﻿
### Isolate Capital ###
isolate_capital_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
	}
	decision_group_type = major
	sort_order = 100

	title = {
		first_valid = {
			triggered_desc = {
				trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
				desc = unisolate_capital_decision
			}
			desc = isolate_capital_decision
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
				desc = unisolate_capital_decision_desc
			}
			desc = isolate_capital_decision_desc
		}
	}

	confirm_text = {
		first_valid = {
			triggered_desc = {
				trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
				desc = unisolate_family_decision_confirm
			}
			desc = isolate_capital_decision_confirm
		}
	}

	is_shown = {
		is_landed = yes
		exists = capital_county
		highest_held_title_tier >= tier_county
		trigger_if = {
			limit = {
				is_ai = yes
			}
			OR = {
				z_def_neighbor_trigger = yes
				z_def_capital_trigger = yes
				capital_county = { has_county_modifier = isolate_capital_decision_modifier }
			}
		}
		trigger_else = {
			OR = {
				capital_county = { has_county_modifier = isolate_capital_decision_modifier }
				z_def_player_trigger = yes
			}
		}
	}

	widget = {
		gui = "decision_view_widget_option_list_generic"
		controller = decision_option_list_controller
		decision_to_second_step_button = "SELECT_ACTION"
		show_from_start = yes

		item = { # Isolate your capital
			value = isolate_capital_decision
			is_valid = {			
				custom_tooltip = {
					text = isolate_capital_decision_tt
					capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } }
				}
			}
			current_description = isolate_capital_decision_desc
			localization = isolate_capital_decision
			icon = "gfx/interface/icons/message_feed/plague.dds"
			ai_chance = {
				value = 100
			}
		}

		item = { # End isolation of your capital
			value = unisolate_capital_decision
			is_valid = {
				custom_tooltip = {
					text = unisolate_capital_decision_tt
					exists = capital_county
					capital_county ?= { has_county_modifier = isolate_capital_decision_modifier }
				}
			}
			current_description = unisolate_capital_decision_desc
			localization = unisolate_capital_decision
			icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
			ai_chance = {
				value = 100
			}
		}
	}

	cooldown = { days = 365 }

	effect = {
		if = {
			limit = {
				scope:isolate_capital_decision = yes
			}
			add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
			capital_county = {
				add_county_modifier = {
					modifier = isolate_capital_decision_modifier
					years = 15
				}
			}
			add_character_flag = {
				flag = ai_capital_isolation_cooldown
				years = 1
			}
		}
		if = {
			limit = {
				scope:unisolate_capital_decision = yes
			}
			capital_county = {
				remove_county_modifier = isolate_capital_decision_modifier
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 6
		duchy = 6
		kingdom = 6
		empire = 6
		hegemony = 6
	}

	ai_potential = {
		NOT = { has_character_flag = ai_capital_isolation_cooldown }
	}

	ai_will_do = {
		base = 0
		modifier = {
			add = 50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
		}
		modifier = {
			add = 100
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			has_trait = paranoid
		}
		modifier = {
			add = -50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			has_trait = brave
		}
		modifier = {
			add = -50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			has_trait = greedy
		}
		modifier = {
			add = -50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			ai_rationality <= -50
		}
		modifier = {
			add = 50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			OR = {
				z_def_neighbor_trigger = yes
				z_def_capital_trigger = yes
			}
		}
		modifier = {
			add = 50
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			OR = {
				z_def_neighbor_major_trigger = yes
				z_def_capital_major_trigger = yes
			}
		}
		modifier = {
			add = ai_rationality
			NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
			ai_rationality > 0
			z_def_capital_trigger = yes
		}
		modifier = {
			add = 100
			capital_county = { has_county_modifier = isolate_capital_decision_modifier }
			z_def_neighbor_trigger = no
			z_def_capital_trigger = no
		}
	}
}

### Enter Seclusion ###
isolate_family_decision = {
	picture = {
		trigger = {
			tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
		}
		reference = "gfx/interface/illustrations/decisions/disaster.dds"
	}
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
	}
	decision_group_type = major
	sort_order = 100

	title = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision
			}
			triggered_desc = {
				trigger = { has_character_modifier = isolating_modifier }
				desc = unisolate_family_decision
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision
			}
			desc = isolate_family_decision
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision_desc
			}
			triggered_desc = {
				trigger = { has_character_modifier = isolating_modifier }
				desc = unisolate_family_decision_desc
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision_desc
			}
			desc = isolate_family_decision_desc
		}
	}

	confirm_text = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision_confirm
			}
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier 
				}
				desc = unisolate_family_decision_confirm
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision_confirm
			}
			desc = isolate_family_decision_confirm
		}
	}

