app/cards/intrigue/scout.js
Scout = class Scout extends Card {
types() {
return ['action']
}
coin_cost() {
return 4
}
play(game, player_cards) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` but has no cards in deck`)
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(4)
let victory_cards = _.filter(player_cards.revealed, (card) => {
return _.includes(_.words(card.types), 'victory')
})
if (!_.isEmpty(victory_cards)) {
_.each(victory_cards, function(card) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.revealed, player_cards.hand, card)
})
game.log.push(` <strong>${player_cards.username}</strong> puts ${CardView.render(victory_cards)} in hand`)
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.revealed)
}
}
}