- summary: The path an actor will actually walk, broadcast to everyone on the map.
- area: Game.Gamemap
The path an actor will actually walk, broadcast to everyone on the map.
Kind event · Area Game.Gamemap
The server granting a movement. THIS IS THE AUTHORITATIVE PATH - walk cells,
not what you requested. It may be shorter.
CHECK character_id AGAINST YOUR OWN BEFORE ACTING ON IT. The event is
broadcast for every actor that moves on the map, so most of the ones you receive
are other players and monsters. A script that treats every arrival as its own
move will walk phantom paths.
For an actor that is not you, this is how you keep a live world model: apply the path to that actor's position and facing.
When the granted path is YOURS and you have finished walking it, close the
handshake with MapMovementConfirmRequest. Until you do, the server considers
you still in motion.
direction is the facing the walk starts in, as a Direction ordinal. It is
the only member of this message with explicit presence on the wire, so absent
and zero are genuinely different: absent means unchanged, zero means east.
When you may send it
- Requires
context_readyinferred
Related messages
- You must then send
MapMovementConfirmRequestinferred — the movement handshake stays open until the client reports that the walk finished - Arrives after
MapMovementRequest
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | cells | repeated int32 | The authoritative path the actor will walk, as ordered map cell ids. (map cell ids) May be shorter than the path that was requested. Walk this one. | never |
| 2 | direction | int32 | The facing the walk starts in. Explicit presence: absent is not the same as zero. A Direction ordinal.Absent means unchanged; 0 means east. Do not conflate them. | never |
| 3 | cautious | bool | Whether the actor is walking in cautious mode. | never |
| 4 | character_id | int64 | Which actor is moving. (actor id) Broadcast for other actors too - compare against your own id first. | never |