﻿###########################
# Test Events
###########################

add_namespace = test

# Test Event 1
country_event = {
	id = test.1
	title = test.1.t
	desc = test.1.d
	
	immediate = {
		set_variable = { testio = deployed_airforce_manpower_k }
		set_variable = { testio1 = deployed_navy_manpower_k }
		set_variable = { testio2 = deployed_army_manpower_k }
		set_variable = { testio3 = deployed_total_manpower_k }
	}
	trigger = {
	}

	is_triggered_only = yes
	
	option = {
		name = test.1.a
		add_manpower = var:testio
		add_manpower = var:testio1
		add_manpower = var:testio2
		add_manpower = var:testio3
	}
}

add_namespace = test_state
# Test Event 1
state_event = {
	id = test_state.1
	title = test_state.1.t
	desc = test_state.1.d
	
	trigger = {

	}

	is_triggered_only = yes
	
	option = {
		name = test_state.1.a		
	}
}

# Test Event 1
country_event = {
	id = test.2
	title = test.1.t
	desc = test.2.d
	
	trigger = {
	}

	is_triggered_only = yes
	
	option = {
		name = test.1.a
		
	}
}

# Test Event 3
country_event = {
	id = test.3
	title = test.3.t
	desc = test.3.d
	
	is_triggered_only = yes

	immediate = {
		add_autonomy_score = {
			value = 10
			localization = "TEST_EVENT_3_IMMEDIATE: $VAL|+=2$"
		}
	}
	
	option = {
		name = test.3.a
		RAJ = {
			add_autonomy_score = {
				value = 5
				localization = "TEST_EVENT_3_OPTION: $VAL|+=2$"
			}
		}
	}
}

country_event = { 
	id = test.4
	title = test.4.t
	desc = test.4.d
	
	immediate = {
		
	}
	trigger = {
		any_country_division = {
			unit_organization > 80
		}
	}

	is_triggered_only = yes
	
	option = {
		name = test.1.a
		random_country_division = {
			limit = {
				unit_organization > 1
			}
			save_global_event_target_as = a_dude
		}
	}
	
	option = {
		name = test.1.b
		event_target:a_dude = {
			change_division_template = {
				division_template = "Panzer-Division"
			}
		}
	}
}

country_event = {
	id = generic.1011
	title = generic.1011.t
	desc = test_border_war_loc
	
	picture = GFX_report_event_physics_lab_01

	is_triggered_only = yes

	immediate = {
		ROOT = { save_event_target_as = our_country }
		FROM = { save_event_target_as = our_state }
		FROM.FROM = { save_event_target_as = their_country }
		FROM.FROM.FROM = { save_event_target_as = their_state }
	}
	
	option = {
		name = generic.10.a

		event_target:our_country = {
			add_political_power = 1000.000
		}
		event_target:their_country = { add_political_power = 1000.000 }

		FROM = {
			add_building_construction = {
				type = air_base
				level = 20.000
				instant_build = yes
			}
		}
		FROM.FROM.FROM = {
			add_building_construction = {
				type = air_base
				level = 20.000
				instant_build = yes
			}
		}

	}	
}
country_event = {
	id = generic.1012
	title = generic.1012.t
	desc = test_border_war_loc
	
	picture = GFX_report_event_physics_lab_01

	is_triggered_only = yes
	
	option = {
		name = generic.10.a
		add_political_power = 2000.000
	}	
}

country_event = {
	id = generic.1013
	title = generic.1013.t
	desc = tanktest
	
	picture = GFX_report_event_physics_lab_01

	is_triggered_only = yes
	
	option = {
		name = generic.1013.a
		GER = {
			if = {
				limit = { has_dlc = "Death or Dishonor" }
				create_production_license = {
					target = ROOT
					equipment = {
						type = light_tank_chassis_2						
					}
					cost_factor = 0
				}
			}
			ROOT = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_2
					amount = 3600.000
					producer = PREV
				} 
			}
		}
	}	
}

country_event = {
	id = test.200
	title = test.200.t
	desc = test.200.d
	
	immediate = {
		
	} 
	trigger = {
		manpower_per_military_factory >  5000
	} 

	is_triggered_only = yes
	
	option = {
		name = test.200.a
	}
}

add_namespace = performance_test


country_event = {
	id = performance_test.1
	title = "Performance Test Event"
	desc = "The tooltip lies."
	
