app/cards/renaissance/improve.js
Improve = class Improve extends Card {
types() {
return this.capitalism_types(['action'])
}
capitalism() {
return true
}
coin_cost() {
return 3
}
play(game, player_cards, card_player) {
let coin_gainer = new CoinGainer(game, player_cards, card_player)
coin_gainer.gain(2)
game.turn.improves += 1
}
start_cleanup_event(game, player_cards, improve) {
let actions_to_discard = _.filter(player_cards.in_play, (card) => {
return _.includes(_.words(card.types), 'action') && !ClassCreator.create(card.name).stay_in_play(game, player_cards, card)
})
if (_.size(actions_to_discard) > 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 an action to trash from play for ${CardView.render(improve)}: (or none to skip)`,
cards: actions_to_discard,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, improve)
turn_event_processor.process(Improve.trash_card)
}
}
static trash_card(game, player_cards, selected_cards, improve) {
if (_.size(selected_cards) > 0) {
game.log.push(`<strong>${player_cards.username}</strong> resolves ${CardView.render(improve)}`)
let eligible_cards = _.filter(game.cards, (card) => {
return card.count > 0 && card.supply && CardCostComparer.card_equal_to(game, selected_cards[0], card.top_card, 1)
})
let card_trasher = new CardTrasher(game, player_cards, 'in_play', selected_cards)
card_trasher.trash()
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(Improve.gain_card)
} else if (_.size(eligible_cards) === 1) {
Improve.gain_card(game, player_cards, eligible_cards)
} else {
game.log.push(` but there are no available cards to gain`)
}
}
}
static gain_card(game, player_cards, selected_cards) {
let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
card_gainer.gain()
}
}