﻿namespace = fp3_yearly

scripted_trigger not_steppe_nomad_trigger = {
	culture = { 
		NOR = {
			has_cultural_pillar = heritage_mongolic 
			has_cultural_pillar = heritage_turkic 
			has_cultural_tradition = tradition_horse_lords
		}
	}
}

scripted_trigger suitable_nomad_settling_province_trigger = {
	has_holding_type = castle_holding
	barony = {
		is_under_holy_order_lease = no
		#is_capital_barony = no
	}
}


fp3_yearly.8888 = { #Nomads story cycle
	type = character_event
	title = fp3_yearly.8888.t
	desc = fp3_yearly.8888.desc
	theme = vassal
	left_portrait = {
		character = scope:upset_vassal
		animation = anger
	}
	right_portrait = {
		character = root
		animation = personality_rational
		triggered_animation = {
			trigger = {
				diplomacy >= decent_skill_rating
			}
			animation = personality_honorable
		}
	}
	lower_left_portrait = {
		character = scope:possibly_capable_marshal
	}
	lower_right_portrait = {
		character = scope:turkic_leader
	}

	trigger = {

		#standard checks
		has_fp3_dlc_trigger = yes
		root.capital_province = { geographical_region = world_persian_empire }
		is_available_at_peace_adult = yes

		#event fluff triggers
		not_steppe_nomad_trigger = yes

		NOT = { has_character_flag = had_turkic_tribe_story } #since this event starts the story

		exists = cp:councillor_marshal

		cp:councillor_marshal = {
			NOT = { has_trait = craven }
			is_ai = yes 
		}

		any_vassal = {
			not_steppe_nomad_trigger = yes
			is_ai = yes
			NOT = {	
				this = root.cp:councillor_marshal
			}
			any_held_county = {
				any_county_province = {
					geographical_region = dlc_fp3_eastern_persian_frontier_regions 
					NOT = { terrain = steppe }
				}
			}
		}

		any_held_county = { any_county_province = {	suitable_nomad_settling_province_trigger = yes } }
	}

	cooldown = { years = 50 }

	immediate = {

		random_vassal = {
			limit = {
				not_steppe_nomad_trigger = yes
				is_ai = yes
				NOT = {	
					this = root.cp:councillor_marshal
				}
				any_held_county = {
					any_county_province = {
						geographical_region = dlc_fp3_eastern_persian_frontier_regions 
						NOT = { terrain = steppe }
					}
				}
			}
			save_scope_as = upset_vassal 
			random_held_county = {
				limit = {
					any_county_province = {
						geographical_region = dlc_fp3_eastern_persian_frontier_regions 
						NOT = { terrain = steppe }
					}
				}
				save_scope_as = nomads_county 
			}
		}

		random_held_county = {
			limit = {
				any_county_province = {	suitable_nomad_settling_province_trigger = yes }		
			}
			save_scope_as = nomads_new_county #for use in the claim the former_master might get
		}

		scope:nomads_new_county = {
			random_county_province = { 
				limit = { suitable_nomad_settling_province_trigger = yes }
				barony = { save_scope_as = nomads_barony }
			}
		}

		cp:councillor_marshal = { save_scope_as = possibly_capable_marshal 	}	

		scope:nomads_county = {
			add_county_modifier = {
				modifier = fp3_nomad_friction_county_modifier
				years = 50
			}
		}
			
		create_character = { 
			location = root.capital_province
			template = fp3_turko-mongol_leader
			save_scope_as = turkic_leader		
		}	
	}

	option = {
		name = fp3_yearly.8888.a

		duel = {
		skill = diplomacy
		value = average_skill_rating

			20 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2
				}
				root = {
					custom_tooltip = fp3_treating_with_turks.success.tt
					trigger_event = {
						id = fp3_yearly.8889
						days = { 2 3 }
					}
				}	
			}
			20 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1
				}
				
				custom_tooltip = fp3_treating_with_turks.failure.tt
				send_interface_toast = {
					title = fp3_treating_with_turks_toast.failure
					left_icon = root		
				}		
			}
		}

