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dsh-achievements

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DeepSeek Harness achievement & gamification plugin: cross-session badges for turns, tool calls, sessions and daily streaks, with a badge panel, unlock toasts and a ctx.achievements service. Zero core changes.

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READMESource: main@8c00e76d

dsh-achievements 🏆Awesome DSH Plugin

A gamification layer for DeepSeek Harness (DSH): 68 achievements across seven five-tier growth lines, session behavior badges and trajectory chains — with real-time unlock toasts, a badge wall in the settings page, shareable cards, Agent Wrapped and a public SDK for third-party packs. Zero core changes.

简体中文

📸 Screenshots

Achievements panel: profile card, rarity stats, lifetime counters and the grouped badge wall Expanded cards: icon, rarity, description, progress, XP and unlock timestamp
Achievements panel Achievement cards

✨ Highlights

  • 68 achievements in three product lines — seven five-tier lifetime growth lines (rarity strictly common → uncommon → rare → epic → legendary), 10 session behavior badges, and 20 session trajectory achievements across four extra chains (one of them fully hidden). Every unlock earns XP, raises your level and persona, and is timestamped on the badge wall.
  • Real-time unlocks, no extra server — new achievements stream to the browser over SSE, with a 30s polling fallback (plus refresh on focus/visibility). A first-snapshot baseline means reinstalls and upgrades never produce a toast storm.
  • Zero core changes — the Host half listens only to the official session/event seam: turn/end, step/start, assistant/message, step/end, tool/call, tool/result, and Code Mode's tool/code-dispatch. All read-only events; no core patches, no forks of the runtime.
  • Pure, unit-testable core — a strict three-layer pipeline: event classifier → state reducer → unlock evaluate. Each layer is a pure function with its own tests: 19 test files, 251 tests, all green.
  • State that survives and upgrades cleanly — v2 state (profile + per-session buckets) persists as a JSON file in the DSH home directory; v1 states migrate losslessly. Lifetime counters live on the profile and never depend on the 64-session retention window, with a conservative lower-bound backfill on upgrade; already-satisfied milestones are silently reconciled at startup (no reducer, no session attribution, no broadcast).
  • O(1) trajectory tracking — P7 session facts are maintained at low-frequency boundaries only (step/start, assistant/message, step/end, settled tool calls); per-token chunks are never consumed or persisted.
  • Privacy-safe by construction — share text, share cards, Agent Wrapped and achievement chains read aggregate counters, achievement metadata, persona and level only. File paths and command strings never leave the engine.
  • Open SDK — third-party Host plugins register achievements via ctx.achievements.register / registerPack and share the exact same evaluation path as the built-ins; duplicate ids throw immediately. Other client plugins read state through ctx.achievementsState.

🏅 The achievements (68)

Achievements fall into two tracks. Each of the seven lifetime growth lines has five tiers, always common → uncommon → rare → epic → legendary (new-milestone XP: 10 / 30 / 75 / 175 / 400):

| Line | Common | Uncommon | Rare | Epic | Legendary | |---|---|---:|---:|---:|---:|---:| | 🎬 Turns | 1 | 25 | 50 | 100 | 500 | | 🔧 Tool calls | 1 | 25 | 100 | 500 | 2000 | | 💬 Sessions | 1 | 10 | 50 | 200 | 500 | | 🌅 Active days | 1 | 7 | 30 | 100 | 365 | | 📖 File reads | 10 | 100 | 500 | 2500 | 10000 | | ✏️ File edits | 1 | 10 | 50 | 250 | 1000 | | 🧪 Test runs | 1 | 10 | 50 | 250 | 1000 |

Special achievements — daily streaks (streak-3 / streak-7), the early ten-turns bonus, and ten per-session behavior badges:

Achievement Condition
🔁 Déjà Vu edit the same file 5 times in one session
🕳 Rabbit Hole read 20 files before your first edit
💣 YOLO edit 8 files before your first test
🔥 It Works Eventually pass after 5 failed tests
🎰 Surely This Time same test command fails 5 times in a row
🎯 One Shot pass the first test after a single edit
📚 Librarian read 30 distinct files in one session
🌱 Touch Grass 100 tool calls in one session
🦴 Dependency Archaeologist read a file inside a dependency directory
🗿 Gigachad read, edit and pass a test within 5 tool calls

P7 trajectory chains (20 achievements, rarity strictly common → uncommon → rare → epic → legendary, XP 10 / 20 / 40 / 70 / 120). They read only low-frequency boundaries and never persist per-token chunks:

Chain Metric Five thresholds
💬 Session Marathon distinct closed-step turns in one session 5 / 20 / 50 / 100 / 200
🪜 Turn Depth closed steps within a single turn 5 / 20 / 50 / 100 / 500
🔧 Tool Barrage settled tool calls within a single step (incl. Code Mode sub-calls) 5 / 10 / 25 / 50 / 100
⏳ Time Anomaly single model-request think duration (step/start → assistant/message, hidden) 30s / 100s / 300s / 500s / 1000s

⚙️ Architecture

DSH session/event (turn/end, step/start, assistant/message, step/end, tool/call, tool/result, tool/code-dispatch)
  → src/events.ts        classifier  — raw payload → standardized AchievementEvent + ToolSummary
  → src/reducer.ts       reducer     — pure reduceState: profile counters + per-session behavior + P7 facts
  → src/achievements.ts  evaluate    — applyEvent: buildContext + evaluate every still-locked def
  → src/index.ts         Host        — persist JSON → SSE push (unlock) + read-only HTTP API; startup reconcile
  → src/client/          Browser     — EventSource + 30s polling → badge panel + unlock toasts

The three layers are fully decoupled and independently unit-tested; the rules layer never reads raw Harness tool payloads. The browser bundle can only import modules that are safe for it (a purity gate in tsdown.config.ts blocks any node:* import from leaking in).

