﻿# AI-vs-AI cleanup.

# Runs after AGOT's dragon result while both combat sides still exist.
bdp_ai_vs_ai_dragon_combat_end_fallback = {
	effect = {
		save_scope_as = combat_side
		if = {
			limit = { exists = side_commander }
			side_commander = {
				clear_saved_scope = bdp_ai_vs_ai_phase_producer
				save_scope_value_as = { name = bdp_ai_vs_ai_phase_producer value = flag:bdp_dragon_combat_end }
				bdp_ai_vs_ai_resolve_dragon_combat_end_effect = yes
				clear_saved_scope = bdp_ai_vs_ai_phase_producer
			}
		}
	}
}

# Clear only locks owned by this feature.
bdp_ai_vs_ai_on_combat_start_cleanup = {
	effect = {
		combat_attacker = {
			if = { limit = { exists = side_commander } side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes } }
			every_side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
			every_side_knight = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
		}
		combat_defender = {
			if = { limit = { exists = side_commander } side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes } }
			every_side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
			every_side_knight = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
		}
	}
}

# Both sides call this, so the cleanup has to stay owner-safe.
bdp_ai_vs_ai_on_combat_end = {
	effect = {
		if = { limit = { exists = side_commander } side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes } }
		every_side_commander = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
		every_side_knight = { bdp_ai_vs_ai_clear_current_battle_state_effect = yes }
	}
}
