app/cards/nocturne/changeling.js
Changeling = class Changeling extends Card {
types() {
return ['night']
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let card_trasher = new CardTrasher(game, player_cards, 'in_play', card_player.card)
card_trasher.trash()
GameModel.update(game._id, game)
if (_.size(player_cards.in_play) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
instructions: 'Choose a card to gain:',
cards: player_cards.in_play,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Changeling.gain_card)
} else if (_.size(player_cards.in_play) === 1) {
Changeling.gain_card(game, player_cards, player_cards.in_play)
} else {
game.log.push(` but there are no cards in play`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_to_gain = _.find(game.cards, (card) => {
return selected_cards[0].name === card.top_card.name && card.supply
})
if (card_to_gain) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
} else {
game.log.push(` <strong>${player_cards.username}</strong> chooses ${CardView.render(selected_cards)} but is unable to gain a copy`)
}
}
gain_event(gainer, changeling) {
let card_mover = new CardMover(gainer.game, gainer.player_cards)
if (card_mover.return_to_supply(gainer.player_cards[gainer.destination], gainer.gained_card.stack_name, [gainer.gained_card])) {
card_mover.take_from_supply(gainer.player_cards.discard, changeling)
gainer.game.log.push(` <strong>${gainer.player_cards.username}</strong> exchanges ${CardView.render(gainer.gained_card)} for ${CardView.render(changeling)}`)
}
}
}