app/cards/hinterlands/mandarin.js
Mandarin = class Mandarin extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(3)
if (_.size(player_cards.hand) > 1) {
GameModel.update(game._id, game)
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 place on deck:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Mandarin.return_card_to_deck)
} else if (_.size(player_cards.hand) === 1) {
Mandarin.return_card_to_deck(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static return_card_to_deck(game, player_cards, selected_cards) {
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.hand, selected_cards)
}
gain_event(gainer) {
let treasures = _.filter(gainer.player_cards.in_play, function(card) {
return _.includes(_.words(card.types), 'treasure')
})
if (_.size(treasures) > 0) {
let card_returner = new CardReturner(gainer.game, gainer.player_cards)
card_returner.return_to_deck(gainer.player_cards.in_play, treasures)
} else {
game.log.push(` but <strong>${gainer.player_cards.username}</strong> does not have any treasures in play`)
}
}
}