#灰风舰船刷新位置检测
rg_global_gray_location_check = {
	if = {
		limit = {
			has_country_flag = gray_constship_active
		}
		if = {
			limit = {
				exists = event_target:global_gray_constship
			}
			event_target:global_gray_constship = {
				save_global_event_target_as = global_gray_location
			}
		}
		else = {
			random_owned_fleet = {
				limit = {
					has_fleet_flag = gray_constship
				}
				save_global_event_target_as = global_gray_location
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = gray_warship_active
		}
		if = {
			limit = {
				exists = event_target:gray_warship
			}
			event_target:gray_warship = {
				save_global_event_target_as = global_gray_location
			}
		}
		else = {
			random_owned_fleet = {
				limit = {
					has_fleet_flag = gray_fleet
				}
				save_global_event_target_as = global_gray_location
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = gray_juggernaut_active
		}
		if = {
			limit = {
				exists = event_target:gray_juggernaut
			}
			event_target:gray_juggernaut = {
				save_global_event_target_as = global_gray_location
			}
		}
		else = {
			random_controlled_fleet = {
				limit = {
					has_fleet_flag = gray_juggernaut_fleet
				}
				save_global_event_target_as = global_gray_location
			}
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_flag = gray_official_active
				has_country_flag = gray_governor_active #旧版flag
			}
		}
		if = {
			limit = {
				any_owned_planet = {
					exists = sector.leader
					sector.leader = {
						has_leader_flag = gray_governor
					}
				}
			}
			random_owned_planet = {
				limit = {
					exists = sector.leader
					sector.leader = {
						has_leader_flag = gray_governor
					}
				}
				save_global_event_target_as = global_gray_location
			}
		}
		else = {
			capital_scope = {
				save_global_event_target_as = global_gray_location
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = gray_army_active
		}
		if = {
			limit = {
				any_owned_army = {
					army_type = gray_army
					exists = planet
				}
			}
			random_owned_army = {
				limit = {
					army_type = gray_army
				}
				planet = {
					save_global_event_target_as = global_gray_location
				}
			}
		}
		else = {
			random_owned_army = {
				limit = {
					army_type = gray_army
				}
				fleet = {
					save_global_event_target_as = global_gray_location
				}
			}
		}
	}
	else = {
		capital_scope = {
			save_global_event_target_as = global_gray_location
		}
	}
}

#创造灰风总督
rg_create_gray_governor = {
	if = {
		limit = {
			OR = {
				has_country_flag = gray_official_active
				has_country_flag = gray_governor_active #旧版flag
			}
		}
	}
	else = {
		#延迟执行
		optimize_memory
		#删除战舰
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_fleet
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		#删除科学舰
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_constship
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		#删除陆军
		every_owned_army = {
			limit = {
				army_type = gray_army
			}
			if = {
				limit = {
					exists = leader
				}
				unassign_leader = leader
			}
			remove_army = yes
		}
		#存储当前领袖等级
		every_owned_leader = {
			if = {
				###等级检测
				limit = {
					has_leader_flag = rg_gray_leader
					NOT = {
						has_leader_flag = rg_gray_leader_temp
					}
				}
				#导出等级到暂存
				export_trigger_value_to_variable = {
					trigger = has_skill
					variable = rg_gray_level_temp
				}
				#导入变量
				owner = {
					set_variable = {
						which = rg_gray_level
						value = prev.rg_gray_level_temp
					}
				}
				#清理暂存区
				clear_variable = rg_gray_level_temp
			}
		}
		#把所有种类的小灰领袖都送回娘家
		every_owned_leader = {
			limit = {
				has_leader_flag = rg_gray_leader
			}
			set_owner = event_target:rg_gray_country
			set_leader_flag = rg_gray_leader_temp
			# kill_leader = { show_notification = no }
		}
		#把娘家的总督领袖接回来
		if = {
			limit = {
				exists = event_target:gray_governor
			}
			event_target:gray_governor = {
				set_owner = event_target:gray_owner
				remove_leader_flag = rg_gray_leader_temp
			}
		}
		#如果不存在总督备份，现场变一个
		else = {
			rg_gray_govener_init = yes
		}
		#设置总督已启用标识
		set_country_flag = gray_official_active #新版flag
		set_country_flag = gray_governor_active #旧版flag
		#更新灰风形态
		remove_country_flag = gray_warship_active
		remove_country_flag = rg_kac_grayfleet_active
		remove_country_flag = gray_constship_active
		remove_country_flag = gray_army_active
		#等级导入，把存储的领袖等级赋予到领袖身上
		random_owned_leader = {
			limit = {
				has_leader_flag = gray_governor
			}
			set_skill = owner.rg_gray_level
		}
	}
}

