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osrlib.crawl.commands

The command set: typed requests, the union that parses them, and the result envelope.

Commands are osrlib's write API, and this module is where a front end starts. Build a command, hand it to GameSession.execute, and read the CommandResult it returns: whether the command was accepted, the Rejections if it wasn't, and the events it caused if it was. Render those events, with format_message or your own text, and the player has seen what happened. Read state back through GameSession.view rather than from the session's attributes.

Every command is a frozen pydantic model with a single-valued command_type discriminator, so a command is also a JSON object with a command_type key. AnyCommand is the union over every command class, discriminated on that key, and parse_command turns one serialized mapping back into a command, answering None for a command_type it doesn't know so an older engine still reads a newer log.

Which commands the session accepts depends on where the party is. A SessionMode is that state: town, exploring, encounter, battle, and the two the session ends in. Each command class declares the modes it's legal in as an allowed_modes class attribute, and a command sent in the wrong mode comes back refused with session.command.wrong_mode before any other check runs.

Referee commands, the ones a game's own systems issue rather than a player, are legal in every mode, and they're logged and replayed like any other command. Three are the exception, because they would restart play in a session that has already ended: PlaceParty is illegal in victory, and SpawnMonsters and SpawnNpcParty are illegal in victory and game_over alike.

Every command class documents its contract in three sections: Modes: for the session modes that accept it, Rejections: for the codes it can come back with, and Events: for what it emits when it's accepted. The generated command pages state the same contract as JSON Schema.

Typical usage:

from osrlib.core.alignment import Alignment
from osrlib.core.character import CHARACTER_CREATION_STREAM, create_character
from osrlib.core.rng import RngStreams
from osrlib.core.ruleset import Ruleset
from osrlib.crawl.adventure import Adventure, TownSpec
from osrlib.crawl.commands import EnterDungeon, MoveParty, parse_command
from osrlib.crawl.dungeon import Direction, DungeonSpec, Edge, EdgeKind, LevelSpec, edge_key
from osrlib.crawl.party import Party
from osrlib.crawl.session import GameSession

rules = Ruleset()
stream = RngStreams(master_seed=11).get(CHARACTER_CREATION_STREAM)
hero = create_character(name="Hild", class_id="fighter", alignment=Alignment.LAWFUL, ruleset=rules, stream=stream)
corridor = LevelSpec(
    number=1,
    width=2,
    height=1,
    entrance=(0, 0),
    edges={edge_key((0, 0), Direction.EAST): Edge(kind=EdgeKind.OPEN)},
)
crypt = DungeonSpec(id="crypt", name="The Old Crypt", levels=(corridor,))
adventure = Adventure(name="A First Delve", town=TownSpec(name="Threshold"), dungeons=(crypt,))
session = GameSession.new(Party(members=[hero.character]), adventure, seed=11)

# In town a move is refused: the mode gate runs before any other validation.
refused = session.execute(MoveParty(direction=Direction.EAST))
assert not refused.accepted
assert [rejection.code for rejection in refused.rejections] == ["session.command.wrong_mode"]

# Enter the dungeon, then walk one cell east.
session.execute(EnterDungeon(dungeon_id="crypt"))
moved = session.execute(MoveParty(direction=Direction.EAST))
assert moved.accepted
assert [event.event_type for event in moved.events] == ["party_moved"]

# A command serializes to JSON and parses back through the discriminated union.
wire = MoveParty(direction=Direction.EAST).model_dump(mode="json")
assert wire == {"command_type": "move_party", "source": None, "direction": "east"}
assert parse_command(wire) == MoveParty(direction=Direction.EAST)
assert parse_command({"command_type": "fly_party"}) is None

ALL_COMMAND_CLASSES module-attribute

Every command class: the discriminated union's members, in a stable wire order.

Iterate it to build something that covers the whole command surface without naming each class: a tool definition for an agent framework, a request router, a table of what the current mode accepts (read each class's allowed_modes), or a test that walks every command. The order stays the same across releases and new commands are appended, so an index into this tuple keeps its meaning.

To go the other way, from a serialized mapping to a command, use parse_command rather than searching this tuple by hand.

CONSEQUENCE_COMMAND_CLASSES module-attribute

The referee commands an adventure document may contain as authored consequences, in a stable wire order.

Referee commands sit outside the surface for one of three reasons:

The character_id of a grant or an award is a party selector in an authored consequence, never a literal id, for the same unknowability reason IdentifyItem is excluded. See osrlib.crawl.triggers for the selector vocabulary.

AnyCommand module-attribute

AnyCommand = Annotated[Union[*ALL_COMMAND_CLASSES,], Field(discriminator='command_type')]

Any command, discriminated by command_type.

Type a field, a parameter, or a request body with this when the value arrives as data and could be any command: pydantic reads command_type and validates against that one class, so a web handler annotated command: AnyCommand gets the right model and the right error message without a dispatch table. For a mapping you already have in Python, call parse_command instead, which skips an unknown command_type rather than raising on it.

The union's members and their order are ALL_COMMAND_CLASSES. The generated command reference publishes this union's JSON Schema as a single downloadable file, which is the form an agent framework loads.

ConsequenceCommand module-attribute

ConsequenceCommand = Annotated[
    GrantItem
    | GrantCoins
    | AwardXP
    | SetFlag
    | SpawnMonsters
    | SpawnNpcParty
    | SetDoorState
    | PlaceParty
    | AdvanceTime,
    Field(discriminator="command_type"),
]

An authored consequence, discriminated by command_type: the sub-union over CONSEQUENCE_COMMAND_CLASSES, spelled out so a static type checker can read it. A document naming any other command type fails to parse, which is what enforces it: typing a field with this union needs no validator behind it.

HealingService module-attribute

HealingService = Literal[
    "cure_light_wounds", "cure_serious_wounds", "cure_disease", "neutralize_poison", "remove_curse", "raise_dead"
]

The temple's services, as the names PurchaseHealing.service accepts.

This is the closed set: the command rejects any other name, and HEALING_SERVICES keys its price list by this same type, so the list a town screen offers and the names the session accepts cannot drift apart. Annotate a front end's own service parameter with it to get the same check from your type checker.

ActivateQuest

Bases: Command

Referee: put an authored quest into play.

The first of the four commands that drive an adventure's quest state: a per-quest status that runs inactive, then active, then completed, and, under it, a revealed/complete pair per objective. That state is engine-owned session state beside the flag store, and these four are its only writers, so a replay rebuilds it by re-executing the log.

Quest and objective ids are a closed domain: they resolve against the adventure's QuestSpecs, and an id no quest spec defines is rejected. That is the deliberate opposite of MarkTriggerFired's open trigger id: a mark is bookkeeping a game may drive with ids from its own systems, while an activated quest is projected into the player view with a name, an offer, and an objective list, and an id with no quest behind it has none of them.

An accepted activation appends the quest's offer beat to the journal when its author wrote one, and the event includes the same line. The append emits no JournalEntryAddedEvent, because the lifecycle event is that beat's event. Quest state is monotonic, so only an inactive quest activates. Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_quest - quest_id names no quest of the adventure.
  • session.command.quest_state - the quest is already active or already completed. The rejection names the quest and the state that refused it.
Events

QuestActivatedEvent with the quest id, the quest's name, and the offer beat.

command_type class-attribute instance-attribute

command_type: Literal['activate_quest'] = 'activate_quest'

quest_id class-attribute instance-attribute

quest_id: str = Field(min_length=1)

Which quest to put into play, by QuestSpec.id from the adventure's own quests. An id no quest spec has is refused with session.command.unknown_quest.

AddJournalEntry

Bases: Command

Referee: append an authored beat to the session journal.

The journal is the party's record of the adventure in order of discovery: entries append, are never rewritten, and are never derived from other state, so a beat outlives whatever produced it. Each entry is stamped with the clock position it landed at, and PlayerView.journal ships the entries as they were written. Referee commands are legal in every mode, terminal modes included, so a closing beat lands after the adventure has concluded.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

JournalEntryAddedEvent with the text and the clock position.

command_type class-attribute instance-attribute

command_type: Literal['add_journal_entry'] = 'add_journal_entry'

text class-attribute instance-attribute

text: str = Field(min_length=1)

The beat to write, as the players will read it. It's stamped with the clock position it lands at, appended to the journal, and shipped verbatim on PlayerView.journal. Entries are never rewritten or derived from other state, so write the line you want kept.

AdvanceTime

Bases: Command

Referee: advance the clock directly.

Referee commands are legal in every mode, terminal modes included, so the clock a revival window is measured in keeps running after the party falls. Time passes with full bookkeeping (effect expiries, provisions on day boundaries) but no wandering cadence, because the referee controls encounters.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

The span's bookkeeping events (effect expiries and their player-facing light translations, provisions), then TimeAdvancedEvent with the total.

command_type class-attribute instance-attribute

command_type: Literal['advance_time'] = 'advance_time'

n class-attribute instance-attribute

n: int = Field(ge=0)

How many units to advance. 0 is legal and advances nothing.

unit instance-attribute

unit: TimeUnit

Which unit n counts: rounds, turns, or days. A B/X turn is 10 minutes and a day is 144 turns, so the three differ by orders of magnitude. Effect expiries run across the whole span whichever unit you pick, and provisions are charged at each day boundary it crosses.

AwardXP

Bases: Command

Referee: apply an XP award to one character, outside the adventure award.

Referee commands are legal in every mode, terminal modes included, so an adventure's rewards land after the session has concluded. The award applies the prime-requisite modifier and can trigger level gains.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_member - character_id names no party member.
Events

XpAwardedEvent with the award, the modified award, and the level after. When the award crosses a level threshold, a CharacterLeveledUpEvent follows with the levels, the hit points gained, and the new title.

command_type class-attribute instance-attribute

command_type: Literal['award_xp'] = 'award_xp'

character_id instance-attribute

character_id: str

In an authored consequence or reward, this field takes the party selectors ("@party", "@first"), expanded to literal member ids by the interpreter before issue. Issued directly, it must be a literal member id or the command rejects.

amount class-attribute instance-attribute

amount: int = Field(ge=0)

The raw award, before the class's prime-requisite percentage applies to it. B/X grants at most one level per award, so XP that would carry the character two levels up is held one point below the second threshold and the character gains a single level. Award again to carry them further.

BattleDeclaration

Bases: BaseModel

One party member's declared action for a battle round.

