Add domain-specific AGENTS.md files for collections, components, lib, utils, and bot. Add login-return-url case study documenting the return-URL flow design decisions and debugging lessons learned.
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AGENTS.md — Shared Business Logic
Parent:
../../AGENTS.md— Payload config, server actions pattern, env vars.
Overview
23 files across 8 domain subdirectories. Contains pure business logic and Payload-dependent service modules. Server actions in route directories delegate here; these modules hold the actual domain rules.
Structure
lib/
utils.ts # cn() class merger (Tailwind)
storageRules.ts # Storage validation (prohibited → whitelist → per-item cap)
shipping.ts # Fuel cost, transit time, vehicle effective speed
distance.ts # Haversine distance calculation
logistics.ts # Shared logistics helpers
versionInfo.ts # Build version display
attendance/ # Mission attendance service (single write path)
banking/ # Transaction engine, account creation, formatting
locker/ # Grid logic, placement validation, loadouts
market/ # Buy/sell, NPC negotiation, dialogue, vendor resolution
notifications/ # User notification helper + muteable types
realtime/ # In-process SSE bus (single-instance only)
tickets/ # Ticket vocabulary, Lexical helpers, staff resolution
Dependency graph
Server actions ──┬── storageRules.ts
├── lib/banking/index.ts ──┬── format.ts
│ └── ui.ts
├── lib/market/index.ts ──┬── negotiations.ts
│ ├── npcs.ts
│ ├── npcDialogue.ts (pure, client-safe)
│ └── chatBubbles.ts (pure, client-safe)
├── lib/locker/index.ts ── search.ts
├── lib/attendance/index.ts
├── lib/notifications/index.ts
└── lib/tickets/
game-tick script ── shipping.ts, distance.ts, storageRules.ts
market-tick script ── lib/market/index.ts (autoPrice, autoQuantity, npc vendor logic)
Pure vs Payload-dependent
- Pure modules (no Payload import, safe for client + server):
npcDialogue.ts,chatBubbles.ts,ticketMeta.ts,distance.ts,storageRules.ts(logic only) - Payload-dependent (import
@payload-config, server-only): everything else
Key modules
storageRules.ts
Enforcement order: prohibited → whitelist → per-item cap. Functions: checkStorageDeposit, isResourceProhibited, isResourceWhitelisted, getResourceStorageCap, storageViolationMessage. Used in structure actions, shipment creation, and arrival processing.
banking/index.ts
applyTransaction() — single source of truth for balance math. Validates accounts, creates transaction + ledger entries, updates balances. ensurePersonalAccount() — dedup find-or-create. getMainCurrencyId() — resolves Game Rules main currency.
market/index.ts
buyListing() — validates, debits buyer, credits locker, marks sold. Supports partial buys via quantity parameter. creditLockerQuantity() — merges stackables or fills empty grid spots; throws if no space.
market/negotiations.ts
NPC vendor pricing engine: stance starts at asking price, only moves down. Offers ≥ stance accepted; within 2% with 85% chance; well-below draw concession (30% of gap). Patience meter increments per round, closes at cap.
realtime/bus.ts
Module-level subscriber Set. SSE endpoint GET /api/realtime subscribes; game tick POST /api/game-tick/notify broadcasts. Single-instance only — will not work across multiple server processes.
Where to look
| Task | Path |
|---|---|
| Add storage rule logic | storageRules.ts (pure functions) |
| Modify transaction flow | lib/banking/index.ts — applyTransaction() |
| Change NPC pricing | lib/market/negotiations.ts — NPC_ACCEPT constants |
| Add notification type | lib/notifications/notificationTypes.ts |
| Add pure client+server logic | Verify no Payload import; place in appropriate domain dir |
Anti-patterns
- NEVER import
@payload-configin files undermarket/npcDialogue.tsormarket/chatBubbles.ts— they must stay client-safe - NEVER duplicate business logic in server actions — always delegate to
lib/{domain}/ - NEVER use module-level state in
realtime/bus.tsfor cross-instance scenarios — use external pub/sub (Redis) instead - NEVER mutate
storageRules.tsenforcement order without updating all 3 call sites (structure actions, shipment creation, arrival processing)