public EncampmentFactory(
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     EncampmentLocationCanon = encampmentLocationCanon;
     Container = container;
 }
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 private void InjectDependencies(
     IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory
     )
 {
     EncampmentLocationCanon = encampmentLocationCanon;
     EncampmentFactory       = encampmentFactory;
 }
 public BarbarianComposer(
     IEncampmentFactory encampmentFactory, IEncampmentLocationCanon encampmentLocationCanon,
     IHexGrid grid
     )
 {
     EncampmentFactory       = encampmentFactory;
     EncampmentLocationCanon = encampmentLocationCanon;
     Grid = grid;
 }
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        public EncampmentFeaturePlacer(
            INoiseGenerator noiseGenerator, [Inject(Id = "Feature Container")] Transform featureContainer,
            IFeatureConfig config, IEncampmentLocationCanon encampmentLocationCanon

            ) : base(noiseGenerator, featureContainer)
        {
            Config = config;
            EncampmentLocationCanon = encampmentLocationCanon;
        }
 public BarbarianGuardEncampmentBrain(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig,
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid                    = grid;
     BarbarianConfig         = barbarianConfig;
     EncampmentLocationCanon = encampmentLocationCanon;
     Container               = container;
 }
 public BarbarianBePrisonersBrain(
     IHexGrid grid, IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon,
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     Grid                    = grid;
     HexPathfinder           = hexPathfinder;
     UnitPositionCanon       = unitPositionCanon;
     EncampmentLocationCanon = encampmentLocationCanon;
     Container               = container;
 }
        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 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;
 }
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 public void InjectDependencies(
     IHexCellSignalLogic signalLogic,
     IYieldGenerationLogic generationLogic,
     IPossessionRelationship <ICity, IHexCell> cellPossessionCanon,
     IPossessionRelationship <IHexCell, IResourceNode> resourceNodePositionCanon,
     IImprovementLocationCanon improvementLocationCanon,
     ICellYieldLogic cellResourceLogic,
     IGameCore gameCore,
     IVisibilityCanon visibilityCanon,
     IExplorationCanon explorationCanon,
     IEncampmentLocationCanon encampmentLocationCanon
     )
 {
     SignalLogic               = signalLogic;
     GenerationLogic           = generationLogic;
     CellPossessionCanon       = cellPossessionCanon;
     ResourceNodePositionCanon = resourceNodePositionCanon;
     ImprovementLocationCanon  = improvementLocationCanon;
     CellYieldLogic            = cellResourceLogic;
     GameCore                = gameCore;
     VisibilityCanon         = visibilityCanon;
     ExplorationCanon        = explorationCanon;
     EncampmentLocationCanon = encampmentLocationCanon;
 }