Tables
All tables referenced throughout the bible
introduction
1
Bible SectionsOverview of the major sections of the bible with links and brief descriptions.introduction
Overview
2
Platform ComponentsEach top-level component: where it runs, what it is, and why it lives there — studio, landing, Engine, sentinel, beacon, Nodes, NATS, Redis, headscale, alloy, and Game Data.overview/architecture
Game Data
3
DBC CSV LoadersThe three generic loaders behind DbcData::load_all — load_by_id, load_by_fk, load_one_by_fk — how each keys rows and the resulting map shape.game-data/dbc-overview
4
SpellDataFlat Field GroupsThe logical field groups of SpellDataFlat (identity/text, timing/cost, range/AoE, school/coefficient, interrupts, duration/empower, vec columns, aura props, RPPM/labels) with representative fields.game-data/spell-data
5
ItemScalingData TablesThe seven game.* tables folded into ItemScalingData by from_flat, each with its grouping key.game-data/items-and-scaling
6
DataResolver ImplementationsThe five implementations of the DataResolver port — SupabaseResolver, LocalCsvResolver, JsResolver, OverlayResolver, InMemoryResolver — their source and where each runs.game-data/data-resolution
7
Spec Manifest SectionsThe sections of a per-spec manifest-schema Manifest (spec, resource, auras, spells, auto_attacks, talents, hero_talents, metric_keys, rotation_schema) and their types.game-data/codegen
Engine
8
Event VariantsAll eight Event variants of the simulation loop (PlayerReady, OffGcdReady, CastStart, CastComplete, AuraTick, AuraExpire, CooldownReady, AutoAttack) with payload and meaning.engine/event-system
9
BuffEffect VariantsThe ten BuffEffect variants an aura can contribute (Haste, Crit, Mastery, Versatility, PrimaryStat, DamageMult, DamageMultSchool, DamageMultSpells, Cleave, DamageMultStacking) summed by accumulate_buffs.engine/combat-formulas
10
PeriodicKind VariantsThe five PeriodicKind variants dispatched on each AuraTick: DamageAp, DamageSp, ResourceGain, ResourceDrain, ApplyAura.engine/auras
11
ImpactProc FieldsThe fields of the ImpactProc struct (chance, fire, spell_filter, periodic_only, skip_periodic, crit_only) that fire_impact_procs uses to decide impact-triggered proc eligibility.engine/procs
Distribution
12
Engine Entry FunctionsThe four engine-application entry functions — simulate_intent, simulate_intent_request, simulate_intent_with_trace, build_handler — and which runner each drives.distribution/orchestration
13
Engine WASM ExportsThe wasm-bindgen exports of the engine crate by module (runSimulation, runSimulationWithProgress, runIterationTrace, metadata, rotation validation), sync vs async, and purpose.distribution/wasm-boundary
14
Centrifugo Channel NamespaceThe beacon channels (chunks, nodes, jobs prefixes) with direction, publisher, and subscriber, each cited to its publish or subscribe call site.distribution/realtime
15
CompletionOutcome VariantsThe four outcomes of runtime.complete() — Accepted, Idempotent, Conflict, Stale — and the HTTP status each maps to.distribution/hosted-compute
16
Fly ApplicationsThe six Fly apps in region lhr (sentinel, beacon, nats, headscale, alloy, node) with image, internal port, and role.distribution/deployment
Portal
17
Redux Simulator SliceThe fields of the single Redux Toolkit simulator slice that persist across the import, configure, and results steps, with their types and purpose.portal/state-management
18
Bible MDX ComponentsThe custom MDX tags registered in studioMdxComponents (Figure, BibleTable, Term, Cite, and the index-list components) and what each renders.portal/content-system
