGame) {
|
|
return; // Don't process this sync update
|
|
}
|
|
}
|
|
|
|
integer perilChanged = (perilPlayer != newPerilPlayerCheck);
|
|
integer livesChanged = (newLivesStr != currentLivesStr);
|
|
|
|
if (livesChanged || perilChanged) {
|
|
// Decode the pickData from the encoded format
|
|
string encodedPicksDataStr = llList2String(parts, 1);
|
|
list newPicksData = [];
|
|
if (encodedPicksDataStr != "") {
|
|
list encodedEntries = llParseString2List(encodedPicksDataStr, ["^"], []);
|
|
integer i;
|
|
for (i = 0; i < llGetListLength(encodedEntries); i++) {
|
|
string entry = llList2String(encodedEntries, i);
|
|
list entryParts = llParseString2List(entry, ["|"], []);
|
|
if (llGetListLength(entryParts) >= 2) {
|
|
string playerName = llList2String(entryParts, 0);
|
|
string picks = llList2String(entryParts, 1);
|
|
// Convert semicolons back to commas
|
|
picks = llDumpList2String(llParseString2List(picks, [";"], []), ",");
|
|
newPicksData += [playerName + "|" + picks];
|
|
} else {
|
|
newPicksData += [entry];
|
|
}
|
|
}
|
|
}
|
|
string newPerilPlayer = llList2String(parts, 2);
|
|
list newNames = llCSV2List(llList2String(parts, 3));
|
|
|
|
|
|
// Update our game state with the new data
|
|
lives = newLives;
|
|
picksData = newPicksData;
|
|
perilPlayer = newPerilPlayer;
|
|
names = newNames;
|
|
|
|
// Check if this is a post-roll state update and we need to start a new picking round
|
|
// Only trigger if lives changed (indicating a roll occurred) and we have a valid peril player
|
|
// Also check that all picks are empty (indicating this is after a roll, not during picking)
|
|
integer allPicksEmpty = TRUE;
|
|
integer i;
|
|
for (i = 0; i < llGetListLength(newPicksData) && allPicksEmpty; i++) {
|
|
string entry = llList2String(newPicksData, i);
|
|
list parts = llParseString2List(entry, ["|"], []);
|
|
if (llGetListLength(parts) >= 2 && llList2String(parts, 1) != "") {
|
|
allPicksEmpty = FALSE;
|
|
}
|
|
}
|
|
|
|
// Main Controller no longer sends CONTINUE_ROUND messages
|
|
// Game Manager handles all round continuation logic internally
|
|
if (livesChanged && newPerilPlayer != "" && newPerilPlayer != "NONE" && roundStarted && allPicksEmpty) {
|
|
llOwnerSay("🎯 Post-roll state update detected - Game Manager will handle round continuation");
|
|
}
|
|
|
|
// Don't call updateHelpers() here to avoid loop - other modules already have the data
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// Handle start next round request - delegate to Game Manager
|
|
if (num == 997) {
|
|
// Additional protection against round start spam
|
|
if (roundStarted && str == "START_NEXT_ROUND") {
|
|
llOwnerSay("⚠️ [Main Controller] Round already in progress, ignoring START_NEXT_ROUND");
|
|
return;
|
|
}
|
|
// Forward the request to Game Manager
|
|
llMessageLinked(LINK_SET, num, str, id);
|
|
// Don't request dice type here - it's handled in the "Start Game" listener below
|
|
return;
|
|
}
|
|
// Dice type requests and leave game handling now delegated to Controller_MessageHandler.lsl
|
|
// Handle ready state toggle
|
|
if (num == MSG_TOGGLE_READY) {
|
|
string playerName = str;
|
|
integer idx = llListFindList(names, [playerName]);
|
|
if (idx != -1) {
|
|
// Don't allow bots to toggle ready state (they're always ready)
|
|
if (llSubStringIndex(playerName, "TestBot") == 0) {
|
|
llOwnerSay("🤖 Bots are always ready and cannot change state");
|
|
return;
|
|
}
|
|
|
|
integer readyIdx = llListFindList(readyPlayers, [playerName]);
|
|
if (readyIdx == -1) {
|
|
// Player is not ready, make them ready
|
|
readyPlayers += [playerName];
|
|
llSay(0, "⚔️ " + playerName + " steels themselves for the deadly challenge ahead! ⚔️");
|
|
} else {
|
|
// Player is ready, make them not ready
|
|
readyPlayers = llDeleteSubList(readyPlayers, readyIdx, readyIdx);
|
|
