docs: refresh AGENTS.md for economy tick, market state, and version bumping
Document the economy tick and consumption pass, the market-state collection, seven-bin file logging, and the version-bump-after-git-workflow guidance. Ultraworked with [Sisyphus](https://github.com/code-yeongju/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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@ -105,7 +105,7 @@ Organized by domain under `src/collections/`:
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- **intelligence/** — Missions, MissionAttendances, Campaigns, Factions, Technologies
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- **intelligence/** — Missions, MissionAttendances, Campaigns, Factions, Technologies
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- **logistics/** — Assets, Resources, Vehicles, Structures (with staffing defaults), Shipments
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- **logistics/** — Assets, Resources, Vehicles, Structures (with staffing defaults), Shipments
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- **banking/** — BankAccounts, BankTransactions, LedgerEntries
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- **banking/** — BankAccounts, BankTransactions, LedgerEntries
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- **market/** — MarketListings, MarketNegotiations
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- **market/** — MarketListings, MarketNegotiations, MarketState (supply/demand ledger, one doc per tradeable resource/asset)
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- **locker/** — LockerStorages, Loadouts
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- **locker/** — LockerStorages, Loadouts
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- **world/** — Maps, NarrativeEvents
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- **world/** — Maps, NarrativeEvents
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- **server/** — MissionFiles, ModLists, GameServers, ArmaCommands, ArmaSyncEvents
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- **server/** — MissionFiles, ModLists, GameServers, ArmaCommands, ArmaSyncEvents
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@ -158,8 +158,10 @@ Shipping simulation (`src/collections/logistics/Shipments.ts`, `src/scripts/`, `
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- **Shipment fields**: `origin`/`destination` → `game-structures`, `transportVehicle` → `game-vehicles`, `cargo[]` (relationship to resources/assets/vehicles + amount), `distance`, `fuelCost`/`fuelConsumed`, `status` (`pending`/`dispatched`/`in_transit`/`arrived`/`completed`/`cancelled`/`failed`/`stranded`), `autoReturn` checkbox, `failureReason`.
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- **Shipment fields**: `origin`/`destination` → `game-structures`, `transportVehicle` → `game-vehicles`, `cargo[]` (relationship to resources/assets/vehicles + amount), `distance`, `fuelCost`/`fuelConsumed`, `status` (`pending`/`dispatched`/`in_transit`/`arrived`/`completed`/`cancelled`/`failed`/`stranded`), `autoReturn` checkbox, `failureReason`.
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- **Game tick**: `bun run payload game-tick` — a `bin` registered on `payload.config.ts`, NOT an npm script. It processes active shipments + fuel consumption, then `process.exit(0)`.
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- **Game tick**: `bun run payload game-tick` — a `bin` registered on `payload.config.ts`, NOT an npm script. It processes active shipments + fuel consumption, then `process.exit(0)`.
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- **Bin file logging**: all six bins (`game-tick`, `market-tick`, `mission-tick`, `server-tick`, `base-tick`, `generate-mission`) tee their logs to daily files `logs/<bin-key>/<YYYY-MM-DD>.log` (UTC) via `createBinLogger` in `src/scripts/lib/binFileLogger.ts` — in addition to the console. Writes are `appendFileSync` (bin scripts `process.exit` immediately, so async streams would truncate). A fatal error in a bin is caught, logged to the file, and exits code 1. Directory override: `BIN_LOG_DIR` env (defaults to `<cwd>/logs` — inside Docker point it at a persistent volume). `logs/` is gitignored.
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- **Bin file logging**: all seven bins (`game-tick`, `market-tick`, `mission-tick`, `server-tick`, `base-tick`, `economy-tick`, `generate-mission`) tee their logs to daily files `logs/<bin-key>/<YYYY-MM-DD>.log` (UTC) via `createBinLogger` in `src/scripts/lib/binFileLogger.ts` — in addition to the console. Writes are `appendFileSync` (bin scripts `process.exit` immediately, so async streams would truncate). A fatal error in a bin is caught, logged to the file, and exits code 1. Directory override: `BIN_LOG_DIR` env (defaults to `<cwd>/logs` — inside Docker point it at a persistent volume). `logs/` is gitignored.
