1.4 KiB
1.4 KiB
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.