app/cards/empires/haunted_castle.js
HauntedCastle = class HauntedCastle extends Castles {
coin_cost() {
return 6
}
victory_points(player_cards) {
return 2
}
gain_event(gainer) {
let card_gainer = new CardGainer(gainer.game, gainer.player_cards, 'discard', 'Gold')
card_gainer.gain()
GameModel.update(gainer.game._id, gainer.game)
PlayerCardsModel.update(gainer.game._id, gainer.player_cards)
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(gainer.game, gainer.player_cards)
ordered_player_cards.shift()
_.each(ordered_player_cards, (other_player_cards) => {
this.return_cards(gainer.game, other_player_cards)
PlayerCardsModel.update(gainer.game._id, other_player_cards)
})
}
return_cards(game, player_cards) {
if (_.size(player_cards.hand) >= 5) {
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 2 cards to put on top of your deck:`,
cards: player_cards.hand,
minimum: 2,
maximum: 2
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(HauntedCastle.return_to_deck)
} else {
game.log.push(` <strong>${player_cards.username}</strong> only has ${_.size(player_cards.hand)} cards in hand`)
}
}
static return_to_deck(game, player_cards, selected_cards) {
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.hand, selected_cards)
}
}