pub fn run_with_roles<P: Eq + Hash + Clone + Player, H: Handler<P>>(mut handler: H, game_state: state::Signups<P>, roles: Vec<Role>) -> Result<HashSet<P>, state::StartGameError> {
    let mut game_state = game_state.start(roles)?;
    let mut alive = game_state.alive().expect("failed to get list of living players").into_iter().cloned().collect::<HashSet<_>>();
    // assign secret player IDs
    for (i, player) in game_state.secret_ids().expect("failed to get secred player IDs").into_iter().enumerate() {
        player.recv_id(i);
    }
    Ok(loop {
        if let Some(new_alive) = game_state.alive() {
            let new_alive = new_alive.into_iter().cloned().collect();
            handler.announce_deaths((&alive - &new_alive).into_iter()
                .filter_map(|player| game_state.role(&player).map(|role| (player, role)))
            );
            alive = new_alive;
        }
        game_state = match game_state {
            state::State::Signups(_) => unreachable!(),
            state::State::Night(night) => {
                night.resolve_tar(
                    |p, targets| p.choose_heal_target(targets),
                    |p, targets| p.choose_investigation_target(targets),
                    |p, targets| p.choose_werewolf_kill_target(targets)
                )
            }
            state::State::Day(day) => {
                // send night action results
                for (player, result) in day.night_action_results() {
                    match result {
                        NightActionResult::Investigation(target, faction) => { player.recv_investigation(target, faction); }
                    }
                }
                // announce probability table
                handler.announce_probability_table(day.probability_table());
                // vote
                loop {
                    if let Some(target) = handler.choose_lynch_target(day.alive()) {
                        if day.can_lynch(&target) {
                            break day.lynch(target);
                        }
                        handler.cannot_lynch(target);
                    } else {
                        break day.no_lynch();
                    }
                }
            }
            state::State::Complete(state::Complete { winners }) => { break winners; }
        };
    })
}
/// Moderate a game of Quantum Werewolf with the given players and roles.
///
/// If fewer roles than players are given, a number of Villagers equal to the difference will be added.
///
/// Returns the winners of the game.
Moderate a game of Quantum Werewolf with the given players and roles.
If fewer roles than players are given, a number of Villagers equal to the difference will be added.

Returns the winners of the game.
Moderate a game of Quantum Werewolf with the given players and roles . If fewer roles than players are given a number of Villagers equal to the difference will be added . Returns the winners of the game .
pub fn run_with_roles<P: Eq + Hash + Clone + Player, H: Handler<P>>(mut handler: H, game_state: state::Signups<P>, roles: Vec<Role>) -> Result<HashSet<P>, state::StartGameError> {
    let mut game_state = game_state.start(roles)?;
    let mut alive = game_state.alive().expect("failed to get list of living players").into_iter().cloned().collect::<HashSet<_>>();
    // assign secret player IDs
    for (i, player) in game_state.secret_ids().expect("failed to get secred player IDs").into_iter().enumerate() {
        player.recv_id(i);
    }
    Ok(loop {
        if let Some(new_alive) = game_state.alive() {
            let new_alive = new_alive.into_iter().cloned().collect();
            handler.announce_deaths((&alive - &new_alive).into_iter()
                .filter_map(|player| game_state.role(&player).map(|role| (player, role)))
            );
            alive = new_alive;
        }
        game_state = match game_state {
            state::State::Signups(_) => unreachable!(),
            state::State::Night(night) => {
                night.resolve_tar(
                    |p, targets| p.choose_heal_target(targets),
                    |p, targets| p.choose_investigation_target(targets),
                    |p, targets| p.choose_werewolf_kill_target(targets)
                )
            }
            state::State::Day(day) => {
                // send night action results
                for (player, result) in day.night_action_results() {
                    match result {
                        NightActionResult::Investigation(target, faction) => { player.recv_investigation(target, faction); }
                    }
                }
                // announce probability table
                handler.announce_probability_table(day.probability_table());
                // vote
                loop {
                    if let Some(target) = handler.choose_lynch_target(day.alive()) {
                        if day.can_lynch(&target) {
                            break day.lynch(target);
                        }
                        handler.cannot_lynch(target);
                    } else {
                        break day.no_lynch();
                    }
                }
            }
            state::State::Complete(state::Complete { winners }) => { break winners; }
        };
    })
}
pub fn run_with_roles < P : Eq + Hash + Clone + Player , H : Handler < P > > ( mut handler : H , game_state : state :: Signups < P > , roles : Vec < Role > ) -> Result < HashSet < P > , state :: StartGameError > { let mut game_state = game_state . start ( roles ) ? ; let mut alive = game_state . alive ( ) . expect ( " " ) . into_iter ( ) . cloned ( ) . collect :: < HashSet < _ > > ( ) ; // assign secret player IDs for ( i , player ) in game_state . secret_ids ( ) . expect ( " " ) . into_iter ( ) . enumerate ( ) { player . recv_id ( i ) ; } Ok ( loop { if let Some ( new_alive ) = game_state . alive ( ) { let new_alive = new_alive . into_iter ( ) . cloned ( ) . collect ( ) ; handler . announce_deaths ( ( & alive - & new_alive ) . into_iter ( ) . filter_map ( | player | game_state . role ( & player ) . map ( | role | ( player , role ) ) ) ) ; alive = new_alive ; } game_state = match game_state { state :: State :: Signups ( _ ) => unreachable ! ( ) , state :: State :: Night ( night ) => { night . resolve_tar ( | p , targets | p . choose_heal_target ( targets ) , | p , targets | p . choose_investigation_target ( targets ) , | p , targets | p . choose_werewolf_kill_target ( targets ) ) } state :: State :: Day ( day ) => { // send night action results for ( player , result ) in day . night_action_results ( ) { match result { NightActionResult :: Investigation ( target , faction ) => { player . recv_investigation ( target , faction ) ; } } } // announce probability table handler . announce_probability_table ( day . probability_table ( ) ) ; // vote loop { if let Some ( target ) = handler . choose_lynch_target ( day . alive ( ) ) { if day . can_lynch ( & target ) { break day . lynch ( target ) ; } handler . cannot_lynch ( target ) ; } else { break day . no_lynch ( ) ; } } } state :: State :: Complete ( state :: Complete { winners } ) => { break winners ; } } ; } ) }
Moderate a game of Quantum Werewolf with the given players and roles.
Moderate a game of Quantum Werewolf with the given players and roles .
handler
H
game_state
state::Signups<P>
roles
Vec<Role>
handler
H
game_state
state::Signups<P>
roles
Vec<Role>