app/cards/seaside/island.js
Island = class Island extends Card {
types() {
return ['action', 'victory']
}
coin_cost() {
return 4
}
victory_points() {
return 2
}
play(game, player_cards, card_player) {
let card_mover = new CardMover(game, player_cards)
if (card_mover.move(player_cards.in_play, player_cards.island, card_player.card)) {
game.log.push(` <strong>${player_cards.username}</strong> sets aside ${CardView.render(card_player.card)}`)
}
if (_.size(player_cards.hand) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: game._id,
player_id: player_cards.player_id,
username: player_cards.username,
type: 'choose_cards',
player_cards: true,
instructions: 'Choose a card to set aside:',
cards: player_cards.hand,
minimum: 1,
maximum: 1
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(Island.set_aside_card)
} else if (_.size(player_cards.hand) === 1) {
Island.set_aside_card(game, player_cards, player_cards.hand)
} else {
game.log.push(` but there are no other cards in hand`)
}
}
static set_aside_card(game, player_cards, selected_cards) {
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.hand, player_cards.island, selected_cards[0])
game.log.push(` <strong>${player_cards.username}</strong> sets aside ${CardView.render(selected_cards)}`)
}
}