# Targeted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targeting 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
#	rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates)
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#

targeted_decisions = {

	vassal_fatwa_decision = {
		filter = vassals
		ai_target_filter = vassals
		ai_check_interval = 18

		only_playable = yes

		from_potential = {
			dynasty_head = {
				character = PREV
			}

			religion_group = muslim

			job_spiritual = {
				religion = FROM
			}
		}

		potential = {
			OR = {
				trait = dynasty_decadence_med
				trait = dynasty_decadence_high
				trait = decadent
			}

			dynasty = FROM
			religion = FROM
			vassal_of = FROM
			is_landed = yes
			is_adult = yes
			prisoner = no
			piety < 100

			NOR = {
				has_job_title = job_spiritual
				has_character_modifier = fatwa_timer
			}
		}

		allow = {
			FROM = {
				piety >= 100

				NOR = {
					trait = decadent
					trait = dynasty_decadence_med
					trait = dynasty_decadence_high
				}
			}
		}

		effect = {
			add_character_modifier = {
				name = fatwa_timer
				months = 38
				hidden = yes
			}

			custom_tooltip = {
				text = EVTTOOLTIP88750

				FROM = {
					character_event = { id = 88754 }

					job_spiritual = {
						character_event = {
							id = 88750
							days = 3
						}
					}
				}
			}
		}

		ai_will_do = {
			factor = 1

			trigger = {
				reverse_opinion = {
					who = FROM
					value < 40
				}
			}

			# CK2Plus
			mult_modifier = {
				factor = 0.5

				reverse_opinion = {
					who = FROM
					value >= 0
				}
			}

			mult_modifier = {
				factor = 0.5

				reverse_opinion = {
					who = FROM
					value >= 20
				}
			}
		}
	}

	vassal_castrate_decision = {
		filter = court
		ai_target_filter = court
		ai_check_interval = 6

		only_playable = yes

		from_potential = {
			has_dlc = "Legacy of Rome"

			OR = {
				religion_group = muslim
				culture_group = byzantine
				culture_group = chinese_group

				any_owned_bloodline = {
					has_bloodline_flag = bloodline_castration
					bloodline_is_active_for = PREV
				}
			}
		}

		potential = {
			prisoner = yes
			host = { character = FROM }
			is_female = no
			NOT = { trait = eunuch }
		}

		allow = {
			prisoner = yes
		}

		effect = {
			if = {
				limit = { is_adult = yes }

				FROM = {
					character_event = { id = LoR.832 }
				}
			}
			else = {
				FROM = {
					character_event = { id = LoR.834 }
				}
			}

			character_event = {
				id = LoR.833
				tooltip = EVTTOOLTIPLoR.833
			}

			add_trait = eunuch

			pardon_effect = yes

			opinion = {
				name = opinion_castrated_me
				who = FROM
			}

			FROM = {
				piety = -10

				if = {
					limit = { NOT = { trait = cruel } }

					custom_tooltip = {
						text = cruel_imprisoner_trait_chance_TT

						random = {
							chance = 25
							add_trait_cruel_effect = yes
						}
					}
				}
			}

			hidden_effect = {
				mother = {
					opinion = {
						name = opinion_castrated_close_kin
						who = FROM
					}
				}

				father = {
					opinion = {
						name = opinion_castrated_close_kin
						who = FROM
					}
				}

				any_spouse = {
					opinion = {
						name = opinion_castrated_close_kin
						who = FROM
					}
				}

				any_child = {
					opinion = {
						name = opinion_castrated_close_kin
						who = FROM
					}
				}

				if = {
					limit = {
						NOR = {
							dynasty = FROM
							sibling = FROM
						}
					}

					any_sibling = {
						opinion = {
							name = opinion_castrated_close_kin
							who = FROM
						}
					}

					any_dynasty_member = {
						opinion = {
							name = opinion_castrated_family
							who = FROM
						}
					}
				}
			}
		}

		ai_will_do = {
			factor = 0.5

			trigger = {
				FROM = {
					piety >= 100
					war = no

					OR = {
						trait = wroth
						trait = cruel
						trait = possessed
						trait = lunatic
						trait = impaler
					}

					opinion = {
						who = ROOT
						value < 0
					}

					NOR = {
						trait = kind
						trait = charitable
					}
				}

				is_ruler = no
			}

			mult_modifier = {
				factor = 2

				FROM = {
					OR = {
						trait = cruel
						trait = impaler
					}
				}
			}
		}
	}

	vassal_blinding_decision = {
		filter = court
		ai_target_filter = court
		ai_check_interval = 6

		only_playable = yes

		from_potential = {
			has_dlc = "Legacy of Rome"
		}

		potential = {
			prisoner = yes
			host = { character = FROM }
			NOT = { trait = blinded }
		}

		allow = {
			prisoner = yes
		}

		effect = {
			FROM = {
				character_event = { id = LoR.830 }
			}

			character_event = {
				id = LoR.831
				tooltip = EVTTOOLTIPLoR.831
			}

			if = {
				limit = { trait = one_eyed }
				remove_trait = one_eyed
			}

			add_trait = blinded

			if = {
				limit = {
					has_game_rule = {
						name = punishment_release_prisoner
						value = on
					}
				}