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- **Base tick**: `bun run payload base-tick` — bin registered like the others (needs external cron). Runs `processBaseTick` (`src/lib/base/tick.ts`): pays staff salaries from the structure treasury (banking `applyTransaction` type `salary`), charges structure maintenance, flags upkeep shortages (see Base Management below). Emits `staff:salary-paid`/`staff:salary-unpaid`/`structure:maintenance-paid`/`structure:maintenance-unpaid` events. Notifies clients via the same SSE path as the other ticks (`source: "base-tick"`).
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- **Base tick**: `bun run payload base-tick` — bin registered like the others (needs external cron). Runs `processBaseTick` (`src/lib/base/tick.ts`): pays staff salaries from the structure treasury (banking `applyTransaction` type `salary`), charges structure maintenance, flags upkeep shortages (see Base Management below). Emits `staff:salary-paid`/`staff:salary-unpaid`/`structure:maintenance-paid`/`structure:maintenance-unpaid` events. Notifies clients via the same SSE path as the other ticks (`source: "base-tick"`).
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- **Economy tick**: `bun run payload economy-tick` — bin registered like the others (needs external cron; cadence hint is GameRules `economy.tickIntervalHintMinutes`). Runs `processEconomyTick` (`src/lib/economy/tick.ts`): ensures a `market-state` ledger doc exists per tradeable resource/asset (copied from GM baselines), decays `realDemand`, drifts `artificialDemand` (deterministic per period via `periodSeed` → mulberry32 rng — a cron retry within the same period recomputes the same values), recomputes `priceModifier` from the demand/supply ratio clamped to the item's band. Master gate: GameRules `economy.enabled` (default **off** — no-op when disabled). Cold-start gate: items with fewer than `coldStartObservations` completed purchases keep `priceModifier = 1`. Period idempotency: docs with `lastComputedAt >= periodStart` are skipped. Emits a batch `economy:tick` event + one `economy:price-change` event per item whose modifier moved ≥ `PRICE_CHANGE_THRESHOLD` (0.05) — target `market-state` (logic: `src/lib/economy/` incl. `events.ts`, tests: `tests/int/economy.int.spec.ts` + `tests/int/economy-events.int.spec.ts`). Nothing consumes the modifier yet (P1d: market-tick new-listing pricing). Notifies clients via the same SSE path as the other ticks (`source: "economy-tick"`).
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- **Economy consumption (P1d)**: market-tick prices new NPC listings from the ledger — `price = max(1, round(baseBuyPrice × priceModifier))` (neutral 1 when no market-state doc) then `applyNpcPriceModifier` (vendor's own modifier); the old `autoPrice` ±15% randomness is **removed**. Restock quantity scales down under shortage via `scaleQuantityForShortage` (bounded to a 0.25 factor floor, never below 1). `buyListing` ingests real demand: purchases of NPC/vendor stock (`seller == null`) call `recordPurchase` (fire-and-forget, `src/lib/economy/consumption.ts` — quantity-weighted `realDemand` increment). GM tools: `resetEconomyState` server action (permission `market-state:update`, rebuilds the doc from baselines, emits `economy:reset`; per-listing "Reset economy" button gated by `canResetEconomy` on the market page) and `getReferencePrices` (modifier-applied reference price shown in `CreateListingDialog`'s tip when it differs from the resting valuation). Tests: `tests/int/economy-consumption.int.spec.ts`. Notifies clients via the same SSE path as the other ticks (`source: "economy-tick"`).
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- **Mission auto-completion**: `bun run payload mission-tick` — bin registered like the others (needs external cron). Sweeps missions whose status is `Scheduled`/`Active` and whose scheduled date (`classification.startDateTime`) has fully passed — from the start of the following **server-local** day — and sets them to `Completed`, emitting a `mission:auto-complete` event per mission (logic: `src/lib/intelligence/missionLifecycle.ts`, test: `tests/int/mission-lifecycle.int.spec.ts`). Draft statuses (Concept/Planning/Ready) and terminal statuses (Completed/Cancelled) are never touched; idempotent. Notifies clients via the same SSE path as the other ticks.
