app/cards/adventures/gear.js
Gear = class Gear extends Duration {
types() {
return ['action', 'duration']
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(2)
if (_.size(player_cards.hand) > 0) {
let gear_effect = _.clone(card_player.card)
if (_.size(player_cards.hand) > 1) {
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
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 up to 2 cards to set aside:',
cards: player_cards.hand,
minimum: 0,
maximum: 2
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
gear_effect.gear_cards = turn_event_processor.process(Gear.choose_cards)
} else {
gear_effect.gear_cards = _.clone(player_cards.hand)
}
if (_.size(gear_effect.gear_cards) > 0) {
_.each(gear_effect.gear_cards, (card) => {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.gear, card)
})
let card_text = _.size(gear_effect.gear_cards) === 1 ? 'card' : 'cards'
game.log.push(` <strong>${player_cards.username}</strong> sets aside ${_.size(gear_effect.gear_cards)} ${card_text}`)
player_cards.duration_effects.push(gear_effect)
return 'duration'
} else {
game.log.push(` but chooses not to set anything aside`)
}
} else {
game.log.push(` but there are no cards in hand`)
}
}
static choose_cards(game, player_cards, selected_cards) {
return selected_cards
}
duration(game, player_cards, gear) {
_.each(gear.gear_cards, (card) => {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.gear, player_cards.hand, card)
})
let card_text = _.size(gear.gear_cards) === 1 ? 'card' : 'cards'
game.log.push(` <strong>${player_cards.username}</strong> puts ${_.size(gear.gear_cards)} ${card_text} in hand from ${CardView.render(gear)}`)
}
}