ListenAtDoor
Listen at a door: once per character per door, ever (zero time).
Full documentation: ListenAtDoor. Wire type: listen_at_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": "Listen at a door: once per character per door, ever (zero time).\n\nThe party must be exploring a dungeon (see\n`EnterDungeon`), and the listener needs\nlight (infravision suffices). Hearing occupants marks the party aware for the\nroom's eventual encounter.\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.action.requires_light` - the party is in the dark and the\n listener lacks infravision.\n - `exploration.listen.already_tried` - this character has already listened\n at this door.\n\nEvents:\n `DetectionRolledEvent` with the\n roll, then `ListenedEvent` with code\n `exploration.listen.heard` or `exploration.listen.silent`.",
"properties": {
"command_type": {
"const": "listen_at_door",
"default": "listen_at_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 door is on, from the `door` edges in\n`ExploredLevelView.edges`. Listening reaches\nonly the area directly beyond that door."
},
"character_id": {
"title": "Character Id",
"type": "string",
"description": "The member who listens, by `MemberView.id`. Each\nmember gets one attempt at each door for the rest of the game, so spend them in order of\nchance. A thief listens on their class's hear-noise row, dwarves, elves, and halflings on\n2 in 6, and everyone else on 1 in 6."
}
},
"required": [
"direction",
"character_id"
],
"title": "ListenAtDoor",
"type": "object"
}