		scope:upset_vassal = {
			if = {
				limit = {
					OR = { #if he's diplomatically minded, he'll appreciate this
						has_trait = forgiving
						has_trait = trusting
						has_trait = compassionate
						has_diplomacy_lifestyle_trait_trigger = yes
					}
				}
				add_opinion = {
					target = root
					opinion = 20
					modifier = respect_opinion
				}
			}
			else = { 
				add_opinion = { #but otherwise, they're not on board
					target = root
					opinion = -10
					modifier = fp3_treats_with_barbarians_opinion
				}
			}
		}

		scope:possibly_capable_marshal = {
			add_opinion = {
				target = root
				opinion = -10
				modifier = disappointed_opinion
			}
		}

		stress_impact = { 
   			craven = medium_stress_impact_gain
   			lazy = medium_stress_impact_gain
   			shy = medium_stress_impact_gain
   			gregarious = minor_stress_impact_loss 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
           		ai_sociability = 0.5
            	ai_boldness = 1
            	ai_compassion = 0.5
        	}
   		}	
	}

	option = {
		name = fp3_yearly.8888.b

		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}

		scope:possibly_capable_marshal = {
			add_opinion = {
				target = root
				opinion = 10
				modifier = trusted_me_opinion
			}
		}

		scope:possibly_capable_marshal = {
			duel = {
			skill = martial
			value = average_skill_rating

				20 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
					}
					root = {
						custom_tooltip = fp3_fighting_turks.success.tt
						trigger_event = {
							id = fp3_yearly.8890
							days = { 2 3 }
						}
					}	
				}
				20 = {
					compare_modifier = {
						value = scope:duel_value
						multiplier = -1
					}
					root = {
						custom_tooltip = fp3_fighting_turks.failure.tt
						send_interface_toast = {
							title = fp3_fighting_turks_toast.failure
							left_icon = scope:possibly_capable_marshal
						}
					}
				}
			}
		}

		stress_impact = { 
   			compassionate = medium_stress_impact_gain
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_boldness = 1
            	ai_vengefulness = 0.5
        	}
   		}	
	}

	option = { #Ignore the issue
		name = fp3_yearly.8888.c

		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = -20
				modifier = angry_opinion
			}
		}

		scope:possibly_capable_marshal = {
			add_opinion = {
				target = root
				opinion = -10
				modifier = disappointed_opinion
			}
		}

		stress_impact = { 
   			ambitious = minor_stress_impact_gain
   			diligent = minor_stress_impact_gain
   			just = minor_stress_impact_gain 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_energy = -1
        	}
   		}		
	}
}

fp3_yearly.8889 = { #Nomads story cycle
	type = character_event
	title = fp3_yearly.8889.t
	desc = fp3_yearly.8889.desc
	theme = vassal
	left_portrait = {
		character = scope:turkic_leader
		animation = disapproval
	}
	right_portrait = {
		character = root
		animation = drink_goblet
		triggered_animation = {
			trigger = {
				diplomacy >= decent_skill_rating
				NOR = { 
					has_trait = callous
					has_trait = wrathful 
					has_trait = vengeful
				}
			}
			animation = personality_compassionate
		}
	}
	lower_left_portrait = {
		character = scope:upset_vassal
	}

	override_background = { reference = wilderness }

	trigger = {

		#standard checks
		is_available_adult = yes

		#event not breaking sanity triggers
		exists = scope:upset_vassal
		scope:upset_vassal = { is_alive = yes }

		exists = scope:turkic_leader
		scope:turkic_leader = { is_alive = yes }

		exists = scope:nomads_county

		exists = scope:nomads_new_county
	}

	option = {
		name = fp3_yearly.8889.a


		if = {
			limit = {
				scope:upset_vassal = {
					NOT = {
						has_relation_rival = root
						has_relation_nemesis = root
					}
				}
			}
			root = {
				progress_towards_rival_effect = {
					CHARACTER = scope:upset_vassal
					REASON = rival_let_hostile_nomads_roam_free 
					OPINION = -20 
				}
			}
		}
		else = {
			scope:upset_vassal = {
				add_opinion = {
					target = root
					opinion = -40
					modifier = hate_opinion
				}
			}
		}

		add_courtier = scope:turkic_leader

		spawn_army = {
			men_at_arms = {
				type = horse_archers
				stacks = 1
			}
			location = root.capital_province
			war_keep_on_attacker_victory = yes
			uses_supply = yes
  	 		inheritable = no
			save_scope_as = horsemen_army
			name = turkic_tribal_event_troops
		}

