app/cards/promo/envoy.js
Envoy = class Envoy extends Card {
types() {
return ['action']
}
coin_cost() {
return 4
}
play(game, player_cards) {
if (_.size(player_cards.deck) > 0 || _.size(player_cards.discard) > 0) {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal_from_deck(5)
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
let player_to_left = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(game, player_cards)[1]
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_to_left.player_id,
username: player_to_left.username,
type: 'choose_cards',
player_cards: true,
instructions: `Choose a card for <strong>${player_cards.username}</strong> to discard:`,
cards: player_cards.revealed,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Envoy.discard_cards)
} else {
game.log.push(` but there are no cards in deck to reveal`)
}
}
static discard_cards(game, player_cards, selected_cards) {
let card_discarder = new CardDiscarder(game, player_cards, 'revealed', selected_cards)
card_discarder.discard()
game.log.push(` <strong>${player_cards.username}</strong> puts ${CardView.render(player_cards.revealed)} in their hand`)
let card_mover = new CardMover(game, player_cards)
card_mover.move_all(player_cards.revealed, player_cards.hand)
}
}