app/cards/nocturne/crypt.js
Crypt = class Crypt extends Duration {
types() {
return ['night', 'duration']
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
let eligible_cards = _.filter(player_cards.in_play, function(card) {
return _.includes(_.words(card.types), 'treasure')
})
let chosen_treasures = []
if (_.size(eligible_cards) > 0) {
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 any number of treasures to set aside:',
cards: eligible_cards,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
chosen_treasures = turn_event_processor.process(Crypt.choose_treasures)
} else {
game.log.push(` but there are no treasures in play`)
}
if (!_.isEmpty(chosen_treasures)) {
game.log.push(` <strong>${player_cards.username}</strong> sets aside ${CardView.render(chosen_treasures)}`)
_.each(chosen_treasures, (treasure) => {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.in_play, player_cards.crypt, treasure)
})
let crypt_effect = _.clone(card_player.card)
crypt_effect.crypt_cards = _.clone(chosen_treasures)
player_cards.duration_effects.push(crypt_effect)
return 'duration'
}
}
static choose_treasures(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
return selected_cards
} else {
game.log.push(` but does not set aside any treasures`)
return []
}
}
duration(game, player_cards, crypt) {
if (_.size(crypt.crypt_cards) > 1) {
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: 'Choose a card to put in hand:',
cards: crypt.crypt_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, crypt)
turn_event_processor.process(Crypt.put_card_in_hand)
} else {
Crypt.put_card_in_hand(game, player_cards, crypt.crypt_cards, crypt)
}
}
static put_card_in_hand(game, player_cards, selected_cards, crypt) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.crypt, player_cards.hand, selected_cards[0])
game.log.push(` <strong>${player_cards.username}</strong> puts a set aside card in hand from ${CardView.render(crypt)}`)
let aside_card_index = _.findIndex(crypt.crypt_cards, function(card) {
return selected_cards[0].id === card.id
})
crypt.crypt_cards.splice(aside_card_index, 1)
if (_.size(crypt.crypt_cards) > 0) {
player_cards.duration_effects.push(crypt)
}
}
}