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"
}