433 lines
20 KiB
Text
433 lines
20 KiB
Text
// === Roll and Confetti Module (with Roll Dialog Handler) ===
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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_SYNC_GAME_STATE = 107;
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integer MSG_SHOW_ROLL_DIALOG = 301;
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// Dice messages (sent to Main Controller)
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integer MSG_DICE_ROLL = 3020;
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integer MSG_CLEAR_DICE = 3021;
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// =============================================================================
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// DYNAMIC CHANNEL CONFIGURATION
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// =============================================================================
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// Base channel offset - should match Main.lsl
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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 ROLLDIALOG_CHANNEL;
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integer SCOREBOARD_CHANNEL_1;
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integer SCOREBOARD_CHANNEL_3;
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// Channel initialization function
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initializeChannels() {
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ROLLDIALOG_CHANNEL = calculateChannel(3); // ~-77300 range
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SCOREBOARD_CHANNEL_1 = calculateChannel(6); // ~-77600 range
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SCOREBOARD_CHANNEL_3 = calculateChannel(8); // ~-77800 range
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// Report channels to owner for debugging
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llOwnerSay("🔧 [Roll Confetti] Dynamic channels initialized:");
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llOwnerSay(" Roll Dialog: " + (string)ROLLDIALOG_CHANNEL);
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llOwnerSay(" Scoreboard 1: " + (string)SCOREBOARD_CHANNEL_1);
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llOwnerSay(" Scoreboard 3: " + (string)SCOREBOARD_CHANNEL_3);
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}
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integer rollDialogChannel; // Legacy variable, will be set dynamically
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// Listen handle management
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integer listenHandle = -1;
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list names = [];
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list lives = [];
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list picksData = [];
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string perilPlayer = "";
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integer diceType = 6; // Store the dice type for rolling
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integer shouldRoll = FALSE; // Flag to trigger roll after dice type is received
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integer rollInProgress = FALSE; // Prevent multiple simultaneous rolls
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integer lastRollTime = 0; // Track when last roll happened
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integer diceTypeProcessed = FALSE; // Prevent duplicate dice type processing
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list getPicksFor(string nameInput) {
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integer i;
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for (i = 0; i < llGetListLength(picksData); i++) {
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string entry = llList2String(picksData, i);
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list parts = llParseString2List(entry, ["|"], []);
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if (llList2String(parts, 0) == nameInput) {
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// Convert semicolons back to commas, then parse
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string picks = llList2String(parts, 1);
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string originalPicks = picks;
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// Check for corruption markers (^ symbols that shouldn't be in picks)
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if (llSubStringIndex(picks, "^") != -1) {
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return [];
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}
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if (picks == "") {
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return [];
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}
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picks = llDumpList2String(llParseString2List(picks, [";"], []), ",");
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list result = llParseString2List(picks, [","], []);
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return result;
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}
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}
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return [];
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}
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integer rollDice(integer diceType) {
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return 1 + (integer)llFrand(diceType);
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}
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confetti() {
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llParticleSystem([
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PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
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PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,1,1>,
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PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0,
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PSYS_PART_START_SCALE, <0.2,0.2,0>, PSYS_PART_END_SCALE, <0.5,0.5,0>,
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PSYS_PART_MAX_AGE, 2.0, PSYS_SRC_MAX_AGE, 2.0,
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PSYS_SRC_ACCEL, <0,0,-0.4>,
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PSYS_SRC_BURST_RATE, 0.01, PSYS_SRC_BURST_PART_COUNT, 50,
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PSYS_SRC_BURST_RADIUS, 0.2,
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PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 2.0,
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PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK
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]);
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}
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default {
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state_entry() {
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// Initialize dynamic channels
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initializeChannels();
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rollDialogChannel = ROLLDIALOG_CHANNEL; // Set legacy variable
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// Clean up any existing listeners
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if (listenHandle != -1) {
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llListenRemove(listenHandle);
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}
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// Set up managed listener with dynamic channel
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listenHandle = llListen(rollDialogChannel, "", NULL_KEY, "");
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llOwnerSay("🎲 Roll Confetti Module ready!");
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}
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link_message(integer sender, integer num, string str, key id) {