				imprison = no
			}

			opinion = {
				name = opinion_blinded_me
				who = FROM
			}

			FROM = {
				piety = -50

				if = {
					limit = { NOT = { trait = cruel } }

					custom_tooltip = {
						text = cruel_imprisoner_trait_chance_TT

						random = {
							chance = 25
							add_trait_cruel_effect = yes
						}
					}
				}
			}

			hidden_effect = {
				mother = {
					opinion = {
						name = opinion_blinded_close_kin
						who = FROM
					}
				}

				father = {
					opinion = {
						name = opinion_blinded_close_kin
						who = FROM
					}
				}

				any_spouse = {
					opinion = {
						name = opinion_blinded_close_kin
						who = FROM
					}
				}

				any_child = {
					opinion = {
						name = opinion_blinded_close_kin
						who = FROM
					}
				}

				if = {
					limit = {
						NOR = {
							dynasty = FROM
							sibling = FROM
						}
					}

					any_sibling = {
						opinion = {
							name = opinion_blinded_close_kin
							who = FROM
						}
					}

					any_dynasty_member = {
						opinion = {
							name = opinion_blinded_family
							who = FROM
						}
					}
				}
			}
		}

		ai_will_do = {
			factor = 0.5

			trigger = {
				is_pretender = yes
				is_ruler = no

				FROM = {
					OR = {
						culture_group = byzantine

						any_owned_bloodline = {
							has_bloodline_flag = bloodline_blinding
							bloodline_is_active_for = PREV
						}
					}

					OR = {
						trait = wroth
						trait = cruel
						trait = possessed
						trait = lunatic
						trait = impaler
					}

					piety >= 100
					war = no

					opinion = {
						who = ROOT
						value < 0
					}

					NOR = {
						trait = kind
						trait = charitable
					}
				}
			}

			mult_modifier = {
				factor = 2

				is_pretender = yes

				FROM = {
					OR = {
						is_pretender = yes
						is_primary_heir = yes
					}

					OR = {
						culture_group = byzantine
						culture_group = iranian
					}
				}
			}
		}
	}

	vassal_zun_judgement_decision = {
		filter = court
		ai_target_filter = court
		ai_check_interval = 6

		only_playable = yes

		from_potential = {
			religion_openly_zun_or_reformed_trigger = yes

			NOT = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}
			}
		}

		potential = {
			prisoner = yes
			host = { character = FROM }
			vassal_of = FROM
			NOT = { has_character_modifier = zun_judgement }
		}

		allow = {
			prisoner = yes
		}

		effect = {
			character_event = {
				id = CM.15000
				days = 1
			}
		}

		ai_will_do = {
			factor = 0.5

			trigger = {
				FROM = {
					opinion = {
						who = ROOT
						value < 40
					}

					NOT = { trait = kind }
				}
			}

			mult_modifier = {
				factor = 2
				FROM = { trait = cruel }
			}

			mult_modifier = {
				factor = 2

				is_pretender = yes

				FROM = {
					OR = {
						is_pretender = yes
						is_primary_heir = yes
					}
				}
			}
		}
	}

	prisoner_to_oubliette = {
		filter = court

		ai = no

		from_potential = {
		}

		potential = {
			host = { character = FROM }
			prisoner = yes
			NOT = { has_character_modifier = the_oubliette }
		}

		allow = {
			prisoner = yes
		}

		effect = {
			add_character_modifier = {
				name = the_oubliette
				duration = -1
			}

			hidden_effect = {
				remove_character_modifier = the_dungeon
				remove_character_modifier = house_arrest
			}
		}

		ai_will_do = {
			factor = 0
		}
	}

	prisoner_to_dungeon = {
		filter = court

		ai = no

		from_potential = {
		}

		potential = {
			host = { character = FROM }
			prisoner = yes

			OR = {
				has_character_modifier = the_oubliette
				has_character_modifier = house_arrest
			}
		}

		allow = {
			prisoner = yes
		}

		effect = {
			add_character_modifier = {
				name = the_dungeon
				duration = -1
			}

			hidden_effect = {
				remove_character_modifier = the_oubliette
				remove_character_modifier = house_arrest
			}
		}

		ai_will_do = {
			factor = 0
		}
	}

	prisoner_to_suite = {
		filter = court

		ai = no

		from_potential = {
		}

		potential = {
			host = { character = FROM }
			prisoner = yes
			NOT = { has_character_modifier = house_arrest }
		}

		allow = {
			prisoner = yes
		}

		effect = {
			add_character_modifier = {
				name = house_arrest
				duration = -1
			}

			hidden_effect = {
				remove_character_modifier = the_oubliette
				remove_character_modifier = the_dungeon

				character_event = { id = ZE.12219 } # Loses pet rat
			}
		}

		ai_will_do = {
			factor = 0
		}
	}

}