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i-want-to-heal-2/Action Mode Documents/implementation-notes.md
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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.