app/cards/menagerie/bounty_hunter.js
BountyHunter = class BountyHunter extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
if (_.size(player_cards.hand) > 1) {
GameModel.update(game._id, game)
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 a card to exile:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(BountyHunter.exile_card)
} else if (_.size(player_cards.hand) === 1) {
BountyHunter.exile_card(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no cards in hand`)
}
}
static exile_card(game, player_cards, selected_cards, card_player) {
let exiled_copy = _.find(player_cards.exile, (card) => {
return selected_cards[0].name === card.name
})
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.exile, selected_cards[0])
game.log.push(` <strong>${player_cards.username}</strong> exiles ${CardView.render(selected_cards)}`)
if (!exiled_copy) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(3)
}
}
}