package game type World struct { rooms []*Room players map[string]*Player defaultRoom *Room } func CreateWorld() *World { forest := CreateRoom("Forest", "A dense, misty forest stretches endlessly, its towering trees whispering secrets through rustling leaves. Sunbeams filter through the canopy, dappling the mossy ground with golden light.") cabin := CreateRoom("Wooden Cabin", "The cabin’s interior is cozy and rustic, with wooden beams overhead and a stone fireplace crackling warmly. A wool rug lies on creaky floorboards, and shelves brim with books, mugs, and old lanterns.") lake := CreateRoom("Ethermere Lake", "Ethermire Lake lies shrouded in mist, its dark, still waters reflecting a sky perpetually overcast. Whispers ride the wind, and strange lights flicker beneath the surface, never breaking it.") graveyard := CreateRoom("Graveyard", "An overgrown graveyard shrouded in fog, with cracked headstones and leaning statues. The wind sighs through dead trees, and unseen footsteps echo faintly among the mossy graves.") chapel := CreateRoom("Chapel of the Hollow Light", "This ruined chapel leans under ivy and age. Faint light filters through shattered stained glass, casting broken rainbows across dust-choked pews and a long-silent altar.") forest.North = cabin forest.South = graveyard forest.East = lake forest.West = chapel cabin.South = forest cabin.West = chapel cabin.East = lake chapel.North = cabin chapel.South = graveyard chapel.East = forest lake.West = forest lake.North = cabin lake.South = graveyard graveyard.North = forest graveyard.West = chapel graveyard.East = lake return &World{ rooms: []*Room{ forest, cabin, lake, graveyard, chapel, }, defaultRoom: forest, players: map[string]*Player{}, } } func (w *World) AddPlayerToDefaultRoom(p *Player) { w.players[p.Identity()] = p w.defaultRoom.PlayerJoinRoom(p) p.SetRoom(w.defaultRoom) } func (w *World) RemovePlayerById(id string) { p, ok := w.players[id] if ok { p.currentRoom.PlayerLeaveRoom(p) delete(w.players, id) return } }