# Player-Like AI Triggers - Advanced behaviors missing from vanilla AI

# ============================================================
# INTRIGUE & SCHEMES
# ============================================================

qyv_ai_can_scheme_murder = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        intrigue >= 12
        NOT = { stress_level >= 2 }
        any_courtier = {
            limit = {
                NOT = { is_friend_of = root }
                NOT = { is_lover_of = root }
                OR = {
                    is_rival_of = root
                    is_heir = yes
                    has_claim_on = root
                    is_vassal_of = root
                    opinion_of_self < -50
                }
            }
            save_scope_as = murder_target
        }
    }
}

qyv_ai_can_scheme_abduct = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        intrigue >= 10
        any_courtier = {
            limit = {
                is_heir = yes
                NOT = { is_friend_of = root }
                NOT = { is_lover_of = root }
                is_male = yes
            }
            save_scope_as = abduct_target
        }
    }
}

qyv_ai_can_sway = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_courtier = {
            limit = {
                NOT = { is_friend_of = root }
                opinion_of_self < 0
                OR = { is_vassal_of = root is_courtier_of = root }
            }
            save_scope_as = sway_target
        }
    }
}

qyv_ai_can_blackmail = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_courtier = {
            limit = {
                has_secret = yes
                NOT = { is_friend_of = root }
            }
            save_scope_as = blackmail_target
        }
    }
}

qyv_ai_should_fabricate_hook = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        intrigue >= 14
        any_courtier = {
            limit = {
                is_vassal_of = root
                opinion_of_self < 20
                NOT = { has_hook_on = root }
            }
            save_scope_as = hook_target
        }
    }
}

qyv_ai_should_use_hook = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_courtier = {
            limit = {
                has_hook_on = root
                OR = {
                    is_vassal_of = root
                    is_courtier_of = root
                }
            }
            save_scope_as = hooked_vassal
        }
    }
}

# ============================================================
# COUNCIL MANAGEMENT
# ============================================================

qyv_ai_should_appoint_council = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_council_position = {
            holder = { NOT = { exists = yes } }
        }
    }
}

qyv_ai_should_replace_councilor = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_council_position = {
            holder = {
                exists = yes
                OR = {
                    attribute < 12
                    is_rival_of = root
                    opinion_of_self < -25
                }
            }
        }
    }
}

qyv_ai_council_powerful_vassals = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            limit = {
                is_powerful = yes
                NOT = { is_on_council = yes }
                NOT = { is_rival_of = root }
            }
            save_scope_as = council_candidate
        }
    }
}

# ============================================================
# VASSAL CONTRACT OPTIMIZATION
# ============================================================

qyv_ai_should_renegotiate_contract = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            limit = {
                OR = {
                    AND = { contract_has = levies_high NOT = { contract_has = taxes_high } }
                    AND = { contract_has = taxes_high NOT = { contract_has = levies_high } }
                    AND = { is_powerful = yes contract_has = levies_normal }
                }
            }
            save_scope_as = renegotiate_target
        }
    }
}

qyv_ai_should_offer_special_contract = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            limit = {
                is_powerful = yes
                opinion_of_self >= 50
                NOT = { contract_has = special }
            }
            save_scope_as = special_contract_target
        }
    }
}

qyv_ai_should_revoke_privileges = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            limit = {
                is_powerful = yes
                opinion_of_self < -50
                contract_has = special
            }
            save_scope_as = revoke_target
        }
    }
}

# ============================================================
# MERCENARY & MILITARY TACTICS
# ============================================================

qyv_ai_should_hire_mercs = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        gold >= 500
        OR = {
            war = { attacker = { is_ruler = root } war_score < -20 }
            war = { defender = { is_ruler = root } war_score < -30 }
        }
        NOT = { has_character_flag = mercs_hired_this_war }
    }
}

qyv_plr_ai_should_disband_mercs = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        NOT = { is_at_war = yes }
        any_mercenary_company = { employer = root }
        gold < 200
    }
}

qyv_ai_should_raise_levies_smart = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        NOT = { has_raised_all_levies = yes }
        OR = {
            war = { attacker = { is_ruler = root } }
            war = { defender = { is_ruler = root } }
        }
    }
}

qyv_plr_ai_should_use_siege_equipment = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        any_army = {
            leader = { is_ruler = root }
            location = { is_besieging = yes }
            NOT = { has_siege_equipment = yes }
        }
    }
}

qyv_plr_ai_should_retreat = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        any_army = {
            leader = { is_ruler = root }
            location = { is_in_combat = yes }
            friendly_combat_width < enemy_combat_width * 0.6
        }
    }
}