You build these yourself, one per member the round expects, and hand the whole set to ResolveBattleRound. Which members a round expects is EncounterView.declarers. The three id tuples beside it (front_rank, immobile, and reloading) say which declarations the engine will take, so a front end that reads all four offers only legal choices.

action decides which other fields matter, and the rest stay None. attack names a target group and, optionally, a wielded weapon, with None meaning bare hands. cast names the spell, its mode, its form, and its targets. move is a range-track intent for the whole formation. use_item covers a wand, staff, or rod, and a flask thrown at a group. turn_undead needs nothing else: turning resolves in the magic phase but is never disrupted, because it's a class ability rather than a spell. hold does nothing, which is how a member with no legal action still fills their slot on the roster.

character_id instance-attribute

character_id: str

Whose declaration this is, by MemberView.id. It has to be one of the ids in EncounterView.declarers, and every one of those needs a declaration of its own in the same round.

action instance-attribute

action: Literal['attack', 'cast', 'turn_undead', 'move', 'use_item', 'hold']

What this member does. attack swings or shoots at a group, cast casts a spell, turn_undead presents a holy symbol, move changes the distance to the monsters, use_item throws or triggers something, and hold does nothing. Which other fields matter follows from this one, and hold needs none of them.

target_group_id class-attribute instance-attribute

target_group_id: str | None = None

Which monster group the action is aimed at, by EncounterGroupView.id off EncounterView.groups. An attack needs it, so does a use_item with a thrown item, and so does a close move. A group that has fled is refused with battle.declaration.unknown_group.

weapon_id class-attribute instance-attribute

weapon_id: str | None = None

Which wielded weapon to attack with: a mundane weapon's catalog id, a magic weapon's per-instance id, or None to strike unarmed. The weapon has to be wielded already, so equip it with EquipItem before the fight. A weapon merely carried is refused with battle.declaration.weapon_not_wielded. Whether the declaration counts as melee or missile follows from the weapon's own qualities and the group's distance.

spell_id class-attribute instance-attribute

spell_id: str | None = None

Which spell a cast declaration casts, from load_spells (see the spell id index), or, for a use_item scroll read, which spell to read off the scroll. A cast with no spell named is refused with battle.declaration.missing_spell.

spell_mode class-attribute instance-attribute

spell_mode: str | None = None

Which of the spell's usages to cast, by that usage's SpellMode.key. A cast declaration has to name one. A scroll read may leave it None and take the spell's first usage.

reversed class-attribute instance-attribute

reversed: bool = False

Cast the reversed form of the spell, on the same terms as CastSpell.reversed: an arcane caster needs a reversed copy memorized, and a divine caster chooses here.

targets class-attribute instance-attribute

targets: tuple[str, ...] = ()

The spell's targets, named as in CastSpell.targets: member ids, monster ids, or a cell: reference. A target the party can't see is refused with battle.declaration.invisible_target.

move class-attribute instance-attribute

move: Literal['close', 'fighting_withdrawal', 'retreat'] | None = None

Which movement a move declaration makes. close advances the whole formation on target_group_id at the party's slowest encounter rate, stopping at melee range. fighting_withdrawal backs the formation off at half that rate. retreat breaks off at full rate, and a round in which every member retreats ends the battle and turns it into a pursuit, or into a clean escape when nothing can chase. The party moves as one formation and a single member can't leave it, so fighting_withdrawal and retreat are legal only when every member the round expects to declare names the same one. A round some declare one in and the rest don't is refused whole with battle.declaration.formation_split, one rejection per move the round split on, naming who chose it and who didn't. close is not a defensive move and needs no agreement, so the first one in marching order advances the whole formation whenever the round is accepted, and a close declared beside a fighting_withdrawal or a retreat is one of the others that split the round. A fighting withdrawal is a move on its own: the member who declares it makes no attack that round, because the formation moves together and a member declares one thing per round. The adaptations register states that reading in full.

item_id class-attribute instance-attribute

item_id: str | None = None

Which item a use_item declaration uses: a magic item's per-instance id for a wand, staff, or rod, or a mundane item's catalog id for something thrown at a group, like a flask of oil. An item with no combat use of its own is refused with battle.declaration.item_unusable.

CastSpell

Bases: Command

Cast a memorized spell outside battle (one round).

targets are entity ids, or cell: references for location-bound casts. In encounter mode a hostile cast is opened through EngageBattle and the first round's declarations instead, and in battle casting is a declaration kind.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • magic.cast.unknown_spell - spell_id names no spell.
  • magic.cast.silenced_area - a silence effect covers the party's cell.
  • magic.cast.unknown_target - a target reference resolves to nothing.
  • magic.cast.not_memorized - no memorized copy (non-casters included).
  • magic.cast.caster_incapacitated, magic.cast.caster_restrained, magic.cast.anti_magic_shell - the caster cannot cast right now.
  • magic.cast.not_reversible - reversed on a spell with no reversed form.
  • magic.cast.unknown_mode - mode names no mode of the spell.
  • magic.cast.target_count - the wrong number of targets for the mode.
  • magic.cast.out_of_range - a target lies beyond the spell's range.
Events

SpellCastEvent plus the spell's own resolution: saving throws, damage, healing, and effect attachments, each its own event. One round passes.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['cast_spell'] = 'cast_spell'

character_id instance-attribute

character_id: str

The caster, by MemberView.id. They need a memorized copy of the spell, which casting spends.

spell_id instance-attribute

spell_id: str

The spell to cast, from load_spells (see the spell id index). A caster with no memorized copy is refused with magic.cast.not_memorized, which is also what a non-caster gets.

mode instance-attribute

mode: str

Which of the spell's numbered usages to cast, by that usage's SpellMode.key on the form you're casting. Spells whose page lists several usages, like cure light wounds and light, have one mode each, and a single-usage spell still needs its one key named. A key the form doesn't have comes back as magic.cast.unknown_mode.

reversed class-attribute instance-attribute

reversed: bool = False

Cast the reversed form, like cause light wounds for cure light wounds. An arcane caster fixes the form when memorizing, so a reversed cast needs a reversed copy in hand. A divine caster memorizes the normal form and chooses here at the altar. A spell with no reversed form is refused with magic.cast.not_reversible.

targets class-attribute instance-attribute

targets: tuple[str, ...] = ()

Who or what the spell lands on, as entity ids: a party member's MemberView.id, a monster's id, or a cell reference in the cell:{dungeon}:{level}:{x},{y} form that cell_ref builds, for a spell that anchors to a place rather than a creature. How many the mode takes is the mode's own targeting, and the wrong count is refused with magic.cast.target_count.

CloseDoor

Bases: Command

Close an open door on one side of the party's cell (zero time).

The party must be exploring a dungeon (see EnterDungeon).

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.door.no_door - no known door on that side of the cell.
  • exploration.door.already_closed - the door is already closed.
  • exploration.door.wedged - a wedged door cannot swing.
Events

DoorEvent with code exploration.door.closed.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['close_door'] = 'close_door'

direction instance-attribute

direction: Direction

Which side of the party's cell the door is on. Only a door the party can see counts, so this is one of the door edges in ExploredLevelView.edges. A wedged door won't swing, so pull the spike before you close it.

Command

Bases: BaseModel

Base class for all commands.

You never construct this directly. Construct one of the command classes, which all inherit source and the command_type discriminator from here, and pass it to GameSession.execute. Type a parameter as Command when it takes any command, and as AnyCommand when it has to parse one off the wire.

Commands are frozen, because a command is a request rather than a working object: an accepted one is logged exactly as it arrived, and replaying the log replays the game. They also ignore fields they don't know, so a command written by a newer engine still parses on an older one. Subclassing this outside osrlib isn't the way to add a game's own actions. Issue the referee commands, or register a listener, instead.

command_type instance-attribute

command_type: str

The wire discriminator. Each subclass fixes it to its own snake_case literal, like "move_party" or "open_door", so you never set it yourself: constructing the subclass does. It's what parse_command and the AnyCommand union read to rebuild the right class from a serialized mapping, and it stays the same across releases.

source class-attribute instance-attribute

source: str | None = Field(default=None, min_length=1)

An annotation naming the authored object (a trigger or quest id) or the game system on whose behalf the command was issued. Execution never reads it: a stamped command does exactly what the same command unstamped does. It is logged and replayed with the command, so the log alone answers "why did this happen". Absent is None, and the empty string is not a value.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _ALL_MODES

The session modes that accept this command. It's a class attribute rather than a field, because it belongs to the command kind rather than to one request, so it never serializes. GameSession.execute checks it before anything else and refuses a wrong-mode command with session.command.wrong_mode. The base value is every mode, which the referee commands keep. Each play command narrows it, and the class's Modes: section names the same set in prose.

CommandResult

Bases: BaseModel

The execute envelope: accepted or rejected, with the events either way.

GameSession.execute returns one per command, and that's where you get one. Check accepted first, show rejections when it's False and render events when it's True. That pair is a front end's turn loop.

A rejected command consumes no RNG draws, no clock time, mutates nothing, and is excluded from the command log. Its result contains the rejections and no events. A refusal costs the party nothing, so it reads as an in-fiction "you cannot do that" rather than as an error.

An accepted command's events contains the complete chain: the handler's own events, plus everything the nested commands a listener issued logged while it ran, each event exactly once, in log order, so a front end renders the whole reaction from one envelope without reading session.event_log.

accepted instance-attribute

accepted: bool

Whether the command ran. False means the pure validation pre-phase refused it: no dice were drawn, no clock time passed, nothing changed, and the command is absent from GameSession.command_log.

rejections class-attribute instance-attribute

rejections: tuple[Rejection, ...] = ()

Why the command was refused, and empty when it was accepted. Each Rejection contains a dotted code and the structured facts behind it, never English prose, so a front end renders the refusal in its own voice. The codes a given command can come back with are listed in that command's Rejections: section.

events class-attribute instance-attribute

events: tuple[Event, ...] = ()

Everything the accepted command caused, in event-log order, and empty when it was refused. The handler's own events come first, then the events of every command a registered listener issued while it ran, however deeply nested, each event appearing once. A front end can render the whole reaction from this tuple, without reading GameSession.event_log. Pass an event to format_message for a default English line.

CompleteObjective

Bases: Command

Referee: mark one objective of an active quest done.

Completing reveals a hidden objective on the way: an objective the party finished before it was ever announced is revealed and complete in one step, with no separate RevealObjective. Ids are the closed domain ActivateQuest documents.

Completing the last objective a quest's completion rule needs does not complete the quest: CompleteQuest is its own command, so whoever drives the quest layer decides when the rule is satisfied. An accepted completion appends the objective's progress beat to the journal when its author wrote one, and the event includes the same line. No JournalEntryAddedEvent follows. Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_quest - quest_id names no quest of the adventure.
  • session.command.unknown_objective - objective_id names no objective of that quest.
  • session.command.quest_state - the quest is not active, or the objective is already complete. The rejection names the quest and the state that refused it.
Events

ObjectiveCompletedEvent with the quest id, the objective id, and the objective's progress beat.

command_type class-attribute instance-attribute

command_type: Literal['complete_objective'] = 'complete_objective'

quest_id class-attribute instance-attribute

quest_id: str = Field(min_length=1)

Which quest the objective belongs to, by QuestSpec.id. The quest has to be active.

objective_id class-attribute instance-attribute

objective_id: str = Field(min_length=1)

Which objective is done, by ObjectiveSpec.id within that quest. A hidden objective is revealed on the way, so a party that finished it before hearing of it needs no separate RevealObjective.

CompleteQuest

Bases: Command

Referee: finish an active quest, and on the concluding quest, the adventure.

The quest must be active, and that is the only test: the completion rule is not checked here. Ruling a quest done is the referee's call, and an authored quest layer is a disciplined issuer that checks the rule before issuing. Ids are the closed domain ActivateQuest documents.

Rewards are not this command's business: whoever completes the quest issues the authored rewards afterwards as ordinary commands of their own, so a completion driven by hand grants nothing and every reward that does land is a line in the log. The completion appends the quest's completion beat to the journal when its author wrote one, and the events include the same line. No JournalEntryAddedEvent follows.

