﻿interactive_bannermen_mode_decision = {
	desc = interactive_bannermen_mode_decision_desc
	selection_tooltip = interactive_bannermen_mode_decision_tooltip
	decision_group_type = interactive_vassals
	is_shown = {
		has_game_rule = bannermen_mode_enabled
		highest_held_title_tier >= tier_duchy
		is_landed = yes
		is_ruler = yes
		any_vassal = {
			highest_held_title_tier > tier_barony
		}
	}
	is_valid = {
		is_at_war = yes
	}
	cooldown = {
		months = 12
	}
	ai_check_interval = 6
	ai_potential = {
		has_game_rule = bannermen_mode_enabled
		is_at_war = yes
		highest_held_title_tier >= tier_duchy
		is_landed = yes
		is_ruler = yes
	}
	ai_will_do = {
		base = 1000
	}
	effect = {
		save_temporary_scope_as = liege
		if = {
			limit = {
				scope:liege = {
					is_ai = no
				}
			}
			scope:liege = {
				every_vassal = {
					limit = {
						OR = {
							AND = {
								scope:liege = {
									highest_held_title_tier < tier_empire
								}
								highest_held_title_tier >= tier_county
							}
							highest_held_title_tier >= tier_duchy
						}
						max_military_strength > 200
						is_landed = yes
						is_ai = yes
						is_capable_adult = yes
					}
					add_to_list = interactive_bannermen
					if = {
						limit = {
							OR = {
								is_at_war_with = scope:liege
								scope:liege = {
									has_opinion_modifier = {
										modifier = miv_oathbreaker
										target = prev
									}
								}
							}
						}
						add_to_list = interactive_bannermen_oathbreaker
					}
				}
				custom_description = {
					text = interactive_bannermen_tooltip_intro_text
					value = interactive_tooltip_bannermen_count
				}
				custom_description = {
					text = interactive_bannermen_tooltip_text
					object = liege
					value = interactive_tooltip_bannermen_strength
				}
				custom_description = {
					text = interactive_bannermen_oathbreaker_tooltip_text
					object = liege
					value = interactive_tooltip_bannermen_oathbreaker_strength
				}
			}
		}
		hidden_effect = {
			save_temporary_scope_as = liege
			if = {
				limit = {
					scope:liege = {
						is_ai = no
					}
				}
				play_music_cue = "mx_cue_combat_2"
			}
			if = {
				limit = {
					OR = {
						AND = {
							scope:liege = {
								is_ai = no
							}
							has_game_rule = civil_war_indirect_vassals_enabled
							scope:liege = {
								any_character_war = {
									primary_defender = {
										is_liege_or_above_of = scope:liege
									}
									primary_attacker = scope:liege
								}
							}
						}
						scope:liege = {
							any_character_war = {
								NOT = {
									primary_attacker = {
										is_vassal_of = scope:liege
									}
								}
								NOR = {
									using_cb = populist_war
									using_cb = peasant_war
									using_cb = nomadic_war
								}
							}
						}
					}
				}
				scope:liege = {
					every_vassal = {
						limit = {
							OR = {
								AND = {
									scope:liege = {
										highest_held_title_tier < tier_empire
									}
									highest_held_title_tier >= tier_county
								}
								highest_held_title_tier >= tier_duchy
							}
							max_military_strength > 200
							is_landed = yes
							is_ai = yes
							is_capable_adult = yes
						}
						save_temporary_scope_as = vassal
						if = {
							limit = {
								NOT = {
									opinion = {
										target = scope:liege
										value <= -80
									}
								}
								OR = {
									opinion = {
										target = scope:liege
										value >= -30
									}
									is_allied_to = scope:liege
									ai_honor >= medium_positive_ai_value
									has_trait = loyal
									has_dread_level_towards = {
										target = scope:liege
										level = 2
									}
									is_heir_of = scope:liege
									scope:liege = {
										has_strong_hook = scope:vassal
									}
								}
								NOT = {
									is_at_war_with = scope:liege
								}
								NOT = {
									scope:liege = {
										has_opinion_modifier = {
											modifier = miv_oathbreaker
											target = scope:vassal
										}
									}
								}
							}
							add_to_list = interactive_accept
						}
						else_if = {
							limit = {
								NOT = {
									is_at_war_with = scope:liege
								}
								NOT = {
									scope:liege = {
										has_opinion_modifier = {
											modifier = miv_oathbreaker
											target = scope:vassal
										}
									}
								}
								NOT = {
									any_character_war = {
										primary_defender = scope:liege
									}
								}
								NOT = {
									any_character_war = {
										primary_attacker = scope:liege
									}
								}
							}
							add_to_list = interactive_refuse
						}
					}
					every_character_war = {
						save_temporary_scope_as = war
						# call on attacker side
						if = {
							limit = {
								scope:war = {
									any_war_attacker = {
										this = scope:liege
									}
								}
								OR = {
									scope:war = {
										primary_attacker = scope:liege
									}
									scope:liege = {
										is_ai = no
									}
