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Run level-completion check when challenges are completed by admins - #408

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Run level-completion check when challenges are completed by admins#408
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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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tastybento merged commit 599874f into developJul 10, 2026
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@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
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fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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tastybento merged commit 599874f into developJul 10, 2026
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@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
developfrom
fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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tastybento merged commit 599874f into developJul 10, 2026
3 checks passed
@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
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fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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@tastybento
tastybento merged commit 599874f into developJul 10, 2026
3 checks passed
@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
Skip to content

Run level-completion check when challenges are completed by admins - #408

Merged
tastybento merged 1 commit into
developfrom
fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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@tastybento
tastybento merged commit 599874f into developJul 10, 2026
3 checks passed
@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
developfrom
fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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@tastybento
tastybento merged commit 599874f into developJul 10, 2026
3 checks passed
@tastybento
tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Run level-completion check when challenges are completed by admins by tastybento · Pull Request #408 · BentoBoxWorld/Challenges · GitHub
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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
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fix/385-admin-complete-level-check
Jul 10, 2026
Merged

Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
@sonarqubecloud

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@tastybento
tastybento merged commit 599874f into developJul 10, 2026
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tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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Run level-completion check when challenges are completed by admins - #408

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tastybento merged 1 commit into
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fix/385-admin-complete-level-check
Jul 10, 2026
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Run level-completion check when challenges are completed by admins#408
tastybento merged 1 commit into
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fix/385-admin-complete-level-check

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Fixes#385

Problem

Normal completion (TryToComplete) validates level completion after marking a challenge complete. The admin command (CompleteCommand) and the admin GUI (ListUsersPanel) called setChallengeComplete directly and skipped that check — so a level whose last challenge was admin-completed never registered as complete.

Fix

Level-completion logic is extracted into ChallengesManager:

  • tryCompleteLevel(user, world, challenge) — validates (skips free/already-complete levels), marks complete, fires the normal LevelCompletedEvent; returns the level so TryToComplete can keep handling rewards/messages/titles exactly as before.
  • tryCompleteLevelAdmin(...) — same validation/marking but fires LevelCompletedEvent with admin=true, mirroring setLevelComplete's pattern.

Both admin paths now call tryCompleteLevelAdmin after marking the challenge complete.

Design note: admin-driven level completion records state and fires the admin event but deliberately gives no level rewards or titles — consistent with admin challenge completion, which also gives no rewards, and safe for offline targets.

Tests

TryToCompleteTest updated for the refactored path (57 tests). Full suite: 458 passed, 0 failures.

In-game verification

  1. Create a level with one challenge; complete it via /[admin] challenges complete <player> <challenge>.
  2. Open /challenges as the player — the level should now show as completed (previously it stayed incomplete).
  3. Repeat via the admin GUI user list; same result.
  4. Complete a level normally — rewards, messages, and title behave as before.

🤖 Generated with Claude Code

https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v

Normal completion via TryToComplete validated level completion after
marking a challenge complete, but the admin command and admin GUI
called setChallengeComplete directly, so a level whose last challenge
was admin-completed never registered as complete.
Fixes#385
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NKxodNE4h3TsSHMqDEeC8v
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tastybento merged commit 599874f into developJul 10, 2026
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tastybento deleted the fix/385-admin-complete-level-check branch July 10, 2026 21:11
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Completing Challenges via Admin mode will not count towards completed levels

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