app/cards/intrigue/swindler.js
Swindler = class Swindler extends Card {
types() {
return this.capitalism_types(['action', 'attack'])
}
capitalism() {
return true
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(2)
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
}
attack(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
if (_.size(player_cards.deck) === 0) {
let deck_shuffler = new DeckShuffler(game, player_cards)
deck_shuffler.shuffle()
}
let trashed_card = player_cards.deck[0]
let card_trasher = new CardTrasher(game, player_cards, 'deck', player_cards.deck[0])
card_trasher.trash()
GameModel.update(game._id, game)
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_equal_to(game, trashed_card, card.top_card)
})
if (_.size(eligible_cards) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: game.turn.player._id,
username: game.turn.player.username,
type: 'choose_cards',
game_cards: true,
instructions: `Choose a card for ${player_cards.username} to gain:`,
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Swindler.gain_card)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}