app/game/server/services/start_cleanup_event_processor.js
StartCleanupEventProcessor = class StartCleanupEventProcessor {
static in_play_events() {
return ['Walled Village']
}
static aside_events() {
return ['Encampment']
}
constructor(game, player_cards) {
this.game = game
this.event_id = 8000
this.player_cards = player_cards
this.cards_to_discard = _.filter(this.player_cards.in_play, (card) => {
return !ClassCreator.create(card.name).stay_in_play(this.game, this.player_cards, card)
})
this.find_start_cleanup_events()
}
find_start_cleanup_events() {
this.start_cleanup_events = []
_.each(this.player_cards.aside, (card) => {
if (_.includes(StartCleanupEventProcessor.aside_events(), card.name)) {
this.start_cleanup_events.push(card)
}
})
_.each(this.player_cards.in_play, (card) => {
if (_.includes(StartCleanupEventProcessor.in_play_events(), card.name)) {
if (card.name === 'Walled Village') {
let actions_in_play = _.size(_.filter(this.player_cards.in_play, (card) => {
return _.includes(_.words(card.types), 'action')
}))
if (actions_in_play < (3 + this.game.turn.improves)) {
this.start_cleanup_events.push(card)
}
}
}
})
let actions_to_discard = _.filter(this.cards_to_discard, (card) => {
return _.includes(_.words(card.types), 'action')
})
if (actions_to_discard) {
_.times(this.game.turn.improves, () => {
let improve = ClassCreator.create('Improve').to_h()
improve.id = this.generate_event_id()
this.start_cleanup_events.push(improve)
})
}
}
process() {
if (!_.isEmpty(this.start_cleanup_events)) {
if (_.size(this.start_cleanup_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 start of cleanup events (leftmost will be first):',
cards: this.start_cleanup_events
})
let turn_event_processor = new TurnEventProcessor(this.game, this.player_cards, turn_event_id)
turn_event_processor.process(StartCleanupEventProcessor.event_order)
} else {
StartCleanupEventProcessor.event_order(this.game, this.player_cards, this.start_cleanup_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, (event) => {
let event_object = ClassCreator.create(event.name)
event_object.start_cleanup_event(game, player_cards, event)
GameModel.update(game._id, game)
PlayerCardsModel.update(game._id, player_cards)
})
}
}