Add support for up to 6 players.
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@@ -33,8 +33,16 @@ func TestLobbyManualStart(t *testing.T) {
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if _, err := g.AddPlayer("Carol"); err == nil {
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t.Fatal("third player should be rejected while MaxPlayers=2")
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// An odd table can't pair off, so a third player has to be matched by a
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// fourth (or removed) before the host can start.
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if _, err := g.AddPlayer("Carol"); err != nil {
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t.Fatal(err)
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}
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if err := g.StartGame(); err == nil {
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t.Fatal("start should be rejected with an odd number of players")
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}
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if err := g.RemovePlayer(g.Players[2].ID); err != nil {
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t.Fatal(err)
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}
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// The lobby stays open until the host explicitly starts.
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if g.Phase != PhaseLobby {
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@@ -503,11 +511,11 @@ func TestFullGameFlow(t *testing.T) {
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if g.Phase != PhaseBattle {
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t.Fatalf("expected battle after both arrange, got %s", g.Phase)
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}
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if g.Battle.WinnerSeat != p1.Seat {
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if g.Battles[0].WinnerSeat != p1.Seat {
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t.Fatalf("round %d: seat 0 should win", round)
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}
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// The winner hands the token to the loser; a loser keeps it.
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if wantPriority == g.Battle.WinnerSeat {
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if wantPriority == g.Battles[0].WinnerSeat {
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wantPriority = (wantPriority + 1) % len(g.Players)
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}
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for _, p := range g.Players {
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