	is_shown = {
		OR = {
			is_landed = yes
			any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
		}
		trigger_if = {
			limit = {
				is_ai = yes
			}
			OR = {
				has_character_modifier = isolating_modifier
				z_def_neighbor_trigger = yes
				z_def_capital_trigger = yes
				tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
			}
		}
		trigger_else = {
			OR = {
				z_def_player_trigger = yes
				has_character_modifier = isolating_modifier
				tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
			}
		}
	}

	ai_potential = {
		NOT = { has_character_flag = ai_unisolate_cooldown }
		OR = {
			has_character_modifier = isolating_modifier
			z_def_neighbor_trigger = yes
			z_def_capital_trigger = yes
			tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
		}
	}

	widget = {
		gui = "decision_view_widget_option_list_generic"
		controller = decision_option_list_controller
		decision_to_second_step_button = "SELECT_ACTION"
		show_from_start = yes
		item = { # Isolate your family from disasters
			value = isolate_family_disaster_decision
			is_shown = {
				tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
			}
			is_valid = {
				NOT = { has_character_modifier = isolating_modifier }
				OR = {
					is_landed = yes
					any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
				}
				custom_tooltip = {
					text = you_are_at_your_capital_tt
					exists = root.capital_province
					location = root.capital_province
				}
				is_available = yes
				custom_tooltip = {
					text = ai_unisolate_cooldown_tt
					NOT = { has_variable = isolating_cooldown_var }
				}
			}
			current_description = isolate_family_disaster_decision_desc
			localization = isolate_family_disaster_decision
			icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds"
			ai_chance = {
				value = 100
			}
		}
		item = { # Isolate your family from epidemics
			value = isolate_family_decision
			is_shown = {
				trigger_if = {
					limit = {
						is_ai = yes
					}
					OR = {
						z_def_neighbor_trigger = yes
						z_def_capital_trigger = yes
					}
				}
				trigger_else = {
					OR = {
						z_def_player_trigger = yes
					}
				}
			}
			is_valid = {
				NOT = { has_character_modifier = isolating_modifier }
				OR = {
					is_landed = yes
					any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
				}
				custom_tooltip = {
					text = you_are_at_your_capital_tt
					exists = root.capital_province
					location = root.capital_province
				}
				is_available = yes
				custom_tooltip = {
					text = ai_unisolate_cooldown_tt
					NOT = { has_variable = isolating_cooldown_var }
				}
			}
			current_description = isolate_family_decision_desc
			localization = isolate_family_decision
			icon = "gfx/interface/icons/message_feed/plague.dds"
			ai_chance = {
				value = 100
			}
		}
		item = { # Unisolate your family from disasters
			value = unisolate_family_decision
			is_valid = {
				has_character_modifier = isolating_modifier
			}
			current_description = unisolate_family_disaster_decision_desc
			localization = unisolate_family_disaster_decision
			icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
			ai_chance = {
				value = 100
			}
		}
	}

	effect = {
		if = {
			limit = {
				scope:isolate_family_disaster_decision = yes
			}
			show_as_tooltip = { isolate_family_decision_effect = yes }
			hidden_effect = {
				set_variable = isolated_due_to_disaster
				trigger_event = natural_disaster.0110
			}
		}
		else_if = {
			limit = {
				scope:isolate_family_decision = yes
			}
			show_as_tooltip = { isolate_family_decision_effect = yes }
			hidden_effect = {
				trigger_event = epidemic_events.0100
			}
		}
		else_if = {
			limit = {
				scope:unisolate_family_decision = yes
				has_variable = isolated_due_to_disaster
			}
			show_as_tooltip = { unisolate_family_decision_effect = yes }
			hidden_effect = {
				remove_variable = isolated_due_to_disaster
				trigger_event = natural_disaster.0111
			}
		}
		else = {
			show_as_tooltip = { unisolate_family_decision_effect = yes }
			hidden_effect = {
				trigger_event = epidemic_events.0101
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 6
		duchy = 6
		kingdom = 6
		empire = 6
		hegemony = 6
	}

	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			NOT = { has_character_modifier = isolating_modifier }
			has_trait = paranoid
		}
		modifier = {
			add = -50
			NOT = { has_character_modifier = isolating_modifier }
			has_trait = brave
		}
		modifier = {
			add = -50
			NOT = { has_character_modifier = isolating_modifier }
			ai_rationality <= -50
		}
		modifier = {
			add = 50
			NOT = { has_character_modifier = isolating_modifier }
			z_def_capital_trigger = yes
		}
		modifier = {
			add = 50
			NOT = { has_character_modifier = isolating_modifier }
			z_def_capital_major_trigger = yes
		}
		modifier = {
			add = ai_rationality
			NOT = { has_character_modifier = isolating_modifier }
			ai_rationality > 0
			z_def_capital_trigger = yes
		}
		modifier = {
			add = 100
			has_character_modifier = isolating_modifier
			NOR = {
				has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y
				z_def_capital_trigger = yes

				tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
			}
		}
	}
}



isolate_family_remove_landless_decision = {
	picture = {
		trigger = {
			tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
		}
		reference = "gfx/interface/illustrations/decisions/disaster.dds"
	}
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
	}
	decision_group_type = major
	sort_order = 100

	title = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision
			}
			triggered_desc = {
				trigger = { has_character_modifier = isolating_modifier }
				desc = unisolate_family_decision
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision
			}
			desc = isolate_family_decision
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision_desc
			}
			triggered_desc = {
				trigger = { has_character_modifier = isolating_modifier }
				desc = unisolate_family_decision_desc
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision_desc
			}
			desc = isolate_family_decision_desc
		}
	}

	confirm_text = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = unisolate_family_disaster_decision_confirm
			}
			triggered_desc = {
				trigger = { 
					has_character_modifier = isolating_modifier 
				}
				desc = unisolate_family_decision_confirm
			}
			triggered_desc = {
				trigger = {
					tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
				}
				desc = isolate_family_disaster_decision_confirm
			}
			desc = isolate_family_decision_confirm
		}
	}

	is_shown = {
		is_landed = no
		trigger_if = {
				has_character_modifier = isolating_modifier
			}
	}

	ai_potential = {
		NOT = { has_character_flag = ai_unisolate_cooldown }
		OR = {
			has_character_modifier = isolating_modifier
			z_def_neighbor_trigger = yes
			z_def_capital_trigger = yes
			tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
		}
	}

	widget = {
		gui = "decision_view_widget_option_list_generic"
		controller = decision_option_list_controller
		decision_to_second_step_button = "SELECT_ACTION"
		show_from_start = yes
		item = { # Isolate your family from disasters
			value = isolate_family_disaster_decision
			is_shown = {
				tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
			}
			is_valid = {
				NOT = { has_character_modifier = isolating_modifier }
				OR = {
					is_landed = yes
					any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
				}
				custom_tooltip = {
					text = you_are_at_your_capital_tt
					exists = root.capital_province
					location = root.capital_province
				}
				is_available = yes
				custom_tooltip = {
					text = ai_unisolate_cooldown_tt
					NOT = { has_variable = isolating_cooldown_var }
				}
			}
			current_description = isolate_family_disaster_decision_desc
			localization = isolate_family_disaster_decision
			icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds"
			ai_chance = {
				value = 100
			}
		}
		item = { # Isolate your family from epidemics
			value = isolate_family_decision
			is_shown = {
				trigger_if = {
					limit = {
						is_ai = yes
					}
					OR = {
						z_def_neighbor_trigger = yes
						z_def_capital_trigger = yes
					}
				}
				trigger_else = {
					OR = {
						z_def_player_trigger = yes
					}
				}
			}
			is_valid = {
				NOT = { has_character_modifier = isolating_modifier }
				OR = {
					is_landed = yes
					any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
				}
				custom_tooltip = {
					text = you_are_at_your_capital_tt
					exists = root.capital_province
					location = root.capital_province
				}
				is_available = yes
				custom_tooltip = {
					text = ai_unisolate_cooldown_tt
					NOT = { has_variable = isolating_cooldown_var }
				}
			}
			current_description = isolate_family_decision_desc
			localization = isolate_family_decision
			icon = "gfx/interface/icons/message_feed/plague.dds"
			ai_chance = {
				value = 100
			}
		}
		item = { # Unisolate your family from disasters
			value = unisolate_family_decision
			is_valid = {
				has_character_modifier = isolating_modifier
			}
			current_description = unisolate_family_disaster_decision_desc
			localization = unisolate_family_disaster_decision
			icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
			ai_chance = {
				value = 100
			}
		}
	}

	effect = {
		if = {
			limit = {
				scope:isolate_family_disaster_decision = yes
			}
			show_as_tooltip = { isolate_family_decision_effect = yes }
			hidden_effect = {
				set_variable = isolated_due_to_disaster
				trigger_event = natural_disaster.0110
			}
		}
		else_if = {
			limit = {
				scope:isolate_family_decision = yes
			}
			show_as_tooltip = { isolate_family_decision_effect = yes }
			hidden_effect = {
				trigger_event = epidemic_events.0100
			}
		}
		else_if = {
			limit = {
				scope:unisolate_family_decision = yes
				has_variable = isolated_due_to_disaster
			}
			show_as_tooltip = { unisolate_family_decision_effect = yes }
			hidden_effect = {
				remove_variable = isolated_due_to_disaster
				trigger_event = natural_disaster.0111
			}
		}
		else = {
			show_as_tooltip = { unisolate_family_decision_effect = yes }
			hidden_effect = {
				trigger_event = epidemic_events.0101
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 6
		duchy = 6
		kingdom = 6
		empire = 6
		hegemony = 6
	}

	ai_will_do = {
		base = 1000
		
	}
}