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
| Signal | Fired by | Listened by |
|---|---|---|
boss_body_kill | sim/combat/damage.ts | (none) |
boss_defeated | (none) | bridge.ts |
boss_kill | boss/encounter.tssim/combat/damage.ts | testing/boss-gauntlet-runner.ts |
bullet_hit | sim/combat/collision-resolver.ts | (none) |
crate_break | sim/world/crates.ts | (none) |
damage_dealt | sim/combat/damage.ts | (none) |
enemy_kill | sim/combat/damage.ts | (none) |
error | (none) | testing/smoke-test-harness.ts |
event_complete | bridge.ts | (none) |
hull_damage | sim/combat/damage.ts | (none) |
kill_streak_milestone | sim/combat/damage.ts | (none) |
level_up | sim/world/leveling.ts | (none) |
phase_change | bridge.ts | bridge.ts |
player_damage | sim/combat/damage.ts | (none) |
player_healed | sim/effects/actions.ts | (none) |
prop_break | sim/world/props.ts | (none) |
run_start | sim/effects/run-effects.ts | (none) |
shield_break | sim/combat/damage.ts | (none) |
shield_hit | sim/combat/damage.ts | (none) |
stall_start | sim/physics/movement.ts | (none) |
tagged_kill | sim/combat/damage.ts | (none) |
tbone_hit | sim/combat/collision-resolver.ts | (none) |
tier_advance | bridge.ts | (none) |
unhandledrejection | (none) | testing/smoke-test-harness.ts |
weapon_fire | bridge.ts | (none) |
Orphan signals
Fired but never listened (potential dead code)
boss_body_kill— fired bysim/combat/damage.tsbullet_hit— fired bysim/combat/collision-resolver.tscrate_break— fired bysim/world/crates.tsdamage_dealt— fired bysim/combat/damage.tsenemy_kill— fired bysim/combat/damage.tsevent_complete— fired bybridge.tshull_damage— fired bysim/combat/damage.tskill_streak_milestone— fired bysim/combat/damage.tslevel_up— fired bysim/world/leveling.tsplayer_damage— fired bysim/combat/damage.tsplayer_healed— fired bysim/effects/actions.tsprop_break— fired bysim/world/props.tsrun_start— fired bysim/effects/run-effects.tsshield_break— fired bysim/combat/damage.tsshield_hit— fired bysim/combat/damage.tsstall_start— fired bysim/physics/movement.tstagged_kill— fired bysim/combat/damage.tstbone_hit— fired bysim/combat/collision-resolver.tstier_advance— fired bybridge.tsweapon_fire— fired bybridge.ts
Listened but never fired (potential missing wiring)
boss_defeated— listened bybridge.tserror— listened bytesting/smoke-test-harness.tsunhandledrejection— listened bytesting/smoke-test-harness.ts