private int TranslatePrototype(SetupPiece lPiece, int index)
        {
            int protoID = db.PieceNameToIndex(lPiece.PieceName);

            if (protoID < 0)
            {
                throw new BoardSetupException(string.Format("Board setup exception: Piece {0} given invalid name \"{1}\"", index, lPiece.PieceName));
            }
            return(protoID);
        }
        private PlayerTurnOrder TranslatePlayer(SetupPiece lPiece, int index)
        {
            switch (lPiece.Owner.ToUpperInvariant())
            {
            case "FIRST":
            case "WHITE":
                return(PlayerTurnOrder.First);

            case "SECOND":
            case "LAST":
            case "BLACK":
                return(PlayerTurnOrder.Second);

            default:
                throw new BoardSetupException(string.Format("Board setup exception: Piece {0} given invalid owner \"{1}\"", index, lPiece.Owner));
            }
        }
        private IntVector2 TranslatePosition(SetupPiece lPiece, int index, HashSet <IntVector2> takenPositions)
        {
            IntVector2 pos = new IntVector2(lPiece.PositionX - 1, lPiece.PositionY - 1);

            if (pos.x >= 0 && pos.x < db.BoardDimensions.x && pos.y >= 0 && pos.y < db.BoardDimensions.y)
            {
                if (!takenPositions.Contains(pos))
                {
                    return(pos);
                }
                else
                {
                    throw new BoardSetupException(string.Format("Board setup exception: Piece {0} given already filled position", index));
                }
            }
            else
            {
                throw new BoardSetupException(string.Format("Board setup exception: Piece {0} given invalid position", index));
            }
        }
        private NetworkGameState CalculateStartingConditions()
        {
            Debug.LogError("Calculating start");

            PlayerTurnOrder hostOrder = PlayerTurnOrder.Undecided;

            switch (lobby.OrderChoice)
            {
            case LobbyTurnOrderChoice.HostIsFirst:
                hostOrder = PlayerTurnOrder.First;
                break;

            case LobbyTurnOrderChoice.ClientIsFirst:
                hostOrder = PlayerTurnOrder.Second;
                break;

            default: {
                bool hostFirst = UnityEngine.Random.value < 0.5f;
                hostOrder = hostFirst ? PlayerTurnOrder.First : PlayerTurnOrder.Second;
            }
            break;
            }

            NetworkGameState gsc = new NetworkGameState()
            {
                hostPlayerOrder = hostOrder,
                turnNumber      = 0,
                activePlayer    = PlayerTurnOrder.First,
                turnState       = TurnState.None,
            };

            SetupBoard lBoard = new SetupBoard();

            lBoard.Width  = db.BoardDimensions.x;
            lBoard.Length = db.BoardDimensions.y;
            ScriptRuntimeException luaException;

            scripts.CallFunction(db.SetupFunction, lBoard, out luaException);
            if (luaException != null)
            {
                throw new BoardSetupException(string.Format("Board setup exception: exception in Lua code: {0}", luaException.DecoratedMessage));
            }

            if (lBoard.NumPieces == 0)
            {
                throw new BoardSetupException("Board setup exception: No piece created");
            }
            HashSet <IntVector2> takenPositions = new HashSet <IntVector2>();
            bool anyPlayer1 = false;
            bool anyPlayer2 = false;

            List <NetworkGameStatePiece> pieceList = new List <NetworkGameStatePiece>();

            for (int p = 1; p <= lBoard.NumPieces; p++)
            {
                SetupPiece      lPiece = lBoard.GetPiece(p);
                IntVector2      pos    = TranslatePosition(lPiece, p, takenPositions);
                PlayerTurnOrder player = TranslatePlayer(lPiece, p);
                switch (player)
                {
                case PlayerTurnOrder.First:
                    anyPlayer1 = true;
                    break;

                case PlayerTurnOrder.Second:
                    anyPlayer2 = true;
                    break;
                }
                int prototype = TranslatePrototype(lPiece, p);
                NetworkGameStatePiece piece = new NetworkGameStatePiece()
                {
                    prototypeID      = prototype,
                    owner            = player,
                    position         = pos,
                    isCaptured       = false,
                    numberMovesTaken = 0,
                };
                pieceList.Add(piece);
            }

            if (!anyPlayer1)
            {
                throw new BoardSetupException("Board setup exception: First player given no pieces");
            }
            else if (!anyPlayer2)
            {
                throw new BoardSetupException("Board setup exception: Second player given no pieces");
            }

            gsc.pieces = pieceList.ToArray();

            return(gsc);
        }