relics/RelicSign.cs
using Sandbox;
using System.Reflection.PortableExecutable;
using System.Runtime.Versioning;
using System.Text.RegularExpressions;
using System.Threading.Tasks;

public class RelicSign : Relic
{
	public override bool ShouldHandleEvent( EventType eventType )
	{
		return eventType == EventType.Mismatch && Game.Random.Float(0f, 1f) < Level * 0.25f;
	}

	public override async Task HandleEventAsync( EventType eventType )
	{
		List<Card> validCards = new();
		foreach ( var card in Manager.Instance.Cards )
		{
			if ( card.NumTimesRevealed > 0 && !Manager.Instance.ChosenCards.Contains(card) && !card.IsRevealed )
				validCards.Add( card );
		}

		if ( validCards.Count == 0 )
			return;

		Manager.Instance.PushEventMessage( this, eventType );

		// todo: sfx

		await Task.DelayRealtime( 250 );

		validCards.Shuffle();

		var cardToReveal = validCards.First();

		Manager.Instance.PlayCardSfx( "card_flip", cardToReveal, volume: 0.8f, pitch: Game.Random.Float( 1.15f, 1.2f ) );
		await Manager.Instance.RevealCard( cardToReveal );

		await Task.DelayRealtime( 750 );

		Manager.Instance.HideCard( cardToReveal );
		Manager.Instance.PlayCardSfx( "card_flip", cardToReveal, volume: 0.7f, pitch: Game.Random.Float( 0.65f, 0.75f ) );

		await Task.DelayRealtime( 300 );

		Manager.Instance.PopEventMessage();
	}
}