public BattleReadyGameMode(Lobby lobby, List <ConfigureLobbyRequest.GameModeOptionRequest> gameModeOptions, StandardGameModeOptions standardOptions)
        {
            GameDuration duration = standardOptions.GameDuration;

            this.Lobby = lobby;
            int numRounds  = BattleReadyConstants.NumRounds[duration];
            int numPlayers = lobby.GetAllUsers().Count();

            TimeSpan?setupDrawingTimer = null;
            TimeSpan?setupPromptTimer  = null;
            TimeSpan?creationTimer     = null;
            TimeSpan?votingTimer       = null;

            int numOfEachPartInHand = (int)gameModeOptions[(int)GameModeOptionsEnum.NumEachPartInHand].ValueParsed;

            int numPromptsPerRound  = Math.Min(numPlayers, BattleReadyConstants.MaxNumSubRounds[duration]);
            int minDrawingsRequired = numOfEachPartInHand * 3; // the amount to make one playerHand to give everyone

            int expectedPromptsPerUser  = (int)Math.Ceiling(1.0 * numPromptsPerRound * numRounds / lobby.GetAllUsers().Count);
            int expectedDrawingsPerUser = Math.Max((minDrawingsRequired / numPlayers + 1) * 2, BattleReadyConstants.NumDrawingsPerPlayer[duration]);

            if (standardOptions.TimerEnabled)
            {
                setupDrawingTimer = BattleReadyConstants.SetupPerDrawingTimer[duration];
                setupPromptTimer  = BattleReadyConstants.SetupPerPromptTimer[duration];
                creationTimer     = BattleReadyConstants.PerCreationTimer[duration];
                votingTimer       = BattleReadyConstants.VotingTimer[duration];
            }

            SetupDrawings_GS setupDrawing = new SetupDrawings_GS(
                lobby: lobby,
                drawings: this.Drawings,
                numExpectedPerUser: expectedDrawingsPerUser,
                setupDurration: setupDrawingTimer * expectedDrawingsPerUser);

            SetupPrompts_GS setupPrompt = new SetupPrompts_GS(
                lobby: lobby,
                prompts: Prompts,
                numExpectedPerUser: expectedPromptsPerUser,
                setupDuration: setupPromptTimer);

            List <Prompt> battlePrompts = new List <Prompt>();
            IReadOnlyList <PeopleUserDrawing> headDrawings = new List <PeopleUserDrawing>();
            IReadOnlyList <PeopleUserDrawing> bodyDrawings = new List <PeopleUserDrawing>();
            IReadOnlyList <PeopleUserDrawing> legsDrawings = new List <PeopleUserDrawing>();

            setupDrawing.AddExitListener(() =>
            {
                // Trim extra prompts/drawings.
                headDrawings = Drawings.ToList().FindAll((drawing) => drawing.Type == BodyPartType.Head);
                bodyDrawings = Drawings.ToList().FindAll((drawing) => drawing.Type == BodyPartType.Body);
                legsDrawings = Drawings.ToList().FindAll((drawing) => drawing.Type == BodyPartType.Legs);
            });
            int numPromptsPerUserPerRound = 0; // Set during below exit listener.

            setupPrompt.AddExitListener(() =>
            {
                battlePrompts      = MemberHelpers <Prompt> .Select_Ordered(Prompts.OrderBy(prompt => prompt.CreationTime).ToList(), numPromptsPerRound * numRounds);
                numRounds          = (battlePrompts.Count - 1) / numPromptsPerRound + 1;
                numPromptsPerRound = (int)Math.Ceiling(1.0 * battlePrompts.Count / numRounds);

                numPromptsPerUserPerRound = Math.Max(1, numPromptsPerRound / 2);
                int maxNumUsersPerPrompt  = Math.Min(12, (int)Math.Ceiling(1.0 * numPlayers * numPromptsPerUserPerRound / numPromptsPerRound));

                foreach (Prompt prompt in battlePrompts)
                {
                    prompt.MaxMemberCount = maxNumUsersPerPrompt;
                }
            });