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// Debug: Log critical messages to see if Roll Module is working
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if (num == MSG_SHOW_ROLL_DIALOG) {
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llOwnerSay("🎲 [Roll Module] RECEIVED MSG_SHOW_ROLL_DIALOG: " + str + " id: " + (string)id);
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}
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if (num == 301) {
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llOwnerSay("🎲 [Roll Module] RECEIVED 301: " + str + " id: " + (string)id);
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}
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if (num == 996) {
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llOwnerSay("🎲 [Roll Module] RECEIVED GET_DICE_TYPE: " + str);
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}
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// Handle full reset from main controller
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if (num == -99999 && str == "FULL_RESET") {
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// Reset roll confetti module state
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names = [];
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lives = [];
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picksData = [];
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perilPlayer = "";
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// Stop any active particles
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llParticleSystem([]);
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llOwnerSay("🎆 Roll Confetti Module reset!");
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return;
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}
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// Handle game state sync from main controller
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if (num == MSG_SYNC_GAME_STATE) {
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list parts = llParseString2List(str, ["~"], []);
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if (llGetListLength(parts) >= 4) {
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lives = llCSV2List(llList2String(parts, 0));
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// Use ^ delimiter for picksData to avoid comma conflicts
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string picksDataStr = llList2String(parts, 1);
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if (picksDataStr == "" || picksDataStr == "EMPTY") {
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picksData = [];
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} else {
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picksData = llParseString2List(picksDataStr, ["^"], []);
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}
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string receivedPeril = llList2String(parts, 2);
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if (receivedPeril == "NONE") {
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perilPlayer = "";
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} else {
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perilPlayer = receivedPeril;
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}
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names = llCSV2List(llList2String(parts, 3));
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}
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return;
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}
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if (num == 995) {
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if (str == "VICTORY_CONFETTI") {
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llOwnerSay("✨ ULTIMATE VICTORY CELEBRATION!");
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confetti();
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}
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return;
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}
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if (num == MSG_SHOW_ROLL_DIALOG) {
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// Check if this is a next round prompt
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if (llSubStringIndex(str, "_NEXT_ROUND") != -1) {
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string playerName = llGetSubString(str, 0, llSubStringIndex(str, "_NEXT_ROUND") - 1);
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llOwnerSay("🎯 Prompting " + playerName + " to start next round...");
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// Send message to main controller to get the player's key and show dialog
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llMessageLinked(LINK_SET, 997, "START_NEXT_ROUND_DIALOG|" + playerName, NULL_KEY);
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} else {
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// Clear dice display before showing new roll dialog
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llMessageLinked(LINK_SET, MSG_CLEAR_DICE, "", NULL_KEY);
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// Update peril player from the roll dialog message
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perilPlayer = str;
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llOwnerSay("🎲 Prompting " + str + " to roll the dice. Setting perilPlayer to: " + perilPlayer);
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// Check if this is a bot (Bot names)
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if (llSubStringIndex(str, "Bot") == 0) {
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// Auto-roll for bots - request dice type first
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llOwnerSay("🤖 " + str + " (bot) is requesting dice type for auto-roll...");
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rollInProgress = TRUE; // Set roll in progress for bot
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shouldRoll = TRUE; // Set flag to perform roll when dice type is received
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// Request current dice type from Calculator
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llMessageLinked(LINK_SET, 1001, (string)llGetListLength(names), NULL_KEY);
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} else {
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// Reset any previous roll state before showing dialog
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rollInProgress = FALSE;
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shouldRoll = FALSE;
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// Show dialog for human players
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llDialog(id, "🎲 THE MOMENT OF TRUTH! You're in ultimate peril. Will you face your fate?", ["ROLL THE DICE OF FATE"], rollDialogChannel);
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}
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}
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}
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// Handle dice type response - store dice type and perform roll if requested
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else if (num == 1005) { // MSG_DICE_TYPE_RESULT
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diceType = (integer)str;
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llOwnerSay("🎲 [Roll Module] Received dice type: d" + (string)diceType);
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// If roll was requested from listen handler, perform it now
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if (shouldRoll && rollInProgress) {
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shouldRoll = FALSE; // Reset flag
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llOwnerSay("🎲 [Roll Module] Performing requested roll with d" + (string)diceType);
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// Use MSG_ROLL_RESULT handler to perform the actual roll
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llMessageLinked(LINK_THIS, MSG_ROLL_RESULT, (string)diceType, NULL_KEY);
