app/cards/guilds/butcher.js
Butcher = class Butcher extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let coffer_gainer = new CofferGainer(game, player_cards)
coffer_gainer.gain(2)
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 a card to trash (or none to skip):',
cards: player_cards.hand,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Butcher.trash_card)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static trash_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards)
card_trasher.trash()
if (player_cards.coffers > 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: 'overpay',
instructions: 'Choose any number of Coffers to remove:',
minimum: 0,
maximum: player_cards.coffers
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, selected_cards[0])
turn_event_processor.process(Butcher.pay_tokens)
} else {
Butcher.pay_tokens(game, player_cards, '0')
}
} else {
game.log.push(` but does not trash anything`)
}
}
static pay_tokens(game, player_cards, amount, trashed_card) {
amount = Number(amount)
let coffer_text = amount === 1 ? 'Coffer' : 'Coffers'
game.log.push(` <strong>${player_cards.username}</strong> removes ${amount} ${coffer_text}`)
player_cards.coffers -= amount
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_less_than(game, trashed_card, card.top_card, amount + 1)
})
if (_.size(eligible_cards) > 1) {
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(Butcher.gain_card)
} else if (_.size(eligible_cards) === 1) {
Butcher.gain_card(game, player_cards, eligible_cards)
} 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()
}
}