app/cards/nocturne/wish.js
Wish = class Wish extends Card {
types() {
return ['action']
}
coin_cost() {
return 0
}
play(game, player_cards, card_player) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
let card_mover = new CardMover(game, player_cards)
let return_count = card_mover.return_to_supply(player_cards.in_play, 'Wish', [card_player.card])
if (return_count === 1) {
game.log.push(` <strong>${player_cards.username}</strong> returns ${CardView.render(card_player.card)} to the ${CardView.render(card_player.card)} pile`)
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 7)
})
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',
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(Wish.gain_card)
} else if (_.size(eligible_cards) === 1) {
Wish.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
} else {
game.log.push(` but is unable to return it to its pile`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'hand', selected_cards[0].name)
card_gainer.gain()
}
}