###################################
# CHINA CAREER EVENTS
###################################
namespace = tgp_china_career

### EVENT LIST ####################################################################
## 0001 - Celestial Intro Event
## 0010 - A Meritorious Path
## 0020 - Hidden event for merit gain on succession
###################################################################################

# Intro Event - Who are you playing as and what is your situation
# Also acts as an introduction if you become a noble family in China
tgp_china_career.0001 = {
	type = character_event
	title = tgp_china_career.0001.t
	desc = {
		desc = tgp_china_career.0001.desc
		first_valid =  {
			triggered_desc = {
				trigger = { tgp_is_any_minister = yes }
				desc = tgp_china_career.0001.minister_desc
			}
			triggered_desc = {
				trigger = { is_landed = yes }
				desc = tgp_china_career.0001.landed_desc
			}
			desc = tgp_china_career.0001.unlanded_desc
		}
	}
	theme = merit
	override_background = {
		trigger = {
			OR = {
				vassal_contract_has_flag = celestial_province_military
				vassal_contract_has_flag = celestial_province_protectorate
			}
		}
		reference = courtyard
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					vassal_contract_has_flag = celestial_province_military
					vassal_contract_has_flag = celestial_province_protectorate
				}
			}
			animation = relaxed_spear
		}
		animation = reading
	}

	cooldown = { days = 1 }
	
	trigger = {
		exists = top_liege
		this != top_liege
		top_liege = {
			government_has_flag = government_is_celestial
		}
	}

	immediate = {
		# Scopes
		save_scope_as = new_ruler
		house ?= { save_scope_as = ruler_family }
		top_liege = { save_scope_as = emperor }
		if = {
			limit = { tgp_is_any_minister = yes }
			primary_title = { save_scope_as = minister_title }
		}
	}

	option = {
		name = tgp_china_career.0001.a
		add_character_modifier = {
			modifier = tgp_merit_boost_modifier
		}
	}

	option = {
		name = tgp_china_career.0001.b
		add_character_modifier = {
			modifier = tgp_influence_boost_modifier
		}
	}
}

# A Meritorious Path - You advanced/gained a merit rank
tgp_china_career.0010 = {
	type = character_event
	title = tgp_china_career.0010.t
	desc = {
		# Intro
		first_valid = {
			triggered_desc = {
				trigger = { merit_level = 1 }
				desc = tgp_china_career.0010.first_rank_desc
			}
			desc = tgp_china_career.0010.higher_rank_desc
		}
		# Additional descs for ranks granting access to new tiers
		first_valid = {
			triggered_desc = {
				trigger = { merit_level = 2 }
				desc = tgp_china_career.0010.duchy_desc
			}
			triggered_desc = {
				trigger = {
					merit_level = 5 # This is the highest rank for Meritocratic
					government_has_flag = government_is_celestial
				}
				desc = tgp_china_career.0010.kingdom_desc
			}
			triggered_desc = {
				trigger = { merit_level = 7 }
				desc = tgp_china_career.0010.empire_desc
			}
			triggered_desc = {
				trigger = { has_highest_merit_rank = yes }
				desc = tgp_china_career.0010.highest_rank
			}
			triggered_desc = {
				trigger = {
					OR = {
						merit_level = 3
						merit_level = 4
						merit_level = 6
						merit_level = 8
					}
				}
				desc = tgp_china_career.0010.higher_rank_unspecific
			}
		}
	}
	theme = merit
	left_portrait = {
		character = root
		animation = reading
	}
	
	# To prevent you from getting multiple events in case you gain several ranks
	cooldown = { days = 30 }
	
	trigger = {
	}

	immediate = {
		# Scopes
		save_scope_as = merit_char
	}
	
	option = {
		trigger = { NOT = { merit_level = 1 } }
		name = tgp_china_career.0010.aa
		add_character_modifier = {
			modifier = tgp_higher_ambitions_modifier
			years = 10
		}
	}

	option = {
		trigger = { NOT = { merit_level = 1 } }
		name = tgp_china_career.0010.a
		add_stress = miniscule_stress_loss
		if = {
			limit = {
				has_character_modifier = tgp_higher_ambitions_modifier
			}
			remove_character_modifier = tgp_higher_ambitions_modifier
		}
	}

	option = { # Option for a civil career if you reach your first Merit Rank
		trigger = { merit_level = 1 }
		name = {
			trigger = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override != trait:education_stewardship_1
				}
				trigger_else = {
					NOT = { has_trait_with_flag = civilian_province }
				}
			}
			text = tgp_china_career.0010.b1
		}
		name = {
			trigger = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override = trait:education_stewardship_1
				}
				trigger_else = {
					has_trait_with_flag = civilian_province
				}
			}
			text = tgp_china_career.0010.b2
		}
		
		if = {
			limit = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override != trait:education_stewardship_1
				}
				trigger_else = {
					NOT = { has_trait_with_flag = civilian_province }
				}
			}
			custom_tooltip = {
				text = change_to_civilian_career_desc
				set_variable = {
					name = appointment_trait_override
					value = trait:education_stewardship_1
				}
			}
		}
		else = {
			custom_tooltip = keep_civilian_career_desc
		}
		add_stress = miniscule_stress_loss
	}