The victory transition. Completing a quest whose spec sets concludes_adventure from a non-terminal mode clears any open encounter and battle, because a concluded session has no live play state, and switches the session to victory. This is the one entrance to that mode. From a terminal mode (game_over or victory) the quest still completes and still journals, but nothing transitions and no adventure-completed event lands: an ended session never ends again, so the record shows a fallen party finishing the job without resurrecting the adventure around it. Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_quest - quest_id names no quest of the adventure.
  • session.command.quest_state - the quest is inactive or already completed. The rejection names the quest and the state that refused it.
Events

QuestCompletedEvent with the quest id, the quest's name, and the completion beat, followed by AdventureCompletedEvent with the same beat when the quest concludes the adventure and the session had not already ended.

command_type class-attribute instance-attribute

command_type: Literal['complete_quest'] = 'complete_quest'

quest_id class-attribute instance-attribute

quest_id: str = Field(min_length=1)

Which quest to finish, by QuestSpec.id. It has to be active, and that's the only test: whether its objectives are done is the issuer's judgement rather than the engine's.

DropItems

Bases: Command

Drop items and coins onto the party's cell (or the pursuit trail).

Each item_ids entry drops one unit (repeat an id for more). Legal while exploring a dungeon and during an encounter, where dropping treasure or food is the pursuit-distraction move.

Modes

exploring, encounter

Rejections
  • session.command.wrong_mode - the session is in town, in battle, or over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • items.curse.stuck - a revealed cursed item cannot be discarded.
  • exploration.item.not_carried - the member lacks an item or the coins.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
Events

ItemsDroppedEvent with what fell. In an encounter the round then closes and the monsters act per their stance. Mid-pursuit, a PursuitEvent round resolves with the drop as bait instead.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['drop_items'] = 'drop_items'

character_id instance-attribute

character_id: str

The member whose pack and purse the goods leave, by MemberView.id.

item_ids class-attribute instance-attribute

item_ids: tuple[str, ...] = ()

What to drop, one unit per entry, so repeat an id to drop more than one. A mundane item is named by its catalog id, like torch or rope_hemp. A magic item or a gem is named by the per-instance id it has in MemberView.inventory. Naming the same magic instance twice is refused, because the whole instance leaves on the first naming. A revealed cursed item can't be dropped.

coins class-attribute instance-attribute

coins: Coins = Coins()

Coins to drop alongside the items, by denomination. The default drops none. Dropped coins land in the cell's pile with everything else, and the party can pick them back up with TakeTreasure naming "pile".

EngageBattle

Bases: Command

Open battle: every offensive action goes through here (except turn undead).

An encounter must be open. Monsters surprised at the encounter's start grant the party a free opening round, and engaging mid-pursuit turns the party to fight at the current gap.

Modes

encounter

Rejections
  • session.command.wrong_mode - no encounter is open.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
Events

BattleStartedEvent. Groups at morale 2 rout at once (MonsterFledEvent), and a battle whose every group routs ends immediately (BattleEndedEvent and the encounter's conclusion).

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['engage_battle'] = 'engage_battle'

EnterDungeon

Bases: Command

Travel from town to a dungeon's entrance and start exploring.

The party must be in town. Travel takes the adventure's authored cost in turns, and arrival places the party at the entrance and switches the session to exploring. Departure also snapshots the party's treasure valuation, because the end-of-adventure XP award is the delta against it.

Modes

town

Rejections
  • session.command.wrong_mode - the party is not in town.
  • session.command.unknown_location - dungeon_id names no dungeon, or the dungeon has no entrance level.
Events

The travel time's own bookkeeping first: EffectExpiredEvent with a LightEvent for a light burning out, and ProvisionsEvent on a day boundary. Travel runs no wandering cadence and no rest cadence, so no WanderingCheckEvent or FatigueEvent lands on the road.

Then LocationEnteredEvent for the dungeon, via "entrance", and the entrance cell's entry checks: a HoardGeneratedEvent for area treasure, a DetectionRolledEvent and a TrapEvent for a room trap with its resolution, and a keyed encounter's opening (SurpriseRolledEvents, EncounterStartedEvent, ReactionRolledEvent, StanceChangedEvent, and BattleStartedEvent on an attacks stance).

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['enter_dungeon'] = 'enter_dungeon'

dungeon_id instance-attribute

dungeon_id: str

Which dungeon to set out for, by DungeonSpec.id from the adventure's own dungeons. The party arrives on that dungeon's entrance level, at the entrance cell. An id the adventure doesn't have, or a dungeon with no entrance level, comes back as session.command.unknown_location.

EquipItem

Bases: Command

Equip an item from a member's item list (zero time).

Legal in town and while exploring. Class armour and weapon policies validate before anything changes. item_id is the magic item's instance id for a magic item, or the catalog id for a mundane one, which has no per-instance id. A mundane id is either a shipped one (from load_equipment, see the equipment id index) or one the adventure bundles, which no index documents.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.item.not_carried - nothing by that id in the item list.
  • items.equip.armour_forbidden, items.equip.armour_not_allowed, items.equip.shield_forbidden, items.equip.weapon_not_allowed, items.equip.weapon_forbidden - the class policy forbids it.
  • items.equip.two_handed_with_shield - a two-handed weapon and a shield cannot pair.
  • items.equip.not_equippable - potions, scrolls, ammunition, and plain gear without a combat use do not equip.
  • items.equip.not_usable - the magic device is not usable by this class.
  • items.ring.hands_full - two rings are already worn.
Events

Usually none. Equipping a worn magic item can attach its effects (EffectAttachedEvent). A cursed ring identifies and reveals at wearing (ItemIdentifiedEvent, CurseRevealedEvent).

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['equip_item'] = 'equip_item'

character_id instance-attribute

character_id: str

The member doing the equipping, by MemberView.id. Their class decides what they may wear and wield, and the class policy is checked before anything moves.

item_id instance-attribute

item_id: str

What to equip, which has to be in this member's item list already. A magic item is named by its per-instance id, because each one is a distinct object. A mundane item is named by its catalog id, because mundane items stack and have no per-instance id. Both are visible in MemberView.inventory.

Evade

Bases: Command

Flee the encounter (legal only before battle begins, RAW).

An encounter must be open. drop scatters distraction bait as the party runs: treasure tempts intelligent monsters, food unintelligent ones. Only attacking or hostile monsters pursue, and outrunning them ends the encounter cleanly.

Modes

encounter

Rejections
  • session.command.wrong_mode - no encounter is open.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
  • encounter.evade.already_evading - the pursuit is already running.
  • encounter.evade.nothing_to_drop - no coins (for treasure) or rations (for food) to scatter.
Events

ItemsDroppedEvents for scattered bait, then EvasionEvent with code encounter.evasion.succeeded, which ends the encounter, or encounter.evasion.pursuit, after which PursuitEvent rounds follow. A pursuit ends in escape, in exhaustion at the round cap (ExhaustionEvent with the EffectAttachedEvent and ConditionGainedEvent behind it), or in battle at the party's heels (BattleStartedEvent).

A concluded encounter posts EncounterEndedEvent, a MonsterDefeatedEvent per monster slain or routed, EffectReleasedEvents for the effects it releases, and, under the immediate XP timing, XpAwardedEvent and CharacterLeveledUpEvent. The clock it owes runs with the usual LightEvent and ProvisionsEvent bookkeeping.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['evade'] = 'evade'

drop class-attribute instance-attribute

drop: Literal['none', 'treasure', 'food'] = 'none'

What to scatter behind the party as it runs. treasure empties every living member's purse onto the trail, where it stays, and tempts intelligent monsters into stopping for it. food costs each member one ration and tempts unintelligent ones. none, the default, throws nothing. Bait matters once a pursuit is actually running, and with nothing to scatter the command is refused with encounter.evade.nothing_to_drop rather than running the escape.

ExtinguishSource

Bases: Command

Extinguish the bearer's burning source, forfeiting the remainder (zero time).

Legal in town and while exploring. A doused torch or lantern is spent, and the remaining burn time does not bank.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.light.not_burning - the member carries no burning torch or lantern.
Events

An EffectReleasedEvent and a LightEvent with code exploration.light.extinguished per doused source.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['extinguish_source'] = 'extinguish_source'

character_id instance-attribute

character_id: str

The bearer whose light goes out, by MemberView.id. Every burning source this member carries is doused, and the remaining burn time is lost rather than banked.

ForceDoor

Bases: Command

Force a stuck door with the character's STR open-doors check, at the cost of noise.

The party must be exploring a dungeon (see EnterDungeon). Any attempt bangs on the door, so the next wandering check takes the noise bonus, and a failed attempt alerts the room beyond, denying the party surprise there. A successful force is an opening: an unfound open-trigger room trap on either adjoining area gets its 2-in-6 spring check, and the forcing character is the one it lands on, or the next member standing if an earlier spring felled them.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.door.no_door - no known door on that side of the cell.
  • exploration.door.already_open - the door already stands open.
  • exploration.door.locked - locked doors need PickLock, not muscle.
  • exploration.door.not_stuck - an unstuck door opens with OpenDoor.
  • exploration.door.gate_refused - the door has an authored condition (GateSpec) the party does not satisfy. Checked before the shoulder ever hits the door: a gate-refused forcing makes no noise, denies no surprise, and rolls nothing.
Events

ItemConsumedEvent first when the gate's condition consumes what it asks for, then DoorEvent with code exploration.door.forced on success (with the gate's success text when its author wrote one) or exploration.door.stuck on failure, then the trap events when a door trap's spring check runs.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['force_door'] = 'force_door'

direction instance-attribute

direction: Direction

Which side of the party's cell the stuck door is on, from the door edges in ExploredLevelView.edges. An unstuck door is refused with exploration.door.not_stuck. Open that one with OpenDoor instead and make no noise.

character_id instance-attribute

character_id: str

The member who puts a shoulder to the door, by MemberView.id. Their STR sets the open-doors chance, so send the strongest member. The same member is the one an unfound door trap springs on when the door gives way.

GiveItems

Bases: Command

Hand items and coins from one party member to another (zero time).

The distribute-the-load move: character_id is the giver, recipient_id the companion who takes the goods. Each item_ids entry gives one unit (repeat an id for more). A given magic item releases any worn effects first and lands unequipped in the recipient's pack. Legal in town and while exploring, not mid-encounter or in battle. Both members must be able-bodied.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id or recipient_id names no party member.
  • session.command.member_incapacitated - the giver or recipient cannot act.
  • exploration.give.same_member - giver and recipient are the same member.
  • items.curse.stuck - a revealed cursed item cannot be handed off.
  • exploration.item.not_carried - the giver lacks an item or the coins.
Events

ItemsGivenEvent with what changed hands. A worn magic item's effects release (EffectReleasedEvent).

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['give_items'] = 'give_items'

character_id instance-attribute

character_id: str

The member handing the goods over, by MemberView.id. Naming the recipient here as well is refused with exploration.give.same_member.

recipient_id instance-attribute

recipient_id: str

The member taking the goods, by MemberView.id. Both members have to be alive and able to act.

item_ids class-attribute instance-attribute

item_ids: tuple[str, ...] = ()

What changes hands, one unit per entry, named the same way as in DropItems.item_ids: a catalog id for a mundane item, a per-instance id for a magic item or a gem. A magic item that was worn releases its effects first and lands unequipped in the recipient's pack.

coins class-attribute instance-attribute

coins: Coins = Coins()

Coins to hand over, by denomination. The default hands over none. Coins move purse to purse, which is how a party evens out the weight after a big haul.

