﻿# CMH CoA Effect
# Found Cadet House Effects
found_cadet_house_decision_effect = {
	$CHARACTER$ = {
		save_scope_as = new_head
		save_scope_as = new_house_head # don't ask
		hidden_effect = {
			house.house_head = {
				save_scope_as = former_house_head
			}
			house = {
				save_scope_as = former_house
			}
			add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }

			#Cultural variation for Cadet Branch Naming:

			if = { # Prefixed Primary Title - (PREFIX) (TITLE)
				limit = {
					is_landed = yes
					highest_held_title_tier <= tier_duchy
					OR = {
						culture = { has_cultural_pillar = heritage_frankish }
						top_liege = {
							has_title = title:k_france
							culture = { has_cultural_pillar = heritage_frankish }
						}
					}
				}
				create_cadet_branch = {
					prefix = dynnp_de
					name = cadet_name_style_primary_title
					save_scope_as = new_house
				}
			}
			else_if = { # Barony Dynasty - (BARONY) (DYNASTY)
				limit = {
					is_landed = yes
					culture = {
						OR = {
							# India
							has_cultural_pillar = heritage_indo_aryan
							has_cultural_pillar = heritage_dravidian
							# Vietnam
							has_cultural_pillar = heritage_viet
							has_name_list = name_list_vietnamese
							# Khmer
							has_name_list = name_list_khmer
							# Mon
							has_name_list = name_list_mon
							# Cham
							has_name_list = name_list_cham
							# Tai
							has_name_list = name_list_tai
							# China
							has_cultural_pillar = heritage_chinese
							has_name_list = name_list_han
							# Korea
							has_cultural_pillar = heritage_korean
							has_name_list = name_list_korean
							# Buyeo
							has_cultural_pillar = heritage_buyeo
							has_name_list = name_list_balhae
						}
					}
					NOT = { faith.religion = religion:islam_religion }
				}
				create_cadet_branch = {
					name = cadet_name_style_barony_dynasty
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else_if = { # County Dynasty - (COUNTY) (DYNASTY)
				limit = {
					is_landed = yes
					culture = {
						OR = {
							# Malaysia
							has_name_list = name_list_malay
						}
					}
				}
				create_cadet_branch = {
					name = cadet_name_style_county_dynasty
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else_if = { # Japanese - (PLACE)
				limit = {
					exists = var:new_japanese_house_name
					culture = {
						# Japan
						OR = {
							has_cultural_pillar = heritage_japonic
							has_name_list = name_list_yamato
						}
					}
				}
				create_cadet_branch = {
					name = {
						first_valid = {
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony }
								desc = japanese_house_random_barony
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county }
								desc = japanese_house_primary_county
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony }
								desc = japanese_house_domicile_barony
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county }
								desc = japanese_house_domicile_county
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name }
								desc = japanese_house_first_name
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom }
								desc = japanese_house_name_custom
							}
							triggered_desc = {
								trigger = { exists = scope:new_head.var:new_japanese_house_name }
								desc = japanese_house_name_flag
							}
							desc = japanese_house_name_fallback
						}
					}
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else = { #Standard Name Generation
				create_cadet_branch = { save_scope_as = new_house }
				# CMH modded
				if = {
					limit = {
						has_game_rule = CMH_coa_rule_enabled
					}
					scope:new_house = {
						CMH_coa_modify_cadet_coa = yes
					}
				}
				# /CMH
			}
		}

		add_prestige = $PRESTIGE$
		
		hidden_effect_new_object = {
			save_scope_as = new_head
			every_player = {
				limit = {
					exists = house
					scope:new_house ?= house
					NOT = { this = $CHARACTER$ }
				}
				send_interface_toast = {
					type = msg_created_new_house
					title = created_cadet_branch_toast_new_house_desc
					left_icon = scope:new_head
					desc = created_cadet_branch_toast_new_house_other_tt
				}
			}
			send_interface_toast = {
				type = msg_created_new_house
				title = created_cadet_branch_toast_new_house_desc
				left_icon = scope:new_head
				right_icon = scope:former_house_head
				desc = created_cadet_branch_toast_new_house_other_tt
			}
		}

		random_artifact = {
			limit = {
				var:banner_dynasty ?= $CHARACTER$.dynasty
				artifact_owner = {
					NOT = { this = $CHARACTER$ }
					in_diplomatic_range = $CHARACTER$
				}
				NOT = {
					any_artifact_house_claimant = {
						scope:new_house ?= this
					}
				}
			}
			save_scope_as = new_branch_dynasty_banner
			scope:new_house ?= {
				add_house_artifact_claim = scope:new_branch_dynasty_banner
			}
		}
			
		# Struggle Catalysts
		if = {
			limit = {
				$CHARACTER$ =  {
					exists = house.house_head
					any_character_struggle	 = {
						involvement = involved
						phase_has_catalyst = catalyst_cadet_branch_created
					}
				}
			}
			every_character_struggle = {
				involvement = involved
				activate_struggle_catalyst = {
					catalyst = catalyst_cadet_branch_created
					character = $CHARACTER$
				}
				log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
			}
		}

		every_child = {
			limit = {
				has_trait = bastard
				is_lowborn = no
				dynasty = scope:new_head.dynasty
				NOT =  { house = scope:new_house }
			}
			set_house = scope:new_house
		}
		
		# If eligible, create a cadet branch for admin type governments
		if = {
			limit = {
				government_allows = noble_families
				OR = {
					highest_held_title_tier >= main_administrative_tier
					AND = {
						government_has_flag = government_has_county_tier_noble_families
						highest_held_title_tier >= tier_county
					}
				}
			}
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			change_influence = major_influence_gain
		}
	}
}