﻿namespace = tgp_house_blocs

# Message management

tgp_house_blocs.0001 = {
	type = character_event
	hidden = yes

	trigger = { has_character_flag = bloc_message_flag }

	immediate = {
		# Notify all members about them leaving.
		send_interface_message = {
			type = msg_left_house_bloc
			title = msg_left_bloc_root
			desc = msg_left_bloc_desc_root
			left_icon = scope:leaver.house
			right_icon = scope:bloc.leading_house
			custom_description = {
				text = leave_house_bloc_effect
				subject = house.house_head
			}
		}
		every_player = {
			limit = {
				confederation ?= scope:bloc
				NOT = { this = root }
			}
			send_interface_message = {
				type = msg_left_house_bloc
				title = msg_left_bloc
				desc = msg_left_bloc_desc
				left_icon = scope:leaver.house
				right_icon = scope:bloc.leading_house
				custom_description = {
					text = leave_house_bloc_effect
					subject = scope:leaver.house_head
				}
			}
		}
		remove_character_flag = bloc_message_flag
	}
}

tgp_house_blocs.0002 = {
	type = character_event
	hidden = yes

	trigger = { has_character_flag = bloc_message_flag }

	immediate = {
		# Notify all members about them leaving.
		send_interface_message = {
			type = msg_joined_house_bloc
			title = msg_joined_bloc_root
			desc = msg_joined_bloc_desc_root
			left_icon = scope:joiner.house
			right_icon = scope:bloc.leading_house
			custom_description = {
				text = join_house_bloc_effect
				subject = scope:joiner
				object = scope:bloc.leading_house.house_head
			}
		}
		every_player = {
			limit = {
				confederation ?= scope:bloc
				NOT = { this = root }
			}
			send_interface_message = {
				type = msg_joined_house_bloc
				title = msg_joined_bloc
				desc = msg_joined_bloc_desc
				left_icon = scope:joiner.house
				right_icon = scope:bloc.leading_house
				custom_description = {
					text = join_house_bloc_effect
					subject = scope:joiner
					object = scope:bloc.leading_house.house_head
				}
			}
		}
		remove_character_flag = bloc_message_flag
	}
}

tgp_house_blocs.0010 = {
	type = character_event
	hidden = yes

	immediate = {
		bloc_leader_change_aspiration_cohesion_effect = yes
	}
}

# Strength Unlock

tgp_house_blocs.1001 = {
	type = character_event
	title = tgp_house_blocs.1001.t
	desc = tgp_house_blocs.1001.desc
	theme = war
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:bloc_leader
		animation = japanese_war_fan
	}
	override_background = { reference = army_camp }

	trigger = {
		is_ruler = yes
		exists = house.house_confederation
		NOT = { is_at_war_with = house.house_confederation.leading_house.house_head }
	}

	immediate = {
		house = {
			house_confederation = {
				leading_house.house_head = { save_scope_as = bloc_leader }
			}
			every_house_member = {
				limit = {
					is_landed = yes
					top_liege = root.top_liege
					OR = {
						liege = scope:bloc_leader
						liege = root
					}
					NOR = {
						this = root
						is_at_war_with = house.house_confederation.leading_house.house_head 
					}
				}
				add_to_list = war_joiners
			}
		}
	}

	option = {
		name = tgp_house_blocs.1001.a
		scope:war = {
			add_attacker = root
		}
		every_in_list = {
			list = war_joiners
			save_temporary_scope_as = war_joiner_temp
			scope:war = {
				add_attacker = scope:war_joiner_temp 
			}
		}
		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_house_blocs.1001.b
		house = {
			set_variable = {
				name = bloc_leaving_reason
				value = flag:reason_events
				days = 4
			}
			tgp_leave_house_bloc_effect = {
				OPINION = flag:yes
				TRUCE = flag:yes
			}
		}
		ai_chance = {
			base = 0
		}
	}
}
