﻿# Story for the bearn Invasion
# originally made by Petter Vilberg
# adjusted by me

story_bearn_invasion = {
	on_setup = {
		historicinvasions_story_setup_effect = { # global start variable, story variables, conditional dissolution protection
			INVADER_DYNN = bearn # for story start global variable
			INVADER_TITLE = title:d_bearn # title the invader spawns with
		}
		story_owner = {
			apply_invader_modifiers_effect = {
				INVADER_DYNN = bearn
			}
			form_the_invader_title_effect = {
				INVADER_DYNN = bearn
				INVADER_CHAR = scope:story.story_owner
				INVADER_TITLE = scope:story.var:invader_title_var
				LANDLESS_YES_NO = yes
			}
			unlanded_war_target_evaluation_and_declaration_effect = {
				INVADER_DYNN = bearn
				INVADER_REGION = start
				EVERY_RANDOM = random # declare on just one ruler / title (random) or on a large area (every)?
				INVADER_TARGET_TITLE_TIER = county # currently only to choose target lieges
				INVADER_TITLE_TARGETS = "target_title = scope:random_start_invasion_target_title"
				INVADER_LIEGE_RESTRICTIONS = "NOT = { this = title:e_byzantium.holder }"
			}
		}
	}

	on_end = {
		invader_story_on_end_effect = { INVADER_DYNN = bearn }
		
		# clean up: landless-type title is reverted and title is destroyed if ruler is still landless
		if = {
			limit = { scope:story.var:invader_title_var = { is_landless_type_title = yes } }
			scope:story.var:invader_title_var = { set_landless_title = no }
			if = {
				limit = {
					scope:story.var:invader_title_var = { is_title_created = yes }
					scope:story.var:invader_title_var.holder = { is_landless_ruler = yes } # holds any title, but no on-map land
				}
				scope:story.var:invader_title_var.holder = { destroy_title = scope:story.var:invader_title_var }
			}
		}
	}

	on_owner_death = {
		# random chance to set variable to end story after ruler N dies, depending on how many story owners there have been in total
		random = {
			chance = 0
			modifier = {
				add = 100
				var:story_owner_counter >= 1 # end story after death of ruler N?
			}
			modifier = {
				add = 100
				scope:story.var:invader_title_var = { is_landless_type_title = yes }
				scope:story.var:invader_title_var.holder = {
					is_landless_ruler = yes # holds any title, but no on-map land
					is_at_war = no # perhaps the initial landess war is still ongoing
				}
			}
			set_variable = {
				name = end_of_invasion_story
				value = yes
			}
		}
		invader_story_on_death_effect = { INVADER_DYNN = bearn }
	}

	# maintenance
	effect_group = {
		days = historicinvasions_story_maintenance_value

		trigger = { always = yes }

		# end the story prematurely, because the invader has lost their #th offensive war
		triggered_effect = {
			trigger = {
				NOT = { has_game_rule = historicinvasions_invasion_ends_after_defeat_disabled }
			}
			effect = {
				historicinvasions_invasion_ends_after_defeat_effect = yes
			}
		}
	}

	# Story handling in case of succession weirdness
	effect_group = {
		days = historicinvasions_succession_weirdness_value

		trigger = { NOT = { story_owner = { has_title = scope:story.var:invader_title_var } } }

		# either transfer story ownership or end story if the title is not created
		triggered_effect = {
			trigger = { always = yes }
			effect = {
				hi_check_for_valid_story_owner_effect = {
					INVADER_TITLE = scope:story.var:invader_title_var
					STORY_COUNTER_INCREASE = 0
				}
			}
		}
	}

	# notification event & family spawning
	effect_group = {
		days = 120
		trigger = {
			always = yes
		}
		triggered_effect = {
			trigger = {
				scope:story.var:invader_title_var = { is_landless_type_title = yes }
				scope:story.var:invader_title_var.holder = { is_landless_ruler = no }
			}
			effect = {
				scope:story.var:invader_title_var = { set_landless_title = no }
				story_owner = {
					spawn_bearn_family_effect = {
						INVADER_CHAR = scope:story.story_owner
					}
					spawn_invader_servants_effect = {
						INVADER_CHAR = scope:story.story_owner
					}
					save_scope_as = invader
				}
				every_player = {
					trigger_event = bearn_invasion.1001 # Notification: Start of invasion
				}
				end_story = yes
			}
		}
	}
}