Signal catalog — auto-generated (do not edit)

Source: Styx PUSHES TO: and LISTENS TO: headers in src/starship-survivors/{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: 23

SignalFired byListened by
boss_body_killengine/combat/damage.ts(none)
boss_defeated(none)engine/bridge.ts
boss_killengine/boss/encounter.ts
engine/combat/damage.ts
(none)
bullet_hitengine/combat/collision-resolver.ts(none)
crate_breakengine/world/crates.tsdata/artifacts/crate-buster.ts (via EffectEngine trigger)
data/artifacts/lodestone.ts (via EffectEngine trigger)
damage_dealtengine/combat/damage.ts(none)
enemy_killengine/combat/damage.tsdata/artifacts/chain-reaction.ts (via EffectEngine trigger)
data/artifacts/devourer.ts (via EffectEngine trigger)
data/artifacts/energy-kill-nova.ts (via EffectEngine trigger)
data/artifacts/killchain-coil.ts (via EffectEngine trigger)
event_completeengine/bridge.tsdata/artifacts/event-healer.ts (via EffectEngine trigger)
data/artifacts/event-reward.ts (via EffectEngine trigger)
data/artifacts/witness.ts (via EffectEngine trigger)
hull_damageengine/combat/damage.ts(none)
kill_streak_milestoneengine/combat/damage.tsdata/artifacts/aegis.ts (via EffectEngine trigger)
data/artifacts/bloodlust.ts (via EffectEngine trigger)
data/artifacts/frenzy.ts (via EffectEngine trigger)
data/artifacts/killstreak-rain.ts (via EffectEngine trigger)
data/artifacts/salvager.ts (via EffectEngine trigger)
level_upengine/world/leveling.tsdata/artifacts/quartermaster.ts (via EffectEngine trigger)
data/artifacts/refresh.ts (via EffectEngine trigger)
phase_changeengine/bridge.tsengine/bridge.ts
player_damageengine/combat/damage.tsdata/artifacts/absorption-barrier.ts (via EffectEngine trigger)
data/artifacts/heartstone.ts (via EffectEngine trigger)
data/artifacts/hull-missiles.ts (via EffectEngine trigger)
data/artifacts/patient-fury.ts (via EffectEngine trigger)
data/artifacts/reactive-plating.ts (via EffectEngine trigger)
data/artifacts/shield-break-nova.ts (via EffectEngine trigger)
data/artifacts/shieldburst.ts (via EffectEngine trigger)
player_healedengine/effects/actions.tsdata/artifacts/caretaker.ts (via EffectEngine trigger)
data/artifacts/echo.ts (via EffectEngine trigger)
data/artifacts/vitality-surge.ts (via EffectEngine trigger)
prop_breakengine/world/props.ts(none)
run_startengine/effects/run-effects.tsdata/artifacts/companion-droid.ts (via EffectEngine trigger)
data/artifacts/force-field.ts (via EffectEngine trigger)
shield_breakengine/combat/damage.ts(none)
shield_hitengine/combat/damage.ts(none)
stall_startengine/physics/movement.ts(none)
tagged_killengine/combat/damage.ts(none)
tbone_hitengine/combat/collision-resolver.tsdata/artifacts/battering-ram.ts (via EffectEngine trigger)
tier_advanceengine/bridge.ts(none)
weapon_fireengine/bridge.tsdata/artifacts/battery-shield.ts (via EffectEngine trigger)
data/artifacts/hunter.ts (via EffectEngine trigger)
data/artifacts/overdrive.ts (via EffectEngine trigger)
data/artifacts/slipstream.ts (via EffectEngine trigger)
data/artifacts/trigger-happy.ts (via EffectEngine trigger)

Orphan signals

Fired but never listened (potential dead code)

  • boss_body_kill — fired by engine/combat/damage.ts
  • boss_kill — fired by engine/boss/encounter.ts, engine/combat/damage.ts
  • bullet_hit — fired by engine/combat/collision-resolver.ts
  • damage_dealt — fired by engine/combat/damage.ts
  • hull_damage — fired by engine/combat/damage.ts
  • prop_break — fired by engine/world/props.ts
  • shield_break — fired by engine/combat/damage.ts
  • shield_hit — fired by engine/combat/damage.ts
  • stall_start — fired by engine/physics/movement.ts
  • tagged_kill — fired by engine/combat/damage.ts
  • tier_advance — fired by engine/bridge.ts

Listened but never fired (potential missing wiring)

  • boss_defeated — listened by engine/bridge.ts