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PartyMovedEvent

The party moved a cell or turned in place, and here is where it now stands.

Full documentation: PartyMovedEvent. Wire type: party_moved.

Default visibility: player

Message codes: exploration.party.moved, exploration.party.turned

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "The party moved a cell or turned in place, and here is where it now stands.\n\nEmitted by `MoveParty` with the cell it\nstepped into, and by `TurnParty` with the\nunchanged cell and the new facing. It's what a first-person front end redraws\nfrom.\n\nA move that a wall, a closed door, or the edge of the map stops is a rejection\n(`exploration.move.blocked`) rather than an event: walking into a wall changes\nnothing about the game, so nothing is reported.",
  "properties": {
    "code": {
      "title": "Code",
      "type": "string",
      "description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: where the party stands is the party's own business."
    },
    "event_type": {
      "const": "party_moved",
      "default": "party_moved",
      "title": "Event Type",
      "type": "string",
      "description": "The wire discriminator, `party_moved`."
    },
    "x": {
      "title": "X",
      "type": "integer",
      "description": "The column the party is in after the command, counting from zero at the level's west edge."
    },
    "y": {
      "title": "Y",
      "type": "integer",
      "description": "The row the party is in after the command, counting from zero at the level's north edge."
    },
    "facing": {
      "title": "Facing",
      "type": "string",
      "description": "The direction the party now faces, as the lowercase value of a\n`Direction` (`\"north\"`, `\"east\"`, `\"south\"`, `\"west\"`). A\nmove faces the way it went, so this changes on a step as well as on a turn."
    }
  },
  "required": [
    "code",
    "x",
    "y",
    "facing"
  ],
  "title": "PartyMovedEvent",
  "type": "object"
}