app/cards/alchemy/golem.js
Golem = class Golem extends Card {
types() {
return ['action']
}
coin_cost() {
return 4
}
potion_cost() {
return 1
}
play(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` but there are no cards in their deck`)
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck_until((game, player_cards, revealed_cards) => {
let actions = _.filter(revealed_cards, (card) => {
return _.includes(_.words(card.types), 'action') && card.name !== 'Golem'
})
return _.size(actions) === 2
})
let non_actions = _.filter(player_cards.revealed, (card) => {
return !_.includes(_.words(card.types), 'action') || card.name === 'Golem'
})
let card_discarder = new CardDiscarder(game, player_cards, 'revealed', non_actions)
card_discarder.discard()
if (_.isEmpty(player_cards.revealed)) {
game.log.push(` but there are no action cards to play`)
} else {
PlayerCardsModel.update(game._id, player_cards)
GameModel.update(game._id, game)
player_cards.golem_actions = player_cards.revealed
player_cards.revealed = []
if (_.size(player_cards.golem_actions) === 2) {
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 which card to play first:',
cards: player_cards.golem_actions,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Golem.play_action)
}
Golem.play_action(game, player_cards, player_cards.golem_actions)
}
}
}
static play_action(game, player_cards, selected_cards) {
let card_player = new CardPlayer(game, player_cards, selected_cards[0])
card_player.play(true, true, 'golem_actions')
}
}