# dsh-wildmon
**Your real work is the tall grass — turns, tools and errors rustle it; wild critters pop out, you throw balls, you fill the dex.**
Write code and the forge stirs; read docs and shadows cross the archive; ship errors daily — congratulations, the rare species of Glitch Ridge only trust your kind. And one legendary answers nothing but a deep-night error.
[](LICENSE)




[中文](README.md) | English
```
野生的 绒电鼠 Volttuft 出现了!◈ 少见 · 常野原
(A wild Volttuft appeared! Uncommon · Field)
⟋⟍ ⟋⟍
(⚡ᴥ⚡)
c( )ɔ
⌁⌁
球 ×9 —— /mon throw to throw · /mon run to retreat
```

## 30 seconds to the grass
```sh
dsh plugin --profile web add github:swaylq/dsh-wildmon
# restart dsh, then in any session:
/mon start
```
Pick one of three starter-trio critters, take 8 balls, then **just work**. Every turn, message, tool call and error has a chance to rustle the grass; the longer nothing shows, the higher the odds (a pity mechanic). `/mon` to check — a wild one waits **10 minutes**; `/mon throw` to catch, and rarer species are harder, every miss improves your next throw, but it may also bolt.
Fill the **28-slot dex**, walk with a **team of six**: your first six catches auto-join, slot 1's aura raises its home habitat's encounter rate ×1.5, rearrange with `/mon swap`. Shinies exist, at 1/64.
## Habitats: how you work decides who you meet
| Habitat | What rustles it | Residents |
|---|---|---|
| 🌾 Field (常野原) | messages, turns, unclassifiable tools | Fluffgrub, Dotfinch, Volttuft… |
| ⚒️ Forge (锻造窟) | writing files, running commands | Malletclaw, Cogbadger, Coredrake… |
| 📚 Archive (墨书林) | reading code, searching docs | Markmoth, Indexowl, Tomewyrm… |
| 👾 Glitch ridge (故障岭) | failed tools, agent errors | Shardtoad, Tracepede, Panicray… |
| 🌙 Night bound (夜阈) | anything between 00:00–05:59 | Lunasmudge, Dozetapir, Stardrift |
Plus the starter trio (the two you didn't pick roam the field) and **three legendaries**: one surfaces every 250 turns; one only answers a deep-night error; the last only visits collectors who completed the first 25 slots. The dex offers only rumors about them.
Ball economy: 8 to start, +1 per finished turn (cap 30), and catching a species you already own trades the catch back for 2 balls — duplicate encounters are never a loss.


