Signal catalog — auto-generated (do not edit)

Source: Styx PUSHES TO: and LISTENS TO: headers in src/game/{engine,data,services,stores}/.

Regenerate: npm run gen-signals (or npm run gen-signals -- --strict to fail on orphans).

Per Spec v3 §2a, this catalog is the canonical inventory of every cross-cutting reaction in the engine. Pattern 5 (Signal) is for cross-cutting reactions that fan out unpredictably; if your work needs to add a new signal, the line you edit in the originating module’s Styx header propagates here on the next npm run gen-signals invocation.

Total signals: 25

SignalFired byListened by
boss_body_killsim/combat/damage.ts(none)
boss_defeated(none)bridge.ts
boss_killboss/encounter.ts
sim/combat/damage.ts
testing/boss-gauntlet-runner.ts
bullet_hitsim/combat/collision-resolver.ts(none)
crate_breaksim/world/crates.ts(none)
damage_dealtsim/combat/damage.ts(none)
enemy_killsim/combat/damage.ts(none)
error(none)testing/smoke-test-harness.ts
event_completebridge.ts(none)
hull_damagesim/combat/damage.ts(none)
kill_streak_milestonesim/combat/damage.ts(none)
level_upsim/world/leveling.ts(none)
phase_changebridge.tsbridge.ts
player_damagesim/combat/damage.ts(none)
player_healedsim/effects/actions.ts(none)
prop_breaksim/world/props.ts(none)
run_startsim/effects/run-effects.ts(none)
shield_breaksim/combat/damage.ts(none)
shield_hitsim/combat/damage.ts(none)
stall_startsim/physics/movement.ts(none)
tagged_killsim/combat/damage.ts(none)
tbone_hitsim/combat/collision-resolver.ts(none)
tier_advancebridge.ts(none)
unhandledrejection(none)testing/smoke-test-harness.ts
weapon_firebridge.ts(none)

Orphan signals

Fired but never listened (potential dead code)

  • boss_body_kill — fired by sim/combat/damage.ts
  • bullet_hit — fired by sim/combat/collision-resolver.ts
  • crate_break — fired by sim/world/crates.ts
  • damage_dealt — fired by sim/combat/damage.ts
  • enemy_kill — fired by sim/combat/damage.ts
  • event_complete — fired by bridge.ts
  • hull_damage — fired by sim/combat/damage.ts
  • kill_streak_milestone — fired by sim/combat/damage.ts
  • level_up — fired by sim/world/leveling.ts
  • player_damage — fired by sim/combat/damage.ts
  • player_healed — fired by sim/effects/actions.ts
  • prop_break — fired by sim/world/props.ts
  • run_start — fired by sim/effects/run-effects.ts
  • shield_break — fired by sim/combat/damage.ts
  • shield_hit — fired by sim/combat/damage.ts
  • stall_start — fired by sim/physics/movement.ts
  • tagged_kill — fired by sim/combat/damage.ts
  • tbone_hit — fired by sim/combat/collision-resolver.ts
  • tier_advance — fired by bridge.ts
  • weapon_fire — fired by bridge.ts

Listened but never fired (potential missing wiring)

  • boss_defeated — listened by bridge.ts
  • error — listened by testing/smoke-test-harness.ts
  • unhandledrejection — listened by testing/smoke-test-harness.ts