- summary: Asks the server to walk the character along a path of map cells.
- area: Game.Gamemap
- confidence: 0.96
Asks the server to walk the character along a path of map cells.
- Kind request
- Area Game.Gamemap
- Named by beta, gamemapping
Asks to move. YOU ARE ASKING, NOT MOVING - the server decides what actually
happens and answers with MapMovementEvent.
WALK THE PATH THE SERVER SENDS BACK, NOT THE ONE YOU ASKED FOR. The granted path can be shorter than the requested one, and applying your own path optimistically desynchronises your position from the server's. Everything else you do on the map - reading interactives, attacking, using a zaap - is validated against the server's idea of where you stand.
key_cells is the path as map cell ids, in order, starting from the cell
ADJACENT to where you are, not from your current cell. Cell ids are single grid
indexes, not coordinate pairs.
map_id must be the map you are actually on. The client reads it from live map
state at send time rather than from a cache, and so should you: after a
teleport, a stale map id is the difference between a move and a rejected one.
cautious is the careful-walking mode the client derives from its own movement
options. It is not a speed setting.
When the walk finishes, close the handshake with
MapMovementConfirmRequest.
When you may send it
- Requires
context_readyinferred - Raised by: the player choosing a destination. Two producers build it: the roleplay movement service (four sites, working from EntityPhysics and a validated MapPoint path) and the fight movement service (two sites, built around FightTurn) proven
Related messages
- You will then receive
MapMovementEventinferred — the client's handler treats that event as the grant for this request
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | key_cells | repeated int32 | The requested path, as an ordered list of map cell ids. (map cell ids) A cell id is a single grid index, not an x/y pair. The client derives these from an already-validated path, so it never asks for a route it believes is impassable. | required |
| 2 | cautious | bool | Whether to move in the client's cautious walking mode. Derived from the player's movement and input options, not from the path. | required |
| 3 | map_id | int64 | The map the movement is requested on. (map id) Read from live map state at send time, not from a cached current map. | required |
Recovered with score 110, confidence 0.96, margin 110 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 3 of 3.
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