jcbantuelle/dominion-meteor

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app/cards/adventures/soldier.js

Summary

Maintainability
C
7 hrs
Test Coverage
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(`&nbsp;&nbsp;<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')
  }

}