pub fn no_lynch(self) -> State<P> {
        // check for game-ending conditions
        if self.multiverse.game_over(false) {
            return State::Complete(Complete::new(self.secret_ids, self.multiverse));
        }
        State::Night(Night {
            secret_ids: self.secret_ids,
            multiverse: self.multiverse,
            last_heals: self.last_heals
        })
    }
/// Advance the game state to the next night without lynching any players.
///
/// See also `lynch`.
Advance the game state to the next night without lynching any players.
See also `lynch`.
Advance the game state to the next night without lynching any players . See also ` lynch ` .
pub fn no_lynch(self) -> State<P> {
        // check for game-ending conditions
        if self.multiverse.game_over(false) {
            return State::Complete(Complete::new(self.secret_ids, self.multiverse));
        }
        State::Night(Night {
            secret_ids: self.secret_ids,
            multiverse: self.multiverse,
            last_heals: self.last_heals
        })
    }
pub fn no_lynch ( self ) -> State < P > { // check for game-ending conditions if self . multiverse . game_over ( false ) { return State :: Complete ( Complete :: new ( self . secret_ids , self . multiverse ) ) ; } State :: Night ( Night { secret_ids : self . secret_ids , multiverse : self . multiverse , last_heals : self . last_heals } ) }
Advance the game state to the next night without lynching any players.
Advance the game state to the next night without lynching any players .
self
self