app/cards/guilds/stonemason.js
Stonemason = class Stonemason extends Card {
types() {
return ['action']
}
coin_cost() {
return 2
}
play(game, player_cards) {
if (_.size(player_cards.hand) > 1) {
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:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Stonemason.trash_card)
} else if (_.size(player_cards.hand) === 1) {
Stonemason.trash_card(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static trash_card(game, player_cards, selected_cards) {
let selected_card = selected_cards[0]
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards)
card_trasher.trash()
_.times(2, function() {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_less_than(game, selected_card, card.top_card)
})
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(Stonemason.gain_card)
} else {
game.log.push(` but there are no available cards to gain`)
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
})
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
buy_event(buyer) {
if (buyer.game.turn.coins !== 0 || buyer.game.turn.potions !== 0) {
if (buyer.game.turn.coins === 0) {
Stonemason.coin_overpay(buyer.game, buyer.player_cards, '0')
} else {
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 of coin 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(Stonemason.coin_overpay)
}
}
}
static coin_overpay(game, player_cards, amount) {
amount = Number(amount)
if (game.turn.potions === 0) {
Stonemason.potion_overpay(game, player_cards, '0', amount)
} else {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'overpay',
player_cards: true,
instructions: 'Choose an amount of potion to overpay by:',
minimum: 0,
maximum: game.turn.potions
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, amount)
turn_event_processor.process(Stonemason.potion_overpay)
}
}
static potion_overpay(game, player_cards, amount, coin_overpay) {
let potion_overpay = Number(amount)
if (coin_overpay === 0 && potion_overpay === 0) {
game.log.push(` but does not overpay`)
} else {
let potion_text = ''
_.times(potion_overpay, () => {
potion_text += ' ⊕'
})
game.turn.coins -= coin_overpay
game.turn.potions -= potion_overpay
game.log.push(` <strong>${player_cards.username}</strong> overpays by $${coin_overpay}${potion_text}`)
_.times(2, function() {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && _.includes(_.words(card.top_card.types), 'action') && CardCostComparer.cost_equal_to(game, card.top_card, coin_overpay, potion_overpay, 0)
})
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(Stonemason.gain_card)
} else if (_.size(eligible_cards) === 1) {
Stonemason.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
})
}
}
}