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InspectTreasure

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

Full documentation: InspectTreasure. Wire type: inspect_treasure.

Legal session modes: exploring

JSON Schema

{
  "description": "Search a treasure feature for a treasure trap: thief-only, one turn.\n\nThe party must be exploring a dungeon (see\n`EnterDungeon`), with light. One attempt\nper character per feature.\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.trap.not_a_thief` - the member has no thief skills.\n    - `exploration.feature.unknown` - `feature_id` names no treasure cache on\n      this cell.\n    - `exploration.action.requires_light` - inspecting needs real light.\n    - `exploration.search.already_tried` - this character already inspected\n      this feature.\n\nEvents:\n    `DetectionRolledEvent` with the\n    skill roll, then a `TrapEvent` with code\n    `exploration.trap.found` or a\n    `SearchCompletedEvent`\n    reporting nothing. One turn passes with its usual follow-on events.",
  "properties": {
    "command_type": {
      "const": "inspect_treasure",
      "default": "inspect_treasure",
      "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."
    },
    "character_id": {
      "title": "Character Id",
      "type": "string",
      "description": "The thief who inspects, by `MemberView.id`. Only a\nmember with thief skills can find a treasure trap, and each one gets a single attempt per\ncache."
    },
    "feature_id": {
      "title": "Feature Id",
      "type": "string",
      "description": "Which cache to check for a trap. An authored cache is named by its\n`FeatureSpec.id` from the adventure document. A\ncache the engine rolled is named by the id on\n`HoardGeneratedEvent.cache_ref`,\nwhich is a referee-visibility event. The cache has to be on the party's own cell."
    }
  },
  "required": [
    "character_id",
    "feature_id"
  ],
  "title": "InspectTreasure",
  "type": "object"
}