            List <GameState> creationGameStates     = new List <GameState>();
            List <GameState> votingGameStates       = new List <GameState>();
            List <GameState> voteRevealedGameStates = new List <GameState>();
            List <GameState> scoreboardGameStates   = new List <GameState>();

            int countRounds = 0;

            #region GameState Generators
            GameState CreateContestantCreationGamestate()
            {
                RoundTracker.ResetRoundVariables();
                List <Prompt> prompts = battlePrompts.Take(numPromptsPerRound).ToList();

                battlePrompts.RemoveRange(0, prompts.Count);

                List <IGroup <User> > assignments = MemberHelpers <User> .Assign(
                    prompts.Cast <IConstraints <User> >().ToList(),
                    lobby.GetAllUsers().ToList(),
                    duplicateMembers : (int)Math.Ceiling((1.0 * prompts.Count / numPromptsPerRound) * numPromptsPerUserPerRound));

                var pairings = prompts.Zip(assignments);

                foreach ((Prompt prompt, IGroup <User> users) in pairings)
                {
                    foreach (User user in users.Members)
                    {
                        prompt.UsersToUserHands.TryAdd(user, new Prompt.UserHand
                        {
                            // Users have even probabilities regardless of how many drawings they submitted.
                            HeadChoices = MemberHelpers <PeopleUserDrawing> .Select_DynamicWeightedRandom(headDrawings, numOfEachPartInHand),
                            BodyChoices = MemberHelpers <PeopleUserDrawing> .Select_DynamicWeightedRandom(bodyDrawings, numOfEachPartInHand),
                            LegChoices  = MemberHelpers <PeopleUserDrawing> .Select_DynamicWeightedRandom(legsDrawings, numOfEachPartInHand),
                            Owner       = user
                        });

                        if (!RoundTracker.UsersToAssignedPrompts.ContainsKey(user))
                        {
                            RoundTracker.UsersToAssignedPrompts.Add(user, new List <Prompt>());
                        }
                        RoundTracker.UsersToAssignedPrompts[user].Add(prompt);
                    }
                }

                GameState toReturn = new ContestantCreation_GS(
                    lobby: lobby,
                    roundTracker: RoundTracker,
                    creationDuration: creationTimer);

                toReturn.Transition(CreateVotingGameStates(prompts));
                return(toReturn);
            }

            Func <StateChain> CreateVotingGameStates(List <Prompt> roundPrompts)
            {
                return(() =>
                {
                    StateChain voting = new StateChain(
                        stateGenerator: (int counter) =>
                    {
                        if (counter < roundPrompts.Count)
                        {
                            Prompt roundPrompt = roundPrompts[counter];

                            return GetVotingAndRevealState(roundPrompt, votingTimer);
                        }
                        else
                        {
                            // Stops the chain.
                            return null;
                        }
                    });
                    voting.Transition(CreateScoreGameState(roundPrompts));
                    return voting;
                });
            }

            Func <GameState> CreateScoreGameState(List <Prompt> roundPrompts)
            {
                return(() =>
                {
                    List <Person> winnersPeople = roundPrompts.Select((prompt) => (Person)prompt.UsersToUserHands[prompt.Winner]).ToList();

                    countRounds++;
                    GameState displayPeople = new DisplayPeople_GS(
                        lobby: lobby,
                        title: "Here are your winners",
                        peopleList: winnersPeople,
                        imageTitle: (person) => roundPrompts[winnersPeople.IndexOf(person)].Text,
                        imageHeader: (person) => person.Name
                        );

                    if (battlePrompts.Count <= 0)
                    {
                        GameState finalScoreBoard = new ScoreBoardGameState(
                            lobby: lobby,
                            title: "Final Scores");
                        displayPeople.Transition(finalScoreBoard);
                        finalScoreBoard.Transition(this.Exit);
                    }
                    else
                    {
                        GameState scoreBoard = new ScoreBoardGameState(
                            lobby: lobby);
                        displayPeople.Transition(scoreBoard);
                        scoreBoard.Transition(CreateContestantCreationGamestate);
                    }
                    return displayPeople;
                });
            }

            #endregion

            this.Entrance.Transition(setupDrawing);
            setupDrawing.Transition(setupPrompt);
            setupPrompt.Transition(CreateContestantCreationGamestate);
        }