/// <summary> /// Starts the game, throws if something is wrong with the configuration values. /// </summary> /// <param name="specialTransitionFrom">Where the current users are sitting (if somewhere other than WaitForLobbyStart)</param> public bool StartGame(StandardGameModeOptions standardOptions, out string errorMsg) { errorMsg = string.Empty; if (this.SelectedGameMode == null) { errorMsg = "No game mode selected!"; return(false); } if (!this.SelectedGameMode.GameModeMetadata.IsSupportedPlayerCount(this.GetAllUsers().Count)) { errorMsg = Invariant($"Selected game mode has following restrictions: {this.SelectedGameMode.GameModeMetadata.RestrictionsToString()}"); return(false); } this.StandardGameModeOptions = standardOptions; GameModeMetadataHolder gameModeMetadata = this.SelectedGameMode; IGameMode game; try { game = gameModeMetadata.GameModeInstantiator(this, this.GameModeOptions, this.StandardGameModeOptions); } catch (GameModeInstantiationException err) { errorMsg = err.Message; return(false); } this.Game = game; if (this.StandardGameModeOptions?.ShowTutorial ?? true) { // Transition from waiting => tutorial => game. this.WaitForLobbyStart.Transition(this.TutorialGameState); this.TutorialGameState.Transition(game); } else { // No tutorial, transition straight from waiting to game. this.WaitForLobbyStart.Transition(game); } // Set up game to transition smoothly to end of game restart. // TODO: transition to a scoreboard first instead? game.Transition(this.EndOfGameRestart); // Send users to game or tutorial. this.WaitForLobbyStart.LobbyHasClosed(); return(true); }
public virtual async Task Setup(TestRunner runner) { await Lobby.Delete(); await Lobby.Create(); Console.WriteLine("Created Lobby: " + Lobby.Id); // Heheheh, don't mind me. Just using some questionable patterns. if (isStructured()) { await Lobby.Populate(((IStructuredTest)this).TestOptions.NumPlayers); await Lobby.Configure(((IStructuredTest)this).TestOptions.GameModeOptions, ((IStructuredTest)this).TestOptions.StandardGameModeOptions, this.GameModeIndex); } else { if (runner.IsParallel && !runner.UseDefaults) { throw new Exception("Must use default parameters if running unstructured tests in parallel"); } List <GameModeOptionRequest> optionRequests = SetUpGameTestOptions(runner.UseDefaults); StandardGameModeOptions defaultStandardOptions = new StandardGameModeOptions { GameDuration = GameDuration.Normal, ShowTutorial = false, TimerEnabled = false }; ValidateNumUsers(runner.NumUsers); await Lobby.Populate(runner.NumUsers); await Lobby.Configure(optionRequests, defaultStandardOptions, this.GameModeIndex); } if (runner.OpenBrowsers) { // TODO: open lobby owner to management page. Task parallel = Helpers.OpenBrowsers(new List <string> { Lobby.Owner.UserId }); Task parallel2 = Helpers.OpenBrowsers(Lobby.Players.Select(player => player.UserId)); } }
public static async Task ConfigureLobby(ConfigureLobbyRequest request, StandardGameModeOptions standardOptions, string userId) { await WebClient.MakeWebRequest( path : Constants.Path.LobbyConfigure, userId : userId, method : HttpMethod.Post, content : new StringContent( JsonConvert.SerializeObject(request), Encoding.UTF8, Constants.MediaType.ApplicationJson)); await WebClient.MakeWebRequest( path : Constants.Path.LobbyStart, userId : userId, method : HttpMethod.Post, content : new StringContent( JsonConvert.SerializeObject(standardOptions), Encoding.UTF8, Constants.MediaType.ApplicationJson)); }
public ImposterDrawingGameMode(Lobby lobby, List <ConfigureLobbyRequest.GameModeOptionRequest> gameModeOptions, StandardGameModeOptions standardOptions) { this.Lobby = lobby; TimeSpan? writingTimer = null; TimeSpan? drawingTimer = null; TimeSpan? votingTimer = null; GameDuration duration = standardOptions.GameDuration; if (standardOptions.TimerEnabled) { writingTimer = ImposterDrawingConstants.WritingTimer[duration]; drawingTimer = ImposterDrawingConstants.DrawingTimer[duration]; votingTimer = ImposterDrawingConstants.VotingTimer[duration]; } List <Prompt> prompts = new List <Prompt>(); int numRounds = Math.Min(ImposterDrawingConstants.MaxNumRounds[duration], this.Lobby.GetAllUsers().Count); int numDrawingsPerUser = Math.Min(ImposterDrawingConstants.MaxDrawingsPerPlayer[duration], numRounds - 1); numRounds = Math.Min(numRounds, (this.Lobby.GetAllUsers().Count - 1) * numDrawingsPerUser / ImposterDrawingConstants.MinNumPlayersPerRound); int playersPerPrompt = Math.Min(ImposterDrawingConstants.MaxNumPlayersPerRound, this.Lobby.GetAllUsers().Count - 1); playersPerPrompt = Math.Min(playersPerPrompt, this.Lobby.GetAllUsers().Count *numDrawingsPerUser / numRounds + 1); Setup = new Setup_GS( lobby: lobby, promptsToPopulate: prompts, writingTimeDuration: writingTimer, drawingTimeDuration: drawingTimer, numDrawingsPerUser: numDrawingsPerUser, numRounds: numRounds, maxPlayersPerPrompt: playersPerPrompt); StateChain CreateGamePlayLoop() { List <State> stateList = new List <State>(); foreach (Prompt prompt in prompts) { stateList.Add(GetImposterLoop(prompt, prompt == prompts.Last())); } StateChain gamePlayChain = new StateChain(states: stateList); gamePlayChain.Transition(this.Exit); return(gamePlayChain); } this.Entrance.Transition(Setup); Setup.Transition(CreateGamePlayLoop); StateChain GetImposterLoop(Prompt prompt, bool lastRound = false) { return(new StateChain( stateGenerator: (int counter) => { if (counter == 0) { return GetVotingAndRevealState(prompt, (prompt.UsersToDrawings.Values.Any(val => val == null)), votingTimer); } if (counter == 1) { if (lastRound) { return new ScoreBoardGameState(lobby, "Final Scores"); } else { return new ScoreBoardGameState(lobby); } } else { return null; } })); } }
public FriendQuizGameMode(Lobby lobby, List <ConfigureLobbyRequest.GameModeOptionRequest> gameModeOptions, StandardGameModeOptions standardOptions) { GameDuration duration = standardOptions.GameDuration; double questionPoolMultiplier = 2.5; // Question pool is X times bigger than number of questions per person. int numQuestionsToAnswer = (int)gameModeOptions[(int)GameModeOptionsEnum.NumAnswerQuestions].ValueParsed; int numRounds = Math.Min(lobby.GetAllUsers().Count(), FriendQuizConstants.MaxUserRounds[duration]); int numQuestionSetup = (int)(numQuestionsToAnswer * questionPoolMultiplier / numRounds) + 1; // How many questions each user should contribute. TimeSpan?setupTimer = null; TimeSpan?answeringTimer = null; TimeSpan?votingTimer = null; if (standardOptions.TimerEnabled) { setupTimer = FriendQuizConstants.SetupTimer[duration]; answeringTimer = FriendQuizConstants.AnsweringTimer[duration]; votingTimer = FriendQuizConstants.VotingTimer[duration]; } Dictionary <User, List <Question> > usersToAssignedQuestions = new Dictionary <User, List <Question> >(); int maxNumAssigned = 1; // Variable for tracking user with most questions. StateChain gameStateChain = new StateChain(stateGenerator: (int counter) => { if (counter == 0) { setupTimer = setupTimer?.Multiply(numQuestionSetup); return(new Setup_GS( lobby: lobby, roundTracker: RoundTracker, numExpectedPerUser: numQuestionSetup, setupDuration: setupTimer)); } else if (counter == 1) { List <UserQuestionsHolder> userQuestionsHolders = lobby.GetAllUsers().Select(user => new UserQuestionsHolder(user, numQuestionsToAnswer)).ToList(); List <Question> randomizedQuestions = RoundTracker.Questions.OrderBy(_ => Rand.Next()).ToList(); List <IGroup <Question> > assignments = MemberHelpers <Question> .Assign(userQuestionsHolders.Cast <IConstraints <Question> >().ToList(), randomizedQuestions, lobby.GetAllUsers().Count); var pairings = userQuestionsHolders.Zip(assignments); foreach ((UserQuestionsHolder holder, IGroup <Question> questions) in pairings) { if (questions.Members.Count() > maxNumAssigned) { maxNumAssigned = questions.Members.Count(); } // Makes a copy of the questions so that it can handle multiple people answering the same question without them both overriding the same object usersToAssignedQuestions.Add(holder.QuestionedUser, questions.Members.Select(question => new Question(question) { MainUser = holder.QuestionedUser }).ToList()); } answeringTimer = answeringTimer?.Multiply(maxNumAssigned); return(new AnswerQuestion_GS( lobby: