app/cards/base/bandit.js
Bandit = class Bandit extends Card {
types() {
return ['action', 'attack']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', 'Gold')
card_gainer.gain()
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
}
attack(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(2)
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let revealed_treasures = _.filter(player_cards.revealed, (card) => {
return _.includes(_.words(card.types), 'treasure') && card.name !== 'Copper'
})
if (_.size(revealed_treasures) === 1) {
Bandit.trash_treasure(game, player_cards, revealed_treasures)
} else if (_.size(revealed_treasures) > 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 treasure to trash:`,
cards: revealed_treasures,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Bandit.trash_treasure)
}
let card_discarder = new CardDiscarder(game, player_cards, 'revealed')
card_discarder.discard()
}
}
static trash_treasure(game, player_cards, selected_cards) {
let card_trasher = new CardTrasher(game, player_cards, 'revealed', selected_cards)
card_trasher.trash()
}
}