ForceDoor
Force a stuck door with the character's STR open-doors check, at the cost of noise.
Full documentation: ForceDoor. Wire type: force_door.
Legal session modes: exploring
JSON Schema
{
"$defs": {
"Direction": {
"description": "The four grid directions the party faces and moves in.\n\nThis is the direction vocabulary the whole crawl uses: which way\n`MoveParty` steps, which side of a cell\n`OpenDoor` works on, which way a transition faces the party on\narrival. There is no up or down here. Between levels is a\n`TransitionSpec`.\n\nThe wire values are lowercase and they serialize into commands, events, and saves, so changing\none is a `schema_version` bump.",
"enum": [
"north",
"east",
"south",
"west"
],
"title": "Direction",
"type": "string"
}
},
"description": "Force a stuck door with the character's STR open-doors check, at the cost of noise.\n\nThe party must be exploring a dungeon (see\n`EnterDungeon`). Any attempt bangs on the\ndoor, so the next wandering check takes the noise bonus, and a failed attempt\nalerts the room beyond, denying the party surprise there. A successful force\nis an opening: an unfound `open`-trigger room trap on either adjoining area\ngets its 2-in-6 spring check, and the forcing character is the one it lands\non, or the next member standing if an earlier spring felled them.\n\nModes:\n `exploring`\n\nRejections:\n - `session.command.wrong_mode` - the session is not exploring a dungeon.\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.member_incapacitated` - the member cannot act.\n - `exploration.door.no_door` - no known door on that side of the cell.\n - `exploration.door.already_open` - the door already stands open.\n - `exploration.door.locked` - locked doors need\n `PickLock`, not muscle.\n - `exploration.door.not_stuck` - an unstuck door opens with\n `OpenDoor`.\n - `exploration.door.gate_refused` - the door has an authored\n condition (`GateSpec`) the party does not\n satisfy. Checked before the shoulder ever hits the door: a gate-refused\n forcing makes no noise, denies no surprise, and rolls nothing.\n\nEvents:\n `ItemConsumedEvent` first when the\n gate's condition consumes what it asks for, then\n `DoorEvent` with code\n `exploration.door.forced` on success (with the gate's success text when\n its author wrote one) or `exploration.door.stuck` on failure, then the trap\n events when a door trap's spring check runs.",
"properties": {
"command_type": {
"const": "force_door",
"default": "force_door",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"direction": {
"$ref": "#/$defs/Direction",
"description": "Which side of the party's cell the stuck door is on, from the `door` edges in\n`ExploredLevelView.edges`. An unstuck door\nis refused with `exploration.door.not_stuck`. Open that one with\n`OpenDoor` instead and make no noise."
},
"character_id": {
"title": "Character Id",
"type": "string",
"description": "The member who puts a shoulder to the door, by\n`MemberView.id`. Their STR sets the open-doors chance,\nso send the strongest member. The same member is the one an unfound door trap springs on\nwhen the door gives way."
}
},
"required": [
"direction",
"character_id"
],
"title": "ForceDoor",
"type": "object"
}