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AdventureCompletedEvent

The adventure is over and the party won.

Full documentation: AdventureCompletedEvent. Wire type: adventure_completed.

Default visibility: player

Message codes: session.adventure.completed

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "The adventure is over and the party won.\n\nEmitted by `CompleteQuest` when the quest\nthat concludes the adventure completes, right after that quest's own\n`QuestCompletedEvent`, with the same\nbeat. The session mode becomes `victory`, which is final: play commands\nare refused and nothing leaves it, so a front end can treat this as its closing\nscreen.\n\nA session that has already ended doesn't get an ending twice: a party that\nfinishes the job after it has already fallen completes the quest and stays in\n`game_over`.",
  "properties": {
    "code": {
      "default": "session.adventure.completed",
      "title": "Code",
      "type": "string",
      "description": "The message code, always `session.adventure.completed`."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: it's the party's ending."
    },
    "event_type": {
      "const": "adventure_completed",
      "default": "adventure_completed",
      "title": "Event Type",
      "type": "string",
      "description": "The wire discriminator, `adventure_completed`."
    },
    "quest_id": {
      "title": "Quest Id",
      "type": "string",
      "description": "The quest that concluded the adventure."
    },
    "name": {
      "default": "",
      "title": "Name",
      "type": "string",
      "description": "That quest's display name. It defaults empty only so an event written by an older version\nstill parses. The engine always fills it."
    },
    "narrative": {
      "anyOf": [
        {
          "type": "string"
        },
        {
          "type": "null"
        }
      ],
      "default": null,
      "title": "Narrative",
      "description": "The quest's completion beat, the same line its\n`QuestCompletedEvent` carried, or `None`."
    }
  },
  "required": [
    "quest_id"
  ],
  "title": "AdventureCompletedEvent",
  "type": "object"
}