GrantCoins

Bases: Command

Referee: place coins directly into a member's purse.

Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_member - character_id names no party member.
Events

ItemAcquiredEvent with the coin value, origin "grant", so a reward counted out per member doesn't read as a haul split across the party.

command_type class-attribute instance-attribute

command_type: Literal['grant_coins'] = 'grant_coins'

character_id instance-attribute

character_id: str

In an authored consequence or reward, this field takes the party selectors ("@party", "@first"), expanded to literal member ids by the interpreter before issue. Issued directly, it must be a literal member id or the command rejects.

coins instance-attribute

coins: Coins

The coins to add to the member's purse, by denomination. Nothing is charged and no weight check refuses the grant, so a large award can leave the member overloaded. Check the resulting load before you send the party on.

GrantItem

Bases: Command

Referee: place an item directly into a member's inventory.

Referee commands are legal in every mode, terminal modes included, and are logged and replayed like any other.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_member - character_id names no party member.
  • session.command.unknown_item - item_id names no item in the session's effective_equipment catalog: neither a shipped id nor one the adventure bundles.
Events

ItemAcquiredEvent with the granted items, origin "grant".

command_type class-attribute instance-attribute

command_type: Literal['grant_item'] = 'grant_item'

character_id instance-attribute

character_id: str

In an authored consequence or reward, this field takes the party selectors ("@party", "@first"), expanded to literal member ids by the interpreter before issue. Issued directly, it must be a literal member id or the command rejects.

item_id instance-attribute

item_id: str

Which item to create, from the session's effective_equipment catalog: either a shipped id from load_equipment (see the equipment id index) or one the adventure bundles. There's no purse check and no shop, so this is how a game hands out a reward, a found item, or a starting kit.

quantity class-attribute instance-attribute

quantity: int = Field(default=1, ge=1)

How many units to place, counted as individual items rather than as purchase lots: quantity=6 grants six torches, which is the same count one purchase lot of torches delivers through PurchaseEquipment.

IdentifyItem

Bases: Command

Referee: identify a magic item outright, the game-driven identification path.

Referee commands are legal in every mode, terminal modes included, and are logged and replayed like any other.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_member - character_id names no party member.
  • session.command.unknown_item - the member carries no magic item with that instance id.
Events

ItemIdentifiedEvent. A cursed item also reveals with a CurseRevealedEvent.

command_type class-attribute instance-attribute

command_type: Literal['identify_item'] = 'identify_item'

character_id instance-attribute

character_id: str

The member holding the item, by MemberView.id.

item_id instance-attribute

item_id: str

The magic item to identify, by its per-instance id. The masked name a player sees is on MemberView.inventory, and the true one is in the referee view. A mundane item has nothing to identify and comes back as session.command.unknown_item.

InspectTreasure

Bases: Command

Search a treasure feature for a treasure trap: thief-only, one turn.

The party must be exploring a dungeon (see EnterDungeon), with light. One attempt per character per feature.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.trap.not_a_thief - the member has no thief skills.
  • exploration.feature.unknown - feature_id names no treasure cache on this cell.
  • exploration.action.requires_light - inspecting needs real light.
  • exploration.search.already_tried - this character already inspected this feature.
Events

DetectionRolledEvent with the skill roll, then a TrapEvent with code exploration.trap.found or a SearchCompletedEvent reporting nothing. One turn passes with its usual follow-on events.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['inspect_treasure'] = 'inspect_treasure'

character_id instance-attribute

character_id: str

The thief who inspects, by MemberView.id. Only a member with thief skills can find a treasure trap, and each one gets a single attempt per cache.

feature_id instance-attribute

feature_id: str

Which cache to check for a trap. An authored cache is named by its FeatureSpec.id from the adventure document. A cache the engine rolled is named by the id on HoardGeneratedEvent.cache_ref, which is a referee-visibility event. The cache has to be on the party's own cell.

LearnSpell

Bases: Command

Add a spell to an arcane caster's spell book, for a level gain or a mentor's lessons.

Legal in town and while exploring. The book fits, per spell level, at most the caster's current slot count at that level, and it never shrinks, so a drained caster's book may sit over capacity, taking nothing more until capacity catches up. No game time passes: the fiction around the learning (the mentor's week, a copied scroll's costs) belongs to the game.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • magic.book.not_arcane - the class keeps no spell book.
  • magic.book.unknown_spell - spell_id names no spell.
  • magic.book.wrong_list - the spell is off the caster's spell list.
  • magic.book.duplicate - the book already contains the spell.
  • magic.book.capacity_exceeded - no open slot at the spell's level.
Events

SpellBookUpdatedEvent with the added spell. No game time passes.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['learn_spell'] = 'learn_spell'

character_id instance-attribute

character_id: str

The arcane caster whose book grows, by MemberView.id. A class that keeps no spell book is refused with magic.book.not_arcane.

spell_id instance-attribute

spell_id: str

The spell to write into the book, from load_spells (see the spell id index). It has to be on the caster's own spell list, and the book fits at most as many spells at each level as the caster has slots at that level.

LightSource

Bases: Command

Light a torch or lantern, or ignite dropped oil (one round).

Legal in town and while exploring. Without an open flame already burning in the party, the bearer needs a tinder box, and striking it is a 2-in-6 chance. The round is spent per attempt (RAW). Lighting an oil_flask ignites a flask previously dropped on the party's cell as a burning pool.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.light.not_a_source - item_id is not torch, lantern, or oil_flask.
  • exploration.item.not_carried - the member lacks the source (or oil for the lantern), or no dropped flask lies on the cell.
  • exploration.light.no_flame - no open flame and no tinder box.
Events

LightEvent with code exploration.light.lit, with an EffectAttachedEvent for the burn-down effect, or exploration.light.failed when the tinder does not catch. One round passes.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['light_source'] = 'light_source'

character_id instance-attribute

character_id: str

The member who strikes the light and then bears it, by MemberView.id. The light travels with this member, so a torch bearer who goes down takes the light with them.

item_id instance-attribute

item_id: str

Which source to light: torch, lantern, or oil_flask. A torch is consumed and burns for its own span. A lantern burns one carried oil flask and keeps the lantern. oil_flask ignites a flask already dropped on the party's cell as a burning pool, not one in the pack, so drop it with DropItems first. Any other id comes back with exploration.light.not_a_source.

ListenAtDoor

Bases: Command

Listen at a door: once per character per door, ever (zero time).

The party must be exploring a dungeon (see EnterDungeon), and the listener needs light (infravision suffices). Hearing occupants marks the party aware for the room's eventual encounter.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.door.no_door - no known door on that side of the cell.
  • exploration.action.requires_light - the party is in the dark and the listener lacks infravision.
  • exploration.listen.already_tried - this character has already listened at this door.
Events

DetectionRolledEvent with the roll, then ListenedEvent with code exploration.listen.heard or exploration.listen.silent.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['listen_at_door'] = 'listen_at_door'

direction instance-attribute

direction: Direction

Which side of the party's cell the door is on, from the door edges in ExploredLevelView.edges. Listening reaches only the area directly beyond that door.

character_id instance-attribute

character_id: str

The member who listens, by MemberView.id. Each member gets one attempt at each door for the rest of the game, so spend them in order of chance. A thief listens on their class's hear-noise row, dwarves, elves, and halflings on 2 in 6, and everyone else on 1 in 6.

MarkTriggerFired

Bases: Command

Referee: record that an authored trigger has fired.

One of the lifecycle commands a trigger-and-quest interpreter, a game's own listener, or an LLM referee drives: the mark goes in before the trigger's consequences issue, so fired-state is what answers once-only semantics, and it survives save, load, and replay like any other session state. Referee commands are legal in every mode, terminal modes included. Marking an already-marked trigger is accepted and changes nothing: session state records that a trigger has fired, while each mark in the command log records one firing.

trigger_id is an open domain: a mark records that something fired, needs no authored trigger behind it, and a game drives it with ids from its own systems. The quest lifecycle commands invert that deliberately: ActivateQuest and its three siblings resolve their ids against the adventure's quest specs, because the state they advance is projected into the player view and an id with no spec behind it has nothing to show.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

TriggerFiredEvent with the trigger id and the beat, for every mark.

command_type class-attribute instance-attribute

command_type: Literal['mark_trigger_fired'] = 'mark_trigger_fired'

trigger_id class-attribute instance-attribute

trigger_id: str = Field(min_length=1)

Which trigger fired. The domain is open: the id needs no authored trigger behind it, so a game marks its own systems' events with its own ids. Session state records a mark once, which is what answers once-only questions, and the command log records every mark as its own line.

narrative class-attribute instance-attribute

narrative: str | None = Field(default=None, min_length=1)

The authored beat for the firing, included on the event at referee visibility. Trigger internals are the game's secret, so this is the referee's line about the wiring. The players' line is a journal entry (AddJournalEntry). Authored text on a command is content data in a structured field, and the command still has its type and its facts.

MoveParty

Bases: Command

Move the party one cell, turning to face the way it goes.

The party must already be inside a dungeon: a fresh session starts in town, and EnterDungeon is what places the party at the entrance and switches the session to exploring.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.move.cannot_move - the party cannot move: it is overloaded, or a living member is unable to walk.
  • exploration.move.blocked - a wall, a closed or secret door, or the map edge blocks that direction.
Events

PartyMovedEvent with the new position and facing. Arriving in the new cell can set off more, each with its own event. A LocationEnteredEvent lands when the party crosses into a new area, level, or dungeon, and a DoorEvent for each door the party opened swinging shut behind it. The area's treasure rolls as a HoardGeneratedEvent. A room trap's spring check posts a DetectionRolledEvent and a TrapEvent, and a trap that springs resolves at once.

A cell under a burning-oil pool or a web catches the party as it arrives (DamageDealtEvent, HitPointsReportedEvent, DeathEvent, EffectAttachedEvent, ConditionGainedEvent). A keyed encounter opens on arrival with SurpriseRolledEvents, EncounterStartedEvent, ReactionRolledEvent, and StanceChangedEvent, and an attacks stance opens battle at once (BattleStartedEvent).

The step accrues toward the turn clock, and crossing a turn boundary brings its bookkeeping: EffectExpiredEvent with a LightEvent for a light burning out, FatigueEvent on the rest cadence, ProvisionsEvent on a day boundary, and WanderingCheckEvent on the wandering cadence.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['move_party'] = 'move_party'

direction instance-attribute

direction: Direction

Which way to step. The party turns to face that way as it goes, so a move is also a turn. To change facing without spending the step, use TurnParty. A direction with a wall, a closed door, an undiscovered secret door, or the map edge behind it is refused with exploration.move.blocked, and ExploredLevelView.edges is where a front end reads which sides of the cell the party can leave by.

OpenDoor

Bases: Command

Open an unstuck, unlocked door on one side of the party's cell (zero time).

