﻿# save level of the specified building to var:$BUILDING$ and removes it
set_building_helper_two = {
	switch = {
		trigger = has_building
		$BUILDING$_01 = {
			set_variable = {
				name = $BUILDING$
				value = 1
			}
			remove_building = $BUILDING$_01
		}
		$BUILDING$_02 = {
			set_variable = {
				name = $BUILDING$
				value = 2
			}
			remove_building = $BUILDING$_02
		}
	}
}
set_building_helper_four = {
	switch = {
		trigger = has_building
		$BUILDING$_01 = {
			set_variable = {
				name = $BUILDING$
				value = 1
			}
			remove_building = $BUILDING$_01
		}
		$BUILDING$_02 = {
			set_variable = {
				name = $BUILDING$
				value = 2
			}
			remove_building = $BUILDING$_02
		}
		$BUILDING$_03 = {
			set_variable = {
				name = $BUILDING$
				value = 1
			}
			remove_building = $BUILDING$_03
		}
		$BUILDING$_04 = {
			set_variable = {
				name = $BUILDING$
				value = 2
			}
			remove_building = $BUILDING$_04
		}
	}
}
set_building_helper_eight = {
	switch = {
		trigger = has_building
		$BUILDING$_01 = {
			set_variable = {
				name = $BUILDING$
				value = 1
			}
			remove_building = $BUILDING$_01
		}
		$BUILDING$_02 = {
			set_variable = {
				name = $BUILDING$
				value = 2
			}
			remove_building = $BUILDING$_02
		}
		$BUILDING$_03 = {
			set_variable = {
				name = $BUILDING$
				value = 3
			}
			remove_building = $BUILDING$_03
		}
		$BUILDING$_04 = {
			set_variable = {
				name = $BUILDING$
				value = 4
			}
			remove_building = $BUILDING$_04
		}
		$BUILDING$_05 = {
			set_variable = {
				name = $BUILDING$
				value = 5
			}
			remove_building = $BUILDING$_05
		}
		$BUILDING$_06 = {
			set_variable = {
				name = $BUILDING$
				value = 6
			}
			remove_building = $BUILDING$_06
		}
		$BUILDING$_07 = {
			set_variable = {
				name = $BUILDING$
				value = 7
			}
			remove_building = $BUILDING$_07
		}
		$BUILDING$_08 = {
			set_variable = {
				name = $BUILDING$
				value = 8
			}
			remove_building = $BUILDING$_08
		}
	}
}

# sets the proper building variable to province and removes the building
set_building_variables_and_remove = {
	set_building_helper_eight = { BUILDING = capital_bureau }
	set_building_helper_eight = { BUILDING = caravanserai }
	set_building_helper_eight = { BUILDING = guild_halls }
	set_building_helper_eight = { BUILDING = monastic_schools }
	set_building_helper_eight = { BUILDING = megalith }
	set_building_helper_eight = { BUILDING = waterworks }
	set_building_helper_eight = { BUILDING = common_tradeport }
	set_building_helper_eight = { BUILDING = hospices }
	##################
	set_building_helper_eight = { BUILDING = breweries }
	set_building_helper_eight = { BUILDING = qanats }
	set_building_helper_eight = { BUILDING = workshops }
	set_building_helper_eight = { BUILDING = smiths }
	set_building_helper_eight = { BUILDING = wind_furnace }
	set_building_helper_eight = { BUILDING = watermills }
	set_building_helper_eight = { BUILDING = windmills }
	set_building_helper_eight = { BUILDING = powder_magazine }
	set_building_helper_eight = { BUILDING = stables }
	set_building_helper_eight = { BUILDING = horse_pastures }
	set_building_helper_eight = { BUILDING = hillside_grazing }
	set_building_helper_eight = { BUILDING = warrior_lodges }
	##################
	set_building_helper_eight = { BUILDING = farm_estates }
	set_building_helper_eight = { BUILDING = cereal_fields }
	set_building_helper_eight = { BUILDING = paddy_fields }
	set_building_helper_eight = { BUILDING = orchards }
	set_building_helper_eight = { BUILDING = hill_farms }
	set_building_helper_eight = { BUILDING = murex_farm }
	set_building_helper_eight = { BUILDING = peat_quarries }
	set_building_helper_eight = { BUILDING = spice_plantation }
	set_building_helper_eight = { BUILDING = plantations }
	set_building_helper_eight = { BUILDING = quarries }
	set_building_helper_eight = { BUILDING = logging_camps }
	set_building_helper_eight = { BUILDING = pastures }
	set_building_helper_eight = { BUILDING = curtain_walls }
	set_building_helper_eight = { BUILDING = hunting_grounds }
	set_building_helper_eight = { BUILDING = camel_farms }
	set_building_helper_eight = { BUILDING = elephant_pens }
	set_building_helper_eight = { BUILDING = regimental_grounds }
	set_building_helper_eight = { BUILDING = barracks }
	set_building_helper_eight = { BUILDING = military_camps }
	set_building_helper_eight = { BUILDING = ramparts }
	set_building_helper_eight = { BUILDING = hill_forts }
	set_building_helper_eight = { BUILDING = watchtowers }
	set_building_helper_eight = { BUILDING = outposts }
	# tribals
	set_building_helper_four = { BUILDING = stilted_granaries }
	set_building_helper_four = { BUILDING = water_temples }
	set_building_helper_four = { BUILDING = kora_kora_yards }
	set_building_helper_four = { BUILDING = idjang_forts }
	set_building_helper_four = { BUILDING = wantilan }

