public void UpdateMultiplePropertiesOfaGameObjectUsingFactory()
        {
            var nameConstRule         = ConstantRulesFactory.CreateConstantRule <string>("some fancy name");
            var nameChangeRule        = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Name, nameConstRule);
            var rankConstRule         = ConstantRulesFactory.CreateConstantRule <int>("1000");
            var rankingChangeRule     = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Ranking, rankConstRule);
            var descConstRule         = ConstantRulesFactory.CreateConstantRule <string>("some cool description");
            var descriptionChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Description, descConstRule);

            IList <Rule> rules = new List <Rule>
            {
                nameChangeRule,
                rankingChangeRule,
                descriptionChangeRule
            };
            var blockRule = BlockRulesFactory.CreateActionBlockRule <Game>(rules);

            var compileResult = blockRule.Compile();

            compileResult.Should().BeTrue();

            _testOutputHelper.WriteLine(blockRule.ExpressionDebugView());

            var game = new Game();

            blockRule.Execute(game);
            _testOutputHelper.WriteLine($"game object updated:{Environment.NewLine}{game}");
            game.Name.Should().Be("some fancy name");
            game.Ranking.Should().Be(1000);
            game.Description.Should().Be("some cool description");
        }
        public void ReturnsUpdatedGameUsingFactory()
        {
            var sourceNameRule = ConstantRulesFactory.CreateConstantRule <string>("some fancy name");
            var nameChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Name, sourceNameRule);

            var sourceRankRule    = ConstantRulesFactory.CreateConstantRule <int>("1000");
            var rankingChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Ranking, sourceRankRule);

            var sourceDescRule        = ConstantRulesFactory.CreateConstantRule <string>("some cool description");
            var descriptionChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Description, sourceDescRule);

            var selfReturnRule = new SelfReturnRule <Game>();

            var subRules = new List <Rule>
            {
                nameChangeRule,
                rankingChangeRule,
                descriptionChangeRule,
                selfReturnRule
            };

            var blockRule = BlockRulesFactory.CreateFuncBlockRule <Game, Game>(subRules);

            var compileResult = blockRule.Compile();

            compileResult.Should().BeTrue();

            var game = blockRule.Execute(new Game());

            game.Name.Should().Be("some fancy name");
            game.Ranking.Should().Be(1000);
            game.Description.Should().Be("some cool description");
            _testOutputHelper.WriteLine($"{game}");
        }
        public void ReturnsNewOrUpdatedGameUsingFactory()
        {
            var nullGame          = ConstantRulesFactory.CreateConstantRule <Game>("null");
            var nullGameCheckRule =
                ValidationRulesFactory.CreateValidationRule <Game>(LogicalOperatorAtTheRootLevel.Equal, nullGame);

            var newGameRule = MethodCallRulesFactory.CreateStaticMethodCallRule <Game>("CreateGame", "ModelForUnitTests.Game", null);

            var selfReturnRule = SelfReturnRuleFactory.CreateSelfReturnRule <Game>();
            var gameObjectRule = ConditionalRulesFactory.CreateConditionalFuncRule <Game, Game>(nullGameCheckRule, newGameRule,
                                                                                                selfReturnRule);

            var assignRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(gameObjectRule);

            var nameConstRule         = ConstantRulesFactory.CreateConstantRule <string>("some fancy name");
            var nameChangeRule        = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Name, nameConstRule);
            var rankConstRule         = ConstantRulesFactory.CreateConstantRule <int>("1000");
            var rankingChangeRule     = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Ranking, rankConstRule);
            var descConstRule         = ConstantRulesFactory.CreateConstantRule <string>("some cool description");
            var descriptionChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Description, descConstRule);

            IList <Rule> rules = new List <Rule>
            {
                assignRule,
                nameChangeRule,
                rankingChangeRule,
                descriptionChangeRule,
                selfReturnRule
            };
            var blockRule = BlockRulesFactory.CreateFuncBlockRule <Game, Game>(rules);

            var compileResult = blockRule.Compile();

            compileResult.Should().BeTrue();

            var game = blockRule.Execute(null);

            game.Name.Should().Be("some fancy name");
            game.Ranking.Should().Be(1000);
            game.Description.Should().Be("some cool description");
            game.Rating.Should().BeNullOrEmpty();
            _testOutputHelper.WriteLine($"{game}");

            var newGame = new Game {
                Rating = "high"
            };

