app/cards/promo/church.js
Church = class Church extends Duration {
types() {
return ['action', 'duration']
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
GameModel.update(game._id, game)
if (_.size(player_cards.hand) > 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 3 cards to set aside:',
cards: player_cards.hand,
minimum: 0,
maximum: 3
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(Church.set_aside_cards)
} else {
game.log.push(` but there are no cards in hand`)
}
return 'duration'
}
static set_aside_cards(game, player_cards, selected_cards, card_player) {
if (!_.isEmpty(selected_cards)) {
let church_effect = _.clone(card_player.card)
_.each(selected_cards, (card) => {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.church, card)
})
church_effect.church_cards = selected_cards
player_cards.duration_effects.push(church_effect)
let card_text = _.size(selected_cards) === 1 ? 'card' : 'cards'
game.log.push(` <strong>${player_cards.username}</strong> sets aside ${_.size(selected_cards)} ${card_text}`)
} else {
game.log.push(` but chooses not to set aside any cards`)
}
}
duration(game, player_cards, church) {
_.each(church.church_cards, (card) => {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.church, player_cards.hand, card)
})
let card_text = _.size(church.church_cards) === 1 ? 'card' : 'cards'
game.log.push(` <strong>${player_cards.username}</strong> puts ${_.size(church.church_cards)} ${card_text} in hand from ${CardView.render(church)}`)
if (_.size(player_cards.hand) > 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',
player_cards: true,
instructions: 'Choose a card to trash (or none to skip):',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Church.trash_card)
} else {
game.log.push(` but there are no cards in hand to trash for ${CardView.render(church)}`)
}
}
static trash_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_cards)
card_trasher.trash()
} else {
game.log.push(` but chooses not to trash a card`)
}
}
}