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docs(wiki): document wiki system

Add the Wiki section to the agent context covering collections, service
lib, markdown pipeline, editor, pages, event targets, migration batch 28,
and gotchas. Includes minor markdown formatting cleanups in existing
sections.
This commit is contained in:
Jason Fraley 2026-09-05 00:02:28 -04:00
parent d8f7c06ca7
commit 93f61d5ef8

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@ -1,6 +1,7 @@
# AGENTS.md — Polaris Task Force
> **Sub-AGENTS.md files** (read these for domain-specific context):
>
> - `src/components/frontend/AGENTS.md` — Frontend component patterns, server/client split, Item primitive
> - `src/collections/AGENTS.md` — Payload collection map, RBAC, hooks, relationship graph
> - `src/lib/AGENTS.md` — Shared business logic, domain services, dependency graph
@ -125,6 +126,7 @@ Access control helpers live in `src/utils/access-control/` (isRole, hasRoles). R
### UI
`EventLedger` component (`src/components/frontend/storage/EventLedger.tsx`):
- Queries the REST API (`/api/game-event-logs`) for a given `structureId` and renders a scrollable feed.
- Accepts optional `refreshKey` prop — parent passes an incrementing counter to trigger re-fetch after mutations.
- Auto-polls every 30s for background updates.
@ -134,12 +136,14 @@ Access control helpers live in `src/utils/access-control/` (isRole, hasRoles). R
- On re-fetch, preserves existing entries while loading to avoid flicker.
### Adding event logging for new actions
1. Add event type constant to `src/utils/event-log/eventTypes.ts` if it doesn't exist yet.
2. If the target collection slug isn't in the `TARGET_COLLECTIONS` array in `GameEventLogs.ts`, add it.
3. Call `emitGameEvent(payload, { type: EventTypes.xxx, message: "...", ... })` after the successful mutation in the server action.
4. `EventLedger` will pick it up automatically if it's scoped to the same `structureId`.
### Non-structure events
The `EventLedger` currently filters by `structure.id`. For event logs scoped to other entities (e.g., faction finance ledger), a new ledger variant would need to be created that queries by `targetCollection` + `targetId` instead.
## Shipments & game tick
@ -204,11 +208,11 @@ gameTick → POST `/api/game-tick/notify` (guarded by `x-game-tick-secret` heade
- `negotiationRange(listing)` → `{ min, desired }` (min = `minPrice ?? desired`); `isNegotiable(listing)` → `min < desired`.
- **Server actions**: `src/app/(frontend)/logistics/market/actions.ts`. `createMarketListing` (accepts optional `minPrice`; sets `desiredPrice = price`), `cancelMarketListing` (returns stock to seller), `buyMarketListing` (re-fetches listing, verifies active, delegates to `buyListing` with an optional `quantity`), plus negotiation actions `makeMarketOffer` (accepts optional `quantity`, stored on the thread and used when the deal closes) / `acceptMarketOffer` / `rejectMarketOffer` / `counterMarketOffer` / `cancelMarketOffer`. Emits `market:listing-create` / `market:listing-cancel` / `market:sale` / `market:offer*` events.
- **Negotiations**: `src/collections/market/MarketNegotiations.ts` — `market-negotiations`. One thread per listing+buyer. Fields: `listing`, `buyer`, `status` (`open`/`accepted`/`rejected`/`closed`/`cancelled`/`expired`), `amount` (per-unit price on the table), `quantity` (how many units the buyer is haggling for — set on the first offer, defaults to `1`), `proposedBy` (`buyer`/`seller`), `patience` (NPC vendor meter 0–100), `acceptedPrice`, `history[]`. Access: read/update scoped to buyer or `listing.seller` (admin/developer bypass); delete developer only.
- **Flow**: buyer `makeMarketOffer` → thread with `proposedBy: buyer`. For **player listings** the seller is notified and can accept/reject/counter. For **NPC vendor listings** (`seller == null`) the offer is auto-resolved immediately via `npcResponseToOffer` in `src/lib/market/negotiations.ts`. A party may only accept/reject/counter the *other* side's proposal.
