I'm making a chess game in C#. I've got 2 classes, Field and Piece:
public class Field
{
// the piece that is standing on this field
// null if no piece is standing on it
public Piece piece { get; set; }
}
public class Piece
{
// the field this piece is standing on
public Field field { get; set; }
}
When a piece moves, this method is called (in class Piece):
public void Move(Field field)
{
this.field = field;
field.piece = this;
}
This doesn't seem to be good coding, because everytime I change the field property, I also have to change the piece property for that field. I do need both properties though, because elsewhere in my code, I need them both to do checks etc (e.g. what's the field this piece is on and by what piece is this field taken).
My question: is this completely ok, is it a bad code smell or is it totally wrong? What would be a good solution to solve this?
Any advice? Thanks in advance!
The problem I see here is that you have Piece.field and Field.piece as public properties. This means that others can set these properties without updating the corresponding one.
Additionally, when you move a piece from one field to another, you don't remove the piece from the previous field, and we allow pieces to move to occupied squares, which will result in multiple pieces referring to the same field, but the field will only refer to the last piece placed there.
To address these, I would make the properties read only (with a private setter), forcing clients to call the corresponding Set or Move method to change them. Then, in this method, we can verify that the field we're moving to is not occupied (if it is, we simply throw an exception - the client must check this first before calling Move), and that we clear the Piece from the Field we moved from.
The validation work can be done in either the Field or Piece class, or both. I put it all in the Field class to simplify things.
Even still, there are problems with this. You can call Field.SetPiece(piece) directly (instead of Piece.MoveTo(field);), which will leave the piece with a null value for Field. So this is only a slight improvement, but not the ideal solution. See below for a better idea.
public class Field
{
public Piece Piece { get; private set; }
public bool Occupied => Piece != null;
public void ClearPiece()
{
// Remove this field from the piece
if (Piece?.Field == this) Piece.MoveTo(null);
// Remove the piece from this field
Piece = null;
}
public void SetPiece(Piece piece)
{
if (piece != null)
{
if (Occupied)
{
throw new InvalidOperationException(
$"Field is already occupied by {Piece}.");
}
// Remove piece from the piece's previous field
if (piece.Field?.Piece == piece)
{
piece.Field.ClearPiece();
}
}
Piece = piece;
}
}
public class Piece
{
public Field Field { get; private set; }
public void MoveTo(Field field)
{
field.SetPiece(this);
Field = field;
}
}
After thinking a little more about this, I think a better solution would be to have a GameManager class that handles all the validation and movement, and then we can make the Field and Piece classes "dumb".
This makes sense because there is a lot more validation to be done before setting a Piece on a Field. Is it ok to move this piece to the location (i.e. if the King is in check and this doesn't block it, then it's not allowed). Is the Field a valid landing spot for the piece based on the piece's move rules (i.e. a horizontal position for a bishop would not be allowed)? Is there anything blocking the path of the piece to get to the destination? Is the destination occupied by another piece belonging to the same player? Many things to evaluate before moving a piece.
Additionally, this would allow us to reuse the Piece and Field classes in other types of games, which may have a different set of rules, and a different GameManager to enforce them.
No! This relates to concept of circular dependency. Although applied for modules, this may very well be seen as precursor for such.
More concretely, this is an ideal example for mutually recursive objects. Conceptually, if you substitute (semi-pseudocode)
public class Field
{
public Piece piece {
public Field field {
public Piece piece {
...
}
}
}
}
That's because the objects are defined in terms of each other. Then theoretically you can
do something like
this.field.piece.field.piece...
Related
A bit of a high-level question, more for the academics than the trench-diggers, I suppose.
Question 1:
When defining a foreign relationship with another model, say, a one-to-many relationship, it is typically defined in the following manner:
public virtual ICollection<OtherModel> OtherModel { get; set; }
However, I have also seen it defined in the following manner:
private ICollection<OtherModel> _otherModel;
public virtual ICollection<OtherModel> OtherModel {
get { return _otherModel ?? ( _otherModel = new List<OtherModel>() ); }
set { _otherModel = value }
}
This does make sense to me: if no entries of this model are referenced from the OtherModel (a null value), then the null-coalescing operator ensures that a blank, empty collection of OtherModel is created. From what I can tell, it’s a safety measure.
