app/cards/nocturne/vampire.js
Vampire = class Vampire extends Card {
types() {
return ['night', 'attack', 'doom']
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
if (_.size(game.hexes_deck) === 0) {
game.hexes_deck = _.shuffle(game.hexes_discard)
game.hexes_discard = []
}
let hex = game.hexes_deck.shift()
game.log.push(` <strong>${player_cards.username}</strong> draws ${CardView.render(hex)} from the Hex Deck`)
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards, hex)
game.hexes_discard.push(hex)
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && card.name !== 'Vampire' && CardCostComparer.coin_less_than(game, card.top_card, 6)
})
if (_.size(eligible_cards) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
game_cards: true,
instructions: 'Choose a card to gain:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Vampire.gain_card)
} else if (_.size(eligible_cards) === 1) {
Vampire.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
let vampire_in_play = _.find(player_cards.in_play, (card) => {
return card.id === card_player.card.id
})
if (vampire_in_play) {
let bat_stack = _.find(game.cards, (card) => {
return card.name === 'Bat'
})
if (bat_stack && bat_stack.count > 0) {
let card_mover = new CardMover(game, player_cards)
if (card_mover.return_to_supply(player_cards.in_play, 'Vampire', [card_player.card])) {
card_mover.take_from_supply(player_cards.discard, bat_stack.top_card)
game.log.push(` <strong>${player_cards.username}</strong> exchanges ${CardView.render(card_player.card)} for ${CardView.render(bat_stack.top_card)}`)
}
} else {
game.log.push(` but there is no ${CardView.render(new Bat())} to exchange with ${CardView.render(card_player.card)}`)
}
} else {
game.log.push(` but cannot exhange ${CardView.render(card_player.card)} because it is no longer in play`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
attack(game, player_cards, attacker_player_cards, card_player, hex) {
let hex_object = ClassCreator.create(hex.name)
game.log.push(` <strong>${player_cards.username}</strong> receives ${CardView.render(hex)}`)
GameModel.update(game._id, game)
hex_object.receive(game, player_cards)
}
}