You should check out the Rules Design Pattern http://www.michael-whelan.net/rules-design-pattern/. It looks very similar to the example code you gave and consists of a base interface that defines a method for determining if a rule is satisfied and then various concrete implementations per different rules. As I understand it, your switch statement would turn into some sort of simple loop that just evaluates things until your composition of rules is either satisfied or fails.
interface IRule {
bool isSatisfied(SomeThing thing);
}
class RuleA: IRule {
public bool isSatisfied(SomeThing thing) {
...
}
}
class RuleB: IRule {
...
}
class RuleC: IRule {
...
}
Composition Rules:
class OrRule: IRule {
private readonly IRule[] rules;
public OrRule(params IRule[] rules) {
this.rules = rules;
}
public isSatisfied(thing: Thing) {
return this.rules.Any(r => r.isSatisfied(thing));
}
}
class AndRule: IRule {
private readonly IRule[] rules;
public AndRule(params IRule[] rules) {
this.rules = rules;
}
public isSatisfied(thing: Thing) {
return this.rules.All(r => r.isSatisfied(thing));
}
}
// Helpers for AndRule / OrRule
static IRule and(params IRule[] rules) {
return new AndRule(rules);
}
static IRule or(params IRule[] rules) {
return new OrRule(rules);
}
Some service method that runs a rule on a thing:
class SomeService {
public evaluate(IRule rule, Thing thing) {
return rule.isSatisfied(thing);
}
}
Usage:
// Compose a tree of rules
var rule =
and (
new Rule1(),
or (
new Rule2(),
new Rule3()
)
);
var thing = new Thing();
new SomeService().evaluate(rule, thing);
This was also answered here: https://softwareengineering.stackexchange.com/questions/323018/business-rules-design-pattern