app/cards/cornucopia/tournament.js
Tournament = class Tournament extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 4
}
play(game, player_cards, card_player) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
game.turn.self_revealed_province = false
game.turn.opponent_revealed_province = false
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(game, player_cards)
_.each(ordered_player_cards, function(other_player_cards) {
let province = _.find(other_player_cards.hand, function(card) {
return card.name === 'Province'
})
if (province) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: other_player_cards.player_id,
username: other_player_cards.username,
type: 'choose_yes_no',
instructions: `Reveal ${CardView.render(province)}?`,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, other_player_cards, turn_event_id, province)
turn_event_processor.process(Tournament.reveal_province)
} else {
game.log.push(` <strong>${other_player_cards.username}</strong> does not reveal a ${CardView.render(new Province())}`)
}
})
if (game.turn.self_revealed_province) {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', game.turn.self_revealed_province)
card_discarder.discard()
let duchies = _.find(game.cards, (card) => {
return card.name === 'Duchy'
})
let eligible_cards = _.clone(game.prizes)
if (duchies.count > 0) {
eligible_cards.push(duchies.top_card)
}
if (_.size(eligible_cards) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: `Choose a prize to gain: (or none to skip)`,
cards: eligible_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Tournament.gain_prize)
} else {
game.log.push(` but there are no Prizes left to gain`)
}
}
if (!game.turn.opponent_revealed_province) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(1)
}
delete game.turn.self_revealed_province
delete game.turn.opponent_revealed_province
}
static reveal_province(game, player_cards, response, province) {
if (response === 'yes') {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal('hand', province)
if (game.turn.player._id === player_cards.player_id) {
game.turn.self_revealed_province = _.clone(province)
} else {
game.turn.opponent_revealed_province = true
}
} else {
game.log.push(` <strong>${player_cards.username}</strong> does not reveal a ${CardView.render(province)}`)
}
}
static gain_prize(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let card_gainer = new CardGainer(game, player_cards, 'deck', selected_cards[0].name)
if (selected_cards[0].name === 'Duchy') {
card_gainer.gain()
} else {
card_gainer.gain(game.prizes)
}
} else {
game.log.push(` but chooses not to gain a Prize`)
}
}
}