pub fn view(&self, id: PlayerId, world: &World) -> String {
        let player = world.get_player(id);

        if let Ok(player) = player {
            let mut text = String::new();

            // We always display the room name first.
            text.push_str(&format!("{}", self.name()));

            // Add the room description if force is true. This is true when the `look` command
            // is called explicitly by a player, as opposed to implicitly when the walk command
            // is used.
            if !player.brief {
                text.push_str(&format!("\n{}\n", self.description));
            }

            // Display any monsters in this room.
            let monsters_here = world
                .monsters
                .iter()
                .filter(|m| m.position == player.position)
                .map(|m| format!("{}", m.name.clone().foreground(RED).bold()))
                .collect::<Vec<_>>()
                .join(", ");

            if !monsters_here.is_empty() {
                text.push_str(&format!("\nNearby you see a {}.\n", monsters_here));
            }

            // Get all players in the players current room except the current player.
            let players_here = world
                .players
                .iter()
                .filter(|p| p.position == player.position && p.id != id)
                .map(|p| p.name.clone())
                .collect::<Vec<_>>()
                .join(", ");

            // If there is anyone else in the room, we add them to the text.
            if !players_here.is_empty() {
                text.push_str(&format!(
                    "\nPlayers here: {}\n",
                    if players_here.len() > 4 {
                        format!(
                            "{}, and {} others",
                            players_here
                                .split(", ")
                                .take(4)
                                .collect::<Vec<_>>()
                                .join(", "),
                            players_here.split(", ").count() - 4
                        )
                    } else {
                        players_here
                    }
                ));
            }

            // Add the exits list.
            text.push_str(&format!("\n{}", self.exits()));

            return text;
        }

        "This room has no description.".to_string()
    }
/// Returns a view of the room; this includes the room name, description, exits, nearby players,
/// and nearby items, objects, enemies, and anything else relevant to the room. Generally
/// invoked when using commands like `look` or when moving into a room.
Returns a view of the room; this includes the room name, description, exits, nearby players,
and nearby items, objects, enemies, and anything else relevant to the room. Generally
invoked when using commands like `look` or when moving into a room.
Returns a view of the room ; this includes the room name description exits nearby players and nearby items objects enemies and anything else relevant to the room . Generally invoked when using commands like ` look ` or when moving into a room .
pub fn view(&self, id: PlayerId, world: &World) -> String {
        let player = world.get_player(id);
        if let Ok(player) = player {
            let mut text = String::new();
            // We always display the room name first.
            text.push_str(&format!("{}", self.name()));
            // Add the room description if force is true. This is true when the `look` command
            // is called explicitly by a player, as opposed to implicitly when the walk command
            // is used.
            if !player.brief {
                text.push_str(&format!("\n{}\n", self.description));
            }
            // Display any monsters in this room.
            let monsters_here = world
                .monsters
                .iter()
                .filter(|m| m.position == player.position)
                .map(|m| format!("{}", m.name.clone().foreground(RED).bold()))
                .collect::<Vec<_>>()
                .join(", ");
            if !monsters_here.is_empty() {
                text.push_str(&format!("\nNearby you see a {}.\n", monsters_here));
            }
            // Get all players in the players current room except the current player.
            let players_here = world
                .players
                .iter()
                .filter(|p| p.position == player.position && p.id != id)
                .map(|p| p.name.clone())
                .collect::<Vec<_>>()
                .join(", ");
            // If there is anyone else in the room, we add them to the text.
            if !players_here.is_empty() {
                text.push_str(&format!(
                    "\nPlayers here: {}\n",
                    if players_here.len() > 4 {
                        format!(
                            "{}, and {} others",
                            players_here
                                .split(", ")
                                .take(4)
                                .collect::<Vec<_>>()
                                .join(", "),
                            players_here.split(", ").count() - 4
                        )
                    } else {
                        players_here
                    }
                ));
            }
            // Add the exits list.
            text.push_str(&format!("\n{}", self.exits()));
            return text;
        }
        "This room has no description.".to_string()
    }
pub fn view ( & self , id : PlayerId , world : & World ) -> String { let player = world . get_player ( id ) ; if let Ok ( player ) = player { let mut text = String :: new ( ) ; // We always display the room name first. text . push_str ( & format ! ( " " self name ( ) ) ) ; // Add the room description if force is true. This is true when the `look` command // is called explicitly by a player, as opposed to implicitly when the walk command // is used. if ! player . brief { text . push_str ( & format ! ( " \n \n " self description ) ) ; } // Display any monsters in this room. let monsters_here = world . monsters . iter ( ) . filter ( | m | m . position == player . position ) . map ( | m | format ! ( " " m name clone ( ) foreground ( RED ) bold ( ) ) ) . collect :: < Vec < _ > > ( ) . join ( " " ) ; if ! monsters_here . is_empty ( ) { text . push_str ( & format ! ( " \n \n " monsters_here ) ) ; } // Get all players in the players current room except the current player. let players_here = world . players . iter ( ) . filter ( | p | p . position == player . position && p . id != id ) . map ( | p | p . name . clone ( ) ) . collect :: < Vec < _ > > ( ) . join ( " " ) ; // If there is anyone else in the room, we add them to the text. if ! players_here . is_empty ( ) { text . push_str ( & format ! ( " \n \n " if players_here len ( ) 4 { format ( " " players_here split ( " " ) take ( 4 ) collect Vec ( ) join ( " " ) players_here split ( " " ) count ( ) 4 ) } else { players_here } ) ) ; } // Add the exits list. text . push_str ( & format ! ( " \n " self exits ( ) ) ) ; return text ; } " " . to_string ( ) }
Returns a view of the room; this includes the room name, description, exits, nearby players,
and nearby items, objects, enemies, and anything else relevant to the room.
Returns a view of the room ; this includes the room name description exits nearby players and nearby items objects enemies and anything else relevant to the room .
&self
id
PlayerId
world
&World
&self
id
PlayerId
world
&World