LightEvent
A light source was lit, went out, failed to catch, or burned away.
Full documentation: LightEvent. Wire type: light.
Default visibility: player
Message codes: exploration.light.expired, exploration.light.extinguished, exploration.light.failed, exploration.light.lit
JSON Schema
{
"$defs": {
"Visibility": {
"description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n ```python\n from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n log = [\n DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n ]\n shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n assert shown == [\"combat.damage.dealt\"] # the goblin's remaining hit points stay hidden\n ```",
"enum": [
"player",
"referee"
],
"title": "Visibility",
"type": "string"
}
},
"description": "A light source was lit, went out, failed to catch, or burned away.\n\nEmitted by `LightSource`,\n`ExtinguishSource`, and\n`UseItem` for an item that glows. The session\nalso emits the expiry form whenever the clock runs a light out, which can happen\ninside any command that passes time.\n\nLight gates most of exploration: searching, reading, and seeing at all need it\nunless a character has infravision. Read the party's current state from\n`GameSession.party_light` rather\nthan adding these events up.",
"properties": {
"code": {
"title": "Code",
"type": "string",
"description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
},
"visibility": {
"$ref": "#/$defs/Visibility",
"default": "player",
"description": "Player visibility: the party watches the light go. The ledger's own expiry record behind it\nis referee visibility, and the session translates it into this player-facing form."
},
"event_type": {
"const": "light",
"default": "light",
"title": "Event Type",
"type": "string",
"description": "The wire discriminator, `light`."
},
"character_id": {
"anyOf": [
{
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Character Id",
"description": "The member carrying the source, or `None` when the light belongs to no one in the party."
},
"source": {
"title": "Source",
"type": "string",
"description": "What is burning: `\"torch\"`, `\"lantern\"`, `\"oil\"` for a lit pool, `\"sword\"` for a blade that\nglows, or the effect kind for a light cast as a spell."
}
},
"required": [
"code",
"source"
],
"title": "LightEvent",
"type": "object"
}