pub fn resolve_nar(mut self, night_actions: &[NightAction<P>]) -> State<P> {
        // reset kill lists
        for universe in self.multiverse.iter_mut() {
            universe.heals = Vec::default();
            universe.kills = Vec::default();
        }
        // resolve night actions
        let mut current_heals = vec![None; self.secret_ids.len()];
        let mut night_action_results = vec![None; self.secret_ids.len()];
        for action in self.sanitized_night_actions(night_actions) { // healer/detective/werewolf setup does not have any dependencies, so resolve in submitted order
            match action {
                NightAction::Heal(src_idx, tgt_idx) => {
                    current_heals[src_idx] = Some(tgt_idx);
                    for universe in self.multiverse.iter_mut() {
                        let can_heal = universe.roles[src_idx] == Role::Healer &&
                        universe.alive[src_idx] &&
                        universe.alive[tgt_idx];
                        if can_heal {
                            universe.heal(tgt_idx);
                        }
                    }
                }
                NightAction::Investigate(src_idx, tgt_idx) => {
                    let investigated_faction = if let Some(investigation_universe) = self.multiverse.iter()
                        .filter(|universe| universe.roles[src_idx] == Role::Detective) // player must be detective,
                        .filter(|universe| universe.alive[src_idx]) // and detective must be alive
                        .rand(&mut thread_rng())
                    {
                        investigation_universe.factions[tgt_idx]
                    } else {
                        continue;
                    };
                    if night_action_results[src_idx].is_some() { unimplemented!("multiple night action results for one player"); }
                    night_action_results[src_idx] = Some(NightActionResult::Investigation(tgt_idx, investigated_faction));
                    self.multiverse = self.multiverse.into_iter()
                        .filter(|universe| !(
                            universe.roles[src_idx] == Role::Detective &&
                            universe.alive[src_idx] &&
                            universe.factions[tgt_idx] != investigated_faction
                        ))
                        .collect();
                }
                NightAction::Kill(src_idx, tgt_idx) => {
                    for universe in self.multiverse.iter_mut() {
                        let can_kill = if let Role::Werewolf(werewolf_rank) = universe.roles[src_idx] {
                            universe.roles
                                .iter()
                                .enumerate()
                                .all(|(i, role)| if let &Role::Werewolf(cmp_rank) = role {
                                    cmp_rank >= werewolf_rank || !universe.alive[i]
                                } else {
                                    true
                                })
                        } else {
                            false
                        } &&
                        universe.alive[src_idx] &&
                        universe.alive[tgt_idx];
                        if can_kill {
                            universe.kill(tgt_idx, true);
                        }
                    }
                }
            }
        }
        // kill all players on the death list
        for universe in self.multiverse.iter_mut() {
            for &player_id in &universe.kills {
                universe.alive[player_id] = false;
            }
        }
        self.multiverse.collapse_roles();
        // check for game-ending conditions
        if self.multiverse.game_over(false) {
            return State::Complete(Complete::new(self.secret_ids, self.multiverse));
        }
        State::Day(Day {
            secret_ids: self.secret_ids,
            multiverse: self.multiverse,
            night_action_results,
            last_heals: current_heals
        })
    }
/// Advance the game state to the next day using natural action resolution.
///
/// Takes night actions submitted by the players and processes them. Any mandatory night actions not submitted will be randomized.
Advance the game state to the next day using natural action resolution.
Takes night actions submitted by the players and processes them. Any mandatory night actions not submitted will be randomized.
Advance the game state to the next day using natural action resolution . Takes night actions submitted by the players and processes them . Any mandatory night actions not submitted will be randomized .
