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CompleteQuest

Referee: finish an active quest, and on the concluding quest, the adventure.

Full documentation: CompleteQuest. Wire type: complete_quest.

Legal session modes: battle, encounter, exploring, game_over, town, victory

JSON Schema

{
  "description": "Referee: finish an active quest, and on the concluding quest, the adventure.\n\nThe quest must be active, and that is the only test: the completion rule is\n*not* checked here. Ruling a quest done is the referee's call, and an authored\nquest layer is a disciplined issuer that checks the rule before issuing.\nIds are the closed domain\n`ActivateQuest` documents.\n\nRewards are not this command's business: whoever completes the quest issues the\nauthored rewards afterwards as ordinary commands of their own, so a completion\ndriven by hand grants nothing and every reward that does land is a line in the\nlog. The completion appends the quest's `completion` beat to the journal when\nits author wrote one, and the events include the same line. No\n`JournalEntryAddedEvent` follows.\n\n**The victory transition.** Completing a quest whose spec sets\n`concludes_adventure` from a non-terminal mode clears any open encounter and\nbattle, because a concluded session has no live play state, and switches the\nsession to `victory`. This is the one entrance to that mode. From a terminal mode\n(`game_over` or `victory`) the quest still completes and still journals, but\nnothing transitions and no adventure-completed event lands: an ended session\nnever ends again, so the record shows a fallen party finishing the job without\nresurrecting the adventure around it. Referee commands are legal in every mode,\nterminal modes included.\n\nModes:\n    `town`, `exploring`, `encounter`, `battle`, `game_over`, `victory`\n\nRejections:\n    - `session.command.unknown_quest` - `quest_id` names no quest of the\n      adventure.\n    - `session.command.quest_state` - the quest is inactive or already\n      completed. The rejection names the quest and the state that refused it.\n\nEvents:\n    `QuestCompletedEvent` with the\n    quest id, the quest's name, and the completion beat, followed by\n    `AdventureCompletedEvent`\n    with the same beat when the quest concludes the adventure and the\n    session had not already ended.",
  "properties": {
    "command_type": {
      "const": "complete_quest",
      "default": "complete_quest",
      "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."
    },
    "quest_id": {
      "minLength": 1,
      "title": "Quest Id",
      "type": "string",
      "description": "Which quest to finish, by\n`QuestSpec.id`. It has to be active, and that's the only\ntest: whether its objectives are done is the issuer's judgement rather than the engine's."
    }
  },
  "required": [
    "quest_id"
  ],
  "title": "CompleteQuest",
  "type": "object"
}