However, an evolution of the above appears to be this:
public class ThisModel {
// Assorted model items
public virtual ICollection<OtherModel> OtherModel { get; set; }
public ThisModel(){
OtherModel = new List<OtherModel>();
}
}
Unfortunately, I am not seeing how the two can be equivalent. The second code block above clearly uses the null-coalescing operator to call a blank list ONLY when OtherModel does not reference anything in ThisModel; when the resulting list would be null anyhow.
And when I read the third code block, I am interpreting it as a list of the OtherModel being created every single time ThisModel is called.
I was hoping someone could give me a bit of clarification on any differences between the two.
Question 2:
On the flip side of the coin, we have required entries in the OtherModel. Normally we build the reverse relationship in the OtherModel like this:
public virtual ThisModel ThisModel { get; set; }
However I have also seen it defined in the following manner:
public class OtherModel {
// Various model stuff
private ThisModel _thisModel;
public virtual ThisModel ThisModel {
get { return _thisModel; }
set {
if (value == null) throw new ArgumentNullException(nameof(value));
_thisModel= value;
ThisModelId = value.ThisModelId;
}
}
}
The key thing is, because OtherModel has a required foreign key, if that foreign key ends up being force-fed a null entry, the if statement explicitly throws a null exception. I like this. It ensures that for required foreign keys, a null value cannot be used or cannot be introduced. It ensures that any such rejection is done long before anything reaches the DB in a CRUD operation, and acts as a backup in case the business logic (higher up in the stack, with the View Models) was accidentally not extended to cover that issue.
My question in this case is how to condense this into something more efficient.
You are correct. They are different, and the constructor version is actually an anti-pattern. In the constructor, you're initializing an empty list whether or not the list has a value or not. For example, if EF were to initialize an instance where the list does have a value, first the value would be set to an empty list, then it would be set again to the list it should contain by EF. Granted, it's not that inefficient to simply create an empty list, but you are still consuming some amount of RAM and CPU for the operation that end up being unnecessary.
The custom getter and setter version is lazy-set, so an empty list is only initialized when the value is null, meaning no wasted resources. Again, it's not a huge deal, but a ton of little inefficiencies like this can eventually add up to real problems (like death by a thousand cuts).
Just to add a further wrinkle, though: in C# 6.0 you can actually provide a default without using a custom getter and setter, though. So the following is really the most optimal way:
public virtual ICollection<OtherModel> OtherModel { get; set; } = new List<OtherModel>();
It works exactly the same as the custom getter/setter version, just without all the cruft.
I am pretty new to OOP and looking into things in a bit more depth, but I have a bit of confusion between these 3 methods in C# and which one is best and what the differences are between 2 of them.
Example 1
So lets start with this one, which (so I understand) is the wrong way to do it:
public class MyClass
{
public string myAttribute;
}
and in this way I can set the attribute directly using:
myObject.myAttribute = "something";
Example 2
The next way I have seen and that seems to be recomended is this:
public class MyClass
{
public string myAttribute { get; set;}
}
With getters and setters, this where I dont understand the difference between the first 2 as the variable can still be set directly on the object?
Example 3
The third way, and the way that I understand the theory behind, is creating a set function
public class MyClass
{
string myAttribute;
public void setAttribute(string newSetting)
{
myAttribute = newSetting;
//obviously you can apply some logic in here to remove unwanted characters or validate etc.
}
}
So, what are the differences between the three? I assume example 1 is a big no-no so which is best out of 2 and 3, and why use one over the other?
Thanks
The second
public class MyClass
{
public string MyAttribute { get; set;}
}
is basically shorthand for:
public class MyClass
{
private string myPrivateAttribute;
public string MyAttribute
{
get {return myPrivateAttribute;}
set {myPrivateAttribute = value;}
}
}
That is an auto-implemented property, which is exactly the same as any regular property, you just do not have to implement it, when the compiler can do that for you.
So, what is a property? It's nothing more than a couple of methods, coupled with a name. I could do:
public class MyClass
{
private string myPrivateAttribute;
public string GetMyAttribute()
{
return myPrivateAttribute;
}
public void SetMyAttribute(string value)
{
myPrivateAttribute = value;
}
}
but then instead of writing
myClass.MyAttribute = "something";
string variable = myClass.MyAttribute;
I would have to use the more verbose, but not necessarily clearer form:
myClass.SetMyAttribute("something");
string variable = myClass.GetMyAttribute();
Note that nothing constraints the contents of the get and set methods (accessors in C# terminology), they are methods, just like any other. You can add as much or as little logic as you need inside them. I.e. it is useful to make a prototype with auto-implemented properties, and later to add any necessary logic (e.g. log property access, or add lazy initalization) with an explicit implementation.
