26 lines
1.4 KiB
Markdown
26 lines
1.4 KiB
Markdown
# Action Mode Implementation Notes
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## Main Files
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- `src/actionMode.ts`: Action Mode character save, tier data, coins, rewards, gear stats, and upgrade rules.
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- `src/actionBoss/actionEncounterConfig.ts`: reusable mob/boss attack module defaults and local admin persistence.
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- `src/actionBoss/actionCombatSimulation.ts`: Action Mode combat simulation and enemy state machines.
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- `src/actionBoss/BulldromeScene.ts`: Phaser rendering/input adapter.
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- `src/components/BulldromeBossSlice.tsx`: browser fight shell, party frames, boss bar, spell bar, and result handling.
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- `src/components/ActionModeScreen.tsx`: Action Mode menus, dungeons, customization, and mechanics admin UI.
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- `src/App.css`: Action Mode layout and visual styling.
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## Architecture Rules
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- Keep combat rules in simulation files, not Phaser scene rendering code.
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- Keep text-heavy UI in React/DOM.
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- Add new boss mechanics as reusable attack modules before wiring them to a specific boss.
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- New dungeon tiers should be added to `ACTION_DIFFICULTY_TIERS`.
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- New boss coin families should extend the Action Mode coin wallet instead of reusing Normal Mode currencies.
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## Current Follow-Ups
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- Add Cyber Dragon coin and gear family.
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- Move Action Mode mechanic config from local storage into SQL tables when the backend persistence pass starts.
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- Add admin CRUD for new attacks, not just enable/disable existing modules.
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