namespace = isb_erebus

# Fleet enters combat
event = {
	id = isb_erebus.1
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		FROMFROM = {
			save_event_target_as = fleet_cur
			if = {
				limit = {
					OWNER = {
						count_owned_ships = {
							limit = {
								is_ship_size = erebus
								FLEET = { is_same_value = event_target:fleet_cur }
							}
							count > 0
						}
					}
				}
				fleet_event = { id = isb_erebus.2 days = 5 }
				#OWNER = {
				#	every_owned_ship = {
				#		limit = {
				#			is_ship_size = erebus
				#			FLEET = { is_same_value = event_target:fleet_cur }
				#		}

						# spawn drones
				#		ship_event = { id = isb_erebus.2 }
				#	}
				#}
			}
		}

		FROMFROMFROM = {
			save_event_target_as = fleet_cur
			if = {
				limit = {
					OWNER = {
						count_owned_ships = {
							limit = {
								is_ship_size = erebus
								FLEET = { is_same_value = event_target:fleet_cur }
							}
							count > 0
						}
					}
				}
				fleet_event = { id = isb_erebus.2 days = 5 }
			}
		}
	}
}

# Spawn drones
fleet_event = {
	id = isb_erebus.2
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		if = {
			limit = {
				check_variable = {
					which = "erebus_tcount"
					value < 1
				}
			}

			set_variable = {
				which = "erebus_tcount"
				value < 1
			}
		}

		change_variable = {
			which = "erebus_tcount"
			value = 1
		}

		if = {
			limit = {
				is_in_combat = yes
				check_variable = {
					which = "erebus_tcount"
					value = 2
				}
			}

			OWNER = {
				every_owned_ship = {
					limit = {
						is_ship_size = erebus
						FLEET = { is_same_value = PREVPREVPREV }
					}
					create_fleet = {
						name = "Drone Squadron"
						settings = { spawn_debris = no }
						effect = {
							set_owner = PREVPREV
							
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							create_ship = {
								name = "Combat Drone"
								design = "Erebus-Drone"
								#graphical_culture = ROOT
							}
							last_created_ship = { ship_event = { id = isb_erebus.5 days = 90} }
							
							set_location = {
								target = PREV
								distance = 1
								angle = random
							}
							
							set_fleet_stance = aggressive
							set_aggro_range_measure_from = self
							set_aggro_range = 500
							
							# Switched to ship event destruction because split fleet bug and event lock no longer allows ships to attack.
							#fleet_event = { id = isb_erebus.4 days = 90}
							#set_event_locked = yes
						}
					}
				}
			}

			fleet_event = { id = isb_erebus.3 days = 25 }

			else = {
				change_variable = {
					which = "erebus_tcount"
					value = -1
				}
			}
		}
	}
}

# Spawn drones loop
fleet_event = {
	id = isb_erebus.3
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		change_variable = {
			which = "erebus_tcount"
			value = -1
		}

		fleet_event = { id = isb_erebus.2 }
	}
}

# End of drone fleet lifespan
fleet_event = {
	id = isb_erebus.4
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		destroy_fleet = THIS
	}
}

# End of drone ship lifespan 
ship_event = {
	id = isb_erebus.5
	hide_window = yes
	is_triggered_only = yes

	immediate = {		
		#destroy_fleet = THIS		
		reduce_hp_percent = 100
	}
}