UseStairs
Take the stair, ladder, or other transition on the party's cell.
Full documentation: UseStairs. Wire type: use_stairs.
Legal session modes: exploring
JSON Schema
{
"description": "Take the stair, ladder, or other transition on the party's cell.\n\nThe party must be exploring a dungeon (see\n`EnterDungeon`) and standing on a cell\nwith an authored transition. The move costs one unexplored-cell step of\nmovement.\n\nModes:\n `exploring`\n\nRejections:\n - `session.command.wrong_mode` - the session is not exploring a dungeon.\n - `exploration.stairs.none` - no transition on the party's cell.\n - `exploration.transition.gate_refused` - the transition has an\n authored condition (`GateSpec`) the party\n does not satisfy. The refusal includes the author's own text, and costs no\n movement, no time, and no toll.\n\nEvents:\n `ItemConsumedEvent` first when the\n gate's condition consumes what it asks for, since the toll is paid at the\n threshold, then\n `LocationEnteredEvent` when the\n level or dungeon changes, with the gate's success text when its author\n wrote one. That arrival names the crossing the party took: `via` is the\n transition's `kind`, and `transition_ref` is the cell the transition stands\n on, which is the cell the party left. Leaving a level shuts the doors the\n party opened on it\n (`DoorEvent`s).\n\n Arrival then runs the destination cell's entry checks, the same ones\n `MoveParty` runs: a\n `HoardGeneratedEvent` for area\n treasure, a\n `DetectionRolledEvent` and a\n `TrapEvent` for a room trap with its\n resolution, and a keyed encounter's opening\n (`SurpriseRolledEvent`s,\n `EncounterStartedEvent`,\n `ReactionRolledEvent`,\n `StanceChangedEvent`, and\n `BattleStartedEvent` on an attacks\n stance). The movement cost accrues toward the turn clock, and a turn\n boundary brings the same bookkeeping a step does.",
"properties": {
"command_type": {
"const": "use_stairs",
"default": "use_stairs",
"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."
}
},
"title": "UseStairs",
"type": "object"
}