lobby, usersToAssignedQuestions: usersToAssignedQuestions, answerTimeDuration: answeringTimer)); } else if (counter == 2) { votingTimer = votingTimer?.Multiply(maxNumAssigned); List <User> randomizedUsers = usersToAssignedQuestions.Keys .OrderBy(_ => Rand.Next()) .ToList() // Probably not needed, but just in case. .Take(numRounds) // Number of rounds is limited based on game duration. .ToList(); return(GetUserQueryStateChain(randomizedUsers)); } else { return(null); } }); this.Entrance.Transition(gameStateChain); gameStateChain.Transition(this.Exit); StateChain GetUserQueryStateChain(List <User> users) { List <State> chain = new List <State>(); foreach (User user in users) { List <Question> nonAbstainedQuestions = usersToAssignedQuestions[user].Where(question => !question.Abstained).ToList(); if (nonAbstainedQuestions.Count > 0) { chain.Add(new StateChain(stateGenerator: (int counter) => { if (counter == 0) { return(new SliderQueryAndReveal( lobby: lobby, objectsToQuery: nonAbstainedQuestions, usersToQuery: lobby.GetAllUsers().Where(lobbyUser => lobbyUser != user).ToList(), queryTime: votingTimer) { QueryPromptTitle = $"How do you think {user.DisplayName} answered these questions?", QueryPromptDescription = "The tighter the range of your guess, the more points if you're correct", QueryViewOverrides = new UnityViewOverrides() { Title = $"How do you think {user.DisplayName} answered these questions?", }, RevealViewOverrides = new UnityViewOverrides() { Title = $"This is how {user.DisplayName} answered those questions.", }, QueryExitListener = CountQueries, }); } else if (counter == 1) { if (user == users.Last()) { return(new ScoreBoardGameState(lobby, "Final Scores")); } else { return(new ScoreBoardGameState(lobby)); } } else { return(null); } })); } } return(new StateChain(chain)); } }
public TwoToneDrawingGameMode(Lobby lobby, List <ConfigureLobbyRequest.GameModeOptionRequest> gameModeOptions, StandardGameModeOptions standardOptions) { this.Lobby = lobby; GameDuration duration = standardOptions.GameDuration; int maxPossibleTeamCount = 8; // Can go higher than this in extreme circumstances. bool useSingleColor = (bool)gameModeOptions[(int)GameModeOptionsEnum.useSingleColor].ValueParsed; int numLayers = (int)gameModeOptions[(int)GameModeOptionsEnum.numLayers].ValueParsed; int numPlayers = lobby.GetAllUsers().Count(); if (numLayers * 2 > numPlayers) { numLayers = numPlayers / 2; } int numRounds = Math.Min(TwoToneDrawingConstants.MaxNumRounds[duration], numPlayers); int numDrawingsPerPlayer = Math.Min(TwoToneDrawingConstants.DrawingsPerPlayer[duration], numRounds); int numTeamsLowerBound = Math.Max(2, 1 * numPlayers / (numRounds * numLayers)); // Lower bound. int numTeamsUpperBound = Math.Min(maxPossibleTeamCount, numDrawingsPerPlayer * numPlayers / (numRounds * numLayers)); // Upper bound. int numTeams = Math.Max(numTeamsLowerBound, numTeamsUpperBound); // Possible for lower bound to be higher than upper bound. that is okay. //int drawingsPerPlayer = numRounds * numLayers * numTeams / numPlayers; TimeSpan?setupTimer = null; TimeSpan?drawingTimer = null; TimeSpan?votingTimer = null; if (standardOptions.TimerEnabled) { setupTimer = TwoToneDrawingConstants.SetupTimer[duration]; drawingTimer = TwoToneDrawingConstants.PerDrawingTimer[duration].MultipliedBy(numDrawingsPerPlayer); votingTimer = TwoToneDrawingConstants.VotingTimer[duration]; } Setup = new Setup_GS( lobby: lobby, challengeTrackers: this.SubChallenges, useSingleColor: useSingleColor, numLayersPerTeam: numLayers, numTeamsPerPrompt: numTeams, numRounds: numRounds, setupTimer: setupTimer, drawingTimer: drawingTimer); StateChain GamePlayLoopGenerator() { List <ChallengeTracker> challenges = SubChallenges.Keys.OrderBy(_ => Rand.Next()).ToList(); StateChain chain = new StateChain( stateGenerator: (int counter) => { if (counter < challenges.Count) { return(new StateChain(stateGenerator: (int i) => { switch (i) { case 0: return GetVotingAndRevealState(challenges[counter], votingTimer); case 1: return ((counter == challenges.Count - 1) ? new ScoreBoardGameState(lobby, "Final Scores") : new ScoreBoardGameState(lobby)); default: return null; } })); } else { return(null); } }); chain.Transition(this.Exit); return(chain); } Setup.Transition(GamePlayLoopGenerator); this.Entrance.Transition(Setup); }