The party must be exploring a dungeon (see EnterDungeon). An undiscovered secret door is refused exactly like blank wall, so commands never leak hidden geometry. Opening a door of an area whose room trap triggers on open is the trap's springing action: 2-in-6 to spring on the first living member in marching order, unless the trap has already been found.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.door.no_door - no known door on that side of the cell (undiscovered secret doors included).
  • exploration.door.already_open - the door already stands open.
  • exploration.door.locked - the lock has not been picked or otherwise undone.
  • exploration.door.stuck - a stuck door needs ForceDoor.
  • exploration.door.gate_refused - the door has an authored condition (GateSpec) the party does not satisfy. The refusal includes the author's own text. Checked last, after every other refusal, so it fires only when the gate alone bars the way.
Events

ItemConsumedEvent first when the gate's condition consumes what it asks for, then DoorEvent with code exploration.door.opened (with the gate's success text when its author wrote one). A door trap's spring check then posts a DetectionRolledEvent and a TrapEvent, and a trap that springs resolves at once: a SavingThrowRolledEvent when it allows a save, DamageDealtEvent and HitPointsReportedEvent for damage, EffectAttachedEvent and ConditionGainedEvent for a condition it inflicts, and DeathEvent when it kills outright.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['open_door'] = 'open_door'

direction instance-attribute

direction: Direction

Which side of the party's cell the door is on. Read the cell's sides from ExploredLevelView.edges: an edge of kind door is one you can name here. An undiscovered secret door shows as a wall until a secret_doors Search finds it.

Parley

Bases: Command

Speak with the monsters: a fresh reaction roll with the speaker's CHA modifier.

An encounter must be open. Encounters begin from wandering checks, keyed areas, or the referee spawn commands. Any number of re-rolls is legal, and a hostile turn cuts the conversation short.

Modes

encounter

Rejections
  • session.command.wrong_mode - no encounter is open.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
  • encounter.parley.mid_pursuit - no talking while being chased.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the speaker cannot act.
Events

ReactionRolledEvent, and a StanceChangedEvent when the stance shifts. An attacks result opens battle at once (BattleStartedEvent and what follows). Otherwise the encounter round closes with the monsters' beat.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['parley'] = 'parley'

character_id instance-attribute

character_id: str

The member who does the talking, by MemberView.id. Their CHA modifier applies to the fresh reaction roll, so the party's face is worth sending. Any number of attempts is legal, but a roll that comes up attacks opens battle at once and ends the conversation.

PickLock

Bases: Command

Pick a locked door's lock: thief-only, needs thieves' tools, one turn.

The party must be exploring a dungeon (see EnterDungeon). A failed attempt locks that character out of that lock until the next level gain.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.lock.not_a_thief - the member has no thief skills.
  • exploration.lock.no_tools - the member carries no thieves' tools.
  • exploration.door.no_door - no known door on that side of the cell.
  • exploration.lock.not_locked - the door has no lock left to pick.
  • exploration.action.requires_light - picking needs real light, and infravision does not suffice.
  • exploration.lock.locked_out - this character already failed here at their current level.
Events

DetectionRolledEvent with the skill roll and, on success, a DoorEvent with code exploration.door.unlocked. The attempt costs one turn, whose bookkeeping (light burn-down, the rest cadence, wandering checks) reports through its own events.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['pick_lock'] = 'pick_lock'

direction instance-attribute

direction: Direction

Which side of the party's cell the locked door is on, from the door edges in ExploredLevelView.edges. A door that isn't locked is refused with exploration.lock.not_locked.

character_id instance-attribute

character_id: str

The thief who picks, by MemberView.id. The member needs thief skills and thieves' tools in their pack. A failed attempt locks that character out of that lock until they gain a level, so it's worth sending the best picker first.

PlaceParty

Bases: Command

Referee: teleport the party to a location.

The party cannot be teleported out of an open encounter or battle. Placing into a dungeon marks the cell explored and switches the session to exploring, and placing in town switches it to town. That switch is play resuming, which is why this is the one referee command a concluded adventure withholds: it is illegal in victory. It stays legal in game_over, where it is the way out, because carrying the fallen party to town is the first step of the revival flow that ends at PurchaseHealing's raise_dead.

Modes

town, exploring, encounter, battle, game_over

Rejections
  • session.command.encounter_in_progress - an encounter or battle is open.
  • session.command.unknown_location - the location names no dungeon level.
  • session.command.out_of_bounds - the position is off the level's grid.
Events

LocationEnteredEvent for the destination, a dungeon one with via "placed", so a log doesn't read a referee's teleport as a walk down the stairs.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _ALL_MODES - frozenset({SessionMode.VICTORY})

command_type class-attribute instance-attribute

command_type: Literal['place_party'] = 'place_party'

location instance-attribute

location: PartyLocation

Where the party ends up. A PartyLocation with kind="town" has no other fields. One with kind="dungeon" needs the dungeon id, the level number, the cell, and the facing, all four together. A dungeon placement marks the cell explored and switches the session to exploring, and a town placement switches it to town. A position off the level's grid is refused with session.command.out_of_bounds.

PrepareSpells

Bases: Command

Prepare a caster's daily spells: once per sleep, after an uninterrupted night, six turns.

Legal in town and while exploring. The caster must have slept (a night or day Rest) since the last preparation, and the selections replace the memorized list wholesale.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • magic.memorize.needs_sleep - no sleep since the last preparation.
  • magic.memorize.not_a_caster - the class casts no spells.
  • magic.memorize.unknown_spell - a selection names no known spell.
  • magic.memorize.wrong_list - a selection is off the caster's spell list.
  • magic.memorize.divine_reverses_at_cast - divine casters choose the reversed form at casting, not at prayer.
  • magic.memorize.not_in_book - an arcane selection is missing from the spell book.
  • magic.memorize.not_reversible - a reversed selection has no reversed form.
  • magic.memorize.slots_exceeded - more selections at some spell level than the caster has slots.
Events

SpellsMemorizedEvent with the prepared list. Six turns pass with their usual follow-on events.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['prepare_spells'] = 'prepare_spells'

character_id instance-attribute

character_id: str

The caster preparing, by MemberView.id. The member has to have slept since their last preparation, so pair this with a night or day Rest.

selections class-attribute instance-attribute

selections: tuple[MemorizedSpell, ...] = ()

The spells to hold ready, replacing the caster's current list outright rather than adding to it. Each MemorizedSpell names a spell id and, for an arcane caster, which form of a reversible spell the copy takes. Repeat a spell to hold more than one copy of it. The count at each spell level has to fit the caster's slots at that level, and an empty tuple clears the list. The caster's current list is on MemberView.memorized_spells.

PurchaseEquipment

Bases: Command

Buy equipment in town: each item_ids entry buys one purchase lot (zero time).

The party must be in town. The whole basket prices first, and if the member cannot afford the total, nothing is bought. The shop stocks only the shipped equipment lists (load_equipment, see the equipment id index): an item the adventure bundles is not for sale, however the party came by the id, and rejects as unstocked rather than as unknown.

Modes

town

Rejections
  • session.command.wrong_mode - the party is not in town.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • session.command.unknown_item - an entry names no equipment item.
  • items.purchase.not_stocked - an entry names an item the adventure bundles, which the shop does not carry.
  • items.purchase.insufficient_funds - the purse cannot cover the total.
Events

ItemAcquiredEvent listing the purchases, origin "purchase".

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['purchase_equipment'] = 'purchase_equipment'

character_id instance-attribute

character_id: str

The buyer, by MemberView.id. The whole basket is paid for out of this member's purse, and the goods land in their pack.

item_ids class-attribute instance-attribute

item_ids: tuple[str, ...] = Field(min_length=1)

What to buy, one purchase lot per entry, so repeat an id to buy more lots. A purchase lot is what one purchase at the item's listed price delivers: a lot of torches costs 1 gp and arrives as six torches, while a weapon or a suit of armour is a single item. Ids come from load_equipment (see the equipment id index). An id the adventure bundles is not for sale and comes back as items.purchase.not_stocked.

PurchaseHealing

Bases: Command

Buy a temple healing service in town (zero time).

The party must be in town. The service list and prices are a documented adaptation, because the OSE SRD's base-town material is prose: cure light wounds 25 gp, cure serious wounds 100 gp, cure disease 150 gp, neutralize poison 150 gp, remove curse 200 gp, raise dead 1,500 gp. Each resolves through the kernel spell path with an abstract temple cleric at the minimum level able to cast the spell.

The temple charges the party, not the patient. The fee comes out of the treated member's purse first and then out of the other members' purses in marching order, dead members included. A purse pays in whole gold pieces, as much of what is still owed as its gold covers, so a purse that cannot cover the rest hands over all of its gold and keeps only what it is worth below a gold piece. The last purse charged pays the remainder, and the purses behind it stay shut.

The coin below a gold piece in a purse cannot go toward the fee, so what the party can spend is the whole gold pieces in its purses rather than their total worth. Two members holding 12 gp and 5 sp each are worth 25 gp between them, and they are still refused a 25 gp service and keep every coin.

Charging the party is what makes raise dead buyable: the patient is dead, and a party that shares out its treasure rarely leaves 1,500 gp in one member's purse.

Modes

town

Rejections
  • session.command.wrong_mode - the party is not in town.
  • session.command.unknown_member - character_id names no party member.
  • items.purchase.insufficient_funds - the whole gold pieces in the party's purses together fall short of the fee. Coin below a gold piece in a purse cannot go toward it, so a party worth the price in mixed coin can still be refused.
Events

HealingPurchasedEvent, naming which purses paid and how much each one paid, then the service spell's own resolution events (healing, effect releases, a revival's outcome).

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['purchase_healing'] = 'purchase_healing'

character_id instance-attribute

character_id: str

Who is treated, by MemberView.id. This member's purse is charged first and the rest of the party covers whatever is left, so there is no need to move coin around before buying. A dead member is a legal target, and a corpse with an empty purse is still treatable: raise_dead is what the temple is for.

service instance-attribute

service: HealingService

Which service to buy. The prices are fixed: cure_light_wounds 25 gp, cure_serious_wounds 100 gp, cure_disease 150 gp, neutralize_poison 150 gp, remove_curse 200 gp, and raise_dead 1,500 gp. Each resolves as the matching spell cast by a temple cleric at the lowest level able to cast it.

RecordNote

Bases: Command

Referee: record an annotation in the logs, with no effect on game state.

The note lands as a referee-visibility event and touches nothing. It is the mechanism for machine-issued records, like a consequence that was dropped or a cascade that was cut short, and for a referee's own margin notes alike. Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

NoteRecordedEvent with the text.

command_type class-attribute instance-attribute

command_type: Literal['record_note'] = 'record_note'

text class-attribute instance-attribute

text: str = Field(min_length=1)

The annotation to record. It reaches the log as a referee-visibility event and changes no state, which makes it the place for machine-issued records, like a consequence that was dropped, and for a referee's own margin notes. A line the players should read is an AddJournalEntry instead.

RemoveTreasureTrap

Bases: Command

Remove a found treasure trap: thief-only, one turn, and failure springs it.

