# Action Mode Implementation Notes

## Main Files

- `src/actionMode.ts`: Action Mode character save, tier data, coins, rewards, gear stats, and upgrade rules.
- `src/actionBoss/actionEncounterConfig.ts`: reusable mob/boss attack module defaults and local admin persistence.
- `src/actionBoss/actionCombatSimulation.ts`: Action Mode combat simulation and enemy state machines.
- `src/actionBoss/BulldromeScene.ts`: Phaser rendering/input adapter.
- `src/components/BulldromeBossSlice.tsx`: browser fight shell, party frames, boss bar, spell bar, and result handling.
- `src/components/ActionModeScreen.tsx`: Action Mode menus, dungeons, customization, and mechanics admin UI.
- `src/App.css`: Action Mode layout and visual styling.

## Architecture Rules

- Keep combat rules in simulation files, not Phaser scene rendering code.
- Keep text-heavy UI in React/DOM.
- Add new boss mechanics as reusable attack modules before wiring them to a specific boss.
- New dungeon tiers should be added to `ACTION_DIFFICULTY_TIERS`.
- New boss coin families should extend the Action Mode coin wallet instead of reusing Normal Mode currencies.

## Current Follow-Ups

- Add Cyber Dragon coin and gear family.
- Move Action Mode mechanic config from local storage into SQL tables when the backend persistence pass starts.
- Add admin CRUD for new attacks, not just enable/disable existing modules.
