namespace = bd_origin_event
###生成眺望者星系
event = {
	id = bd_origin_event.0
	is_triggered_only = yes
	hide_window = yes
	fire_only_once = yes
	trigger = {
		any_playable_country = {
			OR = {
				has_origin = bd_origin_watcher
				solar_system = {
					has_star_flag = bd_watcher_in
				}
			}
		}
	}
	immediate = {
		set_spawn_system_batch = begin
		no_scope = {
			# makes system positions originate from galactic core
			spawn_system = {
				min_distance >= 550
				max_distance <= 560
				min_orientation_angle = 134
				max_orientation_angle = 136
				initializer = bd_watcher_system_out
				hyperlane = no
			}
		}
		set_spawn_system_batch = end
	}
}

###起源星球添加地块、修正
country_event = {
	id = bd_origin_event.1
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		OR = {
			has_origin = bd_origin_outside
			has_origin = bd_origin_unlimited
			has_origin = bd_origin_herald
			has_origin = bd_origin_watcher
			solar_system = {
				has_star_flag = bd_outside_system
			}
			solar_system = {
				has_star_flag = bd_unlimited_system
			}
			solar_system = {
				has_star_flag = bd_herald_system
			}
			solar_system = {
				has_star_flag = bd_watcher_in
			}
		}
	}
	immediate = {
		#世外之地
		if = {
			limit = {
				OR = {
					has_origin = bd_origin_outside
					solar_system = {
						has_star_flag = bd_outside_system
					}
				}
			}
			if = {
				limit = {
					OR = {
						has_origin = bd_origin_outside
						# solar_system = {
						# 	has_star_flag = bd_outside_system
						# }
					}
				}
				random_system = {
					limit = {
						is_owned_by = root
						has_star_flag = bd_outside_system
					}
					every_neighbor_system = {
						remove_hyperlane = {
							from = this
							to = prev
						}
					}
				}
				add_resource = {
					influence = 1000
				}
			}
			solar_system = {
				every_ambient_object = {
					destroy_ambient_object = this
				}
				create_ambient_object = {
					type = "turbulent_nebula_2"
					location = star
				}
				# last_created_ambient_object = {
				# 	set_location = {
				# 		target = star
				# 		distance = 0
				# 		angle = random
				# 	}
				# }
				every_system_planet = {
					if = {
						limit = {
							has_planet_flag = bd_outside_planet.1
						}
						add_modifier = {
							modifier = paradise_planet
						}
						clear_deposits = yes
						add_deposit = d_outside_planet
						# add_deposit = d_decrepit_dwellings
						# bd_add_start_deposit_twelve = yes 改为调用原版
						generate_start_deposits_and_blockers = yes
					}
					if = {
						limit = {
							has_planet_flag = bd_outside_planet.2
						}
						add_modifier = {
							modifier = intentionally_tidally_locked
						}
						add_deposit = d_dayside_farm
						bd_add_start_deposit_energy = yes
					}
					if = {
						limit = {
							has_planet_flag = bd_outside_planet.3
						}
						set_planet_flag = magnetic_mystery_solved
						add_modifier = {
							modifier = strong_magnetic_field
						}
						add_modifier = {
							modifier = magnetic_research_boost
						}
						bd_add_start_deposit_energy = yes
					}
					if = {
						limit = {
							has_planet_flag = bd_outside_planet.4
						}
						add_modifier = {
							modifier = soothing_crystals
						}
						add_modifier = {
							modifier = paradise_made
						}
						bd_add_start_deposit_mining = yes
					}
					if = {
						limit = {
							has_planet_flag = bd_outside_planet.5
						}
						add_modifier = {
							modifier = ultra_rich
						}
						bd_add_start_deposit_mining = yes
					}
				}
			}
		}
		#无限星球
		if = {
			limit = {
				OR = {
					has_origin = bd_origin_unlimited
					solar_system = {
						has_star_flag = bd_unlimited_system
					}
				}
			}
			home_planet = {
				if = {
					limit = {
						OR = {
							is_planet_class = pc_desert
							is_planet_class = pc_tropical
							is_planet_class = pc_arid
							is_planet_class = pc_continental
							is_planet_class = pc_ocean
							is_planet_class = pc_tundra
							is_planet_class = pc_arctic
							is_planet_class = pc_alpine
							is_planet_class = pc_savannah
						}
					}
					change_pc = pc_gaia
				}
				set_planet_flag = pc_unlimited
				set_planet_size = 30
				add_deposit = d_unlimited_planet
				set_planet_flag = uncapped_farming_districts
				set_planet_flag = uncapped_generator_districts
				set_planet_flag = uncapped_mining_districts
				set_planet_flag = legendary_leader_planet
				if = {
					limit = {
						owner = {
							is_regular_empire = yes
						}
					}
					owner = {
						add_resource = {
							energy = 400
							minerals = 400
							food = 400
							consumer_goods = 400
						}
					}
				}
				if = {
					limit = {
						owner = {
							is_regular_empire = no
						}
					}
					owner = {
						add_resource = {
							energy = 400
							minerals = 400
							food = 400
							alloys = 400
						}
					}
				}
			}
		}
		#伟大先驱
		if = {
			limit = {
				OR = {
					has_origin = bd_origin_herald
					solar_system = {
						has_star_flag = bd_herald_system
