# Interaction used to convert people when you hybridize or diverge culture
# Note that it will only be applied to vassals of the parent culture(s)
# Acceptance is checked *before* culture conversion happens so that it'll be correct in the UI
# This has the culture traits available in the traits list:
# modifier = {
# 	add = 10
# 	desc = TEST
# 	culture_pillar:ethos_bellicose = { is_in_list = traits }
# }

request_culture_conversion_interaction = {
	category = interaction_category_religion
	special_interaction = request_culture_conversion_interaction
	popup_on_receive = yes

	desc = ask_for_conversion_interaction_desc

	hidden = yes
	
	is_shown = {
		scope:actor.culture != scope:recipient.culture
		scope:recipient.liege = scope:actor
		NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } }
	}

	is_valid_showing_failures_only = {
	}
	
	ai_accept = {
		base = -10
		opinion_modifier = {
			opinion_target = scope:actor
			who = scope:recipient
			multiplier = 1
		}
		
		modifier = {
			desc = ASK_FOR_CONVERSION_SAME_CULTURE_PRESTIGE_LEVEL
			add = {
				value = 10
				multiply = scope:actor.prestige_level
			}
			scope:actor.prestige_level > 0
			scope:recipient.culture = scope:actor.culture
		}

		modifier = {
			desc = ASK_FOR_CONVERSION_RECIPIENT_DIPLOMACY
			add = {
				value = scope:actor.diplomacy
				subtract = scope:recipient.diplomacy
				multiply = 5
			}
		}
		
		modifier = {
			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
			add = 30
			scope:recipient = {
				has_trait = cynical
			}
		}
		
		modifier = {
			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN
			add = -30
			scope:recipient = {
				has_trait = stubborn
			}
		}
			
		modifier = {
			add = intimidated_external_reason_value
			scope:recipient = {
				has_dread_level_towards = {
					target = scope:actor
					level = 1
				}
			}
			desc = INTIMIDATED_REASON
		}
		modifier = {
			add = cowed_external_reason_value
			scope:recipient = {
				has_dread_level_towards = {
					target = scope:actor
					level = 2
				}
			}
			desc = COWED_REASON
		}
		# Unity modifiers
		evaluate_action_increasing_house_unity = {
			VALUE = 100
		}
	}
	
	ai_min_reply_days = 1
	ai_max_reply_days = 5
	
	on_accept = {
		new_culture_created_vassal_conversion_effect = {
			CONVERTEE = scope:recipient
			CONVERTER = scope:actor
			CULTURE = scope:actor.culture
		}
	}
}

ai_cultural_hybridization_interaction = {

	hidden = yes
	
	auto_accept = yes
	
	ai_potential = {
		has_dlc_feature = hybridize_culture
		OR = {
			top_liege = this
			highest_held_title_tier >= tier_kingdom
		}
		sub_realm_size >= 4
		is_physically_able_adult = yes
		is_at_war = no
		game_rule_can_create_hybird_culture_trigger = yes
	}

	is_shown = {
		scope:actor = {
			is_ai = yes
		}
	}
	
	has_valid_target = {
		exists = scope:target
	}
	
	ai_set_target = {
		scope:actor = {
			if = {
				limit = {
					any_sub_realm_county = {
						culture != scope:actor.culture
						culture = {
							cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
							scope:actor = {
								can_hybridize = prev
							}
						}
					}
				}
				every_sub_realm_county = {
					limit = {
						culture != scope:actor.culture
						culture = {
							cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value }
							scope:actor = {
								can_hybridize = prev
							}
						}
					}
					culture = {
						add_to_list = culture_list
					}
				}
				
				ordered_in_list = {
					list = culture_list
					limit = { culture_realm_size >= 3 }
					order_by = culture_realm_size

					save_scope_as = target
				}
			}
		}
	}

	on_accept = {
		# Global cooldowns for the lower frequency game rule settings
		if = {
			limit = {
				has_game_rule = less_common_hybrid_culture_ai_frequency
			}
			set_global_variable = { name = has_ai_hybrid_event_cooldown value = yes days = 3650 }
		}
		scope:actor = {
			create_hybrid_culture_with_side_effects = scope:target
		}
	}
	
	ai_targets = {
		ai_recipients = self
	}
	
	ai_frequency_by_tier = {
		barony = 0
		county = 120
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_will_do = {
		base = 100

