app/cards/intrigue/ironworks.js
Ironworks = class Ironworks extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 4
}
play(game, player_cards, card_player) {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 5)
})
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, card_player)
turn_event_processor.process(Ironworks.gain_card)
} else if (_.size(eligible_cards) === 1) {
Ironworks.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
static gain_card(game, player_cards, selected_cards, card_player) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
let gained_card = card_gainer.gain()
let types = _.words(gained_card.types)
if (_.includes(types, 'action')) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
}
if (_.includes(types, 'treasure')) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(1)
}
if (_.includes(types, 'victory')) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
}
}
}