@modelstatus/cli 0.1.36 → 0.1.37
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/tui/game/dk-core.js +8 -2
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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"name": "@modelstatus/cli",
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-
"version": "0.1.
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+
"version": "0.1.37",
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"description": "Track which AI models you use, where, and never get surprised by a retirement. Free offline model-health for any repo (mm status), browser sign-in for cloud inventory + alerts.",
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5
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"keywords": [
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"llm",
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package/src/tui/game/dk-core.js
CHANGED
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@@ -394,8 +394,14 @@ function stepPlaying(s, input, dt) {
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// (and isn't trying to jump). Up only latches if there's run above; down only
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// if there's run below — so standing at an endpoint and pressing "off" doesn't
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// glue you to the ladder.
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397
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-
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398
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-
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397
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// Gate on the FIXED-POINT position, not the rounded cell: once the player rounds
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398
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// into the top cell (cell(py)===yTop) but py hasn't yet reached the exact snap
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399
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// point toFx(yTop), `cell(py) > yTop` is false — the climb would stall a fraction
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400
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// below the girder AND the unlatch can't fire while up is held → a deadlock at
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401
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// the top of every ladder. Comparing px/py in fx lets the climb finish onto the
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402
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// girder (the step-off below snaps + unlatches). Same fix for descending.
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403
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const wantUp = input.up && onLad && p.py > toFx(onLad.yTop);
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404
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const wantDown = input.down && onLad && p.py < toFx(onLad.yBottom);
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if ((wantUp || wantDown) && !input.jump) {
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p.onLadder = true;
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p.vx = 0; p.vy = 0;
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