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} else if (shouldRoll && !rollInProgress) {
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llOwnerSay("⚠️ [Roll Module] Roll was cancelled or already completed, ignoring dice type");
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shouldRoll = FALSE; // Clear stale flag
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}
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return;
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}
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// Legacy MSG_ROLL_RESULT handler (if still used somewhere)
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else if (num == MSG_ROLL_RESULT) {
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// Additional safety check
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if (!rollInProgress) {
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llOwnerSay("⚠️ [Roll Module] Ignoring roll request - no roll in progress");
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return;
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}
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integer diceType = (integer)str;
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integer result = rollDice(diceType);
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string resultStr = (string)result;
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lastRollTime = llGetUnixTime(); // Record roll time
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llSay(0, "🎲 THE D" + (string)diceType + " OF FATE! " + perilPlayer + " rolled a " + resultStr + " on the " + (string)diceType + "-sided die! 🎲");
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// Send dice roll to Main Controller for forwarding to dice display
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llMessageLinked(LINK_SET, MSG_DICE_ROLL, perilPlayer + "|" + resultStr + "|" + (string)diceType, NULL_KEY);
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string newPeril = "";
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integer matched = FALSE;
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list matchedPlayers = [];
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integer i;
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// Find all players who picked the rolled number
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for (i = 0; i < llGetListLength(names); i++) {
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string pname = llList2String(names, i);
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list picks = getPicksFor(pname);
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if (llListFindList(picks, [resultStr]) != -1) {
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matched = TRUE;
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matchedPlayers += [pname];
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}
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}
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// If anyone matched, pick the first non-peril player as new peril
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// If only the current peril player matched, they stay in peril (no change)
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for (i = 0; i < llGetListLength(matchedPlayers) && newPeril == ""; i++) {
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string pname = llList2String(matchedPlayers, i);
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if (pname != perilPlayer) {
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newPeril = pname;
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}
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}
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if (matched && newPeril != "") {
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llSay(0, "⚡ PLOT TWIST! " + newPeril + " picked " + resultStr + " (rolled on d" + (string)diceType + ") and is now in ULTIMATE PERIL! ⚡");
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perilPlayer = newPeril;
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// Plot Twist status will be sent by Main Controller via link messages
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// Add delay to let status display before next phase
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llSleep(2.0);
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// Update floaters immediately to show correct peril player before sync
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llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, newPeril, NULL_KEY);
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} else {
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integer pidx = llListFindList(names, [perilPlayer]);
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if (pidx != -1) {
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integer currentLives = llList2Integer(lives, pidx);
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lives = llListReplaceList(lives, [currentLives - 1], pidx, pidx);
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// Player update will be sent by Main Controller via sync message and updateHelpers()
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llOwnerSay("💗 Player lives updated: " + perilPlayer + " now has " + (string)(currentLives - 1) + " lives");
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// Check if peril player picked the rolled number
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list perilPicks = getPicksFor(perilPlayer);
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integer perilPickedIt = (llListFindList(perilPicks, [resultStr]) != -1);
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if (perilPickedIt) {
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llSay(0, "🩸 DIRECT HIT! " + perilPlayer + " picked their own doom - the d" + (string)diceType + " landed on " + resultStr + "! 🩸");
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// Direct Hit status will be sent by Main Controller via link messages
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// Add delay to let status display before next phase
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llSleep(2.0);
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} else {
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llSay(0, "🩸 NO SHIELD! Nobody picked " + resultStr + " - " + perilPlayer + " takes the hit from the d" + (string)diceType + "! 🩸");
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// No Shield status will be sent by Main Controller via link messages
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// Add delay to let status display before next phase
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llSleep(2.0);
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}
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llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, perilPlayer, NULL_KEY);
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// Check for elimination
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if (currentLives - 1 <= 0) {
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// Player elimination will be handled by Main Controller via sync and elimination messages
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llOwnerSay("💀 Elimination detected: " + perilPlayer + " has 0 hearts remaining");
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llSay(0, "🐻 PUNISHMENT TIME! " + perilPlayer + " has been ELIMINATED!");
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// IMPORTANT: Update our local state to reflect the elimination
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// Remove the eliminated player from our names and lives lists to prevent stale data
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integer elimIdx = llListFindList(names, [perilPlayer]);
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if (elimIdx != -1) {
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names = llDeleteSubList(names, elimIdx, elimIdx);
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lives = llDeleteSubList(lives, elimIdx, elimIdx);
