﻿namespace = loaa_laamp_general_events

# Restless Steel
# Mercenaries hate sitting without work
loaa_laamp_general_events.20 = {
    type = character_event
    title = loaa_laamp_general_events.20.t
    desc = loaa_laamp_general_events.20.desc
    theme = landless_adventurer
    override_background = { reference = ep3_campfire }
    left_portrait = {
        character = root
        animation = war_defender
    }
    right_portrait = {
        character = scope:mercenary
        animation = debating
    }
    trigger = {
        has_realm_law = camp_purpose_mercenaries
        is_travelling = no
        any_courtier = {
            OR = {
                is_knight_of = root
                can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
            }
        }
    }
    cooldown = { years = 5 }
    immediate = {
        ordered_courtier = {
            order_by = prowess
            limit = {
                OR = {
                    is_knight_of = root
                    can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
                }
            }
            save_scope_as = mercenary
        }
    }

    # Promise a war soon
    option = {
        name = loaa_laamp_general_events.20.a
        custom_tooltip = loaa_laamp_general_events.20.a_flavor
        set_variable = {
            name = loaa_war_promise
            value = yes
        }
        stress_impact = {
			just = medium_stress_impact_loss
		}
        trigger_event = {
            id = loaa_laamp_general_events.21
            years = 1
        }
        ai_chance = {
			base = 0
		}
    }

    # Surely, some gold can help
    option = {
        name = loaa_laamp_general_events.20.b
        show_as_unavailable = { always = yes }
        trigger = { gold >= medium_gold_value }
        pay_short_term_gold = {
            gold = medium_gold_value
            target = scope:mercenary
        }
        stress_impact = {
			greedy = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				add = -50
				OR = {
					has_trait = greedy
					has_trait = wrathful
					gold <= medium_gold_value
				}
			}
            modifier = {
				factor = 50
				OR = {
					has_trait = calm
					has_trait = temperate
					has_trait = compassionate
					has_trait = trusting
				}
			}
		}
    }

    # Don't like it? Leave.
    option = {
        name = loaa_laamp_general_events.20.c
        remove_courtier_or_guest = scope:mercenary
        scope:mercenary = {
            add_opinion = {
                target = root
                opinion = -60
                modifier = frustrated_opinion
            }
        }
        stress_impact = {
			calm = medium_stress_impact_gain
			temperate = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
			trusting = medium_stress_impact_loss
			callous = medium_stress_impact_loss
			wrathful = medium_stress_impact_loss
			vengeful = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = wrathful
					has_trait = vengeful
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = calm
					has_trait = temperate
					has_trait = compassionate
					has_trait = trusting
				}
			}
		}
    }

}

# Checking if the promise has been kept
loaa_laamp_general_events.21 = {
    hidden = yes
    immediate = {
        if = {
            limit = {
                is_at_war = no
                var:loaa_war_promise ?= yes
            }
			send_interface_message = {
				type = event_generic_bad
				title = loaa_laamp_general_events.20.t_broken_promise
				right_icon = scope:mercenary
                scope:mercenary = {
                    if = {
                        limit = {
                            is_courtier_of = root
                            is_alive = yes
                        }
                        add_opinion = {
                            target = root
                            opinion = -40
                            modifier = broke_promise
                        }
                    }
                }
                random_knight = {
                    limit = { NOT = { this = scope:mercenary } }
                    add_opinion = {
						target = root
						opinion = -20
						modifier = broke_promise
					}
                    save_temporary_scope_as = knight_1
                }
                random_knight = {
                    limit = {
                        NOT = {
                            this = scope:mercenary
                            this = scope:knight_1
                        }
                    }
                    add_opinion = {
						target = root
						opinion = -20
						modifier = broke_promise
					}
                }
			}
            remove_variable = loaa_war_promise
        }
    }
}
