app/cards/nocturne/monastery.js
Monastery = class Monastery extends Card {
types() {
return ['night']
}
coin_cost() {
return 2
}
play(game, player_cards, player) {
let gained_card_count = _.size(game.turn.gained_cards)
if (gained_card_count > 0) {
let trashable_cards = _.map(player_cards.hand, function(card) {
let new_card = _.clone(card)
new_card.source = 'H'
return new_card
})
_.each(player_cards.in_play, function(card) {
if (card.name === 'Copper') {
let copper = _.clone(card)
copper.source = 'P'
trashable_cards.push(copper)
}
})
if (_.size(trashable_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 up to ${gained_card_count} card(s) to trash:`,
cards: trashable_cards,
minimum: 0,
maximum: gained_card_count
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Monastery.trash_cards)
} else {
game.log.push(` but there are no cards to trash`)
}
} else {
game.log.push(` but no cards have been gained`)
}
}
static trash_cards(game, player_cards, selected_cards) {
_.each(selected_cards, function(card) {
let source = card.source === 'H' ? 'hand' : 'in_play'
let card_trasher = new CardTrasher(game, player_cards, source, card)
card_trasher.trash()
})
}
}