﻿namespace = travl_travel_danger

scripted_effect travl_travel_danger_0007_outcome_effect = {
	# Setup character effects
	travl_travel_danger_0007_$OUTCOME$_effect = yes

	# Send messages to potential recipients and apply character effects
	travl_event_apply_outcome_effect = {
		EVENT = travel_danger_0007
		OUTCOME = $OUTCOME$
		RECIPIENTS = recipients
		TRAVELERS = travelers
	}
}

scripted_effect travl_travel_danger_0007_a_success_effect = {
	scope:prowess_character = {
		travl_event_add_stress_effect = { TRAIT = craven VALUE = medium }
		travl_event_add_prestige_effect = { VALUE = miniscule_prestige_value }
	}
}

scripted_effect travl_travel_danger_0007_a_failure_effect = {
	scope:prowess_character = {
		travl_event_add_stress_effect = { TRAIT = craven VALUE = medium }
		travl_event_wound_effect = { REASON = avalanche }
	}
	travl_travel_danger_0007_failure_effect = yes
}

scripted_effect travl_travel_danger_0007_b_effect = {
	root = {
		travl_event_add_stress_effect = { TRAIT = brave VALUE = medium }
	}
	travl_travel_danger_0007_failure_effect = yes
}

scripted_effect travl_travel_danger_0007_failure_effect = {
	scope:avalanche_victim = {
		random_list = {
			50 = {
				travl_event_wound_effect = { REASON = avalanche }
			}
			50 = {
				travl_event_death_effect = { REASON = death_avalanche KILLER = this }
			}
		}
	}
	every_in_list = {
		list = travelers
		travl_event_delay_travel_effect = { VALUE = medium }
	}
}

# Danger: Avalanche
travl_travel_danger.0007 = {
	type = character_event
	title = travl_travel_danger.0007.t
	desc = travl_travel_danger.0007.desc
	theme = travel_danger
	#hidden = yes

	left_portrait = {
		character = root
		animation = disbelief
	}
	right_portrait = {
		character = scope:avalanche_victim
	}

	trigger = {
		has_game_rule = travl_travel_events_enabled

		# Travel leader
		has_variable = travl_travel_leader
		var:travl_travel_leader = root

		# At least one companion
		has_variable_list = travl_travel_companions
		any_in_list = {
			variable = travl_travel_companions
			is_available_travelling = yes
			is_playable_character = no
		}

		# 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_mountainous_terrain_trigger = {
				TRAVEL_PLAN = root.current_travel_plan
			}
		}

		# Has winter
		location_has_winter_trigger = yes

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

	weight_multiplier = {
		base = 1
		modifier = {
			location = {
				has_province_modifier = winter_harsh_modifier
			}
			factor = 2
		}
	}

	cooldown = { months = 6 }

	immediate = {
		travl_debug_log_travel_event_effect = { MSG = travl_debug_msg_travel_danger_0007_t }

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

		# Pick missing companion
		random_in_list = {
			variable = travl_travel_companions
			limit = {
				is_available_travelling = yes
				is_playable_character = no
			}
			save_scope_as = avalanche_victim
		}

		# Find relevant travelers
		ordered_in_list = {
			list = travelers
			limit = {
				this != scope:avalanche_victim
				is_available_travelling_adult = yes
				prowess >= low_skill_rating
			}
			order_by = prowess
			save_scope_as = prowess_character
		}

		# Save location
		location = { save_scope_as = location }

		traveler_danger_xp_effect = {
			MIN = 6
			MAX = 10
		}
	}

	# Try to rescue them (prowess challenge)
	option = {
		name = travl_travel_danger.0007.a

		trigger = {
			exists = scope:prowess_character
		}

		scope:prowess_character = {
			duel = {
				skill = prowess
				value = high_skill_rating
				50 = {
					desc = travl_travel_danger.0007.a.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					root = {
						travl_travel_danger_0007_outcome_effect = { OUTCOME = a_success }
					}
				}
				50 = {
					desc = travl_travel_danger.0007.a.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					root = {
						travl_travel_danger_0007_outcome_effect = { OUTCOME = a_failure }
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				who = scope:prowess_character
				ai_boldness = 0.5 # stress: craven
				ai_compassion = 0.5
			}
		}
	}

	# Don't try to rescue them
	option = {
		name = travl_travel_danger.0007.b

		travl_travel_danger_0007_outcome_effect = { OUTCOME = b }

		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_boldness = -0.25 # stress: brave
				ai_compassion = -0.25
			}
		}
	}
}