app/cards/intrigue/secret_chamber.js
SecretChamber = class SecretChamber extends Card {
types() {
return this.capitalism_types(['action', 'reaction'])
}
capitalism() {
return true
}
coin_cost() {
return 2
}
play(game, player_cards, card_player) {
if (_.size(player_cards.hand) > 0) {
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 any number of cards to discard:',
cards: player_cards.hand,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(SecretChamber.discard_cards)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static discard_cards(game, player_cards, selected_cards, card_player) {
if (_.size(selected_cards) === 0) {
game.log.push(` but does not discard anything`)
} else {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(_.size(selected_cards))
}
}
attack_event(game, player_cards, secret_chamber) {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal('hand', secret_chamber)
let card_drawer = new CardDrawer(game, player_cards)
card_drawer.draw(2)
if (_.size(player_cards.hand) > 2) {
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_cards',
player_cards: true,
instructions: `Choose 2 cards to put on top of your deck:`,
cards: player_cards.hand,
minimum: 2,
maximum: 2
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(SecretChamber.return_to_deck)
} else if (_.size(player_cards.hand) > 0) {
SecretChamber.return_to_deck(game, player_cards, player_cards.hand)
} else {
game.log.push(` but has no cards in hand`)
}
}
static return_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)
}
}