public BarbarianWaitUntilHealedBrain(
     IBarbarianConfig barbarianConfig, DiContainer container
     )
 {
     BarbarianConfig = barbarianConfig;
     Container       = container;
 }
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 public BarbarianUtilityLogic(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianCOnfig
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid            = grid;
     BarbarianConfig = barbarianCOnfig;
 }
 public BarbarianAvailableUnitsLogic(
     IBarbarianConfig barbarianConfig, IUnitPositionCanon unitPositionCanon,
     ICivilizationFactory civFactory
     )
 {
     BarbarianConfig   = barbarianConfig;
     UnitPositionCanon = unitPositionCanon;
     CivFactory        = civFactory;
 }
 public BarbarianBrainWeightLogic(
     IHexGrid grid, IUnitPositionCanon unitPositionCanon, IBarbarianConfig barbarianConfig,
     IUnitStrengthEstimator unitStrengthEstimator
     )
 {
     Grid = grid;
     UnitPositionCanon     = unitPositionCanon;
     BarbarianConfig       = barbarianConfig;
     UnitStrengthEstimator = unitStrengthEstimator;
 }
 public BarbarianGuardEncampmentBrain(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig,
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid                    = grid;
     BarbarianConfig         = barbarianConfig;
     EncampmentLocationCanon = encampmentLocationCanon;
     Container               = container;
 }
 public BarbarianCaptureCivilianBrain(
     IHexGrid grid, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder,
     IBarbarianConfig barbarianConfig, IBarbarianBrainFilterLogic filterLogic,
     DiContainer container
     )
 {
     Grid = grid;
     UnitPositionCanon = unitPositionCanon;
     HexPathfinder     = hexPathfinder;
     BarbarianConfig   = barbarianConfig;
     FilterLogic       = filterLogic;
     Container         = container;
 }
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 public BarbarianWanderBrain(
     IHexGrid grid, IUnitPositionCanon unitPositionCanon, DiContainer container,
     IWeightedRandomSampler <IHexCell> cellRandomSampler, IBarbarianBrainWeightLogic brainTools,
     IBarbarianConfig barbarianConfig
     )
 {
     Grid = grid;
     UnitPositionCanon = unitPositionCanon;
     Container         = container;
     CellRandomSampler = cellRandomSampler;
     BrainTools        = brainTools;
     BarbarianConfig   = barbarianConfig;
 }
        public EncampmentClearingResponder(
            UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
            IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory,
            IBarbarianConfig barbarianConfig, ICivModifiers civModifiers
            )
        {
            unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation);

            UnitPossessionCanon     = unitPossessionCanon;
            EncampmentLocationCanon = encampmentLocationCanon;
            EncampmentFactory       = encampmentFactory;
            BarbarianConfig         = barbarianConfig;
            CivModifiers            = civModifiers;
        }
 public BarbarianFleeBrain(
     IUnitPositionCanon unitPositionCanon, IUnitStrengthEstimator unitStrengthEstimator,
     IBarbarianConfig barbarianConfig, IHexPathfinder hexPathfiner, IHexGrid grid,
     IBarbarianBrainWeightLogic brainTools, DiContainer container
     )
 {
     UnitPositionCanon     = unitPositionCanon;
     UnitStrengthEstimator = unitStrengthEstimator;
     BarbarianConfig       = barbarianConfig;
     HexPathfinder         = hexPathfiner;
     Grid       = grid;
     BrainTools = brainTools;
     Container  = container;
 }
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 public BarbarianUnitSpawner(
     ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig,
     IUnitFactory unitFactory, IRandomizer randomizer,
     IBarbarianSpawningTools spawningTools,
     IBarbarianAvailableUnitsLogic availableUnitsLogic
     )
 {
     CivFactory          = civFactory;
     BarbarianConfig     = barbarianConfig;
     UnitFactory         = unitFactory;
     Randomizer          = randomizer;
     SpawningTools       = spawningTools;
     AvailableUnitsLogic = availableUnitsLogic;
 }
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 public BarbarianTurnExecuter(
     IEncampmentFactory encampmentFactory, ICivilizationFactory civFactory,
     IBarbarianSpawningTools spawningTools, IRandomizer randomizer,
     IBarbarianConfig barbarianConfig, IBarbarianEncampmentSpawner encampmentSpawner,
     IBarbarianUnitSpawner unitSpawner
     )
 {
     EncampmentFactory = encampmentFactory;
     CivFactory        = civFactory;
     SpawningTools     = spawningTools;
     Randomizer        = randomizer;
     BarbarianConfig   = barbarianConfig;
     EncampmentSpawner = encampmentSpawner;
     UnitSpawner       = unitSpawner;
 }
 public BarbarianSpawningTools(
     ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig,
     IEncampmentFactory encampmentFactory, IVisibilityCanon visibilityCanon,
     IEncampmentLocationCanon encampmentLocationCanon, IHexGrid grid,
     IRandomizer randomizer
     )
 {
     CivFactory              = civFactory;
     BarbarianConfig         = barbarianConfig;
     EncampmentFactory       = encampmentFactory;
     VisibilityCanon         = visibilityCanon;
     EncampmentLocationCanon = encampmentLocationCanon;
     Grid       = grid;
     Randomizer = randomizer;
 }