#创造灰风总督
rg_create_gray_governor_habitat = {
	if = {
		limit = {
			has_country_flag = gray_habitat_active
		}
	}
	else = {
		#延迟执行
		optimize_memory
		#删除战舰
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_fleet
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		#删除科学舰
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_constship
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		#删除陆军
		every_owned_army = {
			limit = {
				army_type = gray_army
			}
			if = {
				limit = {
					exists = leader
				}
				unassign_leader = leader
			}
			remove_army = yes
		}
		#存储当前领袖等级
		every_owned_leader = {
			if = {
				###等级检测
				limit = {
					has_leader_flag = rg_gray_leader
					NOT = {
						has_leader_flag = rg_gray_leader_temp
					}
				}
				#导出等级到暂存
				export_trigger_value_to_variable = {
					trigger = has_skill
					variable = rg_gray_level_temp
				}
				#导入变量
				owner = {
					set_variable = {
						which = rg_gray_level
						value = prev.rg_gray_level_temp
					}
				}
				#清理暂存区
				clear_variable = rg_gray_level_temp
			}
		}
		#把所有种类的小灰领袖都送回娘家
		every_owned_leader = {
			limit = {
				has_leader_flag = rg_gray_leader
			}
			set_owner = event_target:rg_gray_country
			set_leader_flag = rg_gray_leader_temp
			# kill_leader = { show_notification = no }
		}
		#把娘家的总督领袖接回来
		if = {
			limit = {
				exists = event_target:gray_governor
			}
			event_target:gray_governor = {
				set_owner = event_target:gray_owner
				remove_leader_flag = rg_gray_leader_temp
			}
		}
		#如果不存在总督备份，现场变一个
		else = {
			rg_gray_govener_init = yes
		}
		rg_juggernaut_habitat_init = yes
		#设置总督已启用标识
		set_country_flag = gray_official_active #新版flag
		set_country_flag = gray_governor_active #旧版flag
		set_country_flag = gray_habitat_active
		#更新灰风形态
		remove_country_flag = gray_warship_active
		remove_country_flag = rg_kac_grayfleet_active
		remove_country_flag = gray_constship_active
		remove_country_flag = gray_army_active
		#等级导入，把存储的领袖等级赋予到领袖身上
		random_owned_leader = {
			limit = {
				has_leader_flag = gray_governor
			}
			set_skill = owner.rg_gray_level
		}
	}
}

#创造灰风战舰
rg_create_gray_warship = {
	if = {
		limit = {
			has_country_flag = gray_warship_active
		}
	}
	else = {
		optimize_memory
		#舰船刷新位置检测
		rg_global_gray_location_check = yes
		# 存储当前领袖等级
		every_owned_leader = {
			if = {
				###等级检测
				limit = {
					has_leader_flag = rg_gray_leader
					NOT = {
						has_leader_flag = rg_gray_leader_temp
					}
				}
				export_trigger_value_to_variable = {
					trigger = has_skill
					variable = rg_gray_level_temp
				}
				owner = {
					set_variable = {
						which = rg_gray_level
						value = prev.rg_gray_level_temp
					}
				}
				clear_variable = rg_gray_level_temp
			}
		}
		every_owned_leader = {
			limit = {
				has_leader_flag = rg_gray_leader
			}
			set_owner = event_target:rg_gray_country
			set_leader_flag = rg_gray_leader_temp
			# kill_leader = { show_notification = no }
		}
		if = {
			limit = {
				exists = event_target:gray_leader_admiral
			}
			event_target:gray_leader_admiral = {
				set_owner = event_target:gray_owner
				remove_leader_flag = rg_gray_leader_temp
			}
		}
		else = {
			rg_gray_commander_init = yes
		}
		set_country_flag = gray_warship_active
		if = {
			limit = {
				has_country_flag = rg_gray_level_2
			}
			rg_warship_init_mod1 = yes
		}
		else_if = {
			limit = {
				has_country_flag = rg_gray_level_3
				NOT = {
					has_country_flag = gray_warship_is_juggernaut
				}
			}
			rg_warship_init_mod2 = yes
		}
		else_if = {
			limit = {
				has_country_flag = gray_warship_is_juggernaut
			}
			rg_warship_init_mod3 = yes
		}
		else = {
			rg_warship_init_mod0 = yes
		}
		every_owned_army = {
			limit = {
				army_type = gray_army
			}
			if = {
				limit = {
					exists = leader
				}
				unassign_leader = leader
			}
			remove_army = yes
		}
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_constship
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		remove_country_flag = gray_constship_active
		remove_country_flag = gray_governor_active #旧版flag
		remove_country_flag = gray_official_active
		remove_country_flag = gray_army_active
		random_owned_leader = {
			limit = {
				has_leader_flag = gray_admiral
			}
			set_skill = owner.rg_gray_level
		}
	}
}

