app/cards/adventures/soldier.js
Soldier = class Soldier extends Traveller {
types() {
return this.capitalism_types(['action', 'attack', 'traveller'])
}
capitalism() {
return true
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let attack_count = _.size(_.filter(player_cards.in_play, function(card) {
return _.includes(_.words(card.types), 'attack') && card.id !== card_player.card.id
}))
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(2 + attack_count)
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
}
attack(game, player_cards) {
if (_.size(player_cards.hand) >= 4) {
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 discard from hand:`,
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Soldier.discard_from_hand)
} else {
game.log.push(` <strong>${player_cards.username}</strong> only has ${_.size(player_cards.hand)} cards in hand`)
}
}
static discard_from_hand(game, player_cards, selected_cards) {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
}
discard_event(discarder, soldier) {
this.choose_exchange(discarder.game, discarder.player_cards, soldier, 'Fugitive')
}
}