app/cards/base/remodel.js
Remodel = class Remodel extends Card {
types() {
return ['action']
}
coin_cost() {
return 4
}
play(game, player_cards) {
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 trash:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Remodel.trash_card)
} else if (_.size(player_cards.hand) === 1) {
Remodel.trash_card(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static trash_card(game, player_cards, selected_cards) {
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards)
card_trasher.trash()
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && CardCostComparer.card_less_than(game, selected_cards[0], card.top_card, 3)
})
if (_.size(eligible_cards) > 1) {
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(Remodel.gain_card)
} else if (_.size(eligible_cards) === 1) {
Remodel.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}