Skip to content

SearchCompletedEvent

A search of the party's cell finished, naming whatever it turned up.

Full documentation: SearchCompletedEvent. Wire type: search_completed.

Default visibility: player

Message codes: exploration.search.found, exploration.search.nothing

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "A search of the party's cell finished, naming whatever it turned up.\n\nEmitted by `Search` and by\n`InspectTreasure` once the roll has been\nmade, after the referee-visibility\n`DetectionRolledEvent`.\n\nAn empty result means the searcher found nothing, which isn't the same as there\nbeing nothing: each character gets one attempt per cell per kind, and another\ncharacter may still find it.",
  "properties": {
    "code": {
      "title": "Code",
      "type": "string",
      "description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: what the search turned up is the party's to act on."
    },
    "event_type": {
      "const": "search_completed",
      "default": "search_completed",
      "title": "Event Type",
      "type": "string",
      "description": "The wire discriminator, `search_completed`."
    },
    "character_id": {
      "title": "Character Id",
      "type": "string",
      "description": "The member who searched."
    },
    "kind": {
      "title": "Kind",
      "type": "string",
      "description": "What was searched for: `\"secret_doors\"`, `\"room_traps\"`, `\"construction\"`, or\n`\"treasure_traps\"` for a treasure feature inspected by a thief."
    },
    "found": {
      "default": [],
      "items": {
        "type": "string"
      },
      "title": "Found",
      "type": "array",
      "description": "What turned up, as references like `\"secret_door:north\"`, `\"room_trap:<area id>\"`, or\n`\"construction:<feature id>\"`, and empty when nothing did. A room trap found through a door\nfrom the searched cell names the door's direction in a third segment,\n`\"room_trap:<area id>:<direction>\"`, and one found inside its own area has none. A found\nsecret door becomes passable, and a found trap no longer springs on the party."
    }
  },
  "required": [
    "code",
    "character_id",
    "kind"
  ],
  "title": "SearchCompletedEvent",
  "type": "object"
}