		# Unity modifiers
		evaluate_action_increasing_house_unity = {
			VALUE = 100
		}
		
		modifier = {
			factor = 0.2
			has_game_rule = less_common_hybrid_culture_ai_frequency
		}

		modifier = {
			factor = 0
			culture = {
				has_cultural_parameter = harder_to_hybridize
			}
		}
		
		modifier = { # The AI should only want to hybridize if they're the second ruler of their culture for their primary title
			factor = 0
			OR = {
				NOT = {
					exists = primary_title.previous_holder
				}
				AND = {
					exists = primary_title.previous_holder
					primary_title.previous_holder.culture != scope:actor.culture
				}
			}
		}
		
		modifier = { # The AI doesn't want to hybridize if their culture is more than X% bigger than the targeted culture within the same realm (unless it's in the capital, and the capital is the De Jure capital of the primary title)
			factor = 0
			scope:actor.culture.culture_realm_size > scope:target.culture_realm_size_larger_30_percent
			NAND = {
				scope:actor.primary_title.title_capital_county = scope:actor.capital_county
				scope:actor.capital_county.culture = scope:target
			}
		}
		
		modifier = { # Do not hybridize if 30% or more of your vassals of the relevant culture/s dislike you
			factor = 0
			scope:actor = {
				any_vassal = {
					percent >= 0.3
					OR = {
						culture = scope:actor.culture
						culture = scope:target
					}
					highest_held_title_tier >= tier_county
					opinion = {
						target = scope:actor
						value <= 0
					}
				}
			}
		}
		
		modifier = { # The AI does not want to create multiple hybrids from the same cultures
			factor = 0
			any_in_global_list = {
				variable = hybrid_cultures
				any_parent_culture = { this = scope:target }
				any_parent_culture = { this = scope:actor.culture }
			}
		}
		
		# Loose requirements
		modifier = { # The AI does not want to create a hybrid with a hybrid culture that has the same roots
			factor = 0
			has_game_rule = very_relaxed_hybrid_culture_ai_restrictions
			scope:target = { is_hybrid_culture = yes }
			scope:actor.culture = {
				is_hybrid_culture = yes
				any_parent_culture = {
					save_temporary_scope_as = parent_culture_check
					scope:target = {
						any_parent_culture = {
							this = scope:parent_culture_check
						}
					}
				}
			}
		}
		
		modifier = { # The AI does not want to create a hybrid with a hybrid culture (unless a historical hybrid)
			factor = 0
			has_game_rule = relaxed_hybrid_culture_ai_restrictions
			scope:target = {
				is_hybrid_culture = yes
				culture_is_not_historical_hybrid_trigger = yes
			}
			scope:actor.culture = {
				is_hybrid_culture = yes
				culture_is_not_historical_hybrid_trigger = yes
			}
		}
		
		modifier = { # The AI does not want to create a hybrid with a hybrid culture or if the target is a hybrid (unless a historical hybrid)
			factor = 0
			has_game_rule = default_hybrid_culture_ai_restrictions
			OR = {
				scope:target = {
					is_hybrid_culture = yes
					culture_is_not_historical_hybrid_trigger = yes
				}
				scope:actor.culture = {
					is_hybrid_culture = yes
					culture_is_not_historical_hybrid_trigger = yes
				}
			}
		}
		
		modifier = { # The AI does not want to create a hybrid with a hybrid culture that their culture is a parent of, or share heritage of
			factor = 0
			scope:target = {
				is_hybrid_culture = yes
				any_parent_culture = {
					OR = {
						this = scope:actor.culture
						has_same_culture_heritage = scope:actor.culture
					}
				}
			}
		}
		
		modifier = { # The AI does not want to create a hybrid if their culture is a hybrid of the target culture, or share heritage of
			factor = 0
			scope:actor.culture = {
				is_hybrid_culture = yes
				any_parent_culture = {
					OR = {
						this = scope:target
						has_same_culture_heritage = scope:target
					}
				}
			}
		}
		
		modifier = { # Avoid hybridizing if your realm is of a significant size and elective, we don't want the HRE Emperor to hybdridize in ugly ways...
			factor = 0
			primary_title = {
				has_order_of_succession = election
				tier >= tier_kingdom
			}
			realm_size >= 50
			any_vassal = {
				highest_held_title_tier >= tier_county
				culture != scope:actor.culture
			}
		}
		
		modifier = { # Theocrats such as the Pope shouldn't hybridize; they have an influx of different cultures, it's just weird
			factor = 0
			government_has_flag = government_is_theocracy
		}
		
		modifier = { # Block for Scots and Gaelic specifically
			factor = 0
			scope:actor.culture = {
				OR = {
					this = culture:scottish
					this = culture:gaelic
				}
			}
			scope:target = {
				OR = {
					this = culture:scottish
					this = culture:gaelic
				}
			}
		}
		
		# Note: As we're checking if we can hybridize with a culture *right now*, a suboptimal culture might be checked. A buffer of 10 acceptance is used by the AI to alleviate this.
	}
}
