app/cards/prosperity/counting_house.js
CountingHouse = class CountingHouse extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let eligible_cards = _.filter(player_cards.discard, (card) => {
return card.name === 'Copper'
})
if (_.size(eligible_cards) > 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 any number of coppers to put in hand:',
cards: eligible_cards,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(CountingHouse.add_coppers)
} else {
game.log.push(` but does not put any coppers into their hand`)
}
}
static add_coppers(game, player_cards, selected_cards) {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal(player_cards.discard, selected_cards)
let copper_count = 0
_.each(selected_cards, (selected_card) => {
let card_mover = new CardMover(game, player_cards)
if (card_mover.move(player_cards.discard, player_cards.hand, selected_card)) {
copper_count += 1
}
})
if (copper_count === 0) {
game.log.push(` but does not put any coppers into their hand`)
} else {
game.log.push(` <strong>${player_cards.username}</strong> puts ${copper_count} ${CardView.render(new Copper())} in their hand`)
}
}
}