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<
opalvaults[m] >
I'm seeing the .zero? is a #Float:zero() method. If I'm trying to determine whether an integer is 0, is there another method for that?
03:44
<
opalvaults[m] >
The variable I'm testing hits 0 but doesn't cause a 'case when foo.zero?' to trigger.
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<
havenwood >
0.zero? #=> true
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<
Hess >
the reason it's not being captured in the case branch is that case statements don't really work like that
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<
leftylink >
hey so not that I have ever had a need to do this, but the begin and end of a range are mutable, right...?
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<
leftylink >
pandabot: rb r = (a = ?0)..(b = ?9); a.frozen?
21:47
<
leftylink >
pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), ?a.succ, r.cover?(?0)]
21:47
<
leftylink >
pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), a.succ, r.cover?(?0)]
21:47
<
leftylink >
damn, succ!
21:47
<
leftylink >
pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), a.succ!, r.cover?(?0)]
21:47
<
leftylink >
we haev done it
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<
John_Ivan >
weaksauce, hello.
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<
John_Ivan >
weaksauce, how's it going mate?
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<
John_Ivan >
new year in 1 day
22:21
<
weaksauce >
not too bad... how are you?
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<
LACampbe1 >
sorry just really excited that I finally found someone with the same issue as me, and a solution
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<
adam12 >
LACampbe1: LOL. TIL #pathmap
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<
John_Ivan >
weaksauce, just playing a game
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<
weaksauce >
which game John_Ivan
23:31
<
John_Ivan >
weaksauce, ever heard of puzzle pirates?
23:31
<
John_Ivan >
a small pirate rpg game, with a large persistent world, player driven economy and player ruled archipelagos.
23:32
<
John_Ivan >
weaksauce, activities (bilging, carpenting, blacksmithing, navigating, sailing, etc) are emulated through puzzles. the better you are at it, the better you're doing your job.
23:32
<
John_Ivan >
Your profile also has a summarized CV-like screen which tells you your activities' experience and skill in them.
23:33
<
John_Ivan >
weaksauce, the nice thing in the game is that you have ownership over ships, stalls/shops and/or other assets.
23:33
<
John_Ivan >
weaksauce, the problem? I suck at puzzles. there's 20 of them.
23:33
<
John_Ivan >
and every single one of them - I end up being miserable.
23:34
<
John_Ivan >
weaksauce, yeah. it's not easy to find 3x3x3x3 in the "bejeweled"-like game, that is, bilging (removing ship water through a pump) when you can barely find 3x3s...
23:34
<
John_Ivan >
and that's just one aspect of a puzzle. they're all different.
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<
John_Ivan >
weaksauce, another puzzle is carpenting. it's an np-hard problem. you are given a hole and you must fit the pieces together to try not to overlap what you are carpenting on. this repairs the ship's hull.
23:36
<
John_Ivan >
while I can achieve a "perfect" hole to cover with the pieces that randomly appear, I cannot do it more consistently than once.
23:36
<
weaksauce >
sounds fun
23:36
<
John_Ivan >
weaksauce, yeah. it's fun. the game overall is a genius concept. I just **really**. really suck. at puzzles.
23:36
<
John_Ivan >
and yet here I am, playing the game. and trying to get better at them. the problem is, I never see progress xD
23:37
<
John_Ivan >
yes, the game has a wiki