public MimicGameMode(Lobby lobby, List <ConfigureLobbyRequest.GameModeOptionRequest> gameModeOptions, StandardGameModeOptions standardOptions) { GameDuration duration = standardOptions.GameDuration; int numStartingDrawingsPerUser = 1; int maxDrawingsBeforeVoteInput = (int)gameModeOptions[(int)GameModeOptions.MaxDrawingsBeforeVote].ValueParsed; int maxVoteDrawings = 12; // Everybody's drawing should show up, but it gets a little prohibitive past 12 so limit it here. TimeSpan? drawingTimer = null; TimeSpan? votingTimer = null; if (standardOptions.TimerEnabled) { drawingTimer = MimicConstants.DrawingTimer[duration]; votingTimer = MimicConstants.VotingTimer[duration]; } TimeSpan?extendedDrawingTimer = drawingTimer.MultipliedBy(MimicConstants.MimicTimerMultiplier); int numPlayers = lobby.GetAllUsers().Count(); int numRounds = Math.Min(MimicConstants.MaxRounds[duration], numPlayers); this.Lobby = lobby; Setup = new Setup_GS( lobby: lobby, drawings: Drawings, numDrawingsPerUser: numStartingDrawingsPerUser, drawingTimeDuration: drawingTimer); List <UserDrawing> randomizedDrawings = new List <UserDrawing>(); Setup.AddExitListener(() => { randomizedDrawings = this.Drawings .OrderBy(_ => Rand.Next()) .ToList() .Take(numRounds) // Limit number of rounds based on game duration. .ToList(); }); StateChain CreateGamePlayLoop() { bool timeToShowScores = true; StateChain gamePlayLoop = new StateChain(stateGenerator: (int counter) => { if (randomizedDrawings.Count > 0) { StateChain CreateMultiRoundLoop() { int maxDrawingsBeforeVote = Math.Min(maxDrawingsBeforeVoteInput, randomizedDrawings.Count); if (randomizedDrawings.Count == 0) { throw new Exception("Something went wrong while setting up the game"); } List <RoundTracker> roundTrackers = new List <RoundTracker>(); return(new StateChain(stateGenerator: (int counter) => { if (counter < maxDrawingsBeforeVote) { UserDrawing originalDrawing = randomizedDrawings.First(); randomizedDrawings.RemoveAt(0); RoundTracker drawingsRoundTracker = new RoundTracker(); roundTrackers.Add(drawingsRoundTracker); drawingsRoundTracker.originalDrawer = originalDrawing.Owner; drawingsRoundTracker.UsersToUserDrawings.AddOrUpdate(originalDrawing.Owner, originalDrawing, (User user, UserDrawing drawing) => originalDrawing); DisplayOriginal_GS displayGS = new DisplayOriginal_GS( lobby: lobby, displayTimeDuration: MimicConstants.MemorizeTimerLength, displayDrawing: originalDrawing); CreateMimics_GS mimicsGS = new CreateMimics_GS( lobby: lobby, roundTracker: drawingsRoundTracker, drawingTimeDuration: extendedDrawingTimer ); mimicsGS.AddExitListener(() => { List <User> randomizedUsersToDisplay = new List <User>(); List <User> randomizedKeys = drawingsRoundTracker.UsersToUserDrawings.Keys.OrderBy(_ => Rand.Next()).ToList(); for (int i = 0; i < maxVoteDrawings && i < randomizedKeys.Count; i++) { randomizedUsersToDisplay.Add(randomizedKeys[i]); } if (!randomizedUsersToDisplay.Contains(drawingsRoundTracker.originalDrawer)) { randomizedUsersToDisplay.RemoveAt(0); randomizedUsersToDisplay.Add(drawingsRoundTracker.originalDrawer); } randomizedUsersToDisplay = randomizedUsersToDisplay.OrderBy(_ => Rand.Next()).ToList(); drawingsRoundTracker.UsersToDisplay = randomizedUsersToDisplay; }); return new StateChain(states: new List <State>() { displayGS, mimicsGS }, exit: null); } else if (counter < maxDrawingsBeforeVote * 2) { return GetVotingAndRevealState(roundTrackers[counter - maxDrawingsBeforeVote], votingTimer); } else { return null; } })); } return(CreateMultiRoundLoop()); } else { if (timeToShowScores) { timeToShowScores = false; return(new ScoreBoardGameState( lobby: lobby, title: "Final Scores")); } else { //Ends the chain return(null); } } }); gamePlayLoop.Transition(this.Exit); return(gamePlayLoop); } this.Entrance.Transition(Setup); Setup.Transition(CreateGamePlayLoop); }
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); }