Turns session context into a deep-sea moyu (slack-off) game in a floating window — your hand sinks as context grows, touch a fish and server-rolled dice decide the mint of a holographic collectible card across five oceans, with a fish pond and a GitHub-linked leaderboard.
Install
# from npm (prebuilt)
dsh plugin --profile web add dsh-deepsea
# from GitHub (first run asks for allowBuilds approval — follow the hint, retry)
dsh plugin --profile web add github:imkingjh999/dsh-deepsea
Any plugin you install runs third-party code with your own permissions — it can read your files, use your credentials, and reach the network, and tool approvals don’t sandbox it. GitHub-sourced plugins also run build scripts at install time — pnpm blocks those until you allow them, so an install can stop with ERR_PNPM_GIT_DEP_PREPARE_NOT_ALLOWED or ERR_PNPM_IGNORED_BUILDS; dsh prints the exact key to add under allowBuilds in your profile’s pnpm-workspace.yaml, and the install works on the next run. Allowing a build is a trust decision: only install sources you trust, and pin a commit (github:owner/repo#sha).
README
中文 | English
Turn your conversation context into a deep-sea slack-off game — a DeepSeek Harness (DSH) floating-window game: the longer your session context, the deeper your hand sinks; touch a creature from that depth and roll the server's dice to earn a MiniMax-generated holographic collectible card.
Preview
| Ocean | Card wall | Fish pond |
|---|---|---|
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dsh plugin --profile web add npm:dsh-deepsea # npm (recommended)
dsh plugin --profile web add github:imkingjh999/dsh-deepsea # GitHub
# Local dev: add link:<path-to-this-repo> to the profile dependencies
Personal entertainment. Everything runs through your local DSH host + your own MiniMax API key; battle uploads are opt-in (Ed25519 signed, off by default).
Gameplay
| Mechanic | Detail |
|---|---|
| Depth = occupancy | Hook rides contextPressure (projectedTokens / contextWindow); HUD shows depth % + tokens |
| Four zones × five oceans | Sunlit → Twilight → Midnight → Abyss, four viewports deep, camera follows the hook; Pacific / Atlantic / Indian / Arctic / Southern switch on demand — each with its own fauna, water tint and BGM |
| Manual touch, guaranteed contact | Your hand follows the pointer; click to reach. Overlap + click always connects — whether it becomes a card is the server's dice (1/5; 1/2 during a new diver's first 5 minutes), and the post-win 5-minute cooldown is server-adjudicated too |
| Dice theater | Each catch plays a hash-tail roll theater (fast tumble → settle → locked result): win earns a card, lose wriggles free |
| Holographic cards | M3 lore + image-01 art; Python bakes diffraction/mask layers; browser composites the foil with pointer tilt; SSR gold-foil glow, UR rainbow sweep |
| Card wall | In-window grid (scrolls vertically); hover plays the entrance; click for the enlarged card + story |
| Fish pond | Every catch swims in a multi-screen pond world: cruise, 0.5–2.5× pointer-anchored zoom, dual-sine surface light, MiniMax-painted island & boat silhouettes |
| Floating shell | Float (drag / corner resize / dock flush-right via toggle or drag-to-edge), stick rail, minimize; the ocean never unmounts |
| Per-window boss key | Auto-assigned (this window Alt+X; Shorts keeps Alt+S); title bar shows live combo; Alt+M mute |
| Battle cloud (opt-in) | Cloudflare Worker + D1 keep the server-adjudicated records (pow_wins) — dice outcomes and card awards are decided server-side, Ed25519 only proves identity; link GitHub to appear on the global leaderboard with your username + avatar; self-reported stats are never trusted |
| Pre-cast pool | scripts/mint.ts batch-prepares cards (MiniMax art + holo bake → R2 → D1); all media served from R2; each release window (10–20 min) rotates one card onto the table |
Configuration (optional)
In the profile's cordis.patch.yml:
- id: deepsea
config:
minimaxApiKeyEnv: MINIMAX_API_KEY # key chain: this env → MINIMAX_API_KEY → VISION_API_KEY → ~/.mmx/config.json
minimaxModel: MiniMax-M3 # lore model (thinking auto-disabled)
minimaxImageModel: image-01 # card art model
pythonBin: python3 # needs PIL + numpy (decoration baking)
dataDir: '' # card store (default ~/.dsh/deepsea)
workerUrl: https://deepsea.openclawd.qzz.io
Architecture
- Host (
src/index.ts):POST /deepsea/api/catch(rarity roll → M3 lore → image-01 art →scripts/holo.pybakes layers → stored),GET /deepsea/api/cards,POST /deepsea/api/upload(Ed25519 signing relay),GET /deepsea/assets/*. Every route sits behind the browser-trust fence. - Client (
src/client/):shell.tsxfloating shell;ocean.tsxcanvas engine (four-viewport water column, camera-follows-hook descent, procedural creatures, catch animation);cards.tsxholo card + wall + modal;depth.tspure depth vocabulary. ReadscontextPressure/runningviactx.sessions(sessions.listsubscribed once per mount, rebinds only when the session changes). - Cloud (
cloudflare/): Worker + D1 — the server-adjudicated records (pow_wins), release windows, GitHub identity links; PoW dice adjudication, Ed25519 verification, win-only 5-minute cooldown and the rookie 5-minute luck window; one-commandwrangler deploy.
Development
pnpm install && pnpm run build
pnpm test # vitest: depth mapping / rarity distribution / lore parsing / card store / bundle smoke
node tests/smoke-client.mjs
# cloudflare/
wrangler d1 execute deepsea-leaderboard --remote --file=schema.sql
wrangler deploy
License
MIT
Links
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