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ListenedEvent

Someone listened at a door, and either heard something or heard nothing.

Full documentation: ListenedEvent. Wire type: listened.

Default visibility: player

Message codes: exploration.listen.heard, exploration.listen.silent

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "Someone listened at a door, and either heard something or heard nothing.\n\nEmitted by `ListenAtDoor`, after the\nreferee-visibility `DetectionRolledEvent`\nthat reports the die.\n\nSilence is ambiguous, and it's meant to stay that way. Undead make no\nnoise, and the roll happens whether or not anything is on the other side, so\n`exploration.listen.silent` tells the party nothing about what is there. Render\nit as an empty result, not as an all-clear.",
  "properties": {
    "code": {
      "title": "Code",
      "type": "string",
      "description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: what a character heard is theirs to know, while the die behind it is\nnot."
    },
    "event_type": {
      "const": "listened",
      "default": "listened",
      "title": "Event Type",
      "type": "string",
      "description": "The wire discriminator, `listened`."
    },
    "character_id": {
      "title": "Character Id",
      "type": "string",
      "description": "The member who listened."
    },
    "direction": {
      "title": "Direction",
      "type": "string",
      "description": "The side of the party's cell that was listened at, as a lowercase\n`Direction` value."
    }
  },
  "required": [
    "code",
    "character_id",
    "direction"
  ],
  "title": "ListenedEvent",
  "type": "object"
}