TurnParty
Turn the party in place to a new facing (zero time).
Full documentation: TurnParty. Wire type: turn_party.
Legal session modes: exploring
JSON Schema
{
"$defs": {
"Direction": {
"description": "The four grid directions the party faces and moves in.\n\nThis is the direction vocabulary the whole crawl uses: which way\n`MoveParty` steps, which side of a cell\n`OpenDoor` works on, which way a transition faces the party on\narrival. There is no up or down here. Between levels is a\n`TransitionSpec`.\n\nThe wire values are lowercase and they serialize into commands, events, and saves, so changing\none is a `schema_version` bump.",
"enum": [
"north",
"east",
"south",
"west"
],
"title": "Direction",
"type": "string"
}
},
"description": "Turn the party in place to a new facing (zero time).\n\nThe party must already be inside a dungeon. See\n`EnterDungeon`.\n\nModes:\n `exploring`\n\nRejections:\n - `session.command.wrong_mode` - the session is not exploring a dungeon.\n\nEvents:\n `PartyMovedEvent` with the unchanged\n position and the new facing.",
"properties": {
"command_type": {
"const": "turn_party",
"default": "turn_party",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"facing": {
"$ref": "#/$defs/Direction",
"description": "The direction the party ends up facing. Its position doesn't change and no game time\npasses. The resulting facing rides\n`PartyMovedEvent`, which is what a first-person\nfront end redraws from."
}
},
"required": [
"facing"
],
"title": "TurnParty",
"type": "object"
}