app/cards/seaside/native_village.js
NativeVillage = class NativeVillage extends Card {
types() {
return ['action']
}
coin_cost() {
return 2
}
play(game, player_cards) {
let action_gainer = new ActionGainer(game, player_cards)
action_gainer.gain(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 One:',
minimum: 1,
maximum: 1,
options: [
{text: 'Set aside card', value: 'set_aside'},
{text: 'Put cards in hand', value: 'gain'}
]
})
let turn_event_processor = new TurnEventProcessor(game, player_cards, turn_event_id)
turn_event_processor.process(NativeVillage.process_response)
}
static process_response(game, player_cards, response) {
response = response[0]
if (response === 'set_aside') {
NativeVillage.set_aside_card(game, player_cards)
} else if (response === 'gain') {
NativeVillage.put_cards_in_hand(game, player_cards)
}
}
static set_aside_card(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> chooses to set aside the top card of their deck, but has no cards`)
} else {
if (_.size(player_cards.deck) === 0) {
let deck_shuffler = new DeckShuffler(game, player_cards)
deck_shuffler.shuffle()
}
let card_mover = new CardMover(game, player_cards)
card_mover.move(player_cards.deck, player_cards.native_village, player_cards.deck[0])
game.log.push(` <strong>${player_cards.username}</strong> sets aside the top card of their deck`)
}
}
static put_cards_in_hand(game, player_cards) {
let card_mover = new CardMover(game, player_cards)
card_mover.move_all(player_cards.native_village, player_cards.hand)
game.log.push(` <strong>${player_cards.username}</strong> puts all cards in hand`)
}
}