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
| Signal | Fired by | Listened by |
|---|---|---|
boss_body_kill | engine/combat/damage.ts | (none) |
boss_defeated | (none) | engine/bridge.ts |
boss_kill | engine/boss/encounter.tsengine/combat/damage.ts | (none) |
bullet_hit | engine/combat/collision-resolver.ts | (none) |
crate_break | engine/world/crates.ts | data/artifacts/crate-buster.ts (via EffectEngine trigger)data/artifacts/lodestone.ts (via EffectEngine trigger) |
damage_dealt | engine/combat/damage.ts | (none) |
enemy_kill | engine/combat/damage.ts | data/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_complete | engine/bridge.ts | data/artifacts/event-healer.ts (via EffectEngine trigger)data/artifacts/event-reward.ts (via EffectEngine trigger)data/artifacts/witness.ts (via EffectEngine trigger) |
hull_damage | engine/combat/damage.ts | (none) |
kill_streak_milestone | engine/combat/damage.ts | data/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_up | engine/world/leveling.ts | data/artifacts/quartermaster.ts (via EffectEngine trigger)data/artifacts/refresh.ts (via EffectEngine trigger) |
phase_change | engine/bridge.ts | engine/bridge.ts |
player_damage | engine/combat/damage.ts | data/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_healed | engine/effects/actions.ts | data/artifacts/caretaker.ts (via EffectEngine trigger)data/artifacts/echo.ts (via EffectEngine trigger)data/artifacts/vitality-surge.ts (via EffectEngine trigger) |
prop_break | engine/world/props.ts | (none) |
run_start | engine/effects/run-effects.ts | data/artifacts/companion-droid.ts (via EffectEngine trigger)data/artifacts/force-field.ts (via EffectEngine trigger) |
shield_break | engine/combat/damage.ts | (none) |
shield_hit | engine/combat/damage.ts | (none) |
stall_start | engine/physics/movement.ts | (none) |
tagged_kill | engine/combat/damage.ts | (none) |
tbone_hit | engine/combat/collision-resolver.ts | data/artifacts/battering-ram.ts (via EffectEngine trigger) |
tier_advance | engine/bridge.ts | (none) |
weapon_fire | engine/bridge.ts | data/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 byengine/combat/damage.tsboss_kill— fired byengine/boss/encounter.ts,engine/combat/damage.tsbullet_hit— fired byengine/combat/collision-resolver.tsdamage_dealt— fired byengine/combat/damage.tshull_damage— fired byengine/combat/damage.tsprop_break— fired byengine/world/props.tsshield_break— fired byengine/combat/damage.tsshield_hit— fired byengine/combat/damage.tsstall_start— fired byengine/physics/movement.tstagged_kill— fired byengine/combat/damage.tstier_advance— fired byengine/bridge.ts
Listened but never fired (potential missing wiring)
boss_defeated— listened byengine/bridge.ts