		#This is needed to make the story cycle able to pick up the scopes
		set_variable = {
			name = turkic_leader
			value = scope:turkic_leader
		}
		set_variable = {
			name = upset_vassal
			value = scope:upset_vassal 
		}
		set_variable = {
			name = nomads_county
			value = scope:nomads_county 
		}
		set_variable = {
			name = nomads_new_county 
			value = scope:nomads_new_county
		}

		create_story = turkic_tribe_story

		stress_impact = { 
   			paranoid = medium_stress_impact_gain
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_sociability = 0.4
            	ai_boldness = 0.7
            	ai_vengefulness = 0.3
        	}
   		}	
	}

	option = {
		name = fp3_yearly.8889.b

		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = -10
				modifier = disappointed_opinion
			}
		}

		add_courtier = scope:turkic_leader

		spawn_army = {
			men_at_arms = {
				type = horse_archers
				stacks = 1
			}
			location = root.capital_province
			war_keep_on_attacker_victory = yes
			uses_supply = yes
  	 		inheritable = no
			save_scope_as = horsemen_army
			name = turkic_tribal_event_troops
		}

		#This is needed to make the story cycle able to pick up the scopes
		set_variable = {
			name = turkic_leader
			value = scope:turkic_leader
		}
		set_variable = {
			name = upset_vassal
			value = scope:upset_vassal 
		}
		set_variable = {
			name = nomads_county
			value = scope:nomads_county 
		}
		set_variable = {
			name = nomads_new_county 
			value = scope:nomads_new_county
		}

		create_story = turkic_tribe_story

		scope:nomads_county = {
			remove_county_modifier = fp3_nomad_friction_county_modifier
		}

		scope:nomads_new_county = {
			add_county_modifier = {
				modifier = fp3_nomad_friction_county_modifier
				years = 30
			}
		}

		stress_impact = { 
   			generous = medium_stress_impact_loss 
   			content = medium_stress_impact_gain
   			paranoid = medium_stress_impact_gain
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_sociability = 0.6
            	ai_boldness = 1
            	ai_compassion = 0.2
        	}
   		}	
	}

	option = { #no deal
		name = fp3_yearly.8889.c

		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = pleased_opinion
			}
		}

		stress_impact = { 
   			ambitious = medium_stress_impact_gain 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_greed = -0.5
            	ai_vengefulness = 0.5
        	}
   		}	
	}
}




fp3_yearly.8890 = { #Nomads story cycle
	type = character_event
	title = fp3_yearly.8890.t
	desc = {
		desc = fp3_yearly.8890.desc_beginning
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:upset_vassal = {
						AND = { 
							ai_compassion < medium_positive_ai_value
							ai_vengefulness > medium_positive_ai_value	 
						}
					}
				}
				desc = fp3_yearly.8890_brutal_demands
			}
			desc = fp3_yearly.8890_nonbrutal_demands		
		}
		desc = fp3_yearly.8890.desc_ending
	}


	theme = vassal
	left_portrait = {
		character = scope:turkic_leader
		animation = prisonhouse
	}
	right_portrait = {
		character = root
		animation = personality_rational
		triggered_animation = {
			trigger = {
				diplomacy < high_skill_rating
				NOR = { 
					has_trait = compassionate
					has_trait = forgiving
					has_trait = just
				}
			}
			animation = personality_callous
		}
	}
	lower_left_portrait = {
		character = scope:upset_vassal 
	}

	lower_right_portrait = {
		character = scope:possibly_capable_marshal
	}

	trigger = {

		#standard checks
		is_available_adult = yes

		#event not breaking sanity triggers
		exists = scope:upset_vassal
		scope:upset_vassal = { is_alive = yes }