#创造灰风地面单位
rg_create_gray_army = {
	if = {
		limit = {
			has_leader_flag = gray_army_active
		}
	}
	else = {
		optimize_memory
		#舰船刷新位置检测
		rg_global_gray_location_check = yes
		every_owned_leader = {
			if = {
				###等级检测
				limit = {
					has_leader_flag = rg_gray_leader
					NOT = {
						has_leader_flag = rg_gray_leader_temp
					}
				}
				export_trigger_value_to_variable = {
					trigger = has_skill
					variable = rg_gray_level_temp
				}
				owner = {
					set_variable = {
						which = rg_gray_level
						value = prev.rg_gray_level_temp
					}
				}
				clear_variable = rg_gray_level_temp
			}
		}
		every_owned_leader = {
			limit = {
				has_leader_flag = rg_gray_leader
			}
			set_owner = event_target:rg_gray_country
			set_leader_flag = rg_gray_leader_temp
			# kill_leader = { show_notification = no }
		}
		if = {
			limit = {
				exists = event_target:gray_leader_general
			}
			event_target:gray_leader_general = {
				set_owner = event_target:gray_owner
				remove_leader_flag = rg_gray_leader_temp
			}
		}
		else = {
			rg_gray_commander_init = yes
		}
		create_ship_design = {
			design = "NAME_RG_armed_transport_ship"
		}
		add_ship_design = last_created_design
		set_country_flag = gray_army_active
		create_fleet = {
			name = "NAME_Gray"
			effect = {
				set_owner = prev
				create_army_transport = {
					ship_name = "NAME_Gray"
					army_name = "NAME_Gray"
					army_type = "gray_army"
				}
				set_location = {
					target = event_target:global_gray_location
					distance = 0
					angle = random
				}
				# set_cloaking_active = yes
				set_fleet_stance = aggressive
			}
		}
		last_created_army = {
			assign_leader = event_target:gray_leader_general
		}
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_fleet
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_constship
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		remove_country_flag = gray_warship_active
		remove_country_flag = rg_kac_grayfleet_active
		remove_country_flag = gray_governor_active #旧版flag
		remove_country_flag = gray_official_active
		remove_country_flag = gray_constship_active
		remove_ship_design = last_created_design
		random_owned_leader = {
			limit = {
				has_leader_flag = gray_general
			}
			set_skill = owner.rg_gray_level
		}
	}
}

#创造灰风科学舰
rg_create_gray_const = {
	if = {
		limit = {
			has_country_flag = gray_constship_active
		}
	}
	else = {
		optimize_memory
		#舰船刷新位置检测
		rg_global_gray_location_check = yes
		every_owned_leader = {
			if = {
				###等级检测
				limit = {
					has_leader_flag = rg_gray_leader
					NOT = {
						has_leader_flag = rg_gray_leader_temp
					}
				}
				export_trigger_value_to_variable = {
					trigger = has_skill
					variable = rg_gray_level_temp
				}
				owner = {
					set_variable = {
						which = rg_gray_level
						value = prev.rg_gray_level_temp
					}
				}
				clear_variable = rg_gray_level_temp
			}
		}
		every_owned_leader = {
			limit = {
				has_leader_flag = rg_gray_leader
			}
			set_owner = event_target:rg_gray_country
			set_leader_flag = rg_gray_leader_temp
			# kill_leader = { show_notification = no }
		}
		if = {
			limit = {
				exists = event_target:gray_leader_scientist
			}
			event_target:gray_leader_scientist = {
				set_owner = event_target:gray_owner
				remove_leader_flag = rg_gray_leader_temp
			}
		}
		else = {
			rg_gray_scientist_init = yes
		}
		set_country_flag = gray_constship_active
		create_fleet = {
			name = "NAME_Gray"
			settings = {
				can_upgrade = no
				can_disband = no
				can_change_composition = no
				can_change_leader = yes
				uses_naval_capacity = no
				spawn_debris = no
			}
			effect = {
				set_owner = prev
				create_ship = {
					name = "NAME_Gray"
					design = "NAME_RG_GRAY_scienceship"
					prefix = no
					upgradable = yes
				}
				set_fleet_stance = evasive
				set_location = {
					target = event_target:global_gray_location
					distance = 0
					angle = random
				}
				set_fleet_flag = gray_constship
				save_global_event_target_as = global_gray_constship
				set_cloaking_active = yes
				assign_leader = event_target:gray_leader_scientist
			}
		}
		every_owned_fleet = {
			limit = {
				has_fleet_flag = gray_fleet
			}
			delete_fleet = {
				target = this
				kill_leader = no
				destroy_template = yes
			}
		}
		every_owned_army = {
			limit = {
				army_type = gray_army
			}
			if = {
				limit = {
					exists = leader
				}
				unassign_leader = leader
			}
			remove_army = yes
		}
		remove_country_flag = gray_army_active
		remove_country_flag = gray_warship_active
		remove_country_flag = rg_kac_grayfleet_active
		remove_country_flag = gray_governor_active #旧版flag
		remove_country_flag = gray_official_active
		random_owned_leader = {
			limit = {
				has_leader_flag = gray_scientist
			}
			set_skill = owner.rg_gray_level
		}
	}
}