app/cards/base/artisan.js
Artisan = class Artisan extends Card {
types() {
return ['action']
}
coin_cost() {
return 6
}
play(game, player_cards) {
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 6)
})
if (_.size(eligible_cards) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
game_cards: true,
instructions: 'Choose a card to gain:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Artisan.gain_card)
} else {
game.log.push(` but there are no available cards to gain`)
}
if (_.size(player_cards.hand) === 1) {
Artisan.return_to_deck(game, player_cards, player_cards.hand)
} else 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 put on top of your deck:`,
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, player_cards.hand)
turn_event_processor.process(CardReturner.return_ordered_cards_to_deck)
} else {
game.log.push(` but has no cards in hand`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'hand', selected_cards[0].name)
card_gainer.gain()
PlayerCardsModel.update(game._id, player_cards)
}
}