What your asking here has to do with encapsulation in OOP languages.
The difference between them is in the way you can access the propriety of an object after you created an object from your class.
In the fist example you can access it directly new MyClass().MyAttribute whether you get or set it's value.
In the second example you declare 2 basic functions for accessing it:
public string MyAttribute
{
get {return myPrivateAttribute;}
set {myPrivateAttribute = value;}
}
In the third example you declare your own method for setting the value. This is useful if you want to customize the setter. For example you don't want to set the value passed, but the value multiplied by 2 or something else...
I recommend some reading. You can find something here and here.
Property is a syntactic sugar over private attribute with get and set methods and it's realy helpful and fast to type;
You may treat automatic property with { get; set;} as a public attribute. It has no additional logic but you may add it later without uset ever notice it.
Just exchange
public string MyLine { get; set;}
to
string myLine;
public string MyLine
{
get { return myLine; }
set { myLine = value + Environment.NewLine; }
}
for example if you need so.
You can also easily create read only property as { get; private set }.
So use Properties instead of public attributes every time just because its easier and faster to write and it's provides better encapsulation because user should not be used get and set methods if you decide to use it in new version of yours programm.
One of the main principles of OOP is encapsulation, and this is essentially the difference between the first example and the other 2.
The first example you have a private field which is exposed directly from the object - this is bad because you are allowing mutation of internal data from outside the object and therefore have no control over it.
The other 2 examples are syntactically equivalent, the second being recommended simply because it's less code to write. However, more importantly they both restrict access & control mutation of the internal data so give you complete control over how the data should be managed - this is ecapsulation.
For example
Public int Width
{
get { return Something.Width; }
}
instead of
Public int Width;
//later in the code
Width = Something.Width;
or
Public int Width = Something.Width;
Accessors are a very powerful feature, that allows you to attach methods and advanced visibility modifiers to your properties.
Fake Read-Only Example
public class Entity
{
// This Health variable looks like a read-only variable from the outside, but is still settable outside the constructor.
public Single Health { get; private set; }
// This Resistance variable looks like a read-only variable from the outside, but is still settable outside the constructor.
public Single Resistance { get; private set; }
public void Damage(Single amount)
{
this.Health -= Math.Max(amount - this.Resistance, 0.00f);
}
}
Method Example
public class Entity
{
private World world;
public World World
{
get { return this.world; }
set
{
// This will ensure the entity is always added and removed correctly from the world it is set to belong to.
if(this.world != null)
this.world.RemoveEntity(this);
this.world = value;
if(this.world != null)
this.world.AddEntity(this);
}
}
}
Advanced Visibility Example
public class Entity
{
// This gives you a read-only style property, which can still be set by other classes inheriting this class, as the setter is protected.
public Vector2 Position { get; protected set; }
}
I'm sure there are plenty of other examples, but this is some of the reasons accessors are a wonderful tool.
Note that an accessor always gets the default value, and you can only change this in the constructor.
Default values
byte, short, int, long, float, double: Zero
string: An empty string.
classes: null
structs: The default value for their members types.
1) Width is just a question you can ask about an object, how wide are you? Outside you don't really care how width is dealt with inside, you just care about what is the answer.
2) Width may change, right now it's just a width member variable but later maybe it's a calculation or maybe the object is really a list of other objects. The object itself should be responsible for all that and not someone outside who is not-the-object.
3) The less outside objects know about how and the more they only care about what the easier it is to understand code you or someone else wrote a year ago.
4) It centralizes control over the width property of that class which means that code is all in one place and easy to maintain. Any other way if something changed then code all over your program has to change, too, and that's just a big mess ;-)
5) The same goes with using setters instead of just shoving a number into Something.Width directly.
So basically it's a way of keeping the inside world of an object safe from the outside and making it really easy to change how an object works without disturbing the rest of your program.
One of the most important aspects of OOP is data hiding. Can somebody explain using a simple piece of code what data hiding is exactly and why we need it?
Data or Information Hiding is a design principal proposed by David Paranas.
It says that you should hide the
design decisions in one part of the
program that are likely to be changed
from other parts of the program, there
by protecting the other parts from
being affected by the changes in the
first part.
Encapsulation is programming language feature which enables data hiding.