- **Flow**: buyer `makeMarketOffer` → thread with `proposedBy: buyer`. For **player listings** the seller is notified and can accept/reject/counter. For **NPC vendor listings** (`seller == null`) the offer is auto-resolved immediately via `npcResponseToOffer` in `src/lib/market/negotiations.ts`. A party may only accept/reject/counter the _other_ side's proposal.
- **Strictly-increasing buyer offers**: the buyer's offers on a listing must keep rising — a repeat of an amount or a lower offer is rejected server-side in `makeMarketOffer`/`counterMarketOffer` (`enforceHigherBuyerOffer`, driven by `lastBuyerOfferOf` over thread history) with "Your offer must be higher than your previous offer of X." The vendor's own `movedBackward` firm-hold in `npcResponseToOffer` is a second line of defense.
- **NPC vendor pricing** (`NPC_ACCEPT` constants: `concedeRatio` 0.3, `marginRatio` 0.02, `chance` 0.85): the vendor keeps a private **stance** starting at the asking price that only moves down. Offers ≥ stance are accepted outright; offers within 2% of the stance are accepted with 85% chance (else the vendor holds firm at the stance); well-below offers draw a concession — the stance moves 30% of the gap toward the buyer but never rises past its last counter and **never drops below `minPrice`** (counters are clamped to the vendor's floor), and the vendor holds firm if the buyer offers *less* than their previous offer (`lastCounter`/`lastBuyerOffer` from `npcStateOf`). Counter responses carry a `reason` (`firm`/`lowball`/`backward`/`stall`/`concede`) and accept responses a `reason` (`good`/`overpay`/`accept`) that drives the vendor's dialogue line.
- **NPC vendor pricing** (`NPC_ACCEPT` constants: `concedeRatio` 0.3, `marginRatio` 0.02, `chance` 0.85): the vendor keeps a private **stance** starting at the asking price that only moves down. Offers ≥ stance are accepted outright; offers within 2% of the stance are accepted with 85% chance (else the vendor holds firm at the stance); well-below offers draw a concession — the stance moves 30% of the gap toward the buyer but never rises past its last counter and **never drops below `minPrice`** (counters are clamped to the vendor's floor), and the vendor holds firm if the buyer offers _less_ than their previous offer (`lastCounter`/`lastBuyerOffer` from `npcStateOf`). Counter responses carry a `reason` (`firm`/`lowball`/`backward`/`stall`/`concede`) and accept responses a `reason` (`good`/`overpay`/`accept`) that drives the vendor's dialogue line.
- **NPC dialogue**: `npcDialogue(kind, amount?, asking?, rng?)` in `src/lib/market/npcDialogue.ts` (pure module — safe to import client-side) produces vendor flavour lines from per-kind variant arrays (picked at random via the `rng` argument, default `Math.random`). `resolveNpcOffer`/`finalizeNegotiation` write these into the history `note`; the chat transcript is rebuilt by `buildChatBubbles(negotiation, listing, currencyLabel)` in `src/lib/market/chatBubbles.ts` (pure — vendor greeting, buyer "How does {amount} sound?", seller lines from history; accept/closed fallback lines appended only for vendor threads with no dialogue, picked deterministically from the thread id). Bubbles render via `ChatBubbleList` (`src/components/frontend/market/ChatBubbleList.tsx`, auto-scrolls, configurable buyer/seller labels). Old threads with generic notes fall back to "How about {amount}?".
- **Patience meter (NPC vendors)**: `NPC_PATIENCE` constants (`roundCost` 12, `lowballPenalty` 25, `stallPenalty` 35, `stallRatio` 0.01, `goodOfferRelief` 9, `goodOfferRatio` 0.85, `cap` 100). Every bargaining round advances the meter on the thread: lowballs (< `minPrice`) add `roundCost + lowballPenalty`, **stalls** (offers that move up by less than `stallRatio × desired`, e.g. +$1 on a $5,000 item) add `roundCost + stallPenalty`, offers at/above `0.85 × desired` *relieve* `goodOfferRelief`, otherwise `roundCost`. At the cap the thread closes (`status: closed`) — the buyer can only buy at the asking price. One persistent thread per listing+buyer holds the meter (NPC path reuses/reopens it, never resets); `makeMarketOffer` blocks after `accepted`/`closed`. Meter UI: `PatienceMeter` (`src/components/frontend/market/PatienceMeter.tsx`, green→amber→red) in `MakeOfferDialog` + buyer-side rows of `NegotiationPanel`. Bounds (`min`/`desired`) stay server-side — never shown to buyers.
