Tier 1
Series 8
8D: The Dispatcher
"A switchboard operator doesn't scan every single line one by one to find a match. They plug directly into the destination. Long chains of "Else If" are slow and messy. Use a Switch."
The Concept: Switch vs. If/Else
When checking a single variable against many known states (like GameState or WeaponType), a `switch` statement is cleaner and often faster than a chain of `if/else` blocks.
* **Readability:** It creates a clear list of cases.
* **Default:** It handles unexpected values gracefully.
* **Readability:** It creates a clear list of cases.
* **Default:** It handles unexpected values gracefully.
Red Flag Detected
The Audit: The If-Chain
Ask the AI to check the weapon type.
void Fire() {
if (type == "Pistol") ShootPistol();
else if (type == "Rifle") ShootRifle();
else if (type == "Rocket") ShootRocket();
else if (type == "Knife") Slash();
}
This is "Linear Clutter." If you add 10 more weapons, this code becomes unreadable.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Mechanic's Correction
Corrective Protocol
void Fire() {
switch (type) {
case "Pistol": ShootPistol(); break;
case "Rifle": ShootRifle(); break;
default: Debug.Log("Unknown"); break;
}
}
Your Pilot Command
> A skilled Mechanic directs the AI to use a Switch statement.