Swift 3 better way to write this if-statement

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I am comparing values in a GKNoise field and then setting tiles into a tileMap based on the level of noise

This if-statement is comparing the values by rounding up to the nearest tenth, is there a better way to write it?

if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -1.0 {
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.9 {
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.8 {
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.7 {
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.6 {
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.5 {
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.4 {
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.3 {
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.2 {
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == -0.1 {
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.0 {
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.1 {
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.2 {
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.3 {
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.4 {
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.5 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.6 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.7 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.8 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 0.9 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}
if round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) == 1.0 {
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
}

It seems a little drawn out and not very efficient.

4 Answers

One relatively simple improvement is to compute round outside the conditional, use a variable to store the decision of which title group to use, and convert the chain to if-then-else. This would let you use <= and => in place of ==:

let rounded = round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows))))
var tileGroup : SKTileGroup = nil
if rounded <= -0.6 {
    tileGroup = titleGroup4
} else if rounded <= -0.1 {
    tileGroup = titleGroup3
} else if rounded <= 0.4 {
    tileGroup = titleGroup2
} else if rounded <= 1.0 {
    tileGroup = titleGroup1
}
tileMap.setTileGroup(tileGroup, forColumn: columns, row: rows)

Your could use a switch and interval matching

switch round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) {
case -1.0...(-0.6):
    tileMap.setTileGroup(tileGroup4, forColumn: columns, row: rows)
case -0.5...(-0.1):
    tileMap.setTileGroup(tileGroup3, forColumn: columns, row: rows)
case 0.0...0.4:
    tileMap.setTileGroup(tileGroup2, forColumn: columns, row: rows)
case 0.5...1.0:
    tileMap.setTileGroup(tileGroup1, forColumn: columns, row: rows)
default:
    break
}

My answer goes a bit further than your question, however I personally feel this code would help clean up your code the best.

You can group if statements (from the looks of your code) like this:

let noise = round(MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows))))
let tileGroup1Array = [1.0, 0.9, 0.8, 0.7, 0.6, 0.5]
let tileGroup2Array = [0.4, 0.3, 0.2, 0.1, 0.0]
let tileGroup3Array = [-0.1, -0.2, -0.3, -0.4, -0.5]
let tileGroup4Array = [-0.6, -0.7, -0.8, -0.9, -1.0]

Then you can check:

if(tileGroup1Array.contains(noise)) { ... } else if(tileGroup2Array.contains(noise){ ... })

Just for fun:

No if / switch statement needed at all

let noise = MasterNoise.value(atPosition: vector_float2(Float(columns),Float(rows)))) + 1
let index = Int(round(noise * 10)) / 5
let tileGroup = [tileGroup4,tileGroup3,tileGroup2,tileGroup1,tileGroup1]
tileMap.setTileGroup(tileGroup[index], forColumn: columns, row: rows)
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