﻿namespace = travl_travel_danger

scripted_effect travl_travel_danger_0008_outcome_effect = {
	# Setup character effects
	travl_travel_danger_0008_$OUTCOME$_effect = yes

	# Send messages to potential recipients and apply character effects
	travl_event_apply_outcome_effect = {
		EVENT = travel_danger_0008
		OUTCOME = $OUTCOME$
		RECIPIENTS = recipients
		TRAVELERS = travelers
	}
}

scripted_effect travl_travel_danger_0008_a_success_effect = {
	scope:diplomacy_character = {
		travl_event_add_stress_effect = { TRAIT = paranoid VALUE = medium }
		travl_event_add_prestige_effect = { VALUE = miniscule_prestige_value }
	}
	scope:maron_leader = {
		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_0008_a_failure_effect = {
	scope:diplomacy_character = {
		travl_event_add_stress_effect = { TRAIT = paranoid VALUE = medium }
		travl_event_remove_prestige_effect = { VALUE = minor_prestige_value }
	}
	travl_travel_danger_0008_failure_effect = yes
}

scripted_effect travl_travel_danger_0008_b_effect = {
	scope:gold_character = {
		travl_event_add_stress_effect = { TRAIT = greedy VALUE = medium }
		travl_event_pay_gold_effect = { TARGET = scope:maron_leader VALUE = minor_gold_value }
	}
	scope:maron_leader = {
		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_0008_c_effect = {
	travl_travel_danger_0008_failure_effect = yes
}

scripted_effect travl_travel_danger_0008_failure_effect = {
	random_list = {
		30 = {
			every_in_list = {
				list = travelers
				travl_event_delay_travel_effect = { VALUE = minor }
			}
		}
		70 = {
			every_in_list = {
				list = travelers
				travl_event_delay_travel_effect = { VALUE = medium }
			}
		}
	}
}

# Danger: Snowbound
travl_travel_danger.0008 = {
	type = character_event
	title = travl_travel_danger.0008.t
	desc = travl_travel_danger.0008.desc
	theme = travel_danger
	#hidden = yes

	override_background = { reference = ep2_hunt_snowy_forest }
	left_portrait = {
		character = root
		animation = disbelief
	}
	right_portrait = {
		character = scope:maron_leader
		animation = personality_greedy
	}

	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

		# Has winter
		location_has_winter_trigger = yes

		# Is not a winter expert
		NOT = { has_trait = winter_soldier }
	}

	weight_multiplier = {
		base = 1
		modifier = {
			location = {
				has_province_modifier = winter_harsh_modifier
			}
			factor = 2
		}
		modifier = {
			location.county.development_level > bad_development_level
			factor = 0.5
		}
		modifier = {
			location.county.development_level > medium_development_level
			factor = 0.5
		}
		modifier = {
			location.county.development_level > good_development_level
			factor = 0.5
		}
	}

	cooldown = { months = 6 }

	immediate = {
		travl_debug_log_travel_event_effect = { MSG = travl_debug_msg_travel_danger_0008_t }

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

		# Find or create maron leader character
		random_pool_character = {
			province = root.location
			limit = {
				exists = this
				is_available_ai_adult = yes
				culture = root.location.culture
				has_trait = winter_soldier
			}
			save_scope_as = maron_leader
		}
		if = {
			limit = {
				NOT = { exists = scope:maron_leader }
			}
			create_character = {
				location = root.location
				template = new_warrior_character
				culture = root.location.culture
				faith = root.location.faith
				rite = root.location.rite
				gender_female_chance = root_soldier_female_chance
				after_creation = {
					add_trait = winter_soldier
				}
				save_scope_as = maron_leader
			}
			scope:maron_leader = {
				move_to_pool = yes
			}
		}

		# Find relevant travelers
		ordered_in_list = {
			list = travelers
			limit = {
				is_available_travelling_adult = yes
				diplomacy >= low_skill_rating
			}
			order_by = diplomacy
			save_scope_as = diplomacy_character
		}
		ordered_in_list = {
			list = travelers
			limit = {
				is_available_travelling_adult = yes
				gold >= minor_gold_value
			}
			order_by = gold
			save_scope_as = gold_character
		}

		# Save location
		location = { save_scope_as = location }

		traveler_danger_xp_effect = {
			MIN = 3
			MAX = 6
		}
	}

	# Persuade them to help us for free (diplomacy challenge)
	option = {
		name = travl_travel_danger.0008.a

		trigger = {
			exists = scope:diplomacy_character
		}

		scope:diplomacy_character = {
			duel = {
				skill = diplomacy
				target = scope:maron_leader
				50 = {
					desc = travl_travel_danger.0008.a.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					root = {
						travl_travel_danger_0008_outcome_effect = { OUTCOME = a_success }
					}
				}
				50 = {
					desc = travl_travel_danger.0008.a.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					root = {
						travl_travel_danger_0008_outcome_effect = { OUTCOME = a_failure }
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				who = scope:diplomacy_character
				ai_sociability = 0.5 # stress: paranoid
				ai_boldness = 0.5
			}
		}
	}

	# Pay them to help us
	option = {
		name = travl_travel_danger.0008.b

		trigger = {
			exists = scope:gold_character
		}

		travl_travel_danger_0008_outcome_effect = { OUTCOME = b }

		ai_chance = {
			base = 100
			ai_value_modifier = {
				who = scope:gold_character
				ai_greed = -0.5 # stress: greedy
				ai_rationality = 0.5
			}
		}
	}

	# Try to manage on our own
	option = {
		name = travl_travel_danger.0008.c

		travl_travel_danger_0008_outcome_effect = { OUTCOME = c }

		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_rationality = -0.25
				ai_energy = 0.25
			}
		}
	}
}