Paste #19578: Untitled Paste

Date: 2015/08/21 08:48:21 UTC-07:00
Type: Denizen Script

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# +----------------------------------
# |   Territory scripts
# +----------------------------------

# War Master NPC

Territoy_World_Script:
    type: world
    events:
# +----------------------------------
# |   On Server start
# +----------------------------------
        on server start:
        - run Load_Territories instantly
        - run Save_Territories delay:5m
        - run Loop_Check_Territory

Loop_Check_Territory:
    type: task
    debug: false
    Script:
      - foreach <server.list_online_players> {
        - if <def[value].flag[last_region]> != <def[value].location.regions.get[1]> && <def[value].location.regions.get[1]> != null {
          - define territory <def[value].location.regions.get[1].after[@].before[,].to_titlecase>
          - if  <yaml[Territories].read[Territories.%territory%.contains[Nation]]> {
            - define nation <yaml[Territories].read[Territories.%territory%.Nation]>
            - if <yaml[Territories].read[Territories.%territory%.State]> == Invasion {
              - narrate "<dark_red>Beware, <gold>%Territory% <dark_gray>is under siege!" targets:%Value%
              - narrate "<dark_red>Leave now, if you don't want to fight in the battle." targets:%Value%
              - wait 5s
              - run Loop_Check_Territory
              - queue clear
              } else {
              - narrate "<dark_gray>You entered<&co> <gold>%territory% <dark_gray>of <blue>%Nation%" targets:%Value%
              }
            - if <yaml[Territories].read[Territories.Nations.<player.nation.formatted>.enemies.contains[%Nation%]]> {
              - narrate "<dark_red>Beware, <gold>%Territory% <dark_gray>is owned by a hostile nation." targets:%Value%
              }
            } else {
            - narrate "<dark_gray>You entered<&co> <gold>%territory%" targets:%Value%
            }
          }
        - flag %Value% last_region:<def[value].location.regions.get[1]>
        }
      - wait 5s
      - run Loop_Check_Territory

Load_Territories:
    type: task
    Script:
      - yaml "load:../Dynmap-WorldGuard/config.yml" id:Dynmap_WG
      - yaml "load:../WorldGuard/worlds/world/regions.yml" id:WG_Regions
      - if <server.has_file[/Data/Territories.yml]> {
        - yaml "load:/Data/Territories.yml" id:Territories
        - narrate "<dark_green>Loading Territories..."
        } else {
        - yaml create id:Territories
        - narrate "<red>Couldn't find Territories.yml file."
        - narrate "<dark_green>Creating new <gold>Territories.yml <dark_green>file"
        - yaml id:Territories set Territories.TerritoryName.Nation:NationName
        - yaml id:Territories set Territories.TerritoryName.Cost:10000
        - yaml id:Territories set Territories.TerritoryName.State:Unclaimed
        - yaml id:Territories set Territories.TerritoryName.Town:True
        - yaml id:Territories set Territories.TerritoryName.Bordering_Regions:->:TerritoryName
        - yaml id:Territories set Territories.TerritoryName.Soldiers.Swordsmen.NationName:100
        - yaml id:Territories set Territories.TerritoryName.Soldiers.Archers.NationName:100
        - yaml id:Territories set Territories.TerritoryName.BattlePoint_A:Location_Coordinates
        - yaml id:Territories set Territories.TerritoryName.BattlePoint_P:Location_Coordinates
        - yaml id:Territories set Territories.TerritoryName.Town:TownName

        - yaml id:Territories set Nations.NationName.Balance:9999
        - yaml id:Territories set Nations.NationName.Enemies:->:NationName
        - yaml id:Territories set Nations.NationName.Allies:->:NationName
        - yaml id:Territories set Nations.NationName.Color:FF0000
        - yaml id:Territories set Nations.NationName.Capital:TownName

        - yaml id:Territories set Towns.TownName.Balance:0

        - yaml id:Territories set Soldiers.Swordsmen:200
        - yaml id:Territories set Soldiers.Axemen:300
        - yaml id:Territories set Soldiers.Archers:350
        - yaml id:Territories set Soldiers.Knights:500
        - yaml "savefile:/Data/Territories.yml" id:Territories
        }

Save_Territories:
    type: task
    Script:
      - yaml "savefile:/Data/Territories.yml" id:Territories
      - yaml "savefile:../Dynmap-WorldGuard/config.yml" id:Dynmap_WG

