app/cards/menagerie/events/bargain.js
Bargain = class Bargain extends Event {
coin_cost() {
return 4
}
buy(game, player_cards) {
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && !_.includes(_.words(card.top_card.types), 'victory') && CardCostComparer.coin_less_than(game, card.top_card, 6)
})
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 gain:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Bargain.gain_card)
} else if (_.size(eligible_cards) === 1) {
Bargain.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(game, player_cards)
ordered_player_cards.shift()
_.each(ordered_player_cards, (next_player_cards) => {
let card_gainer = new CardGainer(game, next_player_cards, 'discard', 'Horse')
card_gainer.gain()
PlayerCardsModel.update(game._id, next_player_cards)
})
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}