jcbantuelle/dominion-meteor

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app/cards/cornucopia/remake.js

Summary

Maintainability
D
1 day
Test Coverage
Remake = class Remake extends Card {

  types() {
    return ['action']
  }

  coin_cost() {
    return 4
  }

  play(game, player_cards) {
    _.times(2, () => {
      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(Remake.trash_card)
      } else if (_.size(player_cards.hand) === 1) {
        Remake.trash_card(game, player_cards, player_cards.hand)
      } else {
        game.log.push(`  but there are no cards in hand`)
      }
    })
    GameModel.update(game._id, game)
    PlayerCardsModel.update(game._id, player_cards)
  }

  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_equal_to(game, selected_cards[0], card.top_card, 1)
    })

    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(Remake.gain_card)
    } 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()
  }

}