	picture = GFX_report_event_physics_lab_01

	is_triggered_only = yes
	
	option = {
		name = "Cry Havoc!"
		every_country = { #setup techs 
			set_technology = {
				gw_artillery = 1
				tech_support = 1
				fighter1 = 1
				CAS1 = 1
				interwar_artillery = 1
				interwar_antitank = 1
				interwar_antiair = 1
				artillery1 = 1
				artillery2 = 1
				artillery3 = 1
				artillery4 = 1
				infantry_weapons1 = 1
				infantry_weapons2 = 1
				improved_infantry_weapons = 1
				improved_infantry_weapons_2 = 1
				infantry_at = 1
				support_weapons = 1
				support_weapons2 = 1
				support_weapons3 = 1
				support_weapons4 = 1
				tech_engineers = 1
				tech_engineers2 = 1
				tech_engineers3 = 1
				tech_recon = 1
				tech_recon2 = 1
				tech_recon3 = 1
			}
		}
		ITA = {
			annex_country = { target = ETH }
		}
		GER = {
			annex_country = { target = CZE }
			annex_country = { target = AUS }
		}
		USA = {
			remove_ideas = {
				great_depression
				undisturbed_isolation
			}
			add_ideas = {
				civilian_economy
			}

		}
		every_country = { #setup units
			division_template = {
			name = "Legion of the Damned"
			priority = 1
			is_locked = yes
				regiments = {
					infantry = { x = 0 y = 0 }
					infantry = { x = 0 y = 1 }
					infantry = { x = 0 y = 2 }
				
					infantry = { x = 1 y = 0 }
					infantry = { x = 1 y = 1 }
					infantry = { x = 1 y = 2 }
		
					artillery_brigade = { x = 2 y = 0 }
					artillery_brigade = { x = 2 y = 1 }
					infantry = { x = 2 y = 2 }
				}
				support = {
					artillery = { x = 0 y = 0 }
					engineer = { x = 0 y = 1 }
					recon = { x = 0 y = 2 }
				}
			}
			set_variable = { div_number = num_of_factories }
			multiply_variable = { div_number = 7 } #countries get 7 times their factory count in divisions
			set_temp_variable = { count_index = 1 }
			while_loop_effect = {
				limit = {
					check_variable = { count_index < div_number }
				}
				capital_scope = {
					create_unit = { 
						division = "name = \"Legion\" division_template = \"Legion of the Damned\" start_experience_factor = 0.5" 
						owner = PREV
					}
				}
				add_to_temp_variable = { count_index = 1 }
			}
		}
		every_country = { #setup countries manpower etc.
			set_variable = { div_number_mp = div_number }
			multiply_variable = { div_number_mp = 30000 } #every country gets 30k MP per new division spawned
			if = {
				limit = {
					check_variable = { div_number_mp > 0 } #guard against overflow
				}
				add_manpower = div_number_mp
			}
			else = {
				multiply_variable = { div_number_mp = -1 } #hehehehehe
				add_manpower = div_number_mp
			}
			set_variable = { div_number_eq_rifles = div_number }
			multiply_variable = { div_number_eq_rifles = 2000 } #2000 rifles per new division
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = div_number_eq_rifles
			}
			set_variable = { div_number_eq_fighters = div_number }
			multiply_variable = { div_number_eq_fighters = 50 } #50 fighters per new division
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = div_number_eq_fighters
			}
			add_equipment_to_stockpile = {
				type = CAS_equipment_1
				amount = div_number_eq_fighters
			}
			army_experience = 5000.000
			air_experience = 5000.000
			add_political_power = 12000.000
			add_command_power = 1000.000
			set_variable = { factory_target = num_of_factories }
			multiply_variable = { factory_target = 3 }
			set_variable = { cycle_count = factory_target }
			divide_variable = { cycle_count = 3 }
			set_temp_variable = { cycle_index = 0 }
			while_loop_effect = {
				limit = { 
					check_variable = { cycle_index < cycle_count }
				}
				random_owned_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 30.000
					add_building_construction = {
						type = arms_factory
						level = 20.000
						instant_build = yes
					}
					add_building_construction = {
						type = industrial_complex
						level = 10.000
						instant_build = yes
					}
				}
				add_to_temp_variable = { cycle_index = 1 }
			}
		}


		every_country = {
			limit = {
				has_government = democratic
			}
			ENG = { add_to_faction = PREV }
		}
		every_country = {
			limit = {
				OR = {
					has_government = fascism
					has_government = neutrality
				}
				NOT = {
					TAG = RAJ
				}
			}
			GER = { add_to_faction = PREV }
		}
		every_country = {
			limit = { has_government = communism }
			SOV = { add_to_faction = PREV }
		}
		GER = {
			declare_war_on = { target = SOV type = annex_everything }
			declare_war_on = { target = ENG type = annex_everything }
		}
		SOV = {
			declare_war_on = { target = ENG type = annex_everything }
		}
	}	
}