EngageBattle
Open battle: every offensive action goes through here (except turn undead).
Full documentation: EngageBattle. Wire type: engage_battle.
Legal session modes: encounter
JSON Schema
{
"description": "Open battle: every offensive action goes through here (except turn undead).\n\nAn encounter must be open. Monsters surprised at the encounter's start grant\nthe party a free opening round, and engaging mid-pursuit turns the party to\nfight at the current gap.\n\nModes:\n `encounter`\n\nRejections:\n - `session.command.wrong_mode` - no encounter is open.\n - `encounter.none_active` - a second check behind the mode gate, not\n reachable through normal play.\n\nEvents:\n `BattleStartedEvent`. Groups at\n morale 2 rout at once\n (`MonsterFledEvent`), and a battle\n whose every group routs ends immediately\n (`BattleEndedEvent` and the\n encounter's conclusion).",
"properties": {
"command_type": {
"const": "engage_battle",
"default": "engage_battle",
"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."
}
},
"title": "EngageBattle",
"type": "object"
}