app/cards/base/mine.js
Mine = class Mine extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let eligible_cards = _.filter(player_cards.hand, (card) => {
return _.includes(_.words(card.types), 'treasure')
})
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',
player_cards: true,
instructions: 'Choose a treasure to trash (or none to skip):',
cards: eligible_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Mine.trash_card)
} else {
game.log.push(` but does not trash a treasure`)
}
}
static trash_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards[0])
card_trasher.trash()
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && _.includes(_.words(card.top_card.types), 'treasure') && CardCostComparer.card_less_than(game, selected_cards[0], card.top_card, 4)
})
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(Mine.gain_card)
} else {
game.log.push(` but there are no available treasures to gain`)
}
} else {
game.log.push(` but does not trash a treasure`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'hand', selected_cards[0].name)
card_gainer.gain()
}
}