app/cards/adventures/events/save.js
Save = class Save extends Event {
coin_cost() {
return 1
}
buy(game, player_cards) {
game.turn.forbidden_events.push(this.name())
let buy_gainer = new BuyGainer(game, player_cards)
buy_gainer.gain(1)
if (_.size(player_cards.hand) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: 'Choose a card to set aside:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, this.to_h())
turn_event_processor.process(Save.set_aside_card)
} else if (_.size(player_cards.hand) === 1) {
Save.set_aside_card(game, player_cards, player_cards.hand, this.to_h())
} else {
game.log.push(` but there are no cards in hand`)
}
}
end_turn_event(game, player_cards, save) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.aside, player_cards.hand, save.target)
game.log.push(` <strong>${player_cards.username}</strong> puts their set aside card from ${CardView.render(save)} in hand`)
}
static set_aside_card(game, player_cards, selected_cards, save) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.aside, selected_cards[0])
game.log.push(` <strong>${player_cards.username}</strong> sets aside a card`)
save.target = selected_cards[0]
player_cards.end_turn_event_effects.push(save)
}
}