However note that you can do data\information hiding even without encapsulation. For example using modules or functions in non Object Oriented programming languages. Thus encapsulation is not data hiding but only a means of achieving it.
While doing encapsulation if you ignore the underlying principal then you will not have a good design. For example consider this class -
public class ActionHistory
{
private string[] _actionHistory;
public string[] HistoryItems
{
get{return _actionHistory; }
set{ _actionHistory = value; }
}
}
This calls encapsulates an array. But it does not hide the design decision of using a string[] as an internal storage. If we want to change the internal storage later on it will affect the code using this class as well.
Better design would be -
public class ActionHistory
{
private string[] _actionHistory;
public IEnumerable<string> HistoryItems
{
get{return _actionHistory; }
}
}
I'm guessing by data hiding you mean something like encapsulation or having a variable within an object and only exposing it by get and modify methods, usually when you want to enforce some logic to do with setting a value?
public class Customer
{
private decimal _accountBalance;
public decimal GetBalance()
{
return _accountBalance;
}
public void AddCharge(decimal charge)
{
_accountBalance += charge;
if (_accountBalance < 0)
{
throw new ArgumentException(
"The charge cannot put the customer in credit");
}
}
}
I.e. in this example, I'm allowing the consuming class to get the balance of the Customer, but I'm not allowing them to set it directly. However I've exposed a method that allows me to modify the _accountBalance within the class instance by adding to it via a charge in an AddCharge method.
Here's an article you may find useful.
Information hiding (or more accurately encapsulation) is the practice of restricting direct access to your information on a class. We use getters/setters or more advanced constructs in C# called properties.
This lets us govern how the data is accessed, so we can sanitize inputs and format outputs later if it's required.
The idea is on any public interface, we cannot trust the calling body to do the right thing, so if you make sure it can ONLY do the right thing, you'll have less problems.
Example:
public class InformationHiding
{
private string _name;
public string Name
{
get { return _name; }
set { _name = value; }
}
/// This example ensures you can't have a negative age
/// as this would probably mess up logic somewhere in
/// this class.
private int _age;
public int Age
{
get { return _age; }
set { if (value < 0) { _age = 0; } else { _age = value; } }
}
}
Imagine that the users of your class are trying to come up with ways to make your class no longer fulfill its contract. For instance, your Banking object may have a contract that ensures that all Transactions are recorded in a log. Suppose mutation of the Bank's TransactionLog were publically accessible; now a consuming class could initiate suspect transactions and modify the log to remove the records.
This is an extreme example, but the basic principles remain the same. It's up to the class author to maintain the contractual obligations of the class and this means you either need to have weak contractual obligations (reducing the usefulness of your class) or you need to be very careful about how your state can be mutated.
What is data hiding?
Here's an example:
public class Vehicle
{
private bool isEngineStarted;
private void StartEngine()
{
// Code here.
this.isEngineStarted = true;
}
public void GoToLocation(Location location)
{
if (!this.isEngineStarted)
{
this.StartEngine();
}
// Code here: move to a new location.
}
}
As you see, the isEngineStarted field is private, ie. accessible from the class itself. In fact, when calling an object of type Vehicle, we do need to move the vehicle to a location, but don't need to know how this will be done. For example, it doesn't matter, for the caller object, if the engine is started or not: if it's not, it's to the Vehicle object to start it before moving to a location.
Why do we need this?
Mostly to make the code easier to read and to use. Classes may have dozens or hundreds of fields and properties that are used only by them. Exposing all those fields and properties to the outside world will be confusing.
Another reason is that it is easier to control a state of a private field/property. For example, in the sample code above, imagine StartEngine is performing some tasks, then assigning true to this.isEngineStarted. If isEngineStarted is public, another class would be able to set it to true, without performing tasks made by StartEngine. In this case, the value of isEngineStarted will be unreliable.
Data Hiding is defined as hiding a base class method in a derived class by naming the new class method the same name as the base class method.
class Person
{
public string AnswerGreeting()
{
return "Hi, I'm doing well. And you?";
}
}
class Employee : Person
{
new public string AnswerGreeting()
{
"Hi, and welcome to our resort.";
}
}
In this c# code, the new keyword prevents the compiler from giving a warning that the base class implementation of AnswerGreeting is being hidden by the implementation of a method with the same name in the derived class. Also known as "data hiding by inheritance".
By data hiding you are presumably referring to encapsulation. Encapsulation is defined by wikipedia as follows:
Encapsulation conceals the functional
details of a class from objects that
send messages to it.
