app/cards/dark_ages/rebuild.js
Rebuild = class Rebuild extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
if (_.size(player_cards.deck) > 0 || _.size(player_cards.discard) > 0) {
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let unique_victory_cards = _.filter(_.uniqBy(AllPlayerCardsQuery.find(player_cards), 'name'), (card) => {
return _.includes(_.words(card.types), 'victory')
})
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: 'Name a card: (or none to target all victory cards)',
cards: unique_victory_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Rebuild.reveal_card)
} else {
game.log.push(` but there are no cards in deck to reveal`)
}
}
static reveal_card(game, player_cards, selected_cards) {
let named_card
if (!_.isEmpty(selected_cards)) {
named_card = selected_cards[0].name
game.log.push(` <strong>${player_cards.username}</strong> names ${CardView.render(selected_cards)}`)
} else {
named_card = ''
game.log.push(` <strong>${player_cards.username}</strong> does not name a card`)
}
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck_until((game, player_cards, revealed_cards, named_card) => {
if (!_.isEmpty(revealed_cards)) {
let revealed_card = _.last(revealed_cards)
return _.includes(_.words(revealed_card.types), 'victory') && revealed_card.name !== named_card
} else {
return false
}
}, true, named_card)
let non_target_cards = _.filter(player_cards.revealed, (card) => {
return !_.includes(_.words(card.types), 'victory') || card.name === named_card
})
let card_discarder = new CardDiscarder(game, player_cards, 'revealed', non_target_cards)
card_discarder.discard()
if (!_.isEmpty(player_cards.revealed)) {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && _.includes(_.words(card.top_card.types), 'victory') && CardCostComparer.card_less_than(game, player_cards.revealed[0], card.top_card, 4)
})
let card_trasher = new CardTrasher(game, player_cards, 'revealed', player_cards.revealed[0])
card_trasher.trash()
if (_.size(eligible_cards) > 0) {
GameModel.update(game._id, game)
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 victory 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(Rebuild.gain_card)
} else if (_.size(eligible_cards) === 1) {
Rebuild.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available victory 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()
}
}