So I'm making a silly game in c# but I'm a bit stuck here.
I'm trying to return either 2 values or either 3 values, depends on the rules of the game.
I need to know how I can return different amounts of values in only one function. Like sometimes I need to return 3 values and sometimes 7 values... in one function.
The error is with the variable tuple
of course, as I can't return less than 3 values..
public Tuple<int, int, int> movepion(schaken.pion pion, int row, int column)
{
int row2 = row + 1;
//posities berekenen
if (pion.kleur == Color.Blue)
{
if (pion.volgnr == 0) { row++; row2++; }
else { row++; }
}
else
{
}
// declaration
var tuple = new Tuple<int, int>(row, column);
var tuple2 = new Tuple<int, int, int>(row, row2, column);
// what position?
if (pion.volgnr == 0)
{
pion.volgnr = pion.volgnr + 1;
return tuple2;
}
else
{
return tuple;
}
}
Return a collection instead of a Tuple<>
public IEnumerable<int> movepion(schaken.pion pion, int row, int column)
{
IEnumerable<int> result;
bool return2Items = false; //Some logic part to decide how many items to return
if(return2Items)
result = new List<int> { 1, 2 };
else
result = new List<int> { 1, 2, 3 };
return result;
}
After the better understanding the comments I'd recommend to create an object MoveOption
and that the function will return IEnumerable<MoveOption>
public class MoveOption
{
public int X { get; set; }
public int Y { get; set; }
}
Then in your function:
public IEnumerable<MoveOption> movepion(schaken.pion pion, int row, int column)
{
List<MoveOption> options = new List<MoveOption>();
if(/*some condition*/)
{
options.Add(new MoveOption{ X = 1, Y = 2 });
}
if(/*some condition*/)
{
options.Add(new MoveOption{ X = 5, Y = 7 });
}
//Rest of options
return options;
}
Then if you want to take it one step forward you can use inheritance and:
public interface IMoveOptionCalcumator
{
public MoveOption Calculate(/*input*/);
}
public class MoveOptionX : IMoveOptionCalcumator
{
public MoveOption Calculate(/*input*/) { /*some implementation*/ }
}
And in your function:
public class YourClass
{
public IEnumerable<IMoveOptionCalcumator> MoveOptionCalculators { get; set; }
public YourClass()
{
// Initialize the collection of calculators
// You can look into Dependency Injection if you want even another step forward :)
}
public IEnumerable<int> movepion(schaken.pion pion, int row, int column)
{
List<MoveOption> options = new List<MoveOption>();
foreach (var item in MoveOptionsCalculators)
{
var result = item.Calculate(/*input*/);
if(result != null)
{
options.Add(result);
}
}
return options;
}
}
Try changing the return type to
Tuple<int, int, int?>
That way you would have
var tuple = new Tuple<int, int, int?>(row, column, null);
Anyway, I think it would be best to clear the semantics of the method and probably have it return a meaningfull custom data type.
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