I'm writing a simple chess-related code with intention to write it clearly (performance doesn't matter at all). And this method I have doesn't look clean to me at all:

 public static Piece GetClosestPiece(Square squareFrom, Direction direction)
    {
        //TODO: rework this mess
        switch (direction)
        {
            case Direction.Top:
                return
                    _pieces.Where(p => p.Square.OnVerticalWith(squareFrom))
                           .OrderBy(p => p.Square.Y)
                           .First(p => p.Square.Y > squareFrom.Y);
            case Direction.Bottom:
                return
                    _pieces.Where(p => p.Square.OnVerticalWith(squareFrom))
                           .OrderByDescending(p => p.Square.Y)
                           .First(p => p.Square.Y < squareFrom.Y);
            case Direction.Right:
            <...>
            case Direction.TopLeft:
                return
                    _pieces.Where(p => p.Square.OnBackslashWith(squareFrom))
                           .OrderByDescending(p => p.Square.X)
                           .First(p => p.Square.X < squareFrom.X);
            default:
                throw new InvalidEnumArgumentException();
        }
    }

I store the pieces as list, so, here I'm using LINQ to find the piece closest to a given square on a given direction.

  1. Do switch/if statements of this size (8 cases total here) always present a code smell?
  2. Is there any way to refactor this part only, or should I consider reviewing the design of the whole solution?

没有正确的解决方案

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