llSay(0, "🏃 " + playerName + " loses their nerve and backs away from the challenge! 🏃");
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// Handle ready state queries
|
|
if (num == MSG_QUERY_READY_STATE) {
|
|
// Parse player name and optional request ID
|
|
list queryParts = llParseString2List(str, ["|"], []);
|
|
string playerName;
|
|
integer requestID = 0;
|
|
|
|
if (llGetListLength(queryParts) >= 2) {
|
|
// New format with request ID
|
|
playerName = llList2String(queryParts, 0);
|
|
requestID = (integer)llList2String(queryParts, 1);
|
|
} else {
|
|
// Legacy format - just player name
|
|
playerName = str;
|
|
}
|
|
|
|
integer isReady = llListFindList(readyPlayers, [playerName]) != -1;
|
|
integer isBot = llSubStringIndex(playerName, "TestBot") == 0;
|
|
string result = playerName + "|" + (string)isReady + "|" + (string)isBot + "|" + (string)requestID;
|
|
llMessageLinked(LINK_SET, MSG_READY_STATE_RESULT, result, id);
|
|
return;
|
|
}
|
|
// Handle aggressive floater cleanup
|
|
if (num == MSG_CLEANUP_ALL_FLOATERS) {
|
|
integer i;
|
|
for (i = 0; i < MAX_PLAYERS; i++) {
|
|
integer ch = FLOATER_BASE_CHANNEL + i;
|
|
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
|
|
// Also try some potential duplicate channels
|
|
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)(ch + 100), NULL_KEY);
|
|
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)(ch + 1000), NULL_KEY);
|
|
}
|
|
// Reset our tracked channels list
|
|
floaterChannels = [];
|
|
return;
|
|
}
|
|
// Handle HUMAN_PICKED messages - no forwarding needed since NumberPicker sends to LINK_SET
|
|
if (num == -9998 && llSubStringIndex(str, "HUMAN_PICKED:") == 0) {
|
|
// No need to forward - Game Manager receives directly from NumberPicker
|
|
// Forwarding here creates an infinite loop!
|
|
return;
|
|
}
|
|
// Handle BOT_PICKED messages - no forwarding needed since Bot Manager sends to LINK_SET
|
|
if (num == -9997 && llSubStringIndex(str, "BOT_PICKED:") == 0) {
|
|
// No need to forward - Game Manager receives directly from Bot Manager
|
|
// Forwarding here creates an infinite loop!
|
|
return;
|
|
}
|
|
|
|
// Handle memory monitor messages
|
|
if (num == MSG_EMERGENCY_CLEANUP) {
|
|
// Memory monitor is requesting emergency cleanup
|
|
emergencyMemoryCleanup();
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
listen(integer channel, string name, key id, string msg) {
|
|
|
|
// Discovery system now handled by Controller_Discovery.lsl helper script
|
|
|
|
if (channel == rollDialogChannel) {
|
|
if (msg == "Start Next Round" || msg == "BEGIN KILLING GAME") {
|
|
// Prevent duplicate round starts
|
|
if (roundStarted) {
|
|
llOwnerSay("⚠️ Round already in progress, ignoring duplicate round start from roll dialog");
|
|
return;
|
|
}
|
|
|
|
llSay(0, "⚡ THE KILLING GAME CONTINUES! " + perilPlayer + " begins the next deadly round!");
|
|
// Delegate to Game Manager
|
|
llMessageLinked(LINK_SET, 997, "START_NEXT_ROUND", NULL_KEY);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (channel == DIALOG_CHANNEL) {
|
|
// Handle owner choice dialog responses during gameplay
|
|
if (id == llGetOwner() && roundStarted) {
|
|
if (msg == "🔄 Recover Pick Dialog") {
|
|
string ownerName = getPlayerName(id);
|
|
llRegionSayTo(id, 0, "🔄 Restoring your number picking dialog...");
|
|
llMessageLinked(LINK_SET, MSG_GET_CURRENT_DIALOG, ownerName, id);
|
|
return;
|
|
}
|
|
else if (msg == "🔄 Recover Roll Dialog") {
|
|
llRegionSayTo(id, 0, "🔄 Restoring your roll dialog...");
|
|
llMessageLinked(LINK_SET, MSG_SHOW_ROLL_DIALOG, perilPlayer, id);
|
|
return;
|
|
}
|
|
else if (msg == "🔧 Admin Menu") {
|
|
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|0", id);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Owner-specific commands: only owner messages in the dialog should be processed here.