The party must be exploring a dungeon (see EnterDungeon), with light, and the trap must already have been found by InspectTreasure.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.trap.not_a_thief - the member has no thief skills.
  • exploration.feature.unknown - feature_id names no trapped feature on this cell.
  • exploration.trap.not_found - the trap has not been found yet.
  • exploration.trap.already_resolved - the trap was already removed or has already sprung.
  • exploration.action.requires_light - removal needs real light.
  • exploration.search.already_tried - this character already attempted the removal.
Events

DetectionRolledEvent with the skill roll, then a TrapEvent: exploration.trap.removed on success, exploration.trap.sprung on failure. The sprung trap resolves at once against the thief, each step its own event: a SavingThrowRolledEvent when the trap allows a save, DamageDealtEvent and HitPointsReportedEvent for damage, EffectAttachedEvent and ConditionGainedEvent for a condition, DeathEvent when it kills outright, and LocationEnteredEvent, via "trap", when it drops the party somewhere else. One turn passes.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['remove_treasure_trap'] = 'remove_treasure_trap'

character_id instance-attribute

character_id: str

The thief who works on the trap, by MemberView.id. A failed attempt springs the trap on this member, so the party's best thief is also the one most at risk.

feature_id instance-attribute

feature_id: str

Which trapped cache to disarm, named the same way as for InspectTreasure. The trap has to have been found already, or the command comes back with exploration.trap.not_found.

ReorderParty

Bases: Command

Rewrite the marching order, the only command that changes it.

Legal in town and while exploring. The order is locked once an encounter or battle has begun.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • exploration.party.bad_order - order does not name exactly the current members, each once.
Events

None. An accepted reorder changes state silently.

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['reorder_party'] = 'reorder_party'

order class-attribute instance-attribute

order: tuple[str, ...] = Field(min_length=1)

Every current member's id, each exactly once, front of the marching order first. The ids are MemberView.id values read off PlayerView.party. Marching order decides who a door trap springs on, who reaches into a cache, and who stands in the front rank when a fight starts. Any other list is refused with exploration.party.bad_order.

ResolveBattleRound

Bases: Command

Resolve one battle round: one declaration per living, able party member.

A battle must be underway (see EngageBattle). Validation is the pure pre-phase: every declaration validates or the whole command rejects listing every rejection, because partial acceptance would tangle the replay contract.

Modes

battle

Rejections
  • session.command.wrong_mode - no battle is underway.
  • battle.none_active - a second check behind the mode gate, not reachable through normal play.
  • battle.declaration.roster_mismatch - the declarations do not name exactly the living, able members.
  • battle.declaration.unknown_action - an unrecognized action.
  • Move declarations: battle.declaration.missing_move, battle.declaration.unknown_group, battle.declaration.cannot_move, and battle.declaration.formation_split when a fighting_withdrawal or a retreat is not the whole formation's. There is one per defensive move the round split on, and its others names every other declarer of the round, the one who chose the other defensive move included, so a round that splits on both moves comes back with two, the fighting withdrawal's first and the retreat's second, each naming the other's declarers.
  • Attack declarations: battle.declaration.unknown_group, battle.declaration.no_target, battle.declaration.weapon_not_wielded, battle.declaration.not_in_front_rank, and the kernel attack checks combat.attack.out_of_reach, combat.attack.out_of_range, combat.attack.reload, combat.attack.attacker_incapacitated, combat.attack.attacker_blind.
  • Cast declarations: battle.declaration.missing_spell, battle.declaration.unknown_group, battle.declaration.invisible_target, and the cast checks magic.cast.unknown_spell, magic.cast.silenced_area, magic.cast.unknown_mode, magic.cast.unknown_target, magic.cast.not_memorized, magic.cast.caster_incapacitated, magic.cast.caster_restrained, magic.cast.anti_magic_shell, magic.cast.not_reversible, magic.cast.target_count, magic.cast.out_of_range.
  • Turn-undead declarations: magic.turning.not_a_turner, magic.turning.caster_incapacitated.
  • Item declarations: battle.declaration.item_unusable, battle.declaration.unknown_group, battle.declaration.no_target, items.use.not_usable, items.device.inert, items.scroll.spent, items.scroll.no_such_spell, items.scroll.wrong_caster, exploration.action.requires_light, combat.attack.out_of_reach.
Events

Opening the round: BattleRoundEvent, a SpellDeclaredEvent per declared cast, and InitiativeRolledEvent for the side order.

Movement: GroupMovedEvent as the gap changes.

Missiles and melee: AttackRolledEvent, DamageDealtEvent, DamageAbsorbedEvent, HitPointsReportedEvent, SavingThrowRolledEvent, EquipmentDestroyedEvent, LevelDrainedEvent with SpellForgottenEvent when a drain costs a caster prepared spells, and DeathEvent.

Magic: SpellCastEvent, TargetsSelectedEvent when the spell picks its own targets, SpellDisruptedEvent, MagicDispelledEvent, UndeadTurnedEvent, and the effects a spell leaves behind (EffectAttachedEvent, EffectReleasedEvent, ConditionGainedEvent, ConditionRemovedEvent, HealingAppliedEvent).

Items: ItemUsedEvent, with ItemIdentifiedEvent and CurseRevealedEvent at first meaningful use.

Morale: MoraleCheckedEvent, MonsterFledEvent for a group that breaks, and MonstersLeftBehindEvent when the runners leave members who cannot move behind them.

Closing the round, the clock's own bookkeeping: EffectExpiredEvent, EffectTickedEvent, MonsterRevivedEvent, LightEvent, and ProvisionsEvent.

A terminal round appends BattleEndedEvent and the encounter's conclusion (EncounterEndedEvent, MonsterDefeatedEvents, and, under the immediate XP timing, XpAwardedEvent and CharacterLeveledUpEvent), or GameOverEvent on a party wipe.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['resolve_battle_round'] = 'resolve_battle_round'

declarations class-attribute instance-attribute

declarations: tuple[BattleDeclaration, ...] = ()

One BattleDeclaration per member listed in EncounterView.declarers, and none for anyone else. Any other roster is refused with battle.declaration.roster_mismatch, and a single bad declaration rejects the whole command rather than half the round. Order doesn't decide who acts, since initiative and the phase order do that, but when more than one member declares close on different groups the first entry is the one the formation follows.

Rest

Bases: Command

Rest: one turn (the cadence rest), a night (48 turns), or a full day (144).

Legal in town and while exploring. In the dungeon a wandering encounter can interrupt the rest, and a full day of rest also applies natural healing.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
Events

RestedEvent with code exploration.rest.rested, or exploration.rest.interrupted when a wandering encounter breaks the rest. Clearing fatigue or exhaustion reports a FatigueEvent or ExhaustionEvent, and a full day's natural healing reports an HealingAppliedEvent. The elapsed turns report their own bookkeeping (light burn-down, provisions, wandering checks).

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['rest'] = 'rest'

kind instance-attribute

kind: Literal['turn', 'night', 'day']

How long to rest. turn is a single turn, the breather the exploration cadence calls for every sixth turn. night is 48 turns and counts as sleep. day is 144 turns, counts as sleep, and applies natural healing to every living member. Sleep is what PrepareSpells needs, so a caster's day starts with a night or a day rest. In a dungeon a wandering encounter can cut any of the three short.

RevealObjective

Bases: Command

Referee: show the players a hidden objective of an active quest.

A hidden objective is absent from the player view until it is revealed or until it completes. Completing an objective reveals it, so a quest whose hidden objective is finished before anyone announces it needs no reveal. Ids are the closed domain ActivateQuest documents.

An accepted reveal appends the objective's offer beat to the journal when its author wrote one, and the event includes the same line. No JournalEntryAddedEvent follows, because the lifecycle event is that beat's event. Referee commands are legal in every mode, terminal modes included.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_quest - quest_id names no quest of the adventure.
  • session.command.unknown_objective - objective_id names no objective of that quest.
  • session.command.quest_state - the quest is not active, or the objective is already visible or already complete. The rejection names the quest and the state that refused it.
Events

ObjectiveRevealedEvent with the quest id, the objective id, and the objective's offer beat.

command_type class-attribute instance-attribute

command_type: Literal['reveal_objective'] = 'reveal_objective'

quest_id class-attribute instance-attribute

quest_id: str = Field(min_length=1)

Which quest the objective belongs to, by QuestSpec.id. The quest has to be active already.

objective_id class-attribute instance-attribute

objective_id: str = Field(min_length=1)

Which objective to show the players, by ObjectiveSpec.id within that quest. An objective already visible, or already complete, is refused with session.command.quest_state.

RollDice

Bases: Command

Referee: roll a dice expression through the seeded session.

An authorial roll for freeform adjudication. The referee resolves a chance outcome the content model can't express (a puzzle, a bluff, "does the frayed rope hold?") by rolling through the engine rather than inventing a number, so the result is logged, replayable, and grounded in a typed event. Referee commands are legal in every mode, terminal modes included. The roll draws from the dedicated ADJUDICATION_STREAM, so an ad-hoc referee roll never perturbs the draw sequence of keyed mechanics. A malformed expression is rejected at construction, exactly as SpawnMonsters's count_dice is, so it never reaches the session and consumes no draw.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

DiceRolledEvent with the expression, the total, and the individual die results.

command_type class-attribute instance-attribute

command_type: Literal['roll_dice'] = 'roll_dice'

expression instance-attribute

expression: str

The roll, in the notation parse accepts, like "1d20", "3d6+2", or "2d6+1x10". A malformed expression raises when the command is constructed rather than coming back as a rejection, so a bad expression never reaches the session and never moves the stream.

Search

Bases: Command

Search the party's cell for one hidden-feature kind (one turn).

The party must be exploring a dungeon (see EnterDungeon), with light (infravision suffices). Each character gets one attempt per cell per kind, ever. A room_traps search covers the cell's door edges too: an open-trigger trap in an area beyond a known door is findable from this side of it, and a found trap never springs. A secret door is one edge shared by two cells, and while it is undiscovered the trap behind it is out of reach from both of them. So discovering the door clears the room_traps attempts on both cells the edge joins, not only on the cell the party searched from, and every member on either side may search their own cell again for the trap the door stood in front of. The referee's SetDoorState with discovered=True gives the attempts back the same way. Attempts of other kinds, and attempts on every other cell, stand.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.action.requires_light - the party is in the dark and the searcher lacks infravision.
  • exploration.search.already_tried - this character already searched this cell for this kind.
Events

DetectionRolledEvent with the roll, a TrapEvent when a room trap is found, then SearchCompletedEvent naming what turned up. A trap found through a door names that door twice: in the trap event's direction, and as a third segment on the search token, "room_trap:<area id>:<direction>". A trap found inside its own area names no door. One turn passes with its usual follow-on events.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['search'] = 'search'

character_id instance-attribute

character_id: str

The member who searches, by MemberView.id. The chance depends on class and race, so match the searcher to kind. Elves find secret doors on 2 in 6, dwarves find room traps and construction tricks on 2 in 6, and everyone else has 1 in 6 for doors and traps and no chance at tricks.

kind instance-attribute

kind: Literal['secret_doors', 'room_traps', 'construction']

Which kind of hidden thing to look for. secret_doors checks the four edges of the party's cell. room_traps checks the cell's own area and the areas behind its known doors, so a trap that springs when a door opens can be found from the corridor first. construction checks the cell's authored tricks, like a sliding wall or a false floor. Each character gets one attempt per cell per kind, so a party covers a room by sending different members, or the same member for each kind in turn.

