app/cards/empires/bustling_village.js
BustlingVillage = class BustlingVillage extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
stack_name() {
return 'Settlers/Bustling Village'
}
play(game, player_cards) {
let card_drawer = new CardDrawer(game, player_cards)
card_drawer.draw(1)
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(3)
let settlers = _.find(player_cards.discard, function(card) {
return card.name === 'Settlers'
})
if (settlers) {
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_yes_no',
instructions: `Reveal ${CardView.render(settlers)}?`,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, settlers)
turn_event_processor.process(BustlingVillage.reveal_settlers)
} else {
game.log.push(` but does not reveal a ${CardView.render(new Settlers())}`)
}
}
static reveal_settlers(game, player_cards, response, settlers) {
if (response === 'yes') {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal(settlers)
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.discard, player_cards.hand, settlers)
game.log.push(` <strong>${player_cards.username}</strong> puts ${CardView.render(settlers)} in hand`)
} else {
game.log.push(` but does not reveal a ${CardView.render(settlers)}`)
}
}
}