pub fn resolve_nar(mut self, night_actions: &[NightAction<P>]) -> State<P> {
        // reset kill lists
        for universe in self.multiverse.iter_mut() {
            universe.heals = Vec::default();
            universe.kills = Vec::default();
        }
        // resolve night actions
        let mut current_heals = vec![None; self.secret_ids.len()];
        let mut night_action_results = vec![None; self.secret_ids.len()];
        for action in self.sanitized_night_actions(night_actions) { // healer/detective/werewolf setup does not have any dependencies, so resolve in submitted order
            match action {
                NightAction::Heal(src_idx, tgt_idx) => {
                    current_heals[src_idx] = Some(tgt_idx);
                    for universe in self.multiverse.iter_mut() {
                        let can_heal = universe.roles[src_idx] == Role::Healer &&
                        universe.alive[src_idx] &&
                        universe.alive[tgt_idx];
                        if can_heal {
                            universe.heal(tgt_idx);
                        }
                    }
                }
                NightAction::Investigate(src_idx, tgt_idx) => {
                    let investigated_faction = if let Some(investigation_universe) = self.multiverse.iter()
                        .filter(|universe| universe.roles[src_idx] == Role::Detective) // player must be detective,
                        .filter(|universe| universe.alive[src_idx]) // and detective must be alive
                        .rand(&mut thread_rng())
                    {
                        investigation_universe.factions[tgt_idx]
                    } else {
                        continue;
                    };
                    if night_action_results[src_idx].is_some() { unimplemented!("multiple night action results for one player"); }
                    night_action_results[src_idx] = Some(NightActionResult::Investigation(tgt_idx, investigated_faction));
                    self.multiverse = self.multiverse.into_iter()
                        .filter(|universe| !(
                            universe.roles[src_idx] == Role::Detective &&
                            universe.alive[src_idx] &&
                            universe.factions[tgt_idx] != investigated_faction
                        ))
                        .collect();
                }
                NightAction::Kill(src_idx, tgt_idx) => {
                    for universe in self.multiverse.iter_mut() {
                        let can_kill = if let Role::Werewolf(werewolf_rank) = universe.roles[src_idx] {
                            universe.roles
                                .iter()
                                .enumerate()
                                .all(|(i, role)| if let &Role::Werewolf(cmp_rank) = role {
                                    cmp_rank >= werewolf_rank || !universe.alive[i]
                                } else {
                                    true
                                })
                        } else {
                            false
                        } &&
                        universe.alive[src_idx] &&
                        universe.alive[tgt_idx];
                        if can_kill {
                            universe.kill(tgt_idx, true);
                        }
                    }
                }
            }
        }
        // kill all players on the death list
        for universe in self.multiverse.iter_mut() {
            for &player_id in &universe.kills {
                universe.alive[player_id] = false;
            }
        }
        self.multiverse.collapse_roles();
        // check for game-ending conditions
        if self.multiverse.game_over(false) {
            return State::Complete(Complete::new(self.secret_ids, self.multiverse));
        }
        State::Day(Day {
            secret_ids: self.secret_ids,
            multiverse: self.multiverse,
            night_action_results,
            last_heals: current_heals
        })
    }
pub fn resolve_nar ( mut self , night_actions : & [ NightAction < P > ] ) -> State < P > { // reset kill lists for universe in self . multiverse . iter_mut ( ) { universe . heals = Vec :: default ( ) ; universe . kills = Vec :: default ( ) ; } // resolve night actions let mut current_heals = vec ! [ None self secret_ids len ( ) ] ; let mut night_action_results = vec ! [ None self secret_ids len ( ) ] ; for action in self . sanitized_night_actions ( night_actions ) { // healer/detective/werewolf setup does not have any dependencies, so resolve in submitted order match action { NightAction :: Heal ( src_idx , tgt_idx ) => { current_heals [ src_idx ] = Some ( tgt_idx ) ; for universe in self . multiverse . iter_mut ( ) { let can_heal = universe . roles [ src_idx ] == Role :: Healer && universe . alive [ src_idx ] && universe . alive [ tgt_idx ] ; if can_heal { universe . heal ( tgt_idx ) ; } } } NightAction :: Investigate ( src_idx , tgt_idx ) => { let investigated_faction = if let Some ( investigation_universe ) = self . multiverse . iter ( ) . filter ( | universe | universe . roles [ src_idx ] == Role :: Detective ) // player must be detective, . filter ( | universe | universe . alive [ src_idx ] ) // and detective must be alive . rand ( & mut thread_rng ( ) ) { investigation_universe . factions [ tgt_idx ] } else { continue ; } ; if night_action_results [ src_idx ] . is_some ( ) { unimplemented ! ( " " ) ; } night_action_results [ src_idx ] = Some ( NightActionResult :: Investigation ( tgt_idx , investigated_faction ) ) ; self . multiverse = self . multiverse . into_iter ( ) . filter ( | universe | ! ( universe . roles [ src_idx ] == Role :: Detective && universe . alive [ src_idx ] && universe . factions [ tgt_idx ] != investigated_faction ) ) . collect ( ) ; } NightAction :: Kill ( src_idx , tgt_idx ) => { for universe in self . multiverse . iter_mut ( ) { let can_kill = if let Role :: Werewolf ( werewolf_rank ) = universe . roles [ src_idx ] { universe . roles . iter ( ) . enumerate ( ) . all ( | ( i , role ) | if let & Role :: Werewolf ( cmp_rank ) = role { cmp_rank >= werewolf_rank || ! universe . alive [ i ] } else { true } ) } else { false } && universe . alive [ src_idx ] && universe . alive [ tgt_idx ] ; if can_kill { universe . kill ( tgt_idx , true ) ; } } } } } // kill all players on the death list for universe in self . multiverse . iter_mut ( ) { for & player_id in & universe . kills { universe . alive [ player_id ] = false ; } } self . multiverse . collapse_roles ( ) ; // check for game-ending conditions if self . multiverse . game_over ( false ) { return State :: Complete ( Complete :: new ( self . secret_ids , self . multiverse ) ) ; } State :: Day ( Day { secret_ids : self . secret_ids , multiverse : self . multiverse , night_action_results , last_heals : current_heals } ) }
Advance the game state to the next day using natural action resolution.
Advance the game state to the next day using natural action resolution .
mut self
night_actions
&[NightAction<P>]
mut self
night_actions
&[NightAction<P>]