|
|
if (id == llGetOwner()) {
|
|
if (msg == "Reset Game") {
|
|
resetGame(); // Only reset current game, keep leaderboard
|
|
return;
|
|
}
|
|
if (msg == "Reset Leaderboard") {
|
|
llRegionSay(SCOREBOARD_CHANNEL_1, "RESET_LEADERBOARD"); // Reset only leaderboard scores
|
|
llOwnerSay("🏆 Leaderboard scores reset - game wins cleared!");
|
|
return;
|
|
}
|
|
if (msg == "Reset All") {
|
|
resetGame(); // Reset current game
|
|
llRegionSay(SCOREBOARD_CHANNEL_1, "RESET_LEADERBOARD"); // Reset leaderboard scores
|
|
llOwnerSay("🔄 Complete reset - game and leaderboard cleared!");
|
|
return;
|
|
}
|
|
if (msg == "Memory Stats") {
|
|
reportMemoryStats();
|
|
return;
|
|
}
|
|
// Note: do not handle "Start Game" here; allow the generic start logic below to apply,
|
|
// so that minimum player checks are enforced and non-owner starters can initiate the game.
|
|
if (msg == "Add Test Player") {
|
|
// Ensure we do not exceed the maximum allowed players
|
|
if (llGetListLength(players) >= MAX_PLAYERS) {
|
|
llOwnerSay("⚠️ Cannot add test player; the game is full (max " + (string)MAX_PLAYERS + ").");
|
|
return;
|
|
}
|
|
// Generate a unique name and key for the test player
|
|
string testName = "TestBot" + (string)llGetUnixTime();
|
|
key fake = llGenerateKey();
|
|
// Delegate registration to the MSG_REGISTER_PLAYER handler; it will add to lists and rez a float
|
|
llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER, testName + "|" + (string)fake, NULL_KEY);
|
|
// Show the owner menu again - owner should still be starter after adding bots
|
|
integer ownerIdx = llListFindList(players, [llGetOwner()]);
|
|
integer ownerIsStarter = TRUE; // Default to TRUE for owner
|
|
integer n;
|
|
for (n = 0; n < ownerIdx && ownerIsStarter; n++) {
|
|
string existingName = llList2String(names, n);
|
|
// If there's a human player before the owner, owner is not starter
|
|
if (llSubStringIndex(existingName, "TestBot") != 0) {
|
|
ownerIsStarter = FALSE;
|
|
}
|
|
}
|
|
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|" + (string)ownerIsStarter, llGetOwner());
|
|
return;
|
|
}
|
|
}
|
|
// Allow the first registered player (index 0) or the owner to start the game.
|
|
// When the starter clicks "Start Game", begin the round.
