LightSource
Light a torch or lantern, or ignite dropped oil (one round).
Full documentation: LightSource. Wire type: light_source.
Legal session modes: exploring, town
JSON Schema
{
"description": "Light a torch or lantern, or ignite dropped oil (one round).\n\nLegal in town and while exploring. Without an open flame already burning in\nthe party, the bearer needs a tinder box, and striking it is a 2-in-6 chance.\nThe round is spent per attempt (RAW). Lighting an `oil_flask` ignites a flask\npreviously dropped on the party's cell as a burning pool.\n\nModes:\n `town`, `exploring`\n\nRejections:\n - `session.command.wrong_mode` - an encounter or battle is underway, or the\n game is over.\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.member_incapacitated` - the member cannot act.\n - `exploration.light.not_a_source` - `item_id` is not `torch`, `lantern`,\n or `oil_flask`.\n - `exploration.item.not_carried` - the member lacks the source (or oil for\n the lantern), or no dropped flask lies on the cell.\n - `exploration.light.no_flame` - no open flame and no tinder box.\n\nEvents:\n `LightEvent` with code\n `exploration.light.lit`, with an\n `EffectAttachedEvent` for the\n burn-down effect, or `exploration.light.failed` when the tinder does not\n catch. One round passes.",
"properties": {
"command_type": {
"const": "light_source",
"default": "light_source",
"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 member who strikes the light and then bears it, by\n`MemberView.id`. The light travels with this member, so\na torch bearer who goes down takes the light with them."
},
"item_id": {
"title": "Item Id",
"type": "string",
"description": "Which source to light: `torch`, `lantern`, or `oil_flask`. A torch is consumed and burns\nfor its own span. A lantern burns one carried oil flask and keeps the lantern.\n`oil_flask` ignites a flask already dropped on the party's cell as a burning pool, not one\nin the pack, so drop it with `DropItems` first. Any\nother id comes back with `exploration.light.not_a_source`."
}
},
"required": [
"character_id",
"item_id"
],
"title": "LightSource",
"type": "object"
}