War_Master_Assignment:
    type: assignment
    interact scripts:
    - 10 War_Master
    actions:
        on assignment:
        # These triggers enable interaction with an NPC via chatting, clicking and entering proximity
        - trigger name:chat state:true
        - trigger name:click state:true
        - trigger name:proximity state:true
        - lookclose <npc> state:true

War_Master:
    type: interact
    steps:
        1:
            Click Trigger:
                Script:
                - if <player.in_group[Leader]> {
                  - narrate "<red>[War Master] -> You<&co> <yellow>What can I do for you?"
                  - zap step:What_can_I_do
                  } else {
                  - narrate "<red>[War Master] -> You<&co> <yellow>Move a long peasent. I only server our leader."
                  }
        What_can_I_do:
            Click Trigger:
                Script:
                - narrate "<red>[War Master] -> You<&co> <yellow>What can I do for you?"
            chat Trigger:
                1:
                    Trigger: "/regex:(?i).*claim.*|.*invade.*|.*conquer.*|.*attack.*//"
                    Script:
                      - if <context.message.contains[claim]> {
                        - narrate "<red>[War Master] -> You<&co> <yellow>What region would you like to lay claim to?"
                        } else if <context.message.contains[invade]> {
                        - narrate "<red>[War Master] -> You<&co> <yellow>What region would you like to invade?"
                        } else if <context.message.contains[conquer]> {
                        - narrate "<red>[War Master] -> You<&co> <yellow>What region would you like to conquer?"
                        } else if <context.message.contains[attack]> {
                        - narrate "<red>[War Master] -> You<&co> <yellow>What region would you like to attack?"
                        }
                      - zap step:Territory
                4:
                    Trigger: "/regex:(?i).*soldier.*|.*footmen.*|.*army.*|.*archer.*|.*hunter.*|.*swordsmen.*|.*horsemen.*|.*knights.*|.*axemen.*/"
                    Script:
                      - if <context.message.contains[regex:(?i).*footmen.*|.*swordsmen.*]> {
                        - define Soldier_Type Swordsmen
                        } else if <context.message.contains[regex:(?i).*archer.*|.*hunter.*]> {
                        - define Soldier_Type Archers
                        } else if <context.message.contains[regex:(?i).*knights.*|.*horsemen.*|.*cavalry.*]> {
                        - define Soldier_Type Knights
                        } else if <context.message.contains[regex:(?i).*axemen.*]> {
                        - define Soldier_Type Axemen
                        } else {
                        - define Soldier_Type Soldiers 
                        }
                      - if <player.town.nation.king.name> == <player.name> { 
                        - define LeaderType Nation
                        } else {
                        - define LeaderType Town 
                        }
                      - define Amount <context.message.regex[.*(\d).*].group[1]>
                      - if LeaderType == Town {
                        - define NTName <player.town.after[@]>
                        } else {
                        - define NTName <player.town.nation.after[@]>
                        }
                      - if <context.message.contains[regex:(?i).*buy.*|.*purchase.*|.*hire.*].group[0]> {
                        - if <context.message.regex[.*(\d).*].group[1]> != null {
                          - define SoldierPrice <yaml[Territories].read[Soldiers.%Soldier_Type%]>
                          - if %LeaderType% == Town {
                            - if <math:%Amount%*%SoldierPrice%> > <yaml[Territories].read[Towns.<player.town.after[@]>.balance]> {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You don't have enough to purchase that many %Soldier_Type%"
                              - wait 1
                              - narrate "<red>[War Master] -> You<&co> <yellow>Each %Soldier_Type% will cost us <yaml[Territories].read[Soldiers.%Soldier_Type%]>"
                              } else {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to purchase %Amount% %Soldier_Type%?"
                              }
                            } else {
                            - if <math:%Amount%*%SoldierPrice%> > <yaml[Territories].read[Nations.<player.town.nation.after[@]>.balance]> {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You don't have enough to purchase that many %Soldier_Type%"
                              - wait 1
                              - narrate "<red>[War Master] -> You<&co> <yellow>Each %Soldier_Type% will cost us <yaml[Territories].read[Soldiers.%Soldier_Type%]>"
                              }
                            }

