Completed
True once an explicit Complete Scene event has fired for the named scene during this run. Scene exhaustion does not flip this on its own.
Category: Scene state
Returns: bool
Signature
Completed(sceneId)
The argument is a scene ID (scene_kim_chat). The result is read against
the runtime’s set of completed scenes.
Examples
Completed(scene_kim_chat) // Kim's conversation was completed
Completed(scene_act1) && !Completed(scene_act2)
// act 1 done, act 2 not yet
Completed(scene_ending) // gate epilogue content
Notes
A Complete Scene event must fire for the scene. Running all nodes to exhaustion does not mark the scene as completed. This is intentional: scene completion is an author-controlled signal, not an automatic one.
For a scene-state predicate that latches on poll (useful for encounter affordances), see Resolved.
For arguments: use the ID, not the UUID; see Expressions.