let prio_subgame = PrioSubgame::with_predecessors(pg, Priority::new(priority), &predecessors);
// Determine vertices that are winning for the player in the restricted game, which are those that can reach a vertex with the current priority.
// TODO: This assumes that this is the highest priority, so priorities (0,1) for odd and (1,2) for even.
fn is_trivial_scc<G: PG, T: Clone + Debug + Default>(pg: &G, partition: &BlockPartition<T>, block: BlockIndex) -> bool {
fn outgoing_edges<'a>(&'a self, vertex_index: VertexIndex) -> impl Iterator<Item = Edge<'a, G::Label>> + 'a {
fn predecessors(&self, vertex_index: VertexIndex) -> impl Iterator<Item = VertexIndex> + '_ {
pub fn with_predecessors(game: &'a G, max_priority: Priority, predecessors: P) -> PrioSubgame<'a, G, P> {
fn outgoing_edges<'a>(&'a self, vertex_index: VertexIndex) -> impl Iterator<Item = Edge<'a, G::Label>> + 'a;
fn predecessors(&self, vertex_index: VertexIndex) -> impl Iterator<Item = VertexIndex> + '_ {
fn outgoing_edges<'a>(&'a self, vertex_index: VertexIndex) -> impl Iterator<Item = Edge<'a, G::Label>> + 'a;