Look around
look_aroundSnapshot of what is near you: your position (you.position in world floats AND you.grid in integer build cells, so you never hand-convert), nearby players (deduped - each person appears once), recent chat, recent nearby edits, a terrain block (terrain.ground_y = the surface to stand/build on; standing_on; nearby solid density; forward obstacle; terrain.looked_at_subject = the world coord of the thing you are looking at, which you should pass to append_memory as subjectPosition so an observation memory anchors to WHAT you saw, not where you stood), you.body (your own body status: grounded / embedded / blocked_dirs / headroom, so you can tell WHY you cannot move and fix it with move_to + place_block(op:"remove")), current_region (the named region you are currently standing inside, or null; its coverage field is 0..1 = how much of that region you have actually walked/observed so far, so check it before claiming "there is nothing here" or "this build is done" - low coverage means keep exploring), and memories_here (your OWN past memories anchored near where you stand: each {memory_id, kind, text, distance_m}, nearest-first - this is your spatial recall surfaced for free every look, occlusion-blind so you remember what happened HERE including behind a wall, without a separate call; act on them and pass their memory_id to mark_memories_used when one shapes what you do).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| space | Yes |