﻿battleduel_phase = {
	type = commander

	is_valid = {

		# Retired on purpose. Manual Seek, Opportunity, and Unexpected own player duels now.
		always = no
		is_ai = no
		is_alive = yes
		is_imprisoned = no
		is_commanding_army = yes
		NOT = { has_character_flag = already_fighting }

		battlefield_duel_agot_not_war_decider_trigger = yes
		NOT = {
			has_trait_rank = {
				trait = wounded
				rank >= 2
			}
		}
		NOR = {
			var:battlefield_duel_frequency = flag:commander
			has_character_flag = battlefield_duel_retreat
			has_character_flag = default_battlefield_duel_frequency_flag
			has_character_flag = battlefield_duel_combat_finished_flag
		}

		# AGOT's dragon work goes first, and active riders stay out of foot duels.
		has_character_flag = calculated_dragon_modifier
		is_current_dragonrider_warfare = no

		# Use a real enemy when possible; the event chain can make a fallback.
		scope:combat_side.enemy_side = {
			exists = side_primary_participant
			OR = {
				any_side_knight = {
					is_alive = yes
					is_imprisoned = no
					is_commanding_army = no
					is_at_same_location = root
					NOT = { has_character_flag = already_fighting }
					battlefield_duel_agot_not_war_decider_trigger = yes
					NOT = { has_character_flag = battlefiel_duel_recipient_spare }
				}
				side_commander = {
					is_alive = yes
					is_imprisoned = no
					is_at_same_location = root
					NOT = { has_character_flag = already_fighting }
					battlefield_duel_agot_not_war_decider_trigger = yes
				}
			}
		}
	}

	chance = {
		base = 50000
	}

	effect = {
		trigger_event = {
			id = battlefield_duel.2000
		}
	}
}