		exists = scope:turkic_leader
		scope:turkic_leader = { is_alive = yes }

		exists = scope:nomads_county

		exists = scope:nomads_new_county	
	}

	option = {
		name = fp3_yearly.8890.a

		
		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = -15
				modifier = fp3_suspicious_motives_opinion
			}
		}

		add_courtier = scope:turkic_leader

		add_hook = {
  			type = indebted_hook
   			target = scope:turkic_leader 
    	}

		spawn_army = {
			men_at_arms = {
				type = horse_archers
				stacks = 1
			}
			location = root.capital_province
			war_keep_on_attacker_victory = yes
			uses_supply = yes
  	 		inheritable = no
			save_scope_as = horsemen_army
			name = turkic_tribal_event_troops
		}

		#This is needed to make the story cycle able to pick up the scopes
		set_variable = {
			name = turkic_leader
			value = scope:turkic_leader
		}
		set_variable = {
			name = upset_vassal
			value = scope:upset_vassal 
		}
		set_variable = {
			name = nomads_county
			value = scope:nomads_county 
		}
		set_variable = {
			name = nomads_new_county 
			value = scope:nomads_new_county
		}
		
		create_story = turkic_tribe_story

		scope:nomads_county = {
			remove_county_modifier = fp3_nomad_friction_county_modifier
		}

		scope:nomads_new_county = {
			add_county_modifier = {
				modifier = fp3_nomad_friction_county_modifier
				years = 30
			}
		}

		stress_impact = { 
   			content = medium_stress_impact_gain 
   			paranoid = medium_stress_impact_gain 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_boldness = 0.5
            	ai_rationality = 0.5
        	}
   		}	
	}

	option = { #execute the nomad leader
		name = fp3_yearly.8890.b

		add_dread = medium_dread_gain

		scope:upset_vassal = {
			if = {
				limit = {
					AND = { #if they're cruel, he'll enjoy this
						ai_compassion < 0
						ai_vengefulness > medium_positive_ai_value
					}	 
				}
				add_opinion = {
					target = root
					opinion = 30
					modifier = fp3_very_very_pleased_opinion
				}
			}
			else = { 
				add_opinion = { #but otherwise, they're not on board
					target = root
					opinion = -10
					modifier = fp3_went_too_far_opinion
				}
			}
		}

	
		scope:turkic_leader = {
			death = {
				death_reason = death_execution
				killer = root
			}
		}

		random_list = {
			50 = {
				send_interface_toast = {
					title = nomad_friction_gone.tt
					left_icon = root
					
					scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier }	
				}	
			}
			50 = {
				send_interface_toast = {
					title = nomad_friction_active.tt
					left_icon = root

					scope:nomads_county = {
						add_county_modifier = {
							modifier = fp3_vengeful_nomads_county_modifier
							years = 10
						}
					}
				}		
			}
		}

		stress_impact = { 
   			compassionate = medium_stress_impact_gain 
   			just = medium_stress_impact_gain 
   			arbitrary = medium_stress_impact_loss
   			sadistic = minor_stress_impact_loss 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_vengefulness = 0.5
            	ai_compassion = -1
        	}
   		}	
	}

	option = {
		name = fp3_yearly.8890.c

		add_dread = minor_dread_gain

		scope:turkic_leader = { 
			hard_imprison_character_effect = {
				TARGET = this
				IMPRISONER = root
			}
		}

		scope:upset_vassal = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = pleased_opinion
			}
		}

		random = {
			chance = 75
			send_interface_toast = {
				title = nomad_friction_gone.tt
				left_icon = root
					
				scope:nomads_county = { remove_county_modifier = fp3_nomad_friction_county_modifier }			
			}
		}	
			

		stress_impact = { 
   			compassionate = minor_stress_impact_gain 
   			just = minor_stress_impact_gain 
   			arbitrary = minor_stress_impact_loss
   			cynical = minor_stress_impact_loss 
   		}

   		ai_chance = { 
        	base = 100
        	ai_value_modifier = {
            	ai_vengefulness = 0.5
            	ai_rationality = 1
            	ai_compassion = -0.5
        	}
   		}
   	}	
}
