Rest
Rest: one turn (the cadence rest), a night (48 turns), or a full day (144).
Full documentation: Rest. Wire type: rest.
Legal session modes: exploring, town
JSON Schema
{
"description": "Rest: one turn (the cadence rest), a night (48 turns), or a full day (144).\n\nLegal in town and while exploring. In the dungeon a wandering encounter can\ninterrupt the rest, and a full day of rest also applies natural healing.\n\nModes:\n `town`, `exploring`\n\nRejections:\n - `session.command.wrong_mode` - an encounter or battle is underway, or the\n game is over.\n\nEvents:\n `RestedEvent` with code\n `exploration.rest.rested`, or `exploration.rest.interrupted` when a\n wandering encounter breaks the rest. Clearing fatigue or exhaustion reports\n a `FatigueEvent` or\n `ExhaustionEvent`, and a full day's\n natural healing reports an\n `HealingAppliedEvent`. The\n elapsed turns report their own bookkeeping (light burn-down, provisions,\n wandering checks).",
"properties": {
"command_type": {
"const": "rest",
"default": "rest",
"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."
},
"kind": {
"enum": [
"turn",
"night",
"day"
],
"title": "Kind",
"type": "string",
"description": "How long to rest. `turn` is a single turn, the breather the exploration cadence calls for\nevery sixth turn. `night` is 48 turns and counts as sleep. `day` is 144 turns, counts as\nsleep, and applies natural healing to every living member. Sleep is what\n`PrepareSpells` needs, so a caster's day starts with\na `night` or a `day` rest. In a dungeon a wandering encounter can cut any of the three\nshort."
}
},
"required": [
"kind"
],
"title": "Rest",
"type": "object"
}