app/cards/seaside/haven.js
Haven = class Haven extends Duration {
types() {
return ['action', 'duration']
}
coin_cost() {
return 2
}
play(game, player_cards, card_player) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(1)
if (_.size(player_cards.hand) > 0) {
if (_.size(player_cards.hand) > 1) {
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
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 set aside:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id, card_player)
turn_event_processor.process(Haven.set_aside_card)
} else {
Haven.set_aside_card(game, player_cards, player_cards.hand)
}
return 'duration'
} else {
game.log.push(` but there are no cards in hand`)
}
}
static set_aside_card(game, player_cards, selected_cards, card_player) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.haven, selected_cards[0])
let haven_effect = _.clone(card_player.card)
haven_effect.haven_card = selected_cards[0]
player_cards.duration_effects.push(haven_effect)
game.log.push(` <strong>${player_cards.username}</strong> sets aside a card`)
}
duration(game, player_cards, haven) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.haven, player_cards.hand, haven.haven_card)
game.log.push(` <strong>${player_cards.username}</strong> puts their set aside card in hand from ${CardView.render(haven)}`)
}
}