app/cards/promo/events/summon.js
Summon = class Summon extends Event {
coin_cost() {
return 5
}
buy(game, player_cards) {
let eligible_cards = _.filter(game.cards, function(card) {
return _.includes(_.words(card.top_card.types), 'action') && card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 5)
})
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, this.to_h())
turn_event_processor.process(Summon.gain_card)
} else if (_.size(eligible_cards) === 1) {
Summon.gain_card(game, player_cards, eligible_cards, this.to_h())
} else {
game.log.push(` but there are no available cards to gain`)
}
}
start_turn_event(game, player_cards, summon) {
let target = _.find(player_cards.aside, (card) => {
return card.id === summon.target.id
})
if (target) {
let card_player = new CardPlayer(game, player_cards, target)
card_player.play(true, true, 'aside')
}
}
static gain_card(game, player_cards, selected_cards, summon) {
let card_gainer = new CardGainer(game, player_cards, 'aside', selected_cards[0].name)
summon.target = card_gainer.gain()
player_cards.start_turn_event_effects.push(summon)
}
}