app/cards/prosperity/mountebank.js
Mountebank = class Mountebank extends Card {
types() {
return this.capitalism_types(['action', 'attack'])
}
capitalism() {
return true
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(2)
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
}
attack(game, player_cards) {
let curse = _.find(player_cards.hand, function(card) {
return _.includes(_.words(card.types), 'curse')
})
if (curse) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_yes_no',
instructions: `Discard ${CardView.render(curse)}?`,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, curse)
turn_event_processor.process(Mountebank.discard_curse)
} else {
Mountebank.gain_cards(game, player_cards)
}
}
static discard_curse(game, player_cards, response, curse) {
if (response === 'yes') {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', curse)
card_discarder.discard()
} else {
Mountebank.gain_cards(game, player_cards)
}
}
static gain_cards(game, player_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', 'Curse')
card_gainer.gain()
card_gainer = new CardGainer(game, player_cards, 'discard', 'Copper')
card_gainer.gain()
}
}