To explain a bit further, when you design a class you can design public and private members. The class exposes its public members to other code in the program, but only the code written in the class can access the private members.
In this way a class exposes a public interface but can hide the implementation of that interface, which can include hiding how the data that the class holds is implemented.
Here is an example of a simple mathematical angle class that exposes values for both degrees and radians, but the actual storage format of the data is hidden and can be changed in the future without breaking the rest of the program.
public class Angle
{
private double _angleInDegrees;
public double Degrees
{
get
{
return _angleInDegrees;
}
set
{
_angleInDegrees = value;
}
}
public double Radians
{
get
{
return _angleInDegrees * PI / 180;
}
set
{
_angleInDegrees = value * 180 / PI;
}
}
}
I'm building a simple game which consists of Mobiles -- the in-game characters (Mobs). Each mob can perform certain functions. In order to give that functionality to the Mob, I've created a Behavior.
For example, let's say a mob needs to move around the game field, I would give it the MoveBehavior - this is added to an internal list of Behaviors for the mob class:
// Defined in the Mob class
List<Behavior> behaviors;
// Later on, add behavior...
movingMob.addBehavior(new MovingBehavior());
My question is this. Most behaviors will manipulate something about the mob. In the MoveBehavior example, it will change the mob's X,Y position in the world. However, each behavior needs specific information, such as "movementRate" -- where should movementRate be stored?
Should it be stored in the Mob class? Other Mobs may attempt to interact with it by slowing/speeding up the mob and it's easier to access at the mob level... but not all mobs have a movementRate so it would cause clutter.
Or should it be stored in the MoveBehavior class? This hides it away, making it a little harder for other mobs to interact with - but it doesn't clutter up a non-moving mob with extra and un-used properties (for example, a tower that doesn't move would never need to use the movementRate).
This is the classic "behavioral composition" problem. The trade-off is that the more independent the behaviors are, the more difficult it is for them to interact with each other.
From a game programming viewpoint, the simplest solution is a decide on a set of "core" or "engine" data, and put that in the main object, then have the behaviors be able to access and modify that data - potentially through a functional interface.
If you want behavior specific data, that's fine, but to avoid collisions in the names of variables, you may want to make the interface for accessing it include the behavior name. Like:
obj.getBehaviorValue("movement", "speed")
obj.setBehaviorValue("movement", "speed", 4)
That way two behaviors can both define their own variables called speed and not collide. This type of cross-behavior getters and setters would allow communication when it is required.
I'd suggest looking at a scripting language like Lua or Python for this..
You could borrow a pattern from WPF (attached properties). The WPF guys needed a way to sort of attach properties to controls at run time. (for example, if you put a control inside a grid, it would be nice for the control to have a Row property -- they pseudo did this with attached properties.
It works something like: (note this probably doesn't precisely match WPF's implementation, and I'm leaving out the dependency property registration, as you aren't using XAML)
public class MoveBehavior: Behavior
{
private static Dictionary<Mob, int> MovementRateProperty;
public static void SetMovementRate(Mob theMob, int theRate)
{
MovementRateProperty[theMob] = theRate;
}
public static int GetMovementRate(Mob theMob)
{
// note, you will need handling for cases where it doesn't exist, etc
return MovementRateProperty[theMob];
}
}
The thing here is that the Behavior owns the property, but you don't have to go spelunking to get it Here's some code that retrieves a mob's movement rate:
// retrieve the rate for a given mob
int rate = MoveBehavior.GetMovementRate(theMob);
// set the rate for a given mob
MoveBehavior.SetMovementRate(mob, 5);
If it is related to the behavior, and only makes sense in the context of that behavior, then it should be stored as part of it.
A movement rate only makes sense for something that can move. Which means it should be stored as part of the object that represents its ability to move, which seems to be your MoveBehavior.
If that makes it too hard to access, it sounds more like a problem with your design. Then the question is not "should I cheat, and place some of the variables inside the Mob class instead of the behavior it belongs to", but rather "how do I make it easier to interact with these individual behaviors".
