########################################
###Written by Ogaburan aka Ran Miller###
########################################

# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load)
# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.)
#	court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc)
#	home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc)
#	vassals: direct vassal rulers of the AI's employer
#	sub_realm: all characters below the AI's employer
#	realm: all characters in the same top realm as the AI
#	dynasty: all members of the same dynasty
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#	

targetted_decisions = {
	knight_character = {
		ai_target_filter = close_relatives
		filter = all
		only_rulers = yes
		diplomacy_icon = GFX_knight_character
		
		from_potential = {
			is_ruler = yes
			trait = knight
		}
		potential = {
			NOT = { character = FROM }
			NOT = { trait = dragon }
			NOT = { culture_group = unoccupied_group }	
			NOT = { culture_group = winter_group }				
			NOT = { trait = knight }
		}
		allow = {
			show_only_failed_conditions = yes
			FROM = {
				prisoner = no
				NOT = { is_incapable = yes }
				NOT = { is_inaccessible_trigger = yes }
			}
			has_knighthood_religion_trigger = yes
			age = 14
			OR = {
				age = 18
				NOT = { trait = squire }
			}	
			OR = {
				AND = {
					is_female = no
					OR = {
						trait = squire
						FROM = { NOT = { trait = honorable } }
					}
				}	
				martial = 18
				trait = master_warrior 
				trait = skilled_warrior 
			}
			OR = {
				at_location = FROM
				AND = {
					is_ruler = no
					liege = { character = FROM }
				}
				is_child_of = FROM
			}	
			is_liege_or_above = FROM
			prisoner = no
			is_incapable = no
			NOT = { is_inaccessible_trigger = yes }			
			NOT = { trait = maester }
			NOT = { trait = archmaester }
			is_priest = no
			NOT = { primary_title = { title = k_the_most_devout } }		
		}
		effect = {			
			if = {
				limit = { 
					is_female = yes 
					NOT = { trait = kingsguard }
				}			
				if = {
					limit = { NOT = { culture_group = dornish } }
					tooltip = { prestige = -100 }
					FROM = { prestige = -100 }
				}
				if = {
					limit = { culture_group = dornish } 
					tooltip = { prestige = -50 }
					FROM = { prestige = -50 }
				}				
			}		
			if = {
				limit = { 		
					NOT = { trait = squire }
					trait = poor_warrior 
				}
				tooltip = { prestige = -100 }
				FROM = { prestige = -100 }
			}
			if = {
				limit = { 		
					NOT = { trait = squire }
					NOT = {
						OR = {
							trait = master_warrior 
							trait = skilled_warrior 
							trait = trained_warrior 
							trait = poor_warrior 
						}	
					}
				}
				tooltip = { prestige = -150 }
				FROM = { prestige = -150 }
			}
			tooltip = {
				if = {
					limit = { trait = squire }
					prestige = 40
				}
			}
			knight_character_effect = yes			
			if = {
				limit = { NOT = { is_child_of = FROM } }
				opinion = {
					modifier = opinion_knighted_me
					who = FROM
					years = 10
				}				
			}
			hidden_tooltip = { 
				narrative_event = { id = knight.12 } 
				FROM = { narrative_event = { id = knight.11 } } 
				if = {
					limit = {
						FROM = { ai = no }
						OR = {
							is_ruler = yes
							is_close_relative = FROM
							prestige = 250
						}
					}
					FROM = {
						chronicle = {
							entry = CHRONICLE_KNIGHTED_CHARACTER
							portrait = [Root.GetID]
						}
					}
				}
			}
		}
		ai_check_interval = 6
		ai_will_do = { 
			factor = 1 
			modifier = {
				factor = 0.9
			}
			modifier = {
				factor = 0
				NOT = { is_child_of = FROM }
			}	
			modifier = {
				factor = 0
				NOT = { trait = squire }
				NOT = {
					OR = {
						trait = trained_warrior 
						trait = skilled_warrior 
						trait = master_warrior 
					}	
				}
				FROM = {
					OR = {
						trait = honorable
						trait = just
						trait = honest
						trait = humble
					}
				}
			}
			modifier = {
				factor = 0.1
				is_female = yes
			}
			modifier = {
				factor = 0
				is_female = yes
				NOT = { reverse_opinion = { who = FROM value = 0 } }
			}
			modifier = {
				factor = 0
				is_female = yes
				FROM = {
					OR = {
						trait = honorable
						trait = just
						trait = honest
						trait = humble
						trait = slothful
					}
				}
			}
		}
	}
	
	knight_son_bribe_septon = {
		ai_target_filter = home_court
		filter = sub_realm
		only_rulers = yes
		diplomacy_icon = GFX_knight_character
		from_potential = {
			is_ruler = yes
			#ai = no
			NOT = { trait = knight } 	
		}
		
		potential = {
			has_knighthood_religion_trigger = yes
			is_child_of = FROM
			is_liege_or_above = FROM
			prisoner = no
			age = 18
			is_female = no
			NOT = { trait = knight }
			can_press_claims_trigger = yes
			NOT = { trait = drowned }					
		}
		
		allow = {
			show_only_failed_conditions = yes
			FROM = { 
				treasury = 100 
				prestige = 100 
				NOT = { trait = zealous }
				prisoner = no	
				NOT = { is_inaccessible_trigger = yes }
				OR = {
					trait = deceitful
					trait = ruthless
					trait = ambitious
					trait = proud
					trait = envious		
				}
				NOT = { trait = honest }	
				NOT = { trait = honorable }	
				is_incapable = no			
			}
			NOT = { has_character_modifier = squiering_refused }
			NOT = { is_inaccessible_trigger = yes }
			is_incapable = no
		}
		
