﻿namespace = yngling_invasion

### Spawn invader with the associated story...
yngling_invasion.0001 = {
	scope = none
	hidden = yes
	
	trigger = {
		exists = title:d_yngling # update compatibility - new titles in old saves return false
		any_county_in_region = {
			region = special_yngling_conquest_region_start
			count > 0
			holder = { is_ai = yes }
		}
	}

	on_trigger_fail = {
		debug_log = "yngling story has failed to trigger; trying again next year"
		debug_log_date = yes
	}

	immediate = {
		if = {
			limit = { title:k_norway = { is_title_created = no } }
			debug_log = "yngling story owner has appeared"
			debug_log_date = yes
			# Norway isn't united yet
			character:168323 = { save_scope_as = halfdan }
			scope:halfdan.dynasty = {
				# pick an already existing dynasty member
				ordered_dynasty_member = {
					limit = {
						is_landed = yes
						highest_held_title_tier > tier_barony
						capital_county = { title_province = { geographical_region = special_yngling_conquest_region_total } }
						is_independent_ruler = yes
						is_adult = yes
						is_healthy = yes
						is_imprisoned = no
						historicinvasions_player_may_become_invader_trigger = yes
						historicinvasions_common_existing_character_restrictions_trigger = yes
					}
					alternative_limit = {
						is_landed = yes
						highest_held_title_tier > tier_barony
						capital_county = { title_province = { geographical_region = special_yngling_conquest_region_total } }
						is_adult = yes
						is_healthy = yes
						is_imprisoned = no
						historicinvasions_player_may_become_invader_trigger = yes
						historicinvasions_common_existing_character_restrictions_trigger = yes
					}
					order_by = realm_size
					save_scope_as = invader
				}
			}

			# only spawns a new character if scope:invader is not set
			spawn_yngling_invader_effect = {
				INVADER_DYNN = yngling
			}

			# start story
			scope:invader = {
				create_story = story_yngling_invasion
			}
		}
		else = {
			debug_log = "yngling story canceled; Norway has already been united"
			debug_log_date = yes
			add_to_global_variable_list = {
				name = historicinvasions_story_started
				target = flag:yngling_story_started
			}
			add_to_global_variable_list = {
				name = historicinvasions_story_ended
				target = flag:yngling_story_ended
			}
		}
	}
}

# Event for handling army spawning
yngling_invasion.0100 = {
	hidden = yes
	immediate = {
		spawn_yngling_troops_effect = yes
	}
}

# Event for declaring the very first war; values like current_ / max_military_strength aren't immediately filled with a value and return 0 instead
yngling_invasion.0200 = {
	hidden = yes
	trigger = { is_ai = yes } # don't force a player into a war
	immediate = {
		war_target_evaluation_and_declaration_effect = {
			INVADER_DYNN = yngling
			INVADER_CHAR = scope:story.story_owner
			INVADER_REGION = total
			INVADER_TARGET_TITLE_TIER = duchy
			INVADER_RANGE = neighboring
			INVADER_LIEGE_RESTRICTIONS = ""
		}
	}
}

##################
# Notification Events
# 1000-1999
##################

### The invader has appeared! Would you like to play as them?
yngling_invasion.1001 = { # only players see this
	type = character_event
	title = yngling_invasion.1001.t
	desc = yngling_invasion.1001.desc
	
	theme = hi_theme_docks

	left_portrait = {
		character = scope:invader
		animation = personality_bold
	}

	trigger = { hi_show_invader_notification_event_trigger = yes }
	
	option = { name = yngling_invasion.1001.a }

	option = { # play as the newly spawned invader
		name = yngling_invasion.1001.b
		trigger = { hi_play_as_invader_event_option_trigger = yes }
		custom_tooltip = invader_title_destroyed_on_succession_tt
		add_internal_flag = dangerous
		scope:invader = {
			set_variable = {
				name = historicinvasions_previous_ruler_var
				value = root
				months = 1
			}
		}
		set_player_character = scope:invader
	}
}