AddJournalEntry
Referee: append an authored beat to the session journal.
Full documentation: AddJournalEntry. Wire type: add_journal_entry.
Legal session modes: battle, encounter, exploring, game_over, town, victory
JSON Schema
{
"description": "Referee: append an authored beat to the session journal.\n\nThe journal is the party's record of the adventure in order of discovery:\nentries append, are never rewritten, and are never derived from other state, so\na beat outlives whatever produced it. Each entry is stamped with the clock\nposition it landed at, and\n`PlayerView.journal` ships the entries\nas they were written. Referee commands are legal in every mode, terminal modes included,\nso a closing beat lands after the adventure has concluded.\n\nModes:\n `town`, `exploring`, `encounter`, `battle`, `game_over`, `victory`\n\nRejections:\n None.\n\nEvents:\n `JournalEntryAddedEvent` with\n the text and the clock position.",
"properties": {
"command_type": {
"const": "add_journal_entry",
"default": "add_journal_entry",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"text": {
"minLength": 1,
"title": "Text",
"type": "string",
"description": "The beat to write, as the players will read it. It's stamped with the clock position it\nlands at, appended to the journal, and shipped verbatim on\n`PlayerView.journal`. Entries are never rewritten\nor derived from other state, so write the line you want kept."
}
},
"required": [
"text"
],
"title": "AddJournalEntry",
"type": "object"
}