# 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.