app/cards/hinterlands/develop.js
Develop = class Develop extends Card {
types() {
return ['action']
}
coin_cost() {
return 3
}
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(Develop.trash_card)
} else if (_.size(player_cards.hand) === 1) {
Develop.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 card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards[0])
card_trasher.trash()
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_options',
instructions: `Choose which to gain first:`,
minimum: 1,
maximum: 1,
options: [
{text: 'Gain +$1 Card', value: 'gain_more'},
{text: 'Gain -$1 Card', value: 'gain_less'}
]
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, selected_cards[0])
turn_event_processor.process(Develop.process_response)
}
static process_response(game, player_cards, response, trashed_card) {
let first_cost = response[0] === 'gain_more' ? 1 : -1
let second_cost = first_cost * -1
Develop.choose_card(game, player_cards, first_cost, trashed_card)
GameModel.update(game._id, game)
Develop.choose_card(game, player_cards, second_cost, trashed_card)
}
static choose_card(game, player_cards, coin_modifier, trashed_card) {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_equal_to(game, trashed_card, card.top_card, coin_modifier)
})
let coin_cost = CostCalculator.calculate(game, trashed_card) + coin_modifier
let debt_cost = trashed_card.debt_cost > 0 ? `<span class="debt">${game.turn.develop_card.debt_cost}</span>` : ''
let potion_symbols = _.times(trashed_card.potion_cost, function() {
return '⊕'
}).join('')
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 costing $${coin_cost}${debt_cost}${potion_symbols} to gain:`,
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Develop.gain_card)
} else {
game.log.push(` but there are no available cards costing $${coin_cost}${debt_cost}${potion_symbols}`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}