app/game/server/services/between_turn_event_processor.js
BetweenTurnEventProcessor = class BetweenTurnEventProcessor {
constructor(game, player_cards) {
this.game = game
this.player_cards = player_cards
this.event_id = 6000
this.find_between_turn_events()
}
find_between_turn_events() {
this.between_turn_events = []
if (this.game.turn.donate) {
let donate = ClassCreator.create('Donate').to_h()
donate.id = this.generate_event_id()
this.between_turn_events.push(donate)
}
if (this.game.mountain_pass) {
let mountain_pass = ClassCreator.create('Mountain Pass').to_h()
mountain_pass.id = this.generate_event_id()
mountain_pass.purchasing_player = this.game.mountain_pass
this.between_turn_events.push(mountain_pass)
}
}
process() {
if (!_.isEmpty(this.between_turn_events)) {
if (_.size(this.between_turn_events) > 1) {
let turn_event_id = TurnEventModel.insert({
game_id: this.game._id,
player_id: this.player_cards.player_id,
username: this.player_cards.username,
type: 'sort_cards',
instructions: 'Choose order to resolve between turn events (leftmost will be first):',
cards: this.between_turn_events
})
let turn_event_processor = new TurnEventProcessor(this.game, this.player_cards, turn_event_id)
turn_event_processor.process(BetweenTurnEventProcessor.event_order)
} else {
BetweenTurnEventProcessor.event_order(this.game, this.player_cards, this.between_turn_events)
}
}
}
generate_event_id() {
let event_id = _.toString(this.event_id)
this.event_id += 1
return event_id
}
static event_order(game, player_cards, ordered_events) {
_.each(ordered_events, function(event) {
let event_object = ClassCreator.create(event.name)
event_object.between_turn_event(game, player_cards, event)
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
})
}
}