app/cards/hinterlands/noble_brigand.js
NobleBrigand = class NobleBrigand extends Card {
types() {
return this.capitalism_types(['action', 'attack'])
}
capitalism() {
return true
}
coin_cost() {
return 4
}
play(game, player_cards, card_player) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(1)
game.turn.trashed_treasures = []
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
this.gain_trashed_cards(game, player_cards)
}
buy_event(buyer) {
buyer.game.turn.trashed_treasures = []
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(buyer.game, buyer.player_cards)
ordered_player_cards.shift()
_.each(ordered_player_cards, (other_player_cards) => {
this.attack(buyer.game, other_player_cards)
PlayerCardsModel.update(buyer.game._id, other_player_cards)
})
this.gain_trashed_cards(buyer.game, buyer.player_cards)
}
attack(game, player_cards) {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(2)
GameModel.update(game._id, game)
let revealed_treasures = _.filter(player_cards.revealed, function(card) {
return _.includes(['Silver', 'Gold'], card.name)
})
if (_.size(revealed_treasures) === 1) {
NobleBrigand.trash_treasure(game, player_cards, revealed_treasures)
} else if (_.size(revealed_treasures) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: game.turn.player._id,
username: game.turn.player.username,
type: 'choose_cards',
player_cards: true,
instructions: `Choose one of <strong>${player_cards.username}'s</strong> treasures to trash:`,
cards: revealed_treasures,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(NobleBrigand.trash_treasure)
} else {
let any_treasures = _.some(player_cards.revealed, function(card) {
return _.includes(_.words(card.types), 'treasure')
})
let card_discarder = new CardDiscarder(game, player_cards, 'revealed')
card_discarder.discard()
if (!any_treasures) {
let card_gainer = new CardGainer(game, player_cards, 'discard', 'Copper')
card_gainer.gain()
}
}
}
gain_trashed_cards(game, player_cards) {
_.each(game.turn.trashed_treasures, function(treasure) {
let card_gainer = new CardGainer(game, player_cards, 'discard', treasure.name)
card_gainer.gain(game.trash)
})
delete game.turn.trashed_treasure
}
static trash_treasure(game, player_cards, trashed_treasure) {
game.turn.trashed_treasures.push(trashed_treasure[0])
let card_trasher = new CardTrasher(game, player_cards, 'revealed', trashed_treasure)
card_trasher.trash()
let card_discarder = new CardDiscarder(game, player_cards, 'revealed')
card_discarder.discard()
GameModel.update(game._id, game)
}
}