SessionMode

Bases: StrEnum

The session modes gating command legality.

The wire values are lowercase and they serialize into saves, so changing one is a schema_version bump.

game_over and victory are the terminal modes: the session has ended. Play commands are illegal in both, referee commands remain legal except the ones that would resume play (PlaceParty in victory, SpawnMonsters and SpawnNpcParty in both), and no play ever leaves either one. The referee's way out of game_over is PlaceParty, documented there.

TOWN class-attribute instance-attribute

TOWN = 'town'

The party is in the base town, between delves: buying gear, selling treasure, paying a temple for healing, resting, and preparing spells. A new session starts here, and EnterDungeon is the way out of it.

EXPLORING class-attribute instance-attribute

EXPLORING = 'exploring'

The party is standing on a dungeon grid. Moving, doors, listening, searching, treasure, light, and stairs are all legal here, and this is the mode most of a session is spent in.

ENCOUNTER class-attribute instance-attribute

ENCOUNTER = 'encounter'

Monsters have been met and no blow has been struck yet. The party can talk (Parley), run (Evade), hold (Wait), present a holy symbol (TurnUndead), or attack (EngageBattle). Most exploration commands are refused until the encounter resolves.

BATTLE class-attribute instance-attribute

BATTLE = 'battle'

A fight is underway. ResolveBattleRound is the only play command the session accepts, one round of declarations at a time, until a side breaks.

GAME_OVER class-attribute instance-attribute

GAME_OVER = 'game_over'

Every party member is dead and the session has ended. Play commands are refused and referee commands still work. PlaceParty is the way back out: carrying the fallen to town is the first step of a revival.

VICTORY class-attribute instance-attribute

VICTORY = 'victory'

A quest that concludes the adventure has completed and the session has ended. Play commands are refused and nothing leaves this mode, so a front end treats it as the final screen. CompleteQuest is the only entrance.

terminal property

terminal: bool

Whether the session has ended: game_over or victory.

SetDoorState

Bases: Command

Referee: rewrite a door's overlay anywhere (None fields stay unchanged).

Referee commands are legal in every mode, terminal modes included. The door may be on any level of any dungeon, not just under the party.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections
  • session.command.unknown_location - dungeon_id or level_number resolves to nothing.
  • session.command.no_door - no door edge at that cell and direction.
Events

A referee-visibility DoorEvent when the open state actually changes, and otherwise none.

command_type class-attribute instance-attribute

command_type: Literal['set_door_state'] = 'set_door_state'

dungeon_id instance-attribute

dungeon_id: str

Which dungeon the door is in, by DungeonSpec.id. It doesn't have to be the dungeon the party is in.

level_number class-attribute instance-attribute

level_number: int = Field(ge=1)

Which level of that dungeon, counting from 1.

x instance-attribute

x: int

The cell's x coordinate on that level's grid.

y instance-attribute

y: int

The cell's y coordinate on that level's grid.

direction instance-attribute

direction: Direction

Which of the cell's four sides the door is on. Two cells share each physical edge, so naming a cell's north side and naming its northern neighbour's south side write the same door. An edge with no door is refused with session.command.no_door.

open class-attribute instance-attribute

open: bool | None = None

Whether the door stands open. None, the default, leaves it as it is. Writing a change here emits a referee-visibility DoorEvent, and writing the value it already has emits nothing.

wedged class-attribute instance-attribute

wedged: bool | None = None

Whether a spike holds the door. None leaves it as it is. A wedged door can't swing shut behind the party.

discovered class-attribute instance-attribute

discovered: bool | None = None

Whether the party has found the door. None leaves it as it is. This is what makes a secret door visible without a search, and clearing it hides one again. Revealing a secret door gives every member on both cells the edge joins their room_traps search back, the same as finding it with Search.

unlocked class-attribute instance-attribute

unlocked: bool | None = None

Whether the lock has been undone. None leaves it as it is. Setting it opens a locked door to OpenDoor without a thief.

SellTreasure

Bases: Command

Sell valuables in town at full value (zero time).

The party must be in town. Each entry names a carried valuable's instance id, and the coins credit its carrier's purse. osrlib adopts full value_gp as the sale price: the OSE SRD prices treasure but names no exchange spread, and full value keeps the 1-gp-1-XP identity clean. Magic items have no fixed sale value (RAW's own words) and are refused, and revealed curses stick.

Modes

town

Rejections
  • session.command.wrong_mode - the party is not in town.
  • town.sell.no_fixed_value - magic items cannot be sold for a fixed price.
  • exploration.item.not_carried - no member carries a valuable with that instance id.
Events

TreasureSoldEvent per selling member, with the credited value.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['sell_treasure'] = 'sell_treasure'

item_ids class-attribute instance-attribute

item_ids: tuple[str, ...] = Field(min_length=1)

The gems and jewellery to sell, by the per-instance ids they have in MemberView.inventory. Each one is credited to whichever member is carrying it, so a mixed basket pays several purses. Magic items have no fixed price and come back as town.sell.no_fixed_value.

SetFlag

Bases: Command

Referee: set a session flag (content wiring: the lever opens the portcullis).

Referee commands are legal in every mode, terminal modes included. Flags serialize into saves. Game code and listeners read them back, and authored content reads them through FlagEqualsCondition, the gate on a door or stair that opens when the lever has been pulled.

Modes

town, exploring, encounter, battle, game_over, victory

Rejections

None.

Events

FlagSetEvent with the key and value.

command_type class-attribute instance-attribute

command_type: Literal['set_flag'] = 'set_flag'

key class-attribute instance-attribute

key: str = Field(min_length=1)

The flag's name, which is an open domain: any non-empty string a game wants, so a game's own systems set flags with their own names. Keep them stable, because the flag store serializes into saves and authored content reads these names back.

value instance-attribute

value: str | int | bool

What the flag is set to: a string, an integer, or a boolean. Setting a key that is already set replaces the old value. Authored content compares against this value through FlagEqualsCondition, so the door that opens when the lever has been pulled is a flag set here and a gate reading it there.

SpawnMonsters

Bases: Command

Referee: spawn monsters and open an encounter at a distance.

The party must be standing in a dungeon with no encounter already open, because encounters live on the dungeon grid. Spawning is the one referee power a terminal session withholds: an encounter is play, and a session that has ended opens no new play state, so this is illegal in game_over and victory alike. Exactly one of count_dice or count_fixed is required.

Modes

town, exploring, encounter, battle

Rejections
  • session.command.unknown_monster - template_id names no monster.
  • session.command.encounter_in_progress - an encounter or battle is already open.
  • session.command.not_in_dungeon - the party is not on a dungeon cell.
Events

MonstersSpawnedEvent, then the encounter opening: SurpriseRolledEvents, EncounterStartedEvent, the reaction roll, and StanceChangedEvent. An attacks stance opens battle at once.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['spawn_monsters'] = 'spawn_monsters'

template_id instance-attribute

template_id: str

Which monster to spawn, from the session's effective_monsters catalog: either a shipped id from load_monsters (see the monster id index) or one the adventure bundles.

count_dice class-attribute instance-attribute

count_dice: str | None = None

How many to spawn, as a dice expression like "2d6" rolled on the encounter stream. Use this when the count should vary with the seed, and use count_fixed when it shouldn't. Exactly one of the two is required, and a malformed expression is refused when the command is constructed, before the session ever sees it. A roll below 1 is treated as 1.

count_fixed class-attribute instance-attribute

count_fixed: int | None = Field(default=None, ge=1)

How many to spawn, as an exact number. Use this for keyed content whose count the author chose. Exactly one of this and count_dice is required.

distance_feet class-attribute instance-attribute

distance_feet: int = Field(ge=0)

How far away the monsters appear, in feet. This is the distance the encounter opens at, which decides whether missiles reach, how long closing takes, and whether the party can outrun a pursuit. B/X rolls 2d6 x 10 feet for a wandering encounter, so a number in that range reads as ordinary. 0 puts them in the party's face.

SpawnNpcParty

Bases: Command

Referee: generate an NPC adventuring party and open an encounter.

count_dice=None rolls the compiled composition dice (Basic 1d4+4, Expert 1d6+3), which is what keyed content, quest listeners, and tests want. The party must be standing in a dungeon with no encounter already open, and, like SpawnMonsters, the command is illegal in a terminal mode: a concluded session opens no new encounter.

Modes

town, exploring, encounter, battle

Rejections
  • session.command.encounter_in_progress - an encounter or battle is already open.
  • session.command.not_in_dungeon - the party is not on a dungeon cell.
Events

NpcPartySpawnedEvent (the referee-visibility roster), then the encounter opening as with SpawnMonsters.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['spawn_npc_party'] = 'spawn_npc_party'

party_kind instance-attribute

party_kind: Literal['basic', 'expert']

Which composition table to build from: basic for a low-level band, expert for a higher-level one. It also decides the group's label in the encounter.

count_dice class-attribute instance-attribute

count_dice: str | None = None

How many adventurers, as a dice expression rolled on the encounter stream. None, the default, rolls the compiled composition dice for party_kind, which is what keyed content and quest listeners usually want. A malformed expression is refused when the command is constructed. A roll below 1 is treated as 1.

distance_feet class-attribute instance-attribute

distance_feet: int = Field(ge=0)

How far away the NPC party appears, in feet, on the same terms as SpawnMonsters.distance_feet.

TakeTreasure

Bases: Command

Empty a cache or pile into the party's packs (one turn, RAW).

The party must be exploring a dungeon (see EnterDungeon). feature_id names an authored cache, an engine-generated cache, or the literal pile for goods dropped on the cell.

By default the haul spreads across the living members: items go to a character whose class can use them (the fighter takes the plate mail, the magic-user the arcane scroll), gems and jewellery divide by worth, and coins divide evenly denomination by denomination. Nothing is ever loaded past the 1,600-coin maximum load, so a pickup cannot immobilise the party. The group moves at its slowest member's rate, so overloading one member slows everyone. Name recipient_id to override: that member alone fills their pack, up to their own maximum load. Whatever exceeds the carriers' capacity stays in the drop pile on the cell. Nothing is destroyed, and the party can lighten up and come back for it. This first pass is automatic bookkeeping, not a ruling: rearrange it freely with GiveItems, and note that XP divides evenly however the goods end up split, per RAW.

The named recipient, or the leading living member when none is named, is the one who reaches in, so taking a trapped cache with its trap unresolved risks springing it on them.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • session.command.no_living_members - no one is left to carry.
  • session.command.unknown_member - recipient_id names no party member.
  • session.command.member_incapacitated - the recipient cannot act.
  • exploration.feature.unknown - nothing by that id on this cell.
  • exploration.feature.emptied - the cache has already been emptied.
Events

One ItemAcquiredEvent per member who took something, listing their goods and coin value with origin "treasure", in marching order, and an ItemsLeftBehindEvent when the party could not carry it all. An unresolved treasure trap rolls first (DetectionRolledEvent, a TrapEvent, and the trap's resolution when it springs). Under the immediate XP timing an XpAwardedEvent follows per member. One turn passes.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['take_treasure'] = 'take_treasure'

feature_id instance-attribute

feature_id: str

What to empty. An authored cache is named by its FeatureSpec.id. A cache the engine rolled is named by the id on HoardGeneratedEvent.cache_ref. The literal "pile" names the loose goods lying on the party's cell, which PlayerView.piles lists by cell reference. A cache already emptied comes back with exploration.feature.emptied.

recipient_id class-attribute instance-attribute

recipient_id: str | None = None

One member to take the whole haul, by MemberView.id, or None to spread it across the party. The named member fills their own pack up to their own maximum load and the rest stays on the cell, so naming a recipient is the way to keep a specific item with a specific character. Whoever is named is also the one who reaches in, and so the one an unresolved treasure trap springs on.

