app/cards/menagerie/camel_train.js
CamelTrain = class CamelTrain extends Card {
types() {
return ['action']
}
coin_cost() {
return 3
}
play(game, player_cards) {
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && !_.includes(_.words(card.top_card.types), 'victory')
})
if (_.size(eligible_cards) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
game_cards: true,
instructions: 'Choose a card to exile:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(CamelTrain.exile_card)
} else if (_.size(eligible_cards) === 1) {
CamelTrain.exile_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no non-victory cards to exile`)
}
}
gain_event(gainer, camel_train) {
let gold = _.find(gainer.game.cards, (card) => {
return card.name === 'Gold'
})
let supply_card_exiler = new SupplyCardExiler(gainer.game, gainer.player_cards, gold.stack_name, gold.top_card)
supply_card_exiler.exile()
}
static exile_card(game, player_cards, selected_cards) {
let supply_card_exiler = new SupplyCardExiler(game, player_cards, selected_cards[0].stack_name, selected_cards[0].top_card)
supply_card_exiler.exile()
}
}