app/cards/nocturne/zombie_mason.js
ZombieMason = class ZombieMason extends Card {
types() {
return ['action', 'zombie']
}
coin_cost() {
return 3
}
play(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
if (_.size(player_cards.deck) === 0) {
let deck_shuffler = new DeckShuffler(game, player_cards)
deck_shuffler.shuffle()
}
let card_trasher = new CardTrasher(game, player_cards, 'deck', player_cards.deck[0])
let trashed_card = card_trasher.trash()[0]
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_less_than(game, trashed_card, card.top_card, 2)
})
if (_.size(eligible_cards) > 0) {
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',
game_cards: true,
instructions: `Choose a card to gain: (or none to skip)`,
cards: eligible_cards,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(ZombieMason.gain_card)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
}
static gain_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
} else {
game.log.push(` but chooses not to gain a card`)
}
}
}