					}
				}
			}
			home_planet = {
				clear_deposits = yes
				add_deposit = d_tomb_world_ruins
				bd_add_start_deposit_twelve = yes
			}
		}
		#遥望银河
		if = {
			limit = {
				OR = {
					has_origin = bd_origin_watcher
					solar_system = {
						has_star_flag = bd_watcher_in
					}
				}
			}
			save_event_target_as = bd_origin_watcher_country
			#摧毁所有舰队
			solar_system = {
				every_fleet_in_system = {
					delete_fleet = {
						target = this
						destroy_template = yes
						kill_leader = no
					}
				}
				save_event_target_as = bd_watcher_system_name
				every_system_planet = {
					limit = {
						has_planet_flag = watcher_out_home
					}
					save_event_target_as = bd_watcher_capital_name
				}
			}
			#标记领袖
			every_owned_leader = {
				if = {
					limit = {
						leader_class = official
						not = {
							is_councilor_type = councilor_gestalt_growth
						}
					}
					save_event_target_as = bd_origin_watcher_leader_governor
					unassign_leader = event_target:bd_origin_watcher_leader_governor
				}
				if = {
					limit = {
						leader_class = scientist
						NOR = {
							is_councilor_type = councilor_gestalt_cognitive
							# is_researching_area = physics
							# is_researching_area = society
							# is_researching_area = engineering
						}
					}
					save_event_target_as = bd_origin_watcher_leader_scientist
					unassign_leader = event_target:bd_origin_watcher_leader_scientist
				}
			}
			#银河外星系
			random_system = {
				limit = {
					has_star_flag = bd_watcher_out
				}
				set_name = event_target:bd_watcher_system_name
				star = {
					set_name = event_target:bd_watcher_system_name
				}
				#摧毁可能存在的舰队
				every_fleet_in_system = {
					destroy_fleet = this
				}
				#生成星基
				create_starbase = {
					size = "starbase_starport"
					module = "shipyard"
					module = "shipyard"
					building = "crew_quarters"
				}
				#备选首都
				every_system_planet = {
					if = {
						limit = {
							is_planet_class = pc_gaia
						}
						save_event_target_as = bd_origin_watcher_start_planet_out
						clear_deposits = yes
						prevent_anomaly = yes
						clear_planet_modifiers = yes
						bd_add_start_deposit_twelve = yes
						create_colony = {
							owner = event_target:bd_origin_watcher_country
							species = owner_main_species
						}
						owner = {
							#转移人口
							home_planet = {
								every_owned_pop_group = {
									resettle_pop_group = {
										POP_GROUP = this
										PLANET = event_target:bd_origin_watcher_start_planet_out
										#AMOUNT = 100%
										PERCENTAGE = 100
									}
								}
							}
							#生成舰队
							create_fleet = {
								set_take_point = yes
								effect = {
									set_owner = root
									while = {
										count = 3
										create_ship = {
											name = random
											random_existing_design = corvette
										}
									}
									set_location = owner.capital_scope.star
								}
							}
							create_fleet = {
								effect = {
									set_owner = root
									create_ship = {
										name = random
										random_existing_design = science
									}
									set_fleet_stance = evasive
									set_location = owner.capital_scope.star
									assign_leader = event_target:bd_origin_watcher_leader_scientist
									# set_leader = event_target:bd_origin_watcher_leader_scientist
								}
							}
							create_fleet = {
								effect = {
									set_owner = root
									create_ship = {
										name = random
										random_existing_design = constructor
									}
									set_fleet_stance = evasive
									set_location = owner.capital_scope.star
								}
							}
						}
						remove_building = building_colony_shelter
						generate_start_buildings_and_districts = yes
						set_name = event_target:bd_watcher_capital_name
						set_owner = root
						set_controller = root
						#设为新首都
						set_capital = yes
						sector = {
							set_name = event_target:bd_watcher_capital_name
							# assign_leader = event_target:bd_origin_watcher_leader_governor
						}
						assign_leader = event_target:bd_origin_watcher_leader_governor
						every_owned_species = {
							set_species_homeworld = prev
						}
						#原首都更名
						every_system = {
							limit = {
								has_star_flag = bd_watcher_in
							}
							set_name = random
							save_event_target_as = bd_random_name
							star = {
								set_name = event_target:bd_random_name
							}
							random_system_planet = {
								limit = {
									has_planet_flag = watcher_out_home
								}
								change_pc = pc_gas_giant
								set_name = event_target:bd_random_name
							}
						}
					}
					else_if = {
						limit = {
							has_deposit = d_energy_10
							has_mining_station = no
						}
						create_mining_station = {
							owner = root
						}
					}
				}
			}
		}
	}
	after = {
		country_event = {
			id = bd_origin_event.5 days = 2
			id = bd_origin_event.5 days = 22
			id = bd_origin_event.5 days = 32
		}
	}
}

