app/cards/nocturne/fool.js
Fool = class Fool extends Card {
types() {
return ['action', 'fate']
}
coin_cost() {
return 3
}
play(game, player_cards) {
let card_mover = new CardMover(game, player_cards)
let took_lost_in_the_woods = card_mover.take_unique_card('states', 'Lost In The Woods')
if (took_lost_in_the_woods) {
let revealed_boons = _.take(game.boons_deck, 3)
game.boons_deck = _.drop(game.boons_deck, 3)
let revealed_boon_count = _.size(revealed_boons)
if (revealed_boon_count < 3 && _.size(game.boons_discard) > 0) {
game.boons_deck = _.shuffle(game.boons_discard)
game.boons_discard = []
revealed_boons = revealed_boons.concat(_.take(game.boons_deck, 3 - revealed_boon_count))
game.boons_deck = _.drop(game.boons_deck, 3 - revealed_boon_count)
}
game.log.push(` <strong>${player_cards.username}</strong> reveals ${CardView.render(revealed_boons)}`)
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
_.times(3, () => {
let choice = revealed_boons[0]
if (_.size(revealed_boons) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: 'Choose which Boon to receive next:',
cards: revealed_boons,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
choice = turn_event_processor.process(Fool.choose_boon)
}
game.log.push(` <strong>${player_cards.username}</strong> receives ${CardView.render(choice)}`)
GameModel.update(game._id, game)
let keep = ClassCreator.create(choice.name).receive(game, player_cards)
if (keep) {
player_cards.boons.push(choice)
} else {
game.boons_discard.unshift(choice)
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let choice_index = _.findIndex(revealed_boons, function(boon) {
return choice.id === boon.id
})
revealed_boons.splice(choice_index, 1)
})
}
}
static choose_boon(game, player_cards, selected_cards) {
return selected_cards[0]
}
}