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ReorderParty

Rewrite the marching order, the only command that changes it.

Full documentation: ReorderParty. Wire type: reorder_party.

Legal session modes: exploring, town

JSON Schema

{
  "description": "Rewrite the marching order, the only command that changes it.\n\nLegal in town and while exploring. The order is locked once an encounter or\nbattle has begun.\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    - `exploration.party.bad_order` - `order` does not name exactly the current\n      members, each once.\n\nEvents:\n    None. An accepted reorder changes state silently.",
  "properties": {
    "command_type": {
      "const": "reorder_party",
      "default": "reorder_party",
      "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."
    },
    "order": {
      "items": {
        "type": "string"
      },
      "minItems": 1,
      "title": "Order",
      "type": "array",
      "description": "Every current member's id, each exactly once, front of the marching order first. The ids\nare `MemberView.id` values read off\n`PlayerView.party`. Marching order decides who a\ndoor trap springs on, who reaches into a cache, and who stands in the front rank when a\nfight starts. Any other list is refused with `exploration.party.bad_order`."
    }
  },
  "required": [
    "order"
  ],
  "title": "ReorderParty",
  "type": "object"
}