📦 Install

Prereqs: DSH (dsh web works), Node ≥ 22.19.

# From GitHub (prebuilt lib/ is committed, no allowBuilds needed)
dsh plugin --profile web add "github:luumod/dsh-achievements#main"

# From a local checkout (npm pack is the reliable path on Windows; avoid `link:`)
cd dsh-achievements && npm install --legacy-peer-deps && npm run build
npm pack --ignore-scripts
dsh plugin --profile web add "<absolute path to>\dsh-achievements-0.1.0.tgz"

Restart dsh web after installing, then just use it — the first completed turn unlocks the first achievement (all counting rides the official event seam, so simply chatting works).

🎮 Usage

  1. Chat and let the agent work — turns, tool calls, new sessions and daily activity accumulate silently; a toast pops in the bottom-right whenever a new achievement unlocks (rarity color, XP and flavor text included).
  2. Settings → 🏆 成就 shows the full experience:
    • Profile card — persona, level with XP progress, unlocked/total count, favorite tool and a rarity breakdown;
    • Lifetime counters — turns / tool calls / sessions / active days / file reads / file edits / test runs, plus the current and longest streak;
    • Badge wall — collapsed into the seven growth routes and the special/trajectory chains, each group header showing its progress bar; a single all / locked / unlocked filter narrows the cards; unlocked cards carry timestamps, locked ones are dimmed, hidden achievements stay ??? until unlocked;
    • Session report — the most recent session's turns, steps, deepest single turn, tool calls and read/edit/test split;
    • 🎁 Agent Wrapped and 📤 Share — local, private summary and shareable cards.

🔌 For developers: the ctx.achievements SDK

Register your own achievements from a Host plugin — built-ins and third-party packs share one evaluation path and one registry (duplicate ids throw):

export const inject = ['achievements']

export function apply(ctx: Context): void {
  ctx.achievements.register({
    id: 'python-first-run',
    icon: '🐍',
    title: { zh: '蟒蛇出洞', en: 'First Python Run' },
    description: { zh: '首次运行 Python', en: 'Run Python for the first time' },
    rarity: 'uncommon',
    xp: 20,
    scope: 'session',
    evaluate: ctx => ({ unlocked: ctx.session.toolCalls >= 1 }),
  })
}

Or register a whole pack: ctx.achievements.registerPack({ id, version, name, achievements }). Registrations reconcile immediately, so an already-satisfied lifetime pack unlocks without waiting for the next live event. See docs/SDK.md for the full guide and examples/python-pack.ts for a runnable pack.

On the browser side, other client plugins read state via ctx.achievementsState.refresh() / ctx.achievementsState.unlockedIds().

🛠️ Development

npm install --legacy-peer-deps
$env:DSH_NODE_MODULES = "$env:USERPROFILE\.dsh\profiles\node_modules"   # PowerShell; local runtime symlinks
npm run setup:dsh-workspace
npm run verify     # ★ one-shot gate: clean + typecheck + test + build (incl. the browser purity gate)
npm test           # vitest — 19 files / 251 tests (engine rules, streaks, idempotency, SDK, manifest…)

Note: if npm run build fails with Failed to import module "unrun", run npm install --no-save unrun once (tsdown optional peer, Node ≥ 22.19 recommended).

📁 Layout

dsh-achievements/
├── package.json            # dual contract: dsh.bundle.patch + dsh.client
├── cordis.patch.yml        # bundle patch layer
├── tsdown.config.ts        # client bundle + browser purity gate
├── scripts/                # build / clean / setup-dsh-workspace / verify
├── docs/SDK.md             # third-party authoring guide
├── examples/python-pack.ts # runnable sample pack
├── src/
│   ├── index.ts            # Host half: event wiring, registry, persistence, HTTP + SSE, SDK
│   ├── events.ts           # ★ event classifier (standard AchievementEvent + ToolSummary)
│   ├── reducer.ts          # ★ pure reducer (reduceState / buildContext)
│   ├── achievements.ts     # ★ pure engine (applyEvent) + domain model + 68 built-ins
│   ├── state.ts            # State v2 (profile + sessions), migration, JSON persistence
│   ├── sdk.ts              # createAchievementRegistry + AchievementPack
│   ├── gamification.ts     # levelOf / xpForLevel / RARITY_META (browser-safe)
│   ├── profile.ts          # Profile ViewModel + persona + rarity summary (browser-safe)
│   ├── share.ts            # share cards / Agent Wrapped / chains (browser-safe, privacy-safe)
│   ├── api.ts              # API path constants + SSE frame format (browser-safe)
│   └── client/             # Browser half
│       ├── index.ts        # apply: ctx.achievementsState + polling + SSE + slot injection
│       ├── achievements-client.ts  # state HTTP client
│       ├── badge-panel.tsx # badge wall (settings.section), grouped from the chain model
│       ├── toast.ts        # unlock toast (zero-dependency DOM)
│       └── unlock-tracker.ts  # toast baseline dedup (pure)
└── tests/                  # 19 spec files: classifier / reducer / evaluate / state / SDK / chains…

🧩 Ecosystem positioning

  • Fills a gap — the DSH ecosystem previously had no unified achievement/badge system (community research explicitly flagged the missing gamification layer).
  • Same dual-sided pattern as dsh-soundscape — Host drives a pure engine off the official event seams; the browser half is a client plugin (settings.section + state polling).
  • Zero core changes — read-only events + a private state file + ctx.effect registrations. A fork of Blaczz/dsh-achievements, extended with behavior + trajectory achievements, the SDK and the sharing layer.

⚖️ License

MIT © 2026 Blaczz (upstream). An independent community plugin, not affiliated with DeepSeek Harness.

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