﻿namespace = eldiguzid_invasion

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

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

	immediate = {
		debug_log = "eldiguzid story owner has appeared"
		debug_log_date = yes
		
		# only spawns a new character if scope 'invader name' is not set
		spawn_eldiguzid_invader_effect = {
			INVADER_DYNN = eldiguzid
		}

		### Eldiguz may either spawn as a big vassal or conquer Persia as an invader
		# vassalization offer - vassal -> no story; unlanded invasion -> story
		if = {
			limit = {
				title:d_azerbaijan.de_jure_liege.de_jure_liege = { is_title_created = yes } # empire
				title:d_azerbaijan.de_jure_liege.de_jure_liege.holder = { # but check that the emperor actually holds land within the region
					any_realm_county = {
						title_province = { geographical_region = special_eldiguzid_conquest_region_start }
					}
				}
			}
			scope:invader = {
				add_character_flag = nomad_invader # switches between unlanded invasion (flag is set = nomad) and landed invasion (flag is missing at story start)
				add_character_flag = block_scripted_nomad_creation # temporary
				save_scope_as = turkish_nomad
			}
			turkish_migration_effect = { MIGRATION_REGION = special_eldiguzid_conquest_region_start }
		}
		# invader (local empire isn't created); -> guaranteed story
		else = {
			# start story
			scope:invader = {
				add_character_flag = landed_invader
				create_story = story_eldiguzid_invasion
			}
		}
	}
}

# Event for handling army spawning
eldiguzid_invasion.0100 = {
	hidden = yes
	immediate = {
		spawn_eldiguzid_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
eldiguzid_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 = eldiguzid
			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?
eldiguzid_invasion.1001 = { # only players see this
	type = character_event
	title = eldiguzid_invasion.1001.t
	desc = eldiguzid_invasion.1001.desc
	
	theme = hi_theme_mountains

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

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

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