app/cards/renaissance/villain.js
Villain = class Villain extends Card {
types() {
return ['action', 'attack']
}
coin_cost() {
return 5
}
play(game, player_cards) {
let coffer_gainer = new CofferGainer(game, player_cards)
coffer_gainer.gain(2)
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
}
attack(game, player_cards) {
if (_.size(player_cards.hand) > 4) {
let eligible_cards = _.filter(player_cards.hand, function (card) {
return CardCostComparer.coin_greater_than(game, card, 1)
})
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',
player_cards: true,
instructions: 'Choose a card to discard:',
cards: eligible_cards,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
return turn_event_processor.process(Villain.discard_from_hand)
} else if (_.size(eligible_cards) === 1) {
Villain.discard_from_hand(game, player_cards, eligible_cards)
} else {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal('hand')
}
} else {
game.log.push(` <strong>${player_cards.username}</strong> only has ${_.size(player_cards.hand)} cards in hand`)
}
}
static discard_from_hand(game, player_cards, selected_cards) {
let card_discarder = new CardDiscarder(game, player_cards, 'hand', selected_cards)
card_discarder.discard()
}
}