	option = { # Option for a military career if you reach your first Merit Rank
		trigger = { merit_level = 1 }
		name = {
			trigger = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override != trait:education_martial_1
				}
				trigger_else = {
					NOT = { has_trait_with_flag = military_province }
				}
			}
			text = tgp_china_career.0010.c1
		}
		name = {
			trigger = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override = trait:education_martial_1
				}
				trigger_else = {
					has_trait_with_flag = military_province
				}
			}
			text = tgp_china_career.0010.c2
		}
		
		if = {
			limit = {
				trigger_if = {
					limit = {
						has_variable = appointment_trait_override
					}
					var:appointment_trait_override != trait:education_martial_1
				}
				trigger_else = {
					NOT = { has_trait_with_flag = military_province }
				}
			}
			custom_tooltip = {
				text = change_to_military_career_desc
				set_variable = {
					name = appointment_trait_override
					value = trait:education_martial_1
				}
			}
		}
		else = {
			custom_tooltip = keep_military_career_desc
		}
		add_stress = miniscule_stress_loss
	}
}

# Hidden event for merit gain on succession
tgp_china_career.0020 = {
	hidden = yes
	
	immediate = {
		send_interface_toast = {
			type = event_toast_effect_good
			title = merit_gained_on_succession
			left_icon = scope:meritorious_parent
			
			change_merit = {
				value = scope:meritorious_parent_merit
				multiply = {
					value = 0
					house ?= {
						if = {
							limit = { has_house_aspiration_parameter = inherit_merit_bonus_4 }
							add = merit_gain_on_succession_4_value
						}
						else_if = {
							limit = { has_house_aspiration_parameter = inherit_merit_bonus_3 }
							add = merit_gain_on_succession_3_value
						}
						else_if = {
							limit = { has_house_aspiration_parameter = inherit_merit_bonus_2 }
							add = merit_gain_on_succession_2_value
						}
						else_if = {
							limit = { has_house_aspiration_parameter = inherit_merit_bonus_1 }
							add = merit_gain_on_succession_1_value
						}
					}
				}
			}
		}
	}
}

# Your Elder has died
tgp_china_career.0030 = {
	type = character_event
	title = tgp_china_career.0030.t
	desc = tgp_china_career.0030.desc

	theme = death
	
	left_portrait = {
		character = root
		animation = grief
	}

	right_portrait = {
		character = scope:deceased_elder
		animation = dead
	}

	lower_left_portrait = {
		character = scope:superior_fellow_disciple
		animation = map_disbelief
	}

	lower_right_portrait = {
		character = scope:benchmark_new_disciple
		animation = disappointed
	}
	
	immediate = {
		if = {
			limit = {
				num_of_relation_disciple < disciples_limit_value
				any_in_list = {
					list = potential_new_disciples
					count >= 1
				}
			}
			while = {
				limit = {
					num_of_relation_disciple < disciples_limit_value
					any_in_list = {
						list = potential_new_disciples
						count >= 1
						NOT = {
							is_in_list = new_disciples
						}
					}
				}
				random_in_list = {
					list = potential_new_disciples
					limit = {
						NOT = {
							has_relation_elder = root
						}
					}
					add_to_list = new_disciples # for the tooltip
				}
			}
			random_in_list = {
				list = potential_new_disciples
				save_scope_as = benchmark_new_disciple
			}
		}
	}
	
	option = {
		name = tgp_china_career.0030.a

		custom_tooltip = {
			text = tgp_china_career.0030.a.tt
			open_interaction_window = {
				interaction = find_elder_interaction
				actor = root
				recipient = top_liege
			}
		}
	}
	option = {
		name = tgp_china_career.0030.b

		trigger = {
			exists = scope:deceased_elder.house.house_head
			this != scope:deceased_elder.house.house_head
		}

		pay_short_term_gold = {
			target = scope:deceased_elder.house.house_head
			gold = medium_gold_value
		}

		scope:deceased_elder.house = {
			change_house_relation_effect = {
				HOUSE = root.house
				VALUE = house_relation_improve_minor_value
				REASON = disciple_sent_condolences
				CHAR = root
				TARGET_CHAR = scope:deceased_elder
				TITLE = scope:dummy_gender
			}
		}

		change_merit = minor_merit_gain

		add_piety = minor_piety_gain

		ai_chance = {
			base = 0 # player only
		}
	}
	option = {
		name = tgp_china_career.0030.c

		trigger = {
			exists = scope:superior_fellow_disciple
			scope:superior_fellow_disciple = {
				opinion = {
					target = root
					value >= -10
				}
			}
		}

		set_elder_relation_effect = {
            ELDER = scope:superior_fellow_disciple
            DISCIPLE = root
            MERIT = medium_merit_gain
        }

		ai_chance = {
			base = 0 # player only
		}
	}

	option = {
		name = tgp_china_career.0030.d

		trigger = {
			any_in_list = {
				list = new_disciples
				count >= 1
			}
		}

		every_in_list = {
			list = new_disciples
			set_elder_relation_effect = {
	            ELDER = root
	            DISCIPLE = this
	            MERIT = 0
	        }
		}

		change_merit = {
			value = 0
			add = {
				value = medium_merit_gain
				multiply = list_size:new_disciples
			}
		}

		add_prestige = minor_prestige_value

		ai_chance = {
			base = 0 # player only
		}
	}
}