I can think of several ways to implement this. The obvious is a simple member function on the Mob class which allows you to select individual behaviors, something like this:
class Mob {
private List<Behavior> behaviors;
public T Get<T>(); // try to find the requested behavior type, and return it if it exists
}
Others can then do something like this:
Mob m;
MovementBehavior b = m.Get<MovementBehavior();
if (b != null) {
b.SetMovementRate(1.20f);
}
You might also place some of this outside the Mob class, creating a helper function which modifies the movement rate if it exists, and does nothing otherwise:
static class MovementHelper {
public static SetMovementRate(Mob m, float movementrate){
MovementBehavior b = m.Get<MovementBehavior();
if (b != null) {
b.SetMovementRate(1.20f);
}
}
}
and then others could use it like this:
MovementHelper.SetMovementRate(m, 1.20f);
which would provide easy access to modifying the behavior, but without cluttering up the Mob class. (Of course, it'd be tempting to turn this into an extension method, but that might lead to too much assorted clutter in the Mob class' public interface. It may be preferable to make it clear that this is helper functionality that resides outside the Mob class itself)
Take a look at component systems/entity systems design:
http://www.devmaster.net/articles/oo-game-design/
By far the best I've seen till now.
Smart people say it's the only way to go with larger games, but it requires a shift in how you think about OOP.
So what are you trying to do?
What's the simplest way for you to store the movement rate data?
If it is only needed in the MoveBehavior class then it should be in there:
public class MoveBehavior {
public int MovementRate { get; set; }
}
If it is needed inherently by the Mob class then it will be easier exposed through the Mob class:
public class Mob {
public int MovementRate { get; set; }
}
public class MoveBehavior {
public MoveBehavior(Mob mob) { MobInEffect = mob; }
public Mob MobInEffect {get; set;}
// can access MovementRate through MovInEffect.MovementRate
}
So it all depends on what you're trying to achieve with this behavior logic. I'd recommend you push the design decision until you really need to do it one way or another. Concentrate on doing it simple first and refactor later. Usually more often than not, doing early design guesswork can lead to overcomplicated architecture.
A more pragmatic solution…
What I mean is that you implement whatever you wanted from movement the in the Mob class first:
public class Mob {
// Constructors and stuff here
public void Move(long ticks)
{
// do some voodoo magic with movement and MovementRate here
}
protected int MovementRate { get; set; }
}
And when that works, rip out that implementation to a MoveBehavior class if you really need to:
public class Mob {
// Constructors and stuff here
public MoveBehavior Moving { set; get; }
public void Move(long ticks)
{
Moving.Move(ticks, this);
}
}
public class MoveBehavior {
protected int MovementRate { get; set; }
public void Move(long ticks, Mob mob)
{
// logic moved over here now
}
}
After that if you really need to do more than one type of behavior but they share a common interface then create that interface by then and let the behaviors implement that.
Edit: The below answer only really makes sense if you're not instancing a new MovingBehavior for every mob, but just have a singleton MovingBehavior.
I'd say that the mob (ugh, I hate that word for game NPCs, but it's not your fault) should, when addBehavior() is called, get a BehaviorState object that's returned from addBehavior() and that it keeps around, and is keyed to the behavior added. Then provide an interface for MovingBehavior to easily retrieve its BehaviorState object from movingMob, and it stores whatever it needs to store there.
If i was designing something like this i would try out using interfaces to define which behaviors a mob has:
public interface IMovable
{
int MovementRate { get; set; }
void MoveTo(int x, int y);
}
public class Monster : Mob, IMovable
{
public int MovementRate { get; set; }
public void MoveTo(int x, int y)
{
// ...
}
}
This way you can check if a mob can move by doing something like this:
Monster m = new Monster();
if (m is IMovable)
{
m.MoveTo(someX, someY);
}
IMHO, the movement rate is associated with the movingBehavior rather than with a Mob itself, and as you said, it doesn't necessarily move. So the variable should be associated with the behavior, a change in the movementRate is a change to his Behavior, not to the mob himself.
You could also create a base Mob class, and derive a MovingMob one. But I guess, this doesn't really apply, once apparently you can have an arbitrary combination of different behaviors...
-- EDIT --
First, apparently you won't have the same type of behavior twice in the same Mob (like, no mob has two movementBehaviors at the same type), so a set is a better option in this case, as it avoids duplicates
You could have a method in each mob like
public Behavior GetBehavior(Type type)
{
foreach (var behavior in behaviorHashSet)
{
if ( behavior.GetType() == type)
return behavior;
}
return null;
}
Then you could do whatever you want with this behavior once you have a Mob. Also, you could change the GetHashCode() and Equals() method to ensure you have no duplicate, or make the GetBehavior method even faster (constant time)