app/cards/guilds/doctor.js
Doctor = class Doctor extends Card {
types() {
return ['action']
}
coin_cost() {
return 3
}
play(game, player_cards) {
if (_.size(player_cards.deck) > 0 || _.size(player_cards.discard) > 0) {
let unique_cards = _.uniqBy(AllPlayerCardsQuery.find(player_cards), 'name')
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: 'Name a card: (or none to skip)',
cards: unique_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Doctor.name_card)
} else {
game.log.push(` but there are no cards in deck to reveal`)
}
}
static name_card(game, player_cards, selected_cards) {
game.log.push(` <strong>${player_cards.username}</strong> names ${CardView.render(selected_cards)}`)
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(3)
let matches = _.filter(player_cards.revealed, (card) => {
return !_.isEmpty(selected_cards) && card.name === selected_cards[0].name
})
let card_trasher = new CardTrasher(game, player_cards, 'revealed', matches)
card_trasher.trash()
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.revealed)
}
buy_event(buyer) {
if (buyer.game.turn.coins > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: buyer.game._id,
player_id: buyer.player_cards.player_id,
username: buyer.player_cards.username,
type: 'overpay',
player_cards: true,
instructions: 'Choose an amount to overpay by:',
minimum: 0,
maximum: buyer.game.turn.coins
})
let turn_event_processor = new TurnEventProcessor(buyer.game, buyer.player_cards, turn_event_id)
turn_event_processor.process(Doctor.overpay)
}
}
static overpay(game, player_cards, amount) {
amount = Number(amount)
if (amount > 0) {
game.log.push(` <strong>${player_cards.username}</strong> overpays by $${amount}`)
game.turn.coins -= amount
_.times(amount, () => {
if (_.isEmpty(player_cards.deck) && _.isEmpty(player_cards.discard)) {
game.log.push(` but there are no cards left in their deck`)
return false
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(1, false)
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_options',
instructions: `Choose what to do with ${CardView.render(player_cards.revealed)}:`,
minimum: 1,
maximum: 1,
options: [
{text: 'Trash it', value: 'trash'},
{text: 'Discard it', value: 'discard'},
{text: 'Put it back', value: 'return'}
]
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Doctor.process_response)
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
})
} else {
game.log.push(` but does not overpay`)
}
}
static process_response(game, player_cards, response) {
if (response[0] === 'trash') {
let card_trasher = new CardTrasher(game, player_cards, 'revealed')
card_trasher.trash()
} else if (response[0] === 'discard') {
let card_discarder = new CardDiscarder(game, player_cards, 'revealed')
card_discarder.discard()
} else if (response[0] === 'return') {
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.revealed)
}
}
}