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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"
}