									AND = {
										OR = {
											has_game_rule = bannermen_extended_mode_2_enabled
											has_global_variable = AGOT_is_loaded
										}
										scope:liege = {
											highest_held_title_tier >= tier_kingdom
										}
									}
									#AND = {
									#	has_game_rule = bannermen_extended_mode_3_enabled
									#	scope:liege = { highest_held_title_tier >= tier_duchy }
									#}
								}
								NAND = {
									scope:war = {
										primary_attacker = {
											is_vassal_of = scope:war.primary_defender
										}
										primary_defender = {
											this = scope:liege
										}
									}
								}
							}
							every_in_list = {
								list = interactive_accept
								save_temporary_scope_as = vassal
								if = {
									limit = {
										scope:vassal = {
											NOT = {
												is_at_war_with = scope:war.primary_attacker
											}
										}
										scope:vassal = {
											NOT = {
												is_at_war_with = scope:war.primary_defender
											}
										}
									}
									scope:vassal = {
										trigger_event = {
											id = interactive.0004
											days = {
												2
												90
											}
										}
										add_opinion = {
											target = liege
											modifier = war_exhaustion_vassal_opinion
											opinion = -10
										}
									}
								}
							}
						}
						# call on defender side
						else_if = {
							limit = {
								scope:war = {
									NOR = {
										using_cb = populist_war
										using_cb = peasant_war
										using_cb = nomadic_war
									}
								}
								scope:war = {
									any_war_defender = {
										this = scope:liege
									}
								}
								OR = {
									scope:war = {
										primary_defender = scope:liege
									}
									scope:liege = {
										is_ai = no
									}
									AND = {
										OR = {
											has_game_rule = bannermen_extended_mode_2_enabled
											has_global_variable = AGOT_is_loaded
										}
										scope:liege = {
											highest_held_title_tier >= tier_kingdom
										}
									}
									#AND = {
									#	has_game_rule = bannermen_extended_mode_3_enabled
									#	scope:liege = { highest_held_title_tier >= tier_duchy }
									#}
								}
								NAND = {
									scope:war = {
										primary_attacker = {
											is_vassal_of = scope:war.primary_defender
										}
										primary_defender = {
											this = scope:liege
										}
									}
								}
							}
							every_in_list = {
								list = interactive_accept
								save_temporary_scope_as = vassal
								if = {
									limit = {
										scope:vassal = {
											NOT = {
												is_at_war_with = scope:war.primary_attacker
											}
										}
										scope:vassal = {
											NOT = {
												is_at_war_with = scope:war.primary_defender
											}
										}
									}
									scope:vassal = {
										trigger_event = {
											id = interactive.0004
											days = {
												2
												90
											}
										}
										add_opinion = {
											target = liege
											modifier = war_exhaustion_vassal_opinion
											opinion = -10
										}
									}
								}
							}
						}
					}
					every_in_list = {
						list = interactive_refuse
						save_temporary_scope_as = vassal
						if = {
							limit = {
								scope:liege = {
									is_ai = no
								}
							}
							scope:vassal = {
								trigger_event = {
									id = interactive.0006
									days = {
										2
										90
									}
								}
							}
						}
					}
				}
			}
		}
	}
	sort_order = 1001
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
}

interactive_dont_call_vassals = {
	desc = interactive_dont_call_vassals_decision_desc
	selection_tooltip = interactive_dont_call_vassals_decision_tooltip
	decision_group_type = interactive_vassals
	is_shown = {
		is_landed = yes
		is_ruler = yes
		NOT = {
			has_character_flag = dont_call_vassals
		}
		NOT = {
			has_game_rule = bannermen_mode_enabled
		}
		has_game_rule = border_vassals_join_enabled
	}
	effect = {
		custom_tooltip = interactive_dont_call_vassals_decision_effect
		add_character_flag = dont_call_vassals
	}
	ai_check_interval = 0
	ai_potential = {
		always = no
	}
	ai_will_do = {
		base = 0
	}
	sort_order = 1000
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
}

interactive_call_vassals = {
	desc = interactive_call_vassals_decision_desc
	selection_tooltip = interactive_call_vassals_decision_tooltip
	decision_group_type = interactive_vassals
	is_shown = {
		is_landed = yes
		is_ruler = yes
		has_character_flag = dont_call_vassals
		NOT = {
			has_game_rule = bannermen_mode_enabled
		}
		has_game_rule = border_vassals_join_enabled
	}
	effect = {
		custom_tooltip = interactive_call_vassals_decision_effect
		remove_character_flag = dont_call_vassals
	}
	ai_check_interval = 0
	ai_potential = {
		always = no
	}
	ai_will_do = {
		base = 0
	}
	sort_order = 1000
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
}
