app/cards/empires/settlers.js
Settlers = class Settlers extends Card {
types() {
return ['action']
}
coin_cost() {
return 2
}
stack_name() {
return 'Settlers/Bustling Village'
}
play(game, player_cards, card_player) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
let copper = _.find(player_cards.discard, function(card) {
return card.name === 'Copper'
})
if (copper) {
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(copper)}?`,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, copper)
turn_event_processor.process(Settlers.reveal_copper)
} else {
game.log.push(` but does not reveal a ${CardView.render(new Copper())}`)
}
}
static reveal_copper(game, player_cards, response, copper) {
if (response === 'yes') {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal(copper)
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.discard, player_cards.hand, copper)
game.log.push(` <strong>${player_cards.username}</strong> puts ${CardView.render(copper)} in hand`)
} else {
game.log.push(` but does not reveal a ${CardView.render(copper)}`)
}
}
}