app/cards/dark_ages/mercenary.js
Mercenary = class Mercenary extends Card {
types() {
return this.capitalism_types(['action', 'attack'])
}
capitalism() {
return true
}
coin_cost() {
return 0
}
play(game, player_cards, card_player) {
if (_.size(player_cards.hand) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_yes_no',
instructions: 'Trash 2 Cards?',
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(Mercenary.choose_trash)
} else {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in hand`)
}
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
delete game.turn.mercenary_attack
}
attack(game, player_cards) {
if (game.turn.mercenary_attack) {
let number_to_discard = _.size(player_cards.hand) - 3
if (number_to_discard > 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 ${number_to_discard} cards to discard from hand:`,
cards: player_cards.hand,
minimum: number_to_discard,
maximum: number_to_discard
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Mercenary.discard_from_hand)
} else {
game.log.push(` <strong>${player_cards.username}</strong> only has ${_.size(player_cards.hand)} cards in hand`)
}
}
}
static discard_from_hand(game, player_cards, selected_cards) {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
}
static choose_trash(game, player_cards, response, card_player) {
if (response === 'yes') {
if (_.size(player_cards.hand) > 2) {
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 2 cards to trash:',
cards: player_cards.hand,
minimum: 2,
maximum: 2
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(Mercenary.trash_cards)
} else {
Mercenary.trash_cards(game, player_cards, player_cards.hand, card_player)
}
} else {
game.log.push(` but chooses not to trash`)
}
}
static trash_cards(game, player_cards, selected_cards, card_player) {
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards)
let trashed_card_count = _.size(card_trasher.trash())
if (trashed_card_count === 2) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(2)
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(2)
game.turn.mercenary_attack = true
} else {
game.log.push(` but did not trash enough to continue`)
}
}
}