- **Patience meter (NPC vendors)**: `NPC_PATIENCE` constants (`roundCost` 12, `lowballPenalty` 25, `stallPenalty` 35, `stallRatio` 0.01, `goodOfferRelief` 9, `goodOfferRatio` 0.85, `cap` 100). Every bargaining round advances the meter on the thread: lowballs (< `minPrice`) add `roundCost + lowballPenalty`, **stalls** (offers that move up by less than `stallRatio × desired`, e.g. +$1 on a $5,000 item) add `roundCost + stallPenalty`, offers at/above `0.85 × desired` _relieve_ `goodOfferRelief`, otherwise `roundCost`. At the cap the thread closes (`status: closed`) — the buyer can only buy at the asking price. One persistent thread per listing+buyer holds the meter (NPC path reuses/reopens it, never resets); `makeMarketOffer` blocks after `accepted`/`closed`. Meter UI: `PatienceMeter` (`src/components/frontend/market/PatienceMeter.tsx`, green→amber→red) in `MakeOfferDialog` + buyer-side rows of `NegotiationPanel`. Bounds (`min`/`desired`) stay server-side — never shown to buyers.
- **Completion**: `finalizeNegotiation` (internal to actions) runs `buyListing` at the agreed `unitPrice` and the thread's `quantity`, marks the thread `accepted` with `acceptedPrice`, expires sibling open threads (`expireNegotiationsForListing` — notifies other interested buyers), notifies both parties, emits `market:offer-accept` + `market:sale`. Buying/cancelling/expiring a listing also expires its open threads.
- **UI**: `MakeOfferDialog` (buyer-facing haggle flow on `ListingCard` — loads existing thread via REST on open, shows counter/accept/withdraw actions + `NpcChat` chat for vendor listings; after a deal closes it stays visible for a 3.5s minimum window so the result and vendor line stay readable, and the refresh is deferred until that window passes so a sold listing doesn't unmount the dialog early), `NegotiationPanel` on the market page (open threads with role-aware Accept/Counter/Reject/Withdraw + recent closed chips + a **History** button opening `NegotiationHistoryDialog`, which lists all of the user's past negotiations as expandable chat rows), `Countdown` live "expires in" timer on every card. `CreateListingDialog` has a "Allow offers below the asking price" section (min price) and only lets you select locker items that are `tradeable` **and** `isLive` (disabled otherwise; "not approved for trading yet" hint when nothing qualifies). Deal-closed feedback fires a `sonner` toast (accept in `MakeOfferDialog`/`NegotiationPanel`, plus NPC auto-accept) — `<Toaster />` is mounted in `src/app/(frontend)/layout.tsx` via `src/components/ui/sonner.tsx`.
- **Market tick**: `bun run payload market-tick` (bin `market-tick` in `payload.config.ts`, NOT npm script). Expires overdue listings (`expireListing` — user stock returned, auto entries just close; also expires open negotiations) then tops up auto-generated entries for any tradeable+live asset with a base buy price that has no active listing. Each entry is assigned an NPC via `resolveVendorNpc`; the price is multiplied by the NPC's `vendor.priceModifier`. Auto entries get `desiredPrice = price`, `minPrice = round(price × 0.6)`. Emits `market:listing-expire` (per listing) + `market:auto-generate` (batch summary), then notifies clients via the same `/api/game-tick/notify` SSE path.
@ -244,6 +248,28 @@ gameTick → POST `/api/game-tick/notify` (guarded by `x-game-tick-secret` heade
- **Dependencies**: `@xyflow/react` (v12), `radix-ui` (context-menu primitives), `lucide-react` (icons).
- To add a new node type, create the component + register it in the `nodeTypes` object in `NarrativeFlowEditor.tsx`.