## Why this exists
The DSH pet lane is busy: twenty-plus desk pets are **state mirrors** (agent thinks, pet does a thinking animation), and [dsh-digipet](https://github.com/swaylq/dsh-digipet) added **raising** (one pet eats your work and evolves).
**Collecting** was still an empty slot: no encounters, no catching, no "looking forward to the next error because the dex wants it." As of 2026-08, searching the `dsh-plugin` topic (2,800+ repos) and all four curated awesome lists for pokemon / pokedex / catching / gacha returns zero hits. dsh-wildmon fills that slot — the complete collect-em-all loop (encounter → catch → dex → team) mounted on your actual workflow.
It complements digipet rather than replacing it: digipet is depth with **one** creature, wildmon is breadth across **many**. Both install side by side (different command, different save file). If `/mon` collides with another plugin, override `config.command` in your profile patch.
## Commands
| Command | Does |
|---|---|
| `/mon` | Check the grass: encounter card (art, rarity, time left) or quiet status |
| `/mon start` | Begin the journey (bare form lists the three candidates) |
| `/mon throw` | Throw one ball at the live encounter |
| `/mon run` | Back out of the standoff |
| `/mon dex` | Collection: caught ● / seen ◐ / unknown ○; legendaries show only rumors |
| `/mon team` | Party and box (its numbering feeds swap / name) |
| `/mon swap ` | Reorder the party or exchange with the box (slot 1 leads) |
| `/mon name ` | Nickname a caught partner (16 chars) |
| `/mon story` | The journey log |
| `/mon about` | Mechanics and the trust stance |
## How it works
The whole plugin is **four event taps and one slash command**; the taps only roll dice:
| Tap | Base encounter rate |
|---|---|
| `agent/turn-stopping` (also refills 1 ball) | 9% |
| `agent/inbox/claimed` (your messages) | 5% |
| `tools/result` (routed by tool name to forge/archive/field; failures → glitch) | 6% / 16% on failure |
| `agent/error` | 20% |
On top: +0.8% per quiet event (capped at +25%), lead's home habitat ×1.5, and at night a 70% roll swaps in the night pool. Catch odds = rarity base (65% / 45% / 28% / 12%) + 12% per prior miss, capped at 95%; after a miss the wild one may flee at a rarity-scaled rate. Every number lives as a named constant at the top of `core.js`.
The save lives at `$DSH_HOME/wildmon/state.json`, written the way the official JSON storage backend writes: temp file + fsync + atomic rename, throttled to one write per 1.5 s no matter how busy the agent is.
**The invariant that matters: model-visible means logged — and this plugin simply shows the model nothing.** No tool registration (tool schemas are a per-request token tax), no `agent.inject()`, no session events. The whole game lives in command result cards and contributes zero bytes to every model request.
## Trust stance
- **Reads**: only its own save file. Never your code, never conversation content — the listeners use only *what kind of thing happened*; message and tool payloads never touch the save.
- **Writes**: only `$DSH_HOME/wildmon/state.json`.
- **Network**: none.
- **Model-visible surface**: none. Zero token cost; KV cache untouched.
- **Randomness**: affects the game only. The listeners never veto, rewrite or delay real work (all hooks are notification-mode events).
- **Blast radius**: every listener is wrapped in try/catch and the command handler has its own catch — a collapsing grassland cannot land on your work.
## Known limits
- One dex per DSH home; all profiles, sessions and subagents on the machine share (and rustle) the same grass — feature and limit at once.
- Concurrent dsh processes: last writer wins, same single-process stance as the official JSON backend.
- Encounters don't notify you (the price of a zero model-visible surface) — you check with `/mon`; the wild ones wait 10 minutes and misses land in the story log.
- Tool routing is a name-regex heuristic; oddly named third-party tools count as field.
- The night window is machine-local 00:00–05:59; travel across time zones and the nocturnals jet-lag with you.
- Rates and thresholds are not configurable: changed numbers would leave the dex and the save with no common language.
## Verification record
Verified for real on dsh `0.1.0-rc.6` (macOS, web profile):
1. Installed with `dsh plugin --profile web add `; the wildmon layer shows in `--dump-config`;
2. `dsh web` boots clean;
3. In a real browser, `/mon start` picks a partner and the send-off card renders (monospace, newlines kept);
4. Six plain messages without an API key — every model request fails, but `inbox/claimed` and `agent/error` are real events: the save recorded `messages:6, mishaps:6`, and with pity at 10 the 6th round really spawned a Shardtoad (error event → glitch ridge, matching the table);
5. `/mon throw` missed once (the card showed the throw-bonus note), caught on the second — party 2/6, dex 2/28, balls ×6 = 8 − 2 throws; the save reconciles line by line with the observed events;
6. Observed caveat: on rc.6, MISSING_CREDENTIAL failure rounds do **not** fire `agent/turn-stopping`, so the per-turn ball refill wasn't observable on a keyless machine (it needs turns that complete); that path is covered by unit tests;
7. 61 unit/integration tests (`node --test`) covering pure logic, rendering, the store and a fake-ctx integration.
## Homage and boundaries
The design pays homage to the collect-em-all genre's traditions (grass encounters, the three-shake catch, a dex, a starter trio, an electric rodent, shinies). Pokémon is a trademark of Nintendo / Creatures / Game Freak; this project is not affiliated with them in any way. All 28 species names, ASCII art and text are original; no official names, characters or assets appear. The ball is just a ball that wobbles — that belongs to everyone who loves collecting things.
## License
MIT