###重置眺望者星门位置
# Root = Country
# From = Megastructure
# FromFrom = System
# FromFromFrom = Fleet
country_event = {
	id = bd_origin_event.2
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		from = {
			is_megastructure_type = bd_lgate_base
		}
	}
	immediate = {
		remove_megastructure = from
		fromfrom = {
			spawn_megastructure = {
				type = bd_lgate_base
				orbit_angle = 270
				orbit_distance = 40
				init_effect = {
					activate_gateway = this
				}
			}
		}
	}
}

###建立通信（修复巨构）
country_event = {
	id = bd_origin_event.3
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		OR = {
			has_origin = bd_origin_watcher
			# solar_system = {
			# 	has_star_flag = bd_watcher_in
			# }
			# solar_system = {
			# 	has_star_flag = bd_watcher_out
			# }
		}
	}
	immediate = {
		set_country_flag = built_spyorb
		set_country_flag = has_built_or_repaired_megastructure
		# capital_scope = {
		# 	hidden_effect = {
		# 		enable_special_project = {
		# 			name = AMOEBAS_PROJECT
		# 		}
		# 		enable_special_project = {
		# 			name = CRYSTALS_PROJECT
		# 		}
		# 		enable_special_project = {
		# 			name = DRONES_PROJECT
		# 		}
		# 		enable_special_project = {
		# 			name = CLOUDS_PROJECT
		# 		}
		# 	}
		# }
		# add_research_option = tech_space_whale_weapon_1
		add_resource = {
			influence = 1000
		}
		# every_country = {
		# 	limit = {
		# 		NOR = {
		# 			has_communications = root
		# 			is_country_type = default
		# 			#is_country_type = caravaneer_home
		# 			#is_country_type = caravaneer_fleet
		# 			#is_country_type = enclave
		# 			is_country_type = shroud
		# 			is_country_type = primitive
		# 		}
		# 	}
		# 	establish_communications_no_message = root
		# }
	}
	after = {
		country_event = {
			id = bd_origin_event.4 days = 1
		}
	}
}

country_event = {
	id = bd_origin_event.4
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		every_owned_megastructure = {
			limit = {
				is_megastructure_type = spy_orb_ruined
			}
			if = {
				limit = {
					owner = {
						has_origin = bd_origin_watcher
					}
				}
				upgrade_megastructure_to = spy_orb_restored
				finish_upgrade = yes
			}
		}
	}
}

#修复无限星球地块丢失
country_event = {
	id = bd_origin_event.5
	is_triggered_only = yes
	hide_window = yes

	immediate = {
		if = {
			limit = {
				OR = {
					has_origin = bd_origin_unlimited
					solar_system = {
						has_star_flag = bd_unlimited_system
					}
				}
				home_planet = {
					has_planet_flag = pc_unlimited
					not = { has_deposit = d_unlimited_planet }
				}
			}
			home_planet = {
				add_deposit = d_unlimited_planet
			}
		}
	}
}