		effect = {
			FROM = { 
				treasury = -100
				hidden_tooltip = {character_event = {id = knight.9} }
			}
			hidden_tooltip = { character_event = {id = knight.10} }
			knight_character_effect = yes
			if = {
				limit = { trait = poor_warrior }
				prestige = -100
				FROM = { prestige = -100 }
			}
			if = {
				limit = {
					NOT = {
						OR = {
							trait = poor_warrior 
							trait = trained_warrior 
							trait = skilled_warrior 
							trait = master_warrior 
						}	
					}		
				}
				prestige = -150
				FROM = { prestige = -150 }
			}
		}
		ai_check_interval = 6
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.3
			}
			modifier = {
				factor = 0
				FROM = { NOT = { treasury = 200 } }
			}
			modifier = {
				factor = 0
				FROM = { has_character_modifier = loan_timer }
			}
		}
	}

	take_ward_squire = {
		is_high_prio = yes
		ai_target_filter = court
		filter = all
		diplomacy_icon = GFX_take_ward_squire
		
		from_potential = {
			trait = knight
		}
		potential = {
			educator = { character = FROM }	
			NOT = { trait = knight }
			NOT = { trait = squire }		
			NOT = { trait = dragon }		
		}		
		allow = {
			show_only_failed_conditions = yes
			FROM = { 
				NOT = { is_inaccessible_trigger = yes } 
				OR = {		
					trait = master_warrior
					trait = skilled_warrior
					trait = trained_warrior
					AND = {
						NOT = { age = 50 }
						trait = poor_warrior
					}
					NOT = { age = 40 }
				}
			}
			prisoner = no
			age = 8
			NOT = { has_character_modifier = squiering_refused }
			NOT = { trait = dwarf }
			NOT = { has_severe_disability_trigger = yes }
			OR = {
				trait = trained_warrior
				martial = 5
				AND = {
					NOT = { age = 11 }
					martial = 3
				}
			}
			NOT = { is_inaccessible_trigger = yes }
		}
		
		effect = {
			hidden_tooltip = {
				if = {
					limit = { 
						FROM = { 
							OR = { 
								trait = diligent 
								trait = duelist
							}	
						} 
					}
					character_event = { id = knight.8 days = 365 }
				}
				character_event = { id = knight.16 }
				opinion = {
					modifier = opinion_happy_with_guardian
					who = FROM
					years = 5
				}
			}
			add_trait = squire
			if = {
				limit = {
					FROM = { trait = master_warrior }
				}
				prestige = 50
			}
			if = {
				limit = {
					FROM = { trait = skilled_warrior }
				}
				prestige = 30
			}
			if = {
				limit = {
					FROM = { trait = trained_warrior }
				}
				prestige = 20
			}
			if = {
				limit = {
					FROM = { 
						NOT = {
							OR = {
								trait = master_warrior
								trait = skilled_warrior 
								trait = trained_warrior
							}
						}	
					}
				}
				prestige = 10
			}
		}
		
		ai_check_interval = 3
		
		ai_will_do = {
			factor = 1
		}
	}
}

decisions = {

	buy_knighthood = {
	
		potential = {
			OR = {
				has_knighthood_religion_trigger = yes	
				has_ambition = obj_become_a_knight
			}	
			age = 18
			NOT = { trait = knight }					
		}
		
		allow = {
			show_only_failed_conditions = yes
			treasury = 100
			prestige = 100 
			prisoner = no
			NOT = { trait = zealous } 
			NOT = { has_character_modifier = squiering_refused } 
			NOT = { is_inaccessible_trigger = yes }
			is_incapable = no
			NOT = { trait = honest }
			NOT = { trait = honorable }		
			OR = {
				trait = deceitful
				trait = ambitious
				trait = proud
				trait = envious
				trait = ruthless
			}
			OR = {
				is_female = no
				has_ambition = obj_become_a_knight
			}
		}
		
		effect = {
			treasury = -100 
			hidden_tooltip = { character_event = { id = knight.15} } 
			if = {
				limit = { 
					is_female = yes 
					NOT = { trait = kingsguard }
				}			
				if = {
					limit = { NOT = { culture_group = dornish } }
					prestige = -100
				}
				if = {
					limit = { culture_group = dornish } 
					prestige = -50
				}				
			}	
			if = {
				limit = { 
					trait = poor_warrior 
					NOT = { trait = squire }
				}
				prestige = -100
			}
			if = {
				limit = {
					NOT = { trait = squire }
					NOT = {
						OR = {
							trait = poor_warrior 
							trait = trained_warrior 
							trait = skilled_warrior 
							trait = master_warrior 
						}	
					}		
				}
				prestige = -150
			}
			if = {
				limit = { trait = squire }
				prestige = 40
			}
			knight_character_effect = yes
			if = {
				limit = { ai = no }
				chronicle = {
					entry = CHRONICLE_BOUGHT_KNIGHTHOOD
					picture = "GFX_knight"
				}	
			}
		}
		
		ai_check_interval = 12
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { treasury = 200 }
			}
			modifier = {
				factor = 0
				has_character_modifier = loan_timer
			}
		}
	}
}
