pub fn first_room_text(&self) -> NRResult<EventMessage> {
        let narrative_id = self.state.borrow().rooms[0].narrative;
        let narrative_text = self
            .state
            .borrow()
            .config
            .narratives
            .iter()
            .find(|n| n.id == narrative_id)
            .unwrap()
            .text
            .clone();
        let event_message = parse_room_text(
            self.state.borrow().clone(),
            narrative_text,
            "".to_string(),
            None,
        )?;
        Ok(event_message)
    }
/// Returns the text for the very first room of the game.
///
/// Since there is no input to parse when the game starts,
/// this function should be used to retrieve that text instead.
Returns the text for the very first room of the game.
Since there is no input to parse when the game starts,
this function should be used to retrieve that text instead.
Returns the text for the very first room of the game . Since there is no input to parse when the game starts this function should be used to retrieve that text instead .
pub fn first_room_text(&self) -> NRResult<EventMessage> {
        let narrative_id = self.state.borrow().rooms[0].narrative;
        let narrative_text = self
            .state
            .borrow()
            .config
            .narratives
            .iter()
            .find(|n| n.id == narrative_id)
            .unwrap()
            .text
            .clone();
        let event_message = parse_room_text(
            self.state.borrow().clone(),
            narrative_text,
            "".to_string(),
            None,
        )?;
        Ok(event_message)
    }
pub fn first_room_text ( & self ) -> NRResult < EventMessage > { let narrative_id = self . state . borrow ( ) . rooms [ 0 ] . narrative ; let narrative_text = self . state . borrow ( ) . config . narratives . iter ( ) . find ( | n | n . id == narrative_id ) . unwrap ( ) . text . clone ( ) ; let event_message = parse_room_text ( self . state . borrow ( ) . clone ( ) , narrative_text , " " . to_string ( ) , None , ) ? ; Ok ( event_message ) }
Returns the text for the very first room of the game.
Returns the text for the very first room of the game .
&self
&self