## Wiki
`src/collections/wiki/`: `wiki-pages`, `wiki-revisions`, `wiki-templates`. A user-maintained field guide for campaigns, characters, places, and the stories around them. Admin group: **Wiki**.
- **WikiPages**: `title` (text, required), `slug` (text, required, unique + indexed, generated by the service layer from the title), `category` (select, required: Campaign/World/Lore/Characters/Plot/Media/Guides/Meta), `tags` (text hasMany), `body` (textarea, required, markdown source), `lockdown` (checkbox, default false), `lockedBy`/`lockedAt` (→ users / date), `lastEditor` (→ users). Access: read/create/update any logged-in user; delete requires intelligence qualification (`hasIntelligenceQualification`).
- **WikiRevisions**: `page` (→ wiki-pages), `revisionNumber` (number, min 1), `titleSnapshot`/`contentSnapshot`, `editor` (→ users), `summary`, `type` (`create`/`edit`/`restore`), `restoredFromRevision`. Access: read logged-in; create/update/delete `false` (written internally via `overrideAccess`).
- **WikiTemplates**: `name` (unique), `body` (textarea, snippet with `{{param}}` placeholders), `description`. Read logged-in; write admin/developer.
- **Service lib**: `src/lib/wiki/`.
- `slugify.ts`: `slugify(title)` lowercases, collapses non-alphanumerics to hyphens, falls back to `"page"`.
- `templates.ts`: `expandTemplates(source, map)` expands `{{Name}}` at render time; nested templates expand up to 2 levels deep and a repeated name in the expansion chain is left literal (cycle guard). Pure module (client-safe).
- `wikilinks.ts`: `preprocessWikilinks` turns `[[Page]]` into `[Page](/wiki/<slug>)` and `[[Page|label]]` into `[label](/wiki/<slug>)`; `extractWikilinks` returns the raw target titles. Pure module.
- `prepare.ts`: `prepareMarkdown(source, templates)` = template expansion first, then wikilink preprocessing. Single entry point the frontend uses before rendering.
- `categories.ts`: `WIKI_CATEGORIES` (the 8 category values).
- `service.ts`: `createPage`/`updatePage`/`restoreRevision`/`setPageLockdown`/`deletePage`/`listTemplates`/`templateMap`. All mutations run with `overrideAccess: true`; `updatePage`/`restoreRevision` throw `"This page is locked and cannot be edited."` when `lockdown` is set; `deletePage` cascades the page's revisions; slug collisions get a `-2`, `-3`, ... suffix; revision numbers are `max + 1`. Does NOT emit events (the actions layer does).
- **Server actions**: `src/app/(frontend)/wiki/actions.ts`. `createWikiPage`, `updateWikiPage`, `restoreWikiRevision` (moderator), `setPageLockdown` (moderator), `deleteWikiPage` (moderator). Canonical repo pattern (duplicated `authenticate()`, `ActionResult<T>`, `emitGameEvent` after mutation). Moderator = `hasIntelligenceQualification(payload, user)` (intel division members + admin/developer pass). Emits `wiki:page-create` / `wiki:page-edit` / `wiki:page-restore` / `wiki:page-lock` / `wiki:page-unlock` / `wiki:page-delete`.
- **Markdown rendering**: `react-markdown@10.1.0` + `remark-gfm@4.0.1` (GFM provides footnotes natively: `[^1]` marker + `[^1]:` definition) + `remark-directive@4.0.0` (layout/callout directives). The shared pipeline lives in `src/lib/wiki/markdown.tsx` (client-safe, no Payload imports): exports `wikiRemarkPlugins` (= `[remarkGfm, remarkDirective]`), `wikiRemarkRehypeOptions` (handlers mapping containerDirective/leafDirective → div and textDirective → span), `wikiMarkdownComponents`, and re-exports `ReactMarkdown`. Wired into both the server component `WikiContent` and the editor's live preview. No raw HTML (no rehype-raw). Images are URL-only `<img>` (no upload support yet). Captioned images `![alt text](url "Caption on hover")` render the caption as a hover `title` only, no figure/figcaption (deliberate: a figure inside a `<p>` is invalid HTML and would cause a hydration mismatch). Two/three-column layout via `::::columns` / `:::column` / `::::` fences, the closing fence must use the same or more colons. `:::note` and `:::warning` callouts render as styled divs. Wikilinks `[[Page]]`/`[[Page|label]]` and `{{Template}}` expansion still run through `prepareMarkdown` before rendering.
