app/cards/dark_ages/storeroom.js
Storeroom = class Storeroom extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let buy_gainer = new BuyGainer(game, player_cards)
buy_gainer.gain(1)
_.each(['cards', 'coins'], (discard_type) => {
if (_.size(player_cards.hand) > 0) {
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',
player_cards: true,
instructions: `Choose any number of cards to discard for ${discard_type}:`,
cards: player_cards.hand,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
let selected_cards = turn_event_processor.process(Storeroom.discard_cards)
if (_.size(selected_cards) === 0) {
game.log.push(` but does not discard anything`)
} else {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
if (discard_type === 'cards') {
let card_drawer = new CardDrawer(game, player_cards)
card_drawer.draw(_.size(selected_cards))
} else if (discard_type === 'coins') {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(_.size(selected_cards))
}
}
} else {
game.log.push(` but there are no cards in hand`)
return false
}
})
}
static discard_cards(game, player_cards, selected_cards) {
return selected_cards
}
}