app/cards/dark_ages/procession.js
Procession = class Procession extends Card {
types() {
return ['action']
}
coin_cost() {
return 4
}
play(game, player_cards, card_player) {
let eligible_cards = _.filter(player_cards.hand, (card) => {
return _.includes(_.words(card.types), 'action') && !_.includes(_.words(card.types), 'duration')
})
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 card to play two times: (or none to skip)',
cards: eligible_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player.card)
turn_event_processor.process(Procession.play_twice)
} else {
game.log.push(` but does not play an action`)
}
}
static play_twice(game, player_cards, selected_cards, procession) {
if (!_.isEmpty(selected_cards)) {
let selected_card = selected_cards[0]
let card_player = new CardPlayer(game, player_cards, selected_card, procession)
card_player.play(true, true, 'hand', 2)
let card_trasher = new CardTrasher(game, player_cards, 'in_play', selected_card)
card_trasher.trash()
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && _.includes(_.words(card.top_card.types), 'action') && CardCostComparer.card_equal_to(game, selected_card, card.top_card, 1)
})
if (_.size(eligible_cards) > 1) {
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
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(Procession.gain_card)
} else if (_.size(eligible_cards) === 1) {
Procession.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available actions to gain`)
}
} else {
game.log.push(` but does not play an action`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}