using DominionBase.Enums; using DominionBase.Players; using DominionBase.Properties; using System.Diagnostics.Contracts; using System.Linq; namespace DominionBase.Cards.Menagerie { public class BountyHunter : Card { public BountyHunter() : base(Categories.Action, Source.Menagerie, Location.Kingdom, Traits.ConditionalBenefit | Traits.DeckReduction | Traits.Exiler | Traits.PlusAction | Traits.PlusCoin | Traits.RemoveFromHand) { BaseCost = new Cost(4); Benefit.Actions = 1; } public override void FollowInstructions(IPlayer player) { Contract.Requires(player != null, "player cannot be null"); base.FollowInstructions(player); var choiceExile = new Choice(Resource.ChooseCardToExile, this, player.Hand, ChoiceOutcome.Trash, player); var resultExile = player.MakeChoice(choiceExile); if (resultExile.Cards.Any()) { var exiledCard = resultExile.Cards[0]; player.AddCardInto(TypeClass.Exile, player.RetrieveCardFrom(DeckLocation.Hand, exiledCard)); player._Game.SendMessage(player, this, "Exile", exiledCard); if (player.PlayerMats[TypeClass.Exile][exiledCard.Name].Count == 1) player.ReceiveBenefit(this, new CardBenefit { Currency = new Currency(3) }); } else player._Game.SendMessage(player, this, "Exile"); } } }