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- **Mission auto-completion**: `bun run payload mission-tick` — bin registered like the others (needs external cron). Sweeps missions whose status is `Scheduled`/`Active` and whose scheduled date (`classification.startDateTime`) has fully passed — from the start of the following **server-local** day — and sets them to `Completed`, emitting a `mission:auto-complete` event per mission (logic: `src/lib/intelligence/missionLifecycle.ts`, test: `tests/int/mission-lifecycle.int.spec.ts`). Draft statuses (Concept/Planning/Ready) and terminal statuses (Completed/Cancelled) are never touched; idempotent. Notifies clients via the same SSE path as the other ticks.
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- **Server presence**: `bun run payload server-tick` — bin registered like the others (needs external cron, every minute). Flips `game-servers` docs that claim `status: "online"` but whose last heartbeat (`lastSeenAt`) is older than 180s to `offline`, including online docs with no `lastSeenAt` at all; emits a `server:offline` event per flipped server (logic: `src/lib/arma-bridge/presence.ts`, test: `tests/int/server-presence.int.spec.ts`). Idempotent. Notifies clients via the same SSE path as the other ticks.
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- **Server presence**: `bun run payload server-tick` — bin registered like the others (needs external cron, every minute). Flips `game-servers` docs that claim `status: "online"` but whose last heartbeat (`lastSeenAt`) is older than 180s to `offline`, including online docs with no `lastSeenAt` at all; emits a `server:offline` event per flipped server (logic: `src/lib/arma-bridge/presence.ts`, test: `tests/int/server-presence.int.spec.ts`). Idempotent. Notifies clients via the same SSE path as the other ticks.
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- **Arrival handling** (`src/scripts/processShipmentTick.ts`): destination storage rules are re-checked on arrival; rejected cargo bounces back to origin, shipment goes `failed`, `ShipmentFail` event logged.
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- **Arrival handling** (`src/scripts/processShipmentTick.ts`): destination storage rules are re-checked on arrival; rejected cargo bounces back to origin, shipment goes `failed`, `ShipmentFail` event logged.
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@ -357,6 +359,8 @@ shadcn/ui components live in `src/components/ui/`. Use `bunx shadcn@latest add <
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`bun run deploy` bumps the patch version (via `bun pm version patch`) and runs the production build. Push the resulting version commit to deploy through Coolify; the legacy `build/deploy.sh` path is no longer used.
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`bun run deploy` bumps the patch version (via `bun pm version patch`) and runs the production build. Push the resulting version commit to deploy through Coolify; the legacy `build/deploy.sh` path is no longer used.
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**Version bump after git commands**: whenever a `/git` or `/git-master` workflow creates commits, also bump the patch version with `bun pm version patch` and push it together with the work. The command itself creates the `vX.Y.Z` version commit **and** a local git tag, but plain `git push` does **not** push tags (`push.followTags` is not set in this repo) — push the tag explicitly with `git push && git push --tags` (or `git push --follow-tags`). The deployed site's version overlay reads `package.json`'s `version` (Coolify builds have no git metadata, so the displayed version is `<semver>+<commit sha>`), and an unbumped semver means every deploy shows the same `0.2.0`-style number even though the commit-hash suffix changes. Skipping the bump — or pushing the commit without its tag — makes releases indistinguishable and breaks version history.
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## Gotchas
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## Gotchas
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- Next.js 16 framework traps (each one caused a real failed fix — see "Next.js 16 hard rules" above): `searchParams`/`params` are Promises and must be awaited; `cookies().set()` throws outside Server Actions/Route Handlers; `x-invoke-path` does not carry the real pathname in layouts.
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- Next.js 16 framework traps (each one caused a real failed fix — see "Next.js 16 hard rules" above): `searchParams`/`params` are Promises and must be awaited; `cookies().set()` throws outside Server Actions/Route Handlers; `x-invoke-path` does not carry the real pathname in layouts.
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