﻿namespace = travl_travel_danger

scripted_effect travl_travel_danger_0003_outcome_effect = {
	# Setup character effects
	travl_travel_danger_0003_$OUTCOME$_effect = yes

	# Send messages to potential recipients and apply character effects
	travl_event_apply_outcome_effect = {
		EVENT = travel_danger_0003
		OUTCOME = $OUTCOME$
		RECIPIENTS = recipients
		TRAVELERS = travelers
	}
}

scripted_effect travl_travel_danger_0003_a_success_effect = {
	scope:learning_character = {
		travl_event_add_prestige_effect = { VALUE = miniscule_prestige_value }
		travl_event_add_traveler_xp_effect = { VALUE = major }
	}
}

scripted_effect travl_travel_danger_0003_a_failure_effect = {
	scope:learning_character = {
		travl_event_remove_prestige_effect = { VALUE = minor_prestige_value }
	}
	travl_travel_danger_0003_failure_effect = yes
}

scripted_effect travl_travel_danger_0003_b_success_effect = {
	scope:stewardship_character = {
		travl_event_add_stress_effect = { TRAIT = paranoid VALUE = medium }
	}
	scope:guide = {
		travl_event_visit_court_effect = { HOST = root.var:travl_travel_receiver }
		add_to_list = travelers
	}
	every_in_list = {
		list = travelers
		travl_event_add_travel_modifier_effect = { MODIFIER = travel_guide_modifier }
	}
}

scripted_effect travl_travel_danger_0003_b_failure_effect = {
	scope:stewardship_character = {
		travl_event_add_stress_effect = { TRAIT = paranoid VALUE = medium }
	}
	travl_travel_danger_0003_failure_effect = yes
}

scripted_effect travl_travel_danger_0003_c_effect = {
	travl_travel_danger_0003_failure_effect = yes
}

scripted_effect travl_travel_danger_0003_failure_effect = {
	random_list = {
		70 = {
			every_in_list = {
				list = travelers
				travl_event_delay_travel_effect = { VALUE = medium }
			}
		}
		30 = {
			every_in_list = {
				list = travelers
				travl_event_delay_travel_effect = { VALUE = minor }
			}
		}
	}
}

# Danger: Lost
travl_travel_danger.0003 = {
	type = character_event
	title = travl_travel_danger.0003.t
	desc = travl_travel_danger.0003.desc
	theme = travel_danger
	#hidden = yes

	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:guide
	}

	trigger = {
		has_game_rule = travl_travel_events_enabled

		# Travel leader
		has_variable = travl_travel_leader
		var:travl_travel_leader = root

		# Available, traveling, adult, on land, and unplayable
		is_available_travelling_adult = yes
		is_location_valid_for_travel_event_on_land = yes
		is_playable_character = no

		# Danger types
		location = {
			travl_is_travel_danger_type_forested_terrain_trigger = {
				TRAVEL_PLAN = root.current_travel_plan
			}
		}

		# Is not an expert in this type of terrain
		travl_event_is_location_terrain_expert_trigger = no
	}

	cooldown = { months = 6 }

	immediate = {
		travl_debug_log_travel_event_effect = { MSG = travl_debug_msg_travel_danger_0003_t }

		# Get travelers and message recipients
		travl_event_get_travelers_effect = { TRAVELERS = travelers }
		travl_event_get_message_recipients_effect = { RECIPIENTS = recipients }

		# Find or create a guide character
		random_pool_character = {
			province = root.location
			limit = {
				exists = this
				is_available_ai_adult = yes
				stewardship >= low_skill_rating
			}
			save_scope_as = guide
		}
		if = {
			limit = {
				NOT = { exists = scope:guide }
			}
			create_character = {
				location = root.location
				template = guide_character
				save_scope_as = guide
			}
			scope:guide = {
				move_to_pool = yes
			}
		}

		# Find relevant travelers
		ordered_in_list = {
			list = travelers
			limit = {
				is_available_travelling_adult = yes
				learning >= low_skill_rating
			}
			order_by = learning
			save_scope_as = learning_character
		}
		ordered_in_list = {
			list = travelers
			limit = {
				is_available_travelling_adult = yes
				stewardship >= low_skill_rating
			}
			order_by = stewardship
			save_scope_as = stewardship_character
		}

		# Save location
		location = { save_scope_as = location }

		traveler_danger_xp_effect = {
			MIN = 3
			MAX = 6
		}
	}

	# Try to find the way (learning challenge)
	option = {
		name = travl_travel_danger.0003.a

		trigger = {
			exists = scope:learning_character
		}

		scope:learning_character = {
			duel = {
				skill = learning
				value = high_skill_rating
				50 = {
					desc = travl_travel_danger.0003.a.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					root = {
						travl_travel_danger_0003_outcome_effect = { OUTCOME = a_success }
					}
				}
				50 = {
					desc = travl_travel_danger.0003.a.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					root = {
						travl_travel_danger_0003_outcome_effect = { OUTCOME = a_failure }
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				who = scope:learning_character
				ai_rationality = -0.5
				ai_energy = 0.5
			}
		}
	}

	# Find a local guide (stewardhip challenge)
	option = {
		name = travl_travel_danger.0003.b

		trigger = {
			exists = scope:stewardship_character
			current_travel_plan = {
				NOT = { has_travel_plan_modifier = travel_guide_modifier }
			}
		}

		scope:stewardship_character = {
			duel = {
				skill = stewardship
				target = scope:guide
				50 = {
					desc = travl_travel_danger.0003.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					root = {
						travl_travel_danger_0003_outcome_effect = { OUTCOME = b_success }
					}
				}
				50 = {
					desc = travl_travel_danger.0003.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					root = {
						travl_travel_danger_0003_outcome_effect = { OUTCOME = b_failure }
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				who = scope:stewardship_character
				ai_sociability = 0.5 # stress: paranoid
				ai_rationality = 0.5
			}
		}
	}

	# Push forward
	option = {
		name = travl_travel_danger.0003.c

		travl_travel_danger_0003_outcome_effect = { OUTCOME = c }

		ai_chance = {
			base = 1
		}
	}
}