|
|
if (msg == "Start Game") {
|
|
// Enforce a minimum of 2 players before starting
|
|
if (llGetListLength(players) < 2) {
|
|
llOwnerSay("⚠️ Need at least 2 players to start the game.");
|
|
return;
|
|
}
|
|
|
|
// Check if all non-starter players are ready
|
|
string starterName = "";
|
|
if (id == llGetOwner()) {
|
|
starterName = getPlayerName(llGetOwner());
|
|
} else if (llGetListLength(players) > 0) {
|
|
key firstPlayer = llList2Key(players, 0);
|
|
if (id == firstPlayer) {
|
|
starterName = getPlayerName(firstPlayer);
|
|
}
|
|
}
|
|
|
|
if (starterName == "") {
|
|
llOwnerSay("⚠️ Only the game starter can start the game.");
|
|
return;
|
|
}
|
|
|
|
// Check if all non-starter human players are ready
|
|
list notReadyPlayers = [];
|
|
integer i;
|
|
for (i = 0; i < llGetListLength(names); i++) {
|
|
string playerName = llList2String(names, i);
|
|
// Skip the starter and bots (bots are auto-ready)
|
|
if (playerName != starterName && llSubStringIndex(playerName, "TestBot") != 0) {
|
|
if (llListFindList(readyPlayers, [playerName]) == -1) {
|
|
notReadyPlayers += [playerName];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (llGetListLength(notReadyPlayers) > 0) {
|
|
llOwnerSay("⚠️ Cannot start game. These players are not ready: " + llList2CSV(notReadyPlayers));
|
|
return;
|
|
}
|
|
|
|
// All checks passed, start the game
|
|
gameStarting = TRUE; // Prevent new players from joining during startup
|
|
llSay(0, "⚡ ALL PARTICIPANTS READY! THE DEADLY PERIL DICE GAME BEGINS! ⚡");
|
|
|
|
// Change controller display to show game is active
|
|
llSetText("🎮 GAME IN PROGRESS\nRound " + (string)(llGetListLength(names)) + " players", <1.0, 0.2, 0.2>, 1.0);
|
|
|
|
sendStatusMessage("Title"); // Show title status at game start
|
|
// Delegate to Game Manager
|
|
llMessageLinked(LINK_SET, 997, "START_NEXT_ROUND", NULL_KEY);
|
|
// Don't request dice type here - let Game Manager handle it to avoid duplicate requests
|
|
}
|
|
// If the message text matches a player name, request their pick list
|
|
if (llListFindList(names, [msg]) != -1) {
|
|
llMessageLinked(LINK_SET, 206, msg, id);
|
|
}
|
|
}
|
|
}
|
|
|
|
timer() {
|
|
if (currentTimerMode == TIMER_STATUS) {
|
|
// Handle status message clearing
|
|
if (statusTimer > 0 && (llGetUnixTime() - statusTimer) >= STATUS_DISPLAY_TIME) {
|
|
statusTimer = 0;
|
|
lastStatus = "";
|
|
llRegionSay(SCOREBOARD_CHANNEL_1, "GAME_STATUS|Title");
|
|
llOwnerSay("📢 Status cleared - reverted to Title");
|
|
currentTimerMode = TIMER_IDLE;
|
|
llSetTimerEvent(0);
|
|
}
|
|
}
|
|
else if (currentTimerMode == TIMER_TIMEOUT) {
|
|
// Handle dialog timeout warnings
|
|
if (timeoutTimer > 0) {
|
|
integer elapsed = llGetUnixTime() - timeoutTimer;
|
|
if (elapsed >= TIMEOUT_SECONDS) {
|
|
llOwnerSay("⏰ Dialog timeout reached!");
|
|
timeoutTimer = 0;
|
|
currentTimerMode = TIMER_IDLE;
|
|
llSetTimerEvent(0);
|
|
} else {
|
|
integer remaining = TIMEOUT_SECONDS - elapsed;
|
|
if (remaining <= warning2min && lastWarning < warning2min) {
|
|
llOwnerSay("⚠️ " + (string)(remaining / 60) + " minutes remaining for dialog response");
|
|
lastWarning = warning2min;
|
|
} else if (remaining <= warning5min && lastWarning < warning5min) {
|
|
llOwnerSay("⚠️ " + (string)(remaining / 60) + " minutes remaining for dialog response");
|
|
lastWarning = warning5min;
|
|
} else if (remaining <= warning9min && lastWarning < warning9min) {
|
|
llOwnerSay("⚠️ " + (string)(remaining / 60) + " minutes remaining for dialog response");
|
|
lastWarning = warning9min;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Discovery timer handling now delegated to Controller_Discovery.lsl helper script
|
|
}
|
|
}
|