app/cards/intrigue/wishing_well.js
WishingWell = class WishingWell extends Card {
types() {
return ['action']
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
if (_.size(player_cards.deck) > 0 || _.size(player_cards.discard) > 0) {
PlayerCardsModel.update(game._id, player_cards)
let unique_cards = _.uniqBy(AllPlayerCardsQuery.find(player_cards), 'name')
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: 'Name a card: (or none to skip)',
cards: unique_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(WishingWell.name_card)
} else {
game.log.push(` but there are no cards in deck to reveal`)
}
}
static name_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
game.log.push(` <strong>${player_cards.username}</strong> names ${CardView.render(selected_cards[0])}`)
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(1)
if (player_cards.revealed[0].name === selected_cards[0].name) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.revealed, player_cards.hand, player_cards.revealed[0])
game.log.push(` <strong>${player_cards.username}</strong> puts ${CardView.render(selected_cards[0])} in hand`)
} else {
let card_returner = new CardReturner(game, player_cards)
card_returner.return_to_deck(player_cards.revealed)
}
} else {
game.log.push(` but chooses not to name a card`)
}
}
}