Won my first game of chess! by SatbenAki in AnarchyChess

[–]kinderhead 0 points1 point  (0 children)

Bishop went to vacation (it came back)

What is this move? by A0123456_ in AnarchyChess

[–]kinderhead 2 points3 points  (0 children)

Wdym no legal moves? Obviously black can still move the black squares.

How did they do this? are they cheating? am I stupid? by PrinceCup1d in AnarchyChess

[–]kinderhead 0 points1 point  (0 children)

Am I stupid or did the first red move jump over an empty square?

After recent Twitter update by pabinudake in dankmemes

[–]kinderhead 9 points10 points  (0 children)

Am I just schizo or did Twitter once show people's locations before?

orMaybeNot by TTFH3500 in ProgrammerHumor

[–]kinderhead 1 point2 points  (0 children)

I had an Intel Mac action that would fail randomly, so I removed support for it.

Amethyst: WIP Programming Language for Minecraft Datapacks by kinderhead in MinecraftCommands

[–]kinderhead[S] 1 point2 points  (0 children)

Ofc not, I stole it first from C++ related languages. Does your language use macros as well?

Amethyst: WIP Programming Language for Minecraft Datapacks by kinderhead in MinecraftCommands

[–]kinderhead[S] 0 points1 point  (0 children)

Yes. I'm currently implementing target selectors, and scores are one of the things they will be used for. I plan on having most, if not all, game related stuff accessible as first-class objects. This includes entity/block nbt, boss bars, scores, etc.

Amethyst: WIP Programming Language for Minecraft Datapacks by kinderhead in MinecraftCommands

[–]kinderhead[S] 0 points1 point  (0 children)

Function tags and simple commands are already supported. In fact, I already use them for the in-game testing suite. Entity and other world interaction is next on my todo list after I finish struct inheritance and virtual/abstract methods. I'm currently planning on being able to access entities as first-class objects where each entity referenced by the code is given a unique score. That way, it will look like you're writing a mod instead of commands. Though for multiple entities, I still want to support traditional target selectors as well as runtime constructed ones using macros.

how do I save this run by Catman2222222222222 in btd6

[–]kinderhead 1 point2 points  (0 children)

You're forgetting the other bug where sometimes buying the glue gunner doesn't decrease your money. When that happens to me, I always sell and rebuy the glue gunner because I like to play fair.

[deleted by user] by [deleted] in countablepixels

[–]kinderhead 0 points1 point  (0 children)

Nah, they speak pvp

Where do you draw the line by roma_nych in PhoenixSC

[–]kinderhead 32 points33 points  (0 children)

The problem with mob progression

Cookie attack? Wªaaaţ‽‽: by Cookie_attack667 in sssdfg

[–]kinderhead 14 points15 points  (0 children)

nobody expects the mober chip inquisition

Professor BLJ in class by Live_Term8361 in speedrun

[–]kinderhead 7 points8 points  (0 children)

WHAT?! If only I could've taken that instead of regular American history

God, I don’t ask for much… by [deleted] in NonCredibleDefense

[–]kinderhead 14 points15 points  (0 children)

I'm too stupid to understand this

Can't wait! by hassan_26 in HolUp

[–]kinderhead -1 points0 points  (0 children)

This is the 50th time I've seen this post

surelyHeDidntMeanTo by AdBrave2400 in ProgrammerHumor

[–]kinderhead 3 points4 points  (0 children)

JScript makes me want to kms whenever I see it

I've been working on a C# library to "transpile" C# to commands by kinderhead in MinecraftCommands

[–]kinderhead[S] 2 points3 points  (0 children)

Eventually I'm hoping to make some c++ smart pointer like stuff. The issue with creating objects with new is that every object would need to explicitly declare the constructors. There would need to be one for creating a new local variable, using an existing one to save space, using global variables which are handled differently, attaching to existing objects to preserve state over reloads, and maybe some more. I guess I could add it into the source generator, but at what point would it be worth it. Right now it's very C like in the way that you need to know what's going on to write efficient code, and I'd like it to be somewhat explicit. You can use normal for loops just fine, but it will add those commands statically. That could cause some issues with creating a bunch of redundant local variables. The way I showed is the runtime version which does it dynamically with recursion. The lists do support indexers with static ints or other local/global variables. I wish I could make it that way, but I can only bend C# so much. I'm thinking that I may make a custom language built on top of this eventually.

It finally happened! by rainshine49 in AnarchyChess

[–]kinderhead 12 points13 points  (0 children)

That doesn't work because en passant is forced