havenwood changed the topic of #ruby to: Rules: https://ruby-community.com | Ruby 3.1.0, 3.0.3, 2.7.5: https://www.ruby-lang.org | Paste 4+ lines to: https://gist.github.com | Books: https://goo.gl/wpGhoQ
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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?
<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?
<pandabot> false - https://carc.in/#/r/cj1k
<leftylink> oh ho
<leftylink> pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), ?a.succ, r.cover?(?0)]
<pandabot> [true, "b", true] - https://carc.in/#/r/cj1l
<leftylink> oops
<leftylink> pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), a.succ, r.cover?(?0)]
<pandabot> [true, "1", true] - https://carc.in/#/r/cj1m
<leftylink> damn, succ!
<leftylink> pandabot: rb r = (a = ?0)..(b = ?9); [r.cover?(?0), a.succ!, r.cover?(?0)]
<pandabot> [true, "1", false] - https://carc.in/#/r/cj1n
<leftylink> we haev done it
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<John_Ivan> weaksauce, hello.
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<weaksauce> howdy
<John_Ivan> weaksauce, how's it going mate?
<John_Ivan> new year in 1 day
<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
<John_Ivan> weaksauce, ever heard of puzzle pirates?
<weaksauce> nope
<John_Ivan> a small pirate rpg game, with a large persistent world, player driven economy and player ruled archipelagos.
<weaksauce> fun
<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.
<John_Ivan> Your profile also has a summarized CV-like screen which tells you your activities' experience and skill in them.
<John_Ivan> weaksauce, the nice thing in the game is that you have ownership over ships, stalls/shops and/or other assets.
<John_Ivan> weaksauce, the problem? I suck at puzzles. there's 20 of them.
<John_Ivan> and every single one of them - I end up being miserable.
<weaksauce> hah
<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...
<John_Ivan> and that's just one aspect of a puzzle. they're all different.
<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.
<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.
<weaksauce> sounds fun
<John_Ivan> weaksauce, yeah. it's fun. the game overall is a genius concept. I just **really**. really suck. at puzzles.
<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
<John_Ivan> yes, the game has a wiki
<weaksauce> hah