app/cards/renaissance/scepter.js
Scepter = class Scepter extends Card {
types() {
return ['treasure']
}
coin_cost() {
return 5
}
play(game, player_cards, card_player) {
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: '+$2', value: 'coin'},
{text: 'Replay an Action', value: 'action'}
]
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
let choice = turn_event_processor.process(Scepter.process_response)
if (choice === 'coin') {
let coin_gainer = new CoinGainer(game, player_cards)
coin_gainer.gain(2)
} else {
let played_action_ids = _.map(game.turn.played_actions, 'id')
let replayable_actions = _.filter(player_cards.in_play, (card) => {
return _.includes(_.words(card.types), 'action') && _.includes(played_action_ids, card.id)
})
if (_.size(replayable_actions) > 1) {
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 replay:',
cards: replayable_actions,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player.card)
turn_event_processor.process(Scepter.replay_action)
} else if (_.size(replayable_actions) === 1) {
Scepter.replay_action(game, player_cards, replayable_actions, card_player.card)
} else {
game.log.push(` but there are no available actions to replay`)
}
}
}
static process_response(game, player_cards, response) {
return response[0]
}
static replay_action(game, player_cards, selected_cards, scepter) {
let card_player = new CardPlayer(game, player_cards, selected_cards[0], scepter)
card_player.play(true, false, 'in_play')
}
}