app/cards/promo/governor.js
Governor = class Governor extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
GameModel.update(game._id, game)
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_options',
instructions: `Choose One:`,
minimum: 1,
maximum: 1,
options: [
{text: 'Draw 3 Cards', value: 'draw'},
{text: 'Gain a Gold', value: 'gold'},
{text: 'Trash a Card', value: 'trash'}
]
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(Governor.process_response)
}
static process_response(game, player_cards, response, card_player) {
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(game, player_cards)
_.each(ordered_player_cards, function(current_player_cards) {
let is_active_player = current_player_cards.player_id === player_cards.player_id
if (response[0] === 'draw') {
let card_number = is_active_player ? 3 : 1
let card_drawer = new CardDrawer(game, current_player_cards, card_player)
card_drawer.draw(card_number)
} else if (response[0] === 'gold') {
let treasure = is_active_player ? 'Gold' : 'Silver'
let card_gainer = new CardGainer(game, current_player_cards, 'discard', treasure)
card_gainer.gain()
} else if (response[0] === 'trash') {
if (_.size(current_player_cards.hand) > 0) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: current_player_cards.player_id,
username: current_player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: 'Choose a card to trash (or none to skip):',
cards: current_player_cards.hand,
minimum: 0,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, current_player_cards, turn_event_id)
turn_event_processor.process(Governor.trash_card)
} else {
game.log.push(` <strong>${current_player_cards.username}</strong> has no cards in their hand`)
}
}
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, current_player_cards)
})
}
static trash_card(game, player_cards, selected_cards) {
if (!_.isEmpty(selected_cards)) {
let is_active_player = game.turn.player._id === player_cards.player_id
let remodel_amount = is_active_player ? 2 : 1
let selected_card = selected_cards[0]
let card_trasher = new CardTrasher(game, player_cards, 'hand', selected_card)
card_trasher.trash()
let eligible_cards = _.filter(game.cards, function(card) {
return card.count > 0 && card.supply && CardCostComparer.card_equal_to(game, selected_card, card.top_card, remodel_amount)
})
if (_.size(eligible_cards) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
game_cards: true,
instructions: 'Choose a card to gain:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Governor.gain_card)
} else if (_.size(eligible_cards) === 1) {
Governor.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
} else {
game.log.push(` but <strong>${player_cards.username}</strong> chooses not trash anything`)
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}