	set_building_helper_four = { BUILDING = oath_poor_building }
	set_building_helper_four = { BUILDING = oath_faithful_building }
	set_building_helper_four = { BUILDING = oath_warriors_building }

	set_building_helper_two = { BUILDING = market_villages }
	set_building_helper_two = { BUILDING = longhouses }
	set_building_helper_two = { BUILDING = war_camps }
	set_building_helper_two = { BUILDING = palisades }
}

add_saved_building_helper_two = {
	if = {
		limit = { has_variable = $BUILDING$ }
		switch = {
			trigger = var:$BUILDING$
			1 = { add_building = $BUILDING$_01 }
			2 = { add_building = $BUILDING$_02 }
		}
		remove_variable = $BUILDING$
	}
}
add_saved_building_helper_four = {
	if = {
		limit = { has_variable = $BUILDING$ }
		switch = {
			trigger = var:$BUILDING$
			1 = { add_building = $BUILDING$_01 }
			2 = { add_building = $BUILDING$_02 }
			3 = { add_building = $BUILDING$_03 }
			4 = { add_building = $BUILDING$_04 }
		}
		remove_variable = $BUILDING$
	}
}
add_saved_building_helper_eight = {
	if = {
		limit = { has_variable = $BUILDING$ }
		switch = {
			trigger = var:$BUILDING$
			1 = { add_building = $BUILDING$_01 }
			2 = { add_building = $BUILDING$_02 }
			3 = { add_building = $BUILDING$_03 }
			4 = { add_building = $BUILDING$_04 }
			5 = { add_building = $BUILDING$_05 }
			6 = { add_building = $BUILDING$_06 }
			7 = { add_building = $BUILDING$_07 }
			8 = { add_building = $BUILDING$_08 }
		}
		remove_variable = $BUILDING$
	}
}

# adds buildings accordingly by variable, order matters here!
add_saved_buildings = {
	add_saved_building_helper_eight = { BUILDING = capital_bureau }
	add_saved_building_helper_eight = { BUILDING = caravanserai }
	add_saved_building_helper_eight = { BUILDING = guild_halls }
	add_saved_building_helper_eight = { BUILDING = monastic_schools }
	add_saved_building_helper_eight = { BUILDING = megalith }
	add_saved_building_helper_eight = { BUILDING = waterworks }
	add_saved_building_helper_eight = { BUILDING = common_tradeport }
	add_saved_building_helper_eight = { BUILDING = hospices }
	##################
	add_saved_building_helper_eight = { BUILDING = breweries }
	add_saved_building_helper_eight = { BUILDING = qanats }
	add_saved_building_helper_eight = { BUILDING = workshops }
	add_saved_building_helper_eight = { BUILDING = smiths }
	add_saved_building_helper_eight = { BUILDING = wind_furnace }
	add_saved_building_helper_eight = { BUILDING = watermills }
	add_saved_building_helper_eight = { BUILDING = windmills }
	add_saved_building_helper_eight = { BUILDING = powder_magazine }
	add_saved_building_helper_eight = { BUILDING = stables }
	add_saved_building_helper_eight = { BUILDING = horse_pastures }
	add_saved_building_helper_eight = { BUILDING = hillside_grazing }
	add_saved_building_helper_eight = { BUILDING = warrior_lodges }
	##################
	add_saved_building_helper_eight = { BUILDING = farm_estates }
	add_saved_building_helper_eight = { BUILDING = cereal_fields }
	add_saved_building_helper_eight = { BUILDING = paddy_fields }
	add_saved_building_helper_eight = { BUILDING = orchards }
	add_saved_building_helper_eight = { BUILDING = hill_farms }
	add_saved_building_helper_eight = { BUILDING = murex_farm }
	add_saved_building_helper_eight = { BUILDING = peat_quarries }
	add_saved_building_helper_eight = { BUILDING = spice_plantation }
	add_saved_building_helper_eight = { BUILDING = plantations }
	add_saved_building_helper_eight = { BUILDING = quarries }
	add_saved_building_helper_eight = { BUILDING = logging_camps }
	add_saved_building_helper_eight = { BUILDING = pastures }
	add_saved_building_helper_eight = { BUILDING = curtain_walls }
	add_saved_building_helper_eight = { BUILDING = hunting_grounds }
	add_saved_building_helper_eight = { BUILDING = camel_farms }
	add_saved_building_helper_eight = { BUILDING = elephant_pens }
	add_saved_building_helper_eight = { BUILDING = regimental_grounds }
	add_saved_building_helper_eight = { BUILDING = barracks }
	add_saved_building_helper_eight = { BUILDING = military_camps }
	add_saved_building_helper_eight = { BUILDING = ramparts }
	add_saved_building_helper_eight = { BUILDING = hill_forts }
	add_saved_building_helper_eight = { BUILDING = watchtowers }
	add_saved_building_helper_eight = { BUILDING = outposts }
	# tribals
	add_saved_building_helper_four = { BUILDING = stilted_granaries }
	add_saved_building_helper_four = { BUILDING = water_temples }
	add_saved_building_helper_four = { BUILDING = kora_kora_yards }
	add_saved_building_helper_four = { BUILDING = idjang_forts }
	add_saved_building_helper_four = { BUILDING = wantilan }

	add_saved_building_helper_four = { BUILDING = oath_poor_building }
	add_saved_building_helper_four = { BUILDING = oath_faithful_building }
	add_saved_building_helper_four = { BUILDING = oath_warriors_building }

	add_saved_building_helper_two = { BUILDING = market_villages }
	add_saved_building_helper_two = { BUILDING = longhouses }
	add_saved_building_helper_two = { BUILDING = war_camps }
	add_saved_building_helper_two = { BUILDING = palisades }
}