- **Editor**: `WikiEditor` (`src/components/frontend/wiki/WikiEditor.tsx`): title/category/tags/edit-summary fields plus a markdown body with live preview (`prepareMarkdown` → react-markdown via the shared pipeline) and an "Insert wikilink" dialog (`WikiLinkDialog`, picks from existing pages at the cursor). The body (`WikiEditorBody.tsx`) sits under a formatting toolbar (`WikiEditorToolbar.tsx`): bold / italic / strikethrough / heading / inline code / code block / quote / bulleted list / numbered list / table, plus insert actions for wikilink, footnote, captioned image, 2-column, 3-column, and citation. Selection helpers live in `src/lib/wiki/editorFormatting.ts`. Keyboard shortcuts: Ctrl/Cmd+B bold, Ctrl/Cmd+I italic, Ctrl/Cmd+Shift+X strikethrough, Ctrl/Cmd+Shift+H heading, Ctrl/Cmd+K insert wikilink, Ctrl/Cmd+E inline code. An in-editor Markdown reference guide (`MarkdownGuide.tsx`) sits next to the live preview.
- **UI**: `src/app/(frontend)/wiki/`: `/wiki` index (`WikiIndex`: search, tag filter, category tabs, "New page"), `/wiki/new`, `/wiki/[slug]` (detail: `WikiContent` render + `WikiToolbar` with Edit/History/Lock/Delete; `LockdownBanner` when locked; missing pages show a "Create this page" CTA that prefills `?title=`), `/wiki/[slug]/edit` (redirects to `/wiki/new?title=` for missing pages, shows `LockdownBanner` when locked), `/wiki/[slug]/history` (`RevisionList` with type badges and moderator-only Restore). Tests: `tests/int/wiki.int.spec.ts`.
- **Event targets**: `wiki-pages`, `wiki-revisions`, `wiki-templates` added to `GameEventLogs` `TARGET_COLLECTIONS` and `emit.ts` `targetCollection` union. Wiki event types in `eventTypes.ts`.
- **Database**: migration batch 28 `src/migrations/20260904_230838_add_wiki_collections.ts`: tables `wiki_pages` (+ `_texts`), `wiki_revisions`, `wiki_templates`, plus the three wiki values added to the `game_event_logs` `target_collection` enum. Dev uses `bun run payload migrate` for schema changes (`push: false`).
- **Gotchas**: image uploads go through the `uploadWikiImage` server action in `src/app/(frontend)/wiki/actions.ts` (any logged-in user, image MIME only, 8 MB cap, stored in `media` with `read: () => true` so images are public; the editor toolbar's "Upload image" button inserts `![alt](/api/media/file/<filename>)` — requires `serverActions.bodySizeLimit` (10mb) in `next.config.mjs`); lockdown blocks edit/restore server-side (actions throw `"This page is locked and cannot be edited."`); restore/delete/lock are intelligence-qualification gated; `WikiRevisions` denies create/update/delete outright, so all revision writes go through the service layer with `overrideAccess`.
## Discord Bot
A Discord bot living in `src/bot/`, run as a standalone long-running process via `bun run bot` — it imports `@payload-config` directly (same pattern as `src/scripts/` and `src/tools/seed/`) and shares the Postgres DB with the web app. **Under active development and testing.** **Full product requirements live in `docs/bot/context.md`; the approved implementation design is in `docs/bot/design.md` — read both before touching bot code.**
@ -309,6 +335,7 @@ shadcn/ui components live in `src/components/ui/`. Use `bunx shadcn@latest add <
## Server Actions convention
Every `actions.ts` file follows the same pattern (10+ files use it):
1. `"use server"` directive at top
2. `import config from "@payload-config"` + `const payload = await getPayload({ config })`
3. Local `authenticate()` helper — dynamic import of `next/headers`, calls `payload.auth()` and `headers()`