# ============================================================
# CHARACTER FOCUS & LIFESTYLE
# ============================================================

qyv_ai_should_pick_focus = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        NOT = { has_focus = yes }
        OR = {
            martial >= 14
            stewardship >= 14
            diplomacy >= 14
            intrigue >= 14
            learning >= 14
        }
    }
}

qyv_ai_should_pick_lifestyle = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        age >= 18
        NOT = { has_lifestyle_trait = yes }
    }
}

qyv_ai_should_pick_perk = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        has_lifestyle_trait = yes
        lifestyle_xp >= 1000
        any_lifestyle_perk = {
            can_pick = yes
        }
    }
}

qyv_ai_should_manage_stress = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        stress_level >= 2
        NOT = { has_coping_mechanism = yes }
    }
}

# ============================================================
# WAR STRATEGY
# ============================================================

qyv_plr_ai_should_call_allies = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        war = {
            defender = { is_ruler = root }
            war_score < -10
        }
        any_ally = {
            limit = {
                military_strength > 2000
                NOT = { is_at_war = yes }
            }
        }
    }
}

qyv_plr_ai_should_choose_cb = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_independent_ruler = yes
        NOT = { is_at_war = yes }
        gold >= 300
        prestige >= 100
    }
}

qyv_plr_ai_should_white_peace = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        war = {
            attacker = { is_ruler = root }
            war_score < -40
        }
        gold < 500
    }
}

qyv_ai_should_sue_for_peace = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_at_war = yes
        war = {
            defender = { is_ruler = root }
            war_score < -60
        }
        war_exhaustion >= 50
    }
}

# ============================================================
# DYNASTY & HOUSE MANAGEMENT
# ============================================================

qyv_ai_should_legitimize = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_child = {
            limit = {
                is_bastard = yes
                OR = {
                    has_trait = intelligent
                    has_trait = quick
                    has_trait = genius
                    has_trait = attractive
                    has_trait = handsome
                    has_trait = beautiful
                    has_trait = hale
                    has_trait = robust
                }
                NOT = { has_trait = stupid }
                NOT = { has_trait = weak }
                NOT = { has_trait = sickly }
            }
            save_scope_as = legitimize_target
        }
        NOT = { has_heir = yes }
        OR = {
            has_heir = { is_child = yes }
            has_heir = { health < 3 }
        }
    }
}

qyv_ai_should_create_cadet_branch = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        is_dynast = yes
        NOT = { is_house_head = yes }
        prestige >= 2000
        any_living_dynasty_member = {
            limit = {
                is_adult = yes
                is_male = yes
                NOT = { is_married = yes }
            }
        }
    }
}

qyv_ai_should_use_house_head = {
    trigger = {
        is_ai = yes
        is_house_head = yes
        any_house_member = {
            limit = {
                is_imprisoned = yes
                NOT = { is_ruler = root }
            }
            save_scope_as = imprisoned_member
        }
    }
}

# ============================================================
# RELIGIOUS & CULTURAL
# ============================================================

qyv_plr_ai_should_convert_faith = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        piety >= 500
        any_neighbor_independent_ruler = {
            limit = {
                faith != root.faith
                military_strength > root.military_strength * 1.5
                opinion_of_self >= 30
            }
        }
    }
}

qyv_plr_ai_should_reform_faith = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        piety >= 1500
        faith = { can_reform = yes }
        learning >= 12
    }
}

qyv_plr_ai_should_convert_culture = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        prestige >= 1000
        any_owned_province = {
            culture != root.culture
            development >= 20
        }
    }
}

qyv_plr_ai_should_promote_culture = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        stewardship >= 14
        any_owned_province = {
            culture = root.culture
            development < 15
        }
    }
}

# ============================================================
# ECONOMIC OPTIMIZATION
# ============================================================

qyv_ai_should_loan_money = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold < 100
        monthly_income >= 15
        NOT = { in_debt = yes }
    }
}

qyv_ai_should_repay_loans = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        in_debt = yes
        gold >= 500
        monthly_income >= 20
    }
}

qyv_ai_should_invest_in_buildings = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        any_owned_province = {
            holding = { can_build = yes }
        }
    }
}

qyv_ai_should_optimize_tax_levy = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            limit = {
                contract_has = taxes_normal
                contract_has = levies_normal
                opinion_of_self >= 30
            }
        }
    }
}