                          - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to hire %Amount% %Soldier_Type%?"
                          - zap step:Soldiers_Hire_Confirmation.
                          } else {
                          - narrate "<red>[War Master] -> You<&co> <yellow>How many %Soldier_Type% would you like to hire?"
                          - zap step:Soldiers_Hire_Amount
                          }
                        }
                      - if <context.message.contains[regex:(?i).*move.*|.*transfer.*|.*send.*].group[0]> {
                        - define From <context.message.regex[(?i)(?<=from )\w+].group[0]>
                        - define To <context.message.regex[(?i)(?<=to )\w+].group[0]>
                        - foreach <yaml[Territories].list_keys[Territories]> {
                          - if <context.message.regex[(?i)(?<=to )\w+].group[0].contains[%Value%]> {
                            - define ToExists True
                            } else if <context.message.regex[(?i)(?<=from )\w+].group[0].contains[%Value%]> {
                            - define FromExists True
                            }
                          }
                        - wait 1t
                        - if <context.message.contains[ to ]> && <context.message.contains[ from ]> {
                          - if %ToExists% == True && %FromExists% == True {
                            - if <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> < %Amount% || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> == 0 || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> == null {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You do not have enough %Soldier_Type% in %From% to do that."
                              - wait 1
                              - narrate "<red>[War Master] -> You<&co> <yellow>You only have <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> %Soldier_Type% in %From%."
                              - zap step:1
                              - queue clear
                              }
                            - if %To% != <player.town.nation.after[@]> || <yaml[Territories].read[Territories.Nations.<player.town.nation.after[@]>.Allies].contains[<yaml[Territories].read[Territories.%To%.Nation]>]> {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You can only send soldiers to your own region and allied regions."
                              - zap step:1
                              - queue clear
                              }
                            - if <context.message.regex[.*(\d).*].group[1]> != null {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want me to move %Amount% %Soldier_Type% from %From% to %To%?"
                              - zap step:Soldier_Movement_Confirmation
                              } else {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want me to move all your %Soldier_Type% from %From% to %To%?"
                              - zap step:Soldier_Movement_Confirmation
                              }
                            } else if %FromExists% == True {
                            - narrate "<red>[War Master] -> You<&co> <yellow>I know where %From% is, but I've never heard of %To%, what do you want me to do exactly?"
                            - zap step:What_can_I_do
                            } else if %ToExists% == True {
                            - narrate "<red>[War Master] -> You<&co> <yellow>I know where %To% is, but I've never heard of %From%, what do you want me to do exactly?"
                            - zap step:What_can_I_do
                            } else {
                            - narrate "<red>[War Master] -> You<&co> <yellow>I havn't heard of neither %From% or %To% before. What do you want me to do exactly?"
                            - zap step:What_can_I_do
                            }
                          } else if <context.message.contains[ to ].group[0]> {
                          - if %ToExists% == True {
                            - if %To% != <player.town.nation.after[@]> || <yaml[Territories].read[Territories.Nations.<player.town.nation.after[@]>.Allies].contains[<yaml[Territories].read[Territories.%To%.Nation]>]> {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You can only send soldiers to your own region and allied regions."
                              - zap step:1
                              - queue clear
                              }
                            - if <context.message.regex[.*(\d).*].group[1]> != null {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Where do you want me to move %Amount% %Soldier_Type% to %To% from?"
                              - zap step:Soldier_Movement_From
                              } else {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Where do you want me to move your %Soldier_Type% to %To% from?"
                              - zap step:Soldier_Movement_From
                              }
                            } else {
                            - narrate "<red>[War Master] -> You<&co> <yellow>I havn't heard of %To% before. What do you want me to do exactly?"
                            - zap step:What_can_I_do
                            }
                          } else if <context.message.contains[ from ].group[0]> {
                          - if %FromExists% == True {
                            - if <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> < %Amount% || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> < 1 || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> == null {
                              - narrate "<red>[War Master] -> You<&co> <yellow>You do not have enough %Soldier_Type% in %From% to do that."
                              - wait 1
                              - narrate "<red>[War Master] -> You<&co> <yellow>You only have <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> %Soldier_Type% in %From%."
                              - zap step:1
                              - queue clear
