app/cards/renaissance/sculptor.js
Sculptor = class Sculptor extends Card {
types() {
return ['action']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let eligible_cards = _.filter(game.cards, function (card) {
return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 5)
})
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',
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(Sculptor.gain_card)
} 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, 'hand', selected_cards[0].name)
let gained_card = card_gainer.gain()
if (_.includes(_.words(gained_card.types), 'treasure')) {
let villager_gainer = new VillagerGainer(game, player_cards)
villager_gainer.gain(1)
}
}
}