app/cards/nocturne/blessed_village.js
BlessedVillage = class BlessedVillage extends Card {
types() {
return ['action', 'fate']
}
coin_cost() {
return 4
}
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(2)
}
gain_event(gainer, blessed_village) {
if (_.size(gainer.game.boons_deck) === 0) {
gainer.game.boons_deck = _.shuffle(gainer.game.boons_discard)
gainer.game.boons_discard = []
}
let boon = gainer.game.boons_deck.shift()
gainer.game.log.push(` <strong>${gainer.player_cards.username}</strong> takes ${CardView.render(boon)}`)
GameModel.update(gainer.game._id, gainer.game)
let turn_event_id = TurnEventModel.insert({
game_id: gainer.game._id,
player_id: gainer.player_cards.player_id,
username: gainer.player_cards.username,
type: 'choose_options',
instructions: `Receive ${CardView.render(boon)} now or next turn?`,
minimum: 1,
maximum: 1,
options: [
{text: 'Now', value: 'now'},
{text: 'Next Turn', value: 'later'}
]
})
let turn_event_processor = new TurnEventProcessor(gainer.game, gainer.player_cards, turn_event_id)
let choice = turn_event_processor.process(BlessedVillage.choose_receive)
if (choice === 'now') {
this.process_boon(gainer.game, gainer.player_cards, boon)
} else if (choice === 'later') {
let blessed_village_effect = _.clone(blessed_village)
blessed_village_effect.boon = boon
gainer.player_cards.start_turn_event_effects.push(blessed_village_effect)
gainer.game.log.push(` <strong>${gainer.player_cards.username}</strong> chooses to receive ${CardView.render(boon)} next turn`)
}
}
process_boon(game, player_cards, boon) {
game.log.push(` <strong>${player_cards.username}</strong> receives ${CardView.render(boon)}`)
GameModel.update(game._id, game)
let keep = ClassCreator.create(boon.name).receive(game, player_cards)
if (keep) {
player_cards.boons.push(boon)
} else {
game.boons_discard.unshift(boon)
}
}
start_turn_event(game, player_cards, blessed_village) {
this.process_boon(game, player_cards, blessed_village.boon)
}
static choose_receive(game, player_cards, choice, taken_boon) {
return choice[0]
}
}