app/cards/renaissance/projects/silos.js
Silos = class Silos extends Project {
coin_cost() {
return 4
}
start_turn_event(game, player_cards, silos) {
game.log.push(`<strong>${player_cards.username}</strong> resolves ${CardView.render(silos)}`)
let eligible_cards = _.filter(player_cards.hand, (card) => {
return card.name === 'Copper'
})
if (_.size(eligible_cards) > 0) {
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_cards',
player_cards: true,
instructions: `Choose any number of ${CardView.render(new Copper())} to discard:`,
cards: eligible_cards,
minimum: 0,
maximum: 0
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Silos.discard_coppers)
} else {
game.log.push(` but does not discard any ${CardView.render(new Copper())}`)
}
}
static discard_coppers(game, player_cards, selected_cards) {
if (_.size(selected_cards) === 0) {
game.log.push(` but does not discard any ${CardView.render(new Copper())}`)
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal('hand', selected_cards)
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
let card_drawer = new CardDrawer(game, player_cards)
card_drawer.draw(_.size(selected_cards))
}
}
}