            // newGame is not same as game object
            ReferenceEquals(game, newGame).Should().BeFalse();
            game = blockRule.Execute(newGame);
            // this call shall return the same newGame object with updated values
            ReferenceEquals(game, newGame).Should().BeTrue();
            game.Rating.Should().Be("high");
            _testOutputHelper.WriteLine($"newGame: {game}");
        }
        public void FuncBlockRuleReturnsLastRuleResultUsingFactory()
        {
            var ruleReturning5 = ConstantRulesFactory.CreateConstantRule <int, int>("5");
            var blockRule      = BlockRulesFactory.CreateFuncBlockRule <int, int>(new List <Rule> {
                ruleReturning5
            });
            var compileResult = blockRule.Compile();

            compileResult.Should().BeTrue();

            var five = blockRule.Execute(99);

            five.Should().Be(5);
        }
        public void ConditionalRuleWithBlockUsingFactory()
        {
            var sourceNameRule = ConstantRulesFactory.CreateConstantRule <string>("some fancy name");
            var nameChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Name, sourceNameRule);

            var sourceRankRule    = ConstantRulesFactory.CreateConstantRule <int>("1000");
            var rankingChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Ranking, sourceRankRule);

            var sourceDescRule        = ConstantRulesFactory.CreateConstantRule <string>("some cool description");
            var descriptionChangeRule = UpdateValueRulesFactory.CreateUpdateValueRule <Game>(g => g.Description, sourceDescRule);

            var subRules = new List <Rule>
            {
                nameChangeRule,
                rankingChangeRule,
                descriptionChangeRule
            };
            var blockRule = BlockRulesFactory.CreateActionBlockRule <Game>(subRules);

            var param1Const    = ConstantRulesFactory.CreateConstantRule <string>("some name");
            var param2Const    = ConstantRulesFactory.CreateConstantRule <StringComparison>("CurrentCultureIgnoreCase");
            var nameEqualsRule = MethodCallRulesFactory.CreateMethodCallRule <Game, bool>("Equals", null, (g => g.Name),
                                                                                          new List <Rule> {
                param1Const, param2Const
            });

            var conditionalUpdateValue =
                ConditionalRulesFactory.CreateConditionalIfThActionRule <Game>(nameEqualsRule, blockRule);

            var compileResult = conditionalUpdateValue.Compile();

            compileResult.Should().BeTrue();
            _testOutputHelper.WriteLine($"{nameof(conditionalUpdateValue)}:{Environment.NewLine}" +
                                        $"{conditionalUpdateValue.ExpressionDebugView()}");

            var game = new Game {
                Name = "some name"
            };

            _testOutputHelper.WriteLine($"before game.Name: {game.Name}");
            conditionalUpdateValue.Execute(game);
            _testOutputHelper.WriteLine($"after game.Name: {game.Name}");
            game.Name.Should().Be("some fancy name");
            _testOutputHelper.WriteLine($"{game}");

            var jsonConverterForRule = new JsonConverterForRule();
            var json = JsonConvert.SerializeObject(conditionalUpdateValue, jsonConverterForRule);

            _testOutputHelper.WriteLine(json);

            var conditionalUpdateValue2 = JsonConvert.DeserializeObject <Rule>(json, jsonConverterForRule);

            compileResult = conditionalUpdateValue2.Compile();
            compileResult.Should().BeTrue();

            var game2 = new Game {
                Name = "some name"
            };

            _testOutputHelper.WriteLine($"before game2.Name: {game2.Name}");
            (conditionalUpdateValue2 as ConditionalIfThActionRule <Game>)?.Execute(game2);
            _testOutputHelper.WriteLine($"after game2.Name: {game2.Name}");
            game.Name.Should().Be("some fancy name");
            _testOutputHelper.WriteLine($"{game2}");
        }