                              }
                            - if <context.message.regex[.*(\d).*].group[1]> != null {
                              - define Amount <context.message.regex[.*(\d).*].group[1]>
                              - narrate "<red>[War Master] -> You<&co> <yellow>Where do you want me to move %Amount% %Soldier_Type% from %From% to?"
                              - zap step:Soldier_Movement_To
                              } else {
                              - narrate "<red>[War Master] -> You<&co> <yellow>Where do you want me to move %Soldier_Type% from %From% to?"
                              - zap step:Soldier_Movement_To
                              }
                            } else {
                            - narrate "<red>[War Master] -> You<&co> <yellow>I havn't heard of %From% before. What do you want me to do exactly?"
                            - zap step:What_can_I_do
                            }
                          }
                        }
            proximity Trigger:
                exit:
                    Script:
                      - zap step:1
        Soldiers_Movement_From:
            chat Trigger:
                1:
                    Trigger: "/regex:.*/"
                    Script:
                      - foreach <yaml[Territories].list_keys[Territories]> {
                        - if <context.message.contains[%Value%]> {
                          - define FromExists True
                          - define From %Value%
                          }
                        }
                      - if %FromExists% != True {
                        - narrate "<red>[War Master] -> You<&co> <yellow>I havn't heard of %From% before. What do you want me to do exactly?"
                        - zap step:What_can_I_do
                        }
                      - define Amount <context.message.regex[.*(\d).*].group[1]>
                      - if <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> < %Amount% || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> == 0 || <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> == null {
                        - narrate "<red>[War Master] -> You<&co> <yellow>You do not have enough %Soldier_Type% in %From% to do that."
                        - wait 1
                        - narrate "<red>[War Master] -> You<&co> <yellow>You only have <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%]> %Soldier_Type% in %From%."
                        - zap step:1
                        - queue clear
                        }
                      - if %Amount% > 0 {
                        - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to move %Amount% %Soldiers% from %From% to %To%?"
                        - zap step:Soldier_Movement_Confirmation
                        } else {
                        - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to move your %Soldiers% from %From% to %To%?"
                        - zap step:Soldier_Movement_Confirmation
                        }
        Soldiers_Movement_To:
            chat Trigger:
                1:
                    Trigger: "/regex:.*/"
                    Script:
                      - if %Amount% == > 0 {
                        - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to move %Amount% %Soldiers% from %From% to %To%?"
                        - zap step:Soldier_Movement_Confirmation
                        } else {
                        - narrate "<red>[War Master] -> You<&co> <yellow>Are you sure you want to move your %Soldiers% from %From% to %To%?"
                        - zap step:Soldier_Movement_Confirmation
                        }
            proximity Trigger:
                exit:
                    Script:
                      - zap step:1
        Soldier_Movement_Confirmation:
            chat Trigger:
                1:
                    Trigger: "/regex:(?i).*Yes.*|.*Yeah.*|.*sure.*/"
                    Script:
                      - define Travel_Length <def[<yaml[Territories].list_keys[Territories.%From%.BattlePoint_P]>].distance[<yaml[Territories].list_keys[Territories.%To%.BattlePoint_P]>]>
                      - if %Amount% > 0 {
                        - yaml id:Territories set Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%:-:%Amount%
                        - yaml id:Territories set Territories.%To%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%:+:%Amount% delay:<math:%Travel_Length%*4>s
                        } else {
                        - foreach <yaml[Territories].list_keys[Territories.%From%.Soldiers.%LeaderType%.%NTName%]> {
                          - define Amount <yaml[Territories].read[Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Value%]>
                          - yaml id:Territories set Territories.%From%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%:!
                          - yaml id:Territories set Territories.%To%.Soldiers.%LeaderType%.%NTName%.%Soldier_Type%:+:%Amount% delay:<math:%Travel_Length%*4>s
                          }
                        }
                      - narrate "<red>[War Master] -> You<&co> <yellow>Your soldiers are on the way to %To%, expected arrival in <math:%Travel_Length%*4/60> minutes."
            proximity Trigger:
                exit:
                    Script:
                      - zap step:1
        Territory:
            Click Trigger:
                Script:
                - narrate "<red>[War Master] -> You<&co> <yellow>What region would you like to invade?"
            chat Trigger:
                1:
                    Trigger: "/regex:.+/"
                    Script:
                      - if <yaml[Territories].read[Territories].contains[<context.message>]> {
                        - define Territory <context.message>
                        # Check if the region is currently in the middle of an invasion
                        - if <yaml[Territories].read[Territories.%Territory%.State]> == Invading {
