app/cards/seaside/ambassador.js
Ambassador = class Ambassador extends Card {
types() {
return ['action', 'attack']
}
coin_cost() {
return 3
}
play(game, player_cards) {
if (_.size(player_cards.hand) > 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: 'Reveal a card from your hand:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Ambassador.reveal_card)
} else if (_.size(player_cards.hand) === 1) {
Ambassador.reveal_card(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no cards in hand`)
}
let player_attacker = new PlayerAttacker(game, this)
player_attacker.attack(player_cards)
delete game.turn.ambassador_selected_card
delete game.turn.ambassador_game_stack
}
attack(game, player_cards) {
if (game.turn.ambassador_game_stack && game.turn.ambassador_game_stack.source !== 'not_supply' && game.turn.ambassador_game_stack.top_card.name === game.turn.ambassador_selected_card.name) {
let card_gainer = new CardGainer(game, player_cards, 'discard', game.turn.ambassador_game_stack.name)
card_gainer.gain()
}
}
static reveal_card(game, player_cards, selected_cards) {
game.turn.ambassador_selected_card = selected_cards[0]
game.turn.ambassador_game_stack = _.find(game.cards, function(card) {
return card.name === game.turn.ambassador_selected_card.stack_name && card.supply
})
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal(game.turn.ambassador_selected_card, game.turn.ambassador_selected_card)
if (game.turn.ambassador_game_stack) {
let copies_in_hand = _.filter(player_cards.hand, function(card) {
return card.name === game.turn.ambassador_selected_card.name
})
let options = [
{text: '0', value: 0},
{text: '1', value: 1}
]
if (_.size(copies_in_hand) > 1) {
options.push({text: '2', value: 2})
}
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 how many copies of ${CardView.render(game.turn.ambassador_selected_card)} to return to supply:`,
minimum: 1,
maximum: 1,
options: options
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, copies_in_hand)
turn_event_processor.process(Ambassador.return_copies)
} else {
game.log.push(` but ${CardView.render(game.turn.ambassador_selected_card)} is not in the supply`)
}
}
static return_copies(game, player_cards, response, copies_in_hand) {
response = response[0]
if (response === '0') {
game.log.push(' but does not return any to the supply')
} else {
let cards_to_return = _.take(copies_in_hand, response)
let card_mover = new CardMover(game, player_cards)
card_mover.return_to_supply(player_cards.hand, game.turn.ambassador_game_stack.name, cards_to_return)
game.log.push(` <strong>${player_cards.username}</strong> returns ${CardView.render(cards_to_return)} to the supply`)
}
}
}