TravelToTown

Bases: Command

Travel from the dungeon entrance back to town (the same travel cost).

The party must be exploring and standing on the entrance cell. Doors the party opened swing shut behind it, and under the on-return XP timing the adventure award pays out on arrival.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.travel.not_at_entrance - the party is not on the entrance cell.
Events

DoorEvents for doors swinging shut, travel-time bookkeeping, then LocationEnteredEvent for town. Under the on-return XP timing an AdventureXpAwardEvent and per-member XpAwardedEvents follow.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['travel_to_town'] = 'travel_to_town'

TurnParty

Bases: Command

Turn the party in place to a new facing (zero time).

The party must already be inside a dungeon. See EnterDungeon.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
Events

PartyMovedEvent with the unchanged position and the new facing.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['turn_party'] = 'turn_party'

facing instance-attribute

facing: Direction

The direction the party ends up facing. Its position doesn't change and no game time passes. The resulting facing rides PartyMovedEvent, which is what a first-person front end redraws from.

TurnUndead

Bases: Command

Present the holy symbol, the one aggressive act with a pre-battle procedure.

An encounter must be open: exploration offers no candidates by definition, and in battle turning is a declaration kind. If any monster stands unturned, the survivors attack at once.

Modes

encounter

Rejections
  • session.command.wrong_mode - no encounter is open.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
  • encounter.turning.mid_pursuit - no turning while being chased.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the cleric cannot act.
  • magic.turning.not_a_turner - the class has no turn-undead ability.
  • magic.turning.caster_incapacitated - a condition prevents the attempt.
Events

UndeadTurnedEvent with the roll and the affected monsters (their conditions each their own event). When every monster is turned or destroyed the encounter ends (EncounterEndedEvent). Otherwise a StanceChangedEvent to attacks and battle opens (BattleStartedEvent).

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['turn_undead'] = 'turn_undead'

character_id instance-attribute

character_id: str

The cleric who presents the holy symbol, by MemberView.id. A class with no turning ability comes back as magic.turning.not_a_turner.

UnequipItem

Bases: Command

Return an equipped item to the member's item list (zero time).

Legal in town and while exploring. A revealed cursed item stays put until remove curse.

Modes

town, exploring

Rejections
  • session.command.wrong_mode - an encounter or battle is underway, or the game is over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.item.not_equipped - nothing by that id is equipped.
  • items.curse.stuck - a revealed cursed item cannot be removed.
Events

Usually none. A worn magic item's effects release (EffectReleasedEvent).

allowed_modes class-attribute

allowed_modes: frozenset[SessionMode] = _FIELD_MODES

command_type class-attribute instance-attribute

command_type: Literal['unequip_item'] = 'unequip_item'

character_id instance-attribute

character_id: str

The member doing the unequipping, by MemberView.id.

item_id instance-attribute

item_id: str

What to take off or put away, named the same way as in EquipItem.item_id and currently in a slot rather than in the pack. A cursed item whose curse has been revealed stays where it is until a remove curse.

UseItem

Bases: Command

Use a magic item: drink a potion, read a scroll, activate a device (one round).

One round is the RAW activation cost (drinking is one round). target_id names a character (the staff of healing's touch) or an encounter group (a device's area). spell_id, mode, and targets select the inscribed spell and its targets when reading a multi-spell scroll (the CastSpell surface). In battle, item use is the use_item declaration instead. First meaningful use identifies the item, and reveals its curse.

Modes

exploring, encounter

Rejections
  • session.command.wrong_mode - the session is in town, in battle, or over.
  • session.command.unknown_member - character_id names no party member.
  • session.command.member_incapacitated - the member cannot act.
  • exploration.item.not_carried - the member carries no magic item with that instance id.
  • items.use.not_usable - the item has no usable action, or the class cannot use the device.
  • Scrolls: exploration.action.requires_light (reading needs real light), items.scroll.spent, items.scroll.no_such_spell, items.scroll.wrong_caster, and the cast validation codes (magic.cast.unknown_target, magic.cast.unknown_mode, magic.cast.target_count, magic.cast.out_of_range, magic.cast.caster_incapacitated, magic.cast.caster_restrained, magic.cast.anti_magic_shell). A read is judged against a caster at the scroll's own level, the level cast_from_scroll resolves it at, so a 6th-level reader of a magic missile scroll supplies one target and is refused three. The refusal comes before the scroll is spent.
  • Devices: items.device.inert (no charges left), items.use.target_required, items.use.unknown_target, and items.use.battle_only (a striking effect is a battle declaration).
Events

ItemUsedEvent naming what happened (drunk, read, activated, or mixed potions, or a cursed scroll), with ItemIdentifiedEvent and CurseRevealedEvent at first meaningful use, then the item's own resolution: healing, saving throws, damage, effect attachments, and a scroll's SpellCastEvent, each its own event. One round passes (in an encounter, the round beat follows instead).

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['use_item'] = 'use_item'

character_id instance-attribute

character_id: str

The member using the item, by MemberView.id. They have to be carrying it, and for a device their class has to be able to use it.

item_id instance-attribute

item_id: str

The magic item to use, by its per-instance id from MemberView.inventory. Only magic items are usable here, so a mundane item comes back as exploration.item.not_carried: the member carries no magic item with that id.

target_id class-attribute instance-attribute

target_id: str | None = None

Who the item is used on, for an item that reaches somebody: a party member's id for a touch, or an encounter group's EncounterGroupView.id for a device that covers an area. Leave it None for a potion the user drinks.

spell_id class-attribute instance-attribute

spell_id: str | None = None

Which spell to read off a scroll that has more than one, from load_spells (see the spell id index). Leave it None for anything that isn't a scroll.

mode class-attribute instance-attribute

mode: str | None = None

Which of the read spell's usages to cast, by that usage's SpellMode.key. None casts the spell's first usage, which is what a single-usage scroll wants.

targets class-attribute instance-attribute

targets: tuple[str, ...] = ()

The read spell's targets, named exactly as in CastSpell.targets. When it's empty target_id stands in as the single target, so a one-target scroll needs only the one field.

UseStairs

Bases: Command

Take the stair, ladder, or other transition on the party's cell.

The party must be exploring a dungeon (see EnterDungeon) and standing on a cell with an authored transition. The move costs one unexplored-cell step of movement.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.stairs.none - no transition on the party's cell.
  • exploration.transition.gate_refused - the transition has an authored condition (GateSpec) the party does not satisfy. The refusal includes the author's own text, and costs no movement, no time, and no toll.
Events

ItemConsumedEvent first when the gate's condition consumes what it asks for, since the toll is paid at the threshold, then LocationEnteredEvent when the level or dungeon changes, with the gate's success text when its author wrote one. That arrival names the crossing the party took: via is the transition's kind, and transition_ref is the cell the transition stands on, which is the cell the party left. Leaving a level shuts the doors the party opened on it (DoorEvents).

Arrival then runs the destination cell's entry checks, the same ones MoveParty runs: a HoardGeneratedEvent for area treasure, a DetectionRolledEvent and a TrapEvent for a room trap with its resolution, and a keyed encounter's opening (SurpriseRolledEvents, EncounterStartedEvent, ReactionRolledEvent, StanceChangedEvent, and BattleStartedEvent on an attacks stance). The movement cost accrues toward the turn clock, and a turn boundary brings the same bookkeeping a step does.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['use_stairs'] = 'use_stairs'

Wait

Bases: Command

Hold for one encounter round, and the monsters act per their stance.

An encounter must be open. Waiting burns a round to see what the monsters do: an uncertain stance re-rolls its reaction, and a hostile one runs out its patience.

Modes

encounter

Rejections
  • session.command.wrong_mode - no encounter is open.
  • encounter.none_active - a second check behind the mode gate, not reachable through normal play.
Events

The round beat's events: an uncertain stance re-rolls (ReactionRolledEvent, possibly a StanceChangedEvent), and an attacking or expired-patience hostile stance opens battle (BattleStartedEvent). During a pursuit a PursuitEvent round resolves instead, which can end in ExhaustionEvent at the round cap (with the EffectAttachedEvent and ConditionGainedEvent behind it) or in battle.

An encounter that concludes posts EncounterEndedEvent, a MonsterDefeatedEvent per monster slain or routed, EffectReleasedEvents, and, under the immediate XP timing, XpAwardedEvent and CharacterLeveledUpEvent. The round itself runs the usual EffectExpiredEvent, LightEvent, and ProvisionsEvent bookkeeping.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['wait'] = 'wait'

WedgeDoor

Bases: Command

Wedge a door with an iron spike so it cannot swing shut (zero time).

The party must be exploring a dungeon (see EnterDungeon). Any living member's spike serves, and one iron spike is consumed.

Modes

exploring

Rejections
  • session.command.wrong_mode - the session is not exploring a dungeon.
  • exploration.door.no_door - no known door on that side of the cell.
  • exploration.door.wedged - the door is already wedged.
  • exploration.door.no_spike - no living member carries iron spikes.
Events

ItemConsumedEvent for the spike, then DoorEvent with code exploration.door.wedged.

allowed_modes class-attribute

command_type class-attribute instance-attribute

command_type: Literal['wedge_door'] = 'wedge_door'

direction instance-attribute

direction: Direction

Which side of the party's cell the door is on, from the door edges in ExploredLevelView.edges. Wedging holds the door as it stands, open or shut, so wedge an open door before you walk through it if you want a way back.

parse_command

parse_command(data: Mapping[str, object]) -> Command | None

Parse one serialized command, skipping unknown command types.

Call this on anything that arrived as data rather than as a Python object: a saved command log, a request body, a queue message. The command it returns is ready for GameSession.execute.

An unknown command_type comes back as None rather than an exception, which is what lets an older engine read a log a newer one wrote: skip the Nones and replay the rest. A malformed payload under a command_type the engine does know raises instead, because the sender meant a command this engine has and got it wrong.

To have pydantic do the parsing inside a model or a web framework, annotate the value with AnyCommand instead. That path raises on an unknown type rather than skipping it.

Parameters:

Name Type Description Default
data Mapping[str, object]

A mapping previously produced by a command's model_dump.

required

Returns:

Type Description
Command | None

The command, or None when its command_type is unknown.

Raises:

Type Description
ContentValidationError

If the command type is known but the payload is malformed.

Examples:

from osrlib.crawl.commands import SetFlag, parse_command

wire = SetFlag(key="portcullis_open", value=True).model_dump(mode="json")
assert wire == {
    "command_type": "set_flag",
    "source": None,
    "key": "portcullis_open",
    "value": True,
}

command = parse_command(wire)
assert command == SetFlag(key="portcullis_open", value=True)

# A command type this engine doesn't know is skipped, not an error.
assert parse_command({"command_type": "teleport_party"}) is None