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// Also clean up their picks data
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integer pickIdx = -1;
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integer p;
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// LSL doesn't support break, so use a flag instead
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integer foundEntry = FALSE;
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for (p = 0; p < llGetListLength(picksData) && !foundEntry; p++) {
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string entry = llList2String(picksData, p);
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if (llSubStringIndex(entry, perilPlayer + "|") == 0) {
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pickIdx = p;
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foundEntry = TRUE;
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}
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}
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if (pickIdx != -1) {
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picksData = llDeleteSubList(picksData, pickIdx, pickIdx);
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}
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llOwnerSay("🔄 [Roll Module] Updated local state - removed " + perilPlayer + " from names/lives/picks");
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}
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// Send message to main controller to handle elimination
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llMessageLinked(LINK_SET, 999, "ELIMINATE_PLAYER|" + perilPlayer, NULL_KEY);
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// CRITICAL: Don't send any sync messages after elimination
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// Let Main Controller handle all state sync and peril player reassignment
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llOwnerSay("🎯 [Roll Module] Elimination complete - letting Main Controller handle state sync");
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// Clear roll protection after processing is complete
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rollInProgress = FALSE;
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return;
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}
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}
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}
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// Note: Win condition checking is handled by Main Controller after elimination
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// IMPORTANT: After processing a roll, clear picks data for the next round
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// The round is complete, so we should send empty picks to trigger next round logic
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list encodedPicksData = [];
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integer k;
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for (k = 0; k < llGetListLength(names); k++) {
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string playerName = llList2String(names, k);
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// Send empty picks for all players since round is complete
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encodedPicksData += [playerName + "|"];
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}
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// Validate perilPlayer is not empty before syncing
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string perilForSync = perilPlayer;
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if (perilForSync == "") {
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perilForSync = "NONE";
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llOwnerSay("⚠️ Roll Module: perilPlayer is empty, using NONE placeholder");
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}
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string gameSync = llList2CSV(lives) + "~" + llDumpList2String(encodedPicksData, "^") + "~" + perilForSync + "~" + llList2CSV(names);
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llOwnerSay("📤 Roll module sending sync with peril player: " + perilForSync);
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llOwnerSay("🔍 DEBUG - encodedPicksData: " + llDumpList2String(encodedPicksData, " | "));
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llOwnerSay("🔍 DEBUG - gameSync: " + gameSync);
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llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE, gameSync, NULL_KEY);
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llSleep(0.2);
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// Additional floater updates to ensure correct peril player display
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llOwnerSay("🔄 Updating all floaters with new peril player: " + perilPlayer);
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integer f;
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for (f = 0; f < llGetListLength(names); f++) {
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string fname = llList2String(names, f);
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llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, fname, NULL_KEY);
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}
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// Let Main Controller handle next round logic to avoid loops
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// Don't immediately trigger next round dialog - let game flow naturally
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llOwnerSay("🎯 Round complete, waiting for Main Controller to handle next phase...");
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// Clear roll protection after processing is complete
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rollInProgress = FALSE;
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}
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}
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listen(integer channel, string name, key id, string msg) {
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if (msg == "Roll" || msg == "ROLL THE DICE OF FATE") {
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// Prevent multiple rolls within 3 seconds
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integer currentTime = llGetUnixTime();
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if (rollInProgress) {
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llOwnerSay("⚠️ Roll already in progress, ignoring duplicate click by " + name);
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return;
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}
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if (currentTime - lastRollTime < 3) {
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llOwnerSay("⚠️ Roll too soon after previous roll, ignoring click by " + name);
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return;
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}
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// Handle dice roll - request current dice type from Calculator
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llOwnerSay("🎲 Roll button clicked by " + name + " (key: " + (string)id + ")");
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rollInProgress = TRUE; // Lock out other rolls
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shouldRoll = TRUE; // Set flag to perform roll when dice type is received
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// Request current dice type from Calculator
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llMessageLinked(LINK_SET, 1001, (string)llGetListLength(names), NULL_KEY);
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} else {
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llMessageLinked(LINK_THIS, channel, msg, id);
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}
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}
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}
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