                          - narrate "<red>[War Master] -> You<&co> <yellow>I heard rumors that an invasion of this territory is already in progress."
                          - wait 1
                          - narrate "<red>[War Master] -> You<&co> <yellow>Now, would not be a wise time to invade. We must wait until things settle down."
                          - zap step:1
                          - queue clear
                          }
                        - if <yaml[Territories].read[Territories.%Territory%.State]> == Protected {
                          - narrate "<red>[War Master] -> You<&co> <yellow>This region is too heavily guarded to attack."
                          - zap step:1
                          - queue clear
                          }
                        # Check if the region is already owned by the leader.
                        - if <region@%Territory%,world.owners.formatted.contains[<player.name>]> {
                          - narrate "<red>[War Master] -> You<&co> <yellow>We already own this territory."
                          - zap step:1
                          - queue clear
                          }
                        #  Check that the region has 2 battlepoints
                        - if <yaml[Territories].list_keys[Territories.%Territory%].contains[BattlePoint_A]> && <yaml[Territories].list_keys[Territories.%Territory%].contains[BattlePoint_P]> {
                          - narrate "<dark_red>ERROR - There's a missing spawn for this region. Please contact an admin."
                          - zap step:1
                          - queue clear
                          }
                        - wait 1t
                        # Check that the leader owns a bordering region.
                        - foreach <yaml[Territories].read[Territories.%Territory%.Bordering_Regions]> {
                          - if <region@%value%,world.owners.formatted.contains[<player.name>]> {
                            # Check If the region is unclaimed
                            - if <region@%Territory%,world.owners.formatted> == "" {
                              # Check if the leader can afford it.
                              - if <yaml[Territories].read[Nations.<player.town.nation.after[@]>.balance]> < <yaml[Territories].read[Territories.<context.message>.cost]> {
                                - narrate "<red>[War Master] -> You<&co> <yellow>We don't have enough ducats to to make claim to this land sir."
                                - wait 1
                                - narrate "<red>[War Master] -> You<&co> <yellow>Claiming <context.message> will cost us at least <red><yaml[Territories].read[Territories.<context.message>.cost]> <yellow>ducats."
                                - narrate "<red>[War Master] -> You<&co> <yellow>And we only have <yaml[Territories].read[Nations.<player.town.nation.after[@]>.balance]> ducats in the vault."
                                - zap step:1
                                - queue clear
                                } else {
                                - narrate "<red>[War Master] -> You<&co> <yellow>Claiming <context.message> is going to cost at least <red><yaml[Territories].read[Territories.<context.message>.cost]><yellow>. Are you sure you want to claim this territory?"
                                - zap step:Invasion_Confirmation
                                - queue clear
                                }
                              # Else if it's already owned
                              } else {
                              # Check if the leader can afford it.
                              - if <yaml[Territories].read[Nations.<player.town.nation.after[@]>.balance]> < <yaml[Territories].read[Territories.<context.message>.cost]> {
                                - narrate "<red>[War Master] -> You<&co> <yellow>We don't have enough ducats to to make such an invasion sir."
                                - wait 1
                                - narrate "<red>[War Master] -> You<&co> <yellow>Invading <context.message> will cost us at least <red><yaml[Territories].read[Territories.<context.message>.cost]> <yellow>ducats."
                                - narrate "<red>[War Master] -> You<&co> <yellow>And we only have <yaml[Territories].read[Nations.<player.town.nation.after[@]>.balance]> ducats in the vault."
                                - zap step:1
                                - queue clear
                                } else {
                                - narrate "<red>[War Master] -> You<&co> <yellow>Invading <context.message> is going to cost at least <red><yaml[Territories].read[Territories.<context.message>.cost]><yellow>. Are you sure you want to do this?"
                                - zap step:Invasion_Confirmation
                                - queue clear
                                }
                              }
                              - queue clear
                            }
                          }
                          - wait 1t
                          - narrate "<red>[War Master] -> You<&co> <yellow>You need to conquer a bordering territory before you can invade %Territory%"
                          - zap step:1
                        } else {
                        - narrate "<red>[War Master] -> You<&co> <yellow>I've never heard of <context.message>."
                        - wait 1
                        - narrate "<red>[War Master] -> You<&co> <yellow>Look at the map and tell me what region you would like to conquer."
                        }
            proximity Trigger:
                exit:
                    Script:
                      - zap step:1
        Invasion_Confirmation:
            chat Trigger:
                1:
                    Trigger: "/regex:(?i).*Yes.*|.*Yeah.*|.*sure.*/"
                    Script:
                      - define Nation <player.town.nation.after[@]>
                      - yaml id:Territories set Nations.%Nation%.Balance:-:<yaml[Territories].read[Territories.%Territory%.Cost]>
                      