app/cards/empires/engineer.js
Engineer = class Engineer extends Card {
types() {
return ['action']
}
coin_cost() {
return 0
}
debt_cost() {
return 4
}
play(game, player_cards, card_player) {
Engineer.choose_gain_card(game, player_cards)
let engineer = _.find(player_cards.in_play, (card) => {
return card.id === card_player.card.id
})
if (engineer) {
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_yes_no',
instructions: `Trash ${CardView.render(engineer)}?`,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, engineer)
turn_event_processor.process(Engineer.trash_card)
} else {
game.log.push(` but ${card_player.card} is not in play`)
}
}
static choose_gain_card(game, player_cards) {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 5)
})
if (_.size(eligible_cards) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
game_cards: true,
instructions: 'Choose a card to gain:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Engineer.gain_card)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
static trash_card(game, player_cards, response, engineer) {
if (response === 'yes') {
let card_trasher = new CardTrasher(game, player_cards, 'in_play', engineer)
card_trasher.trash()
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
Engineer.choose_gain_card(game, player_cards)
} else {
game.log.push(` <strong>${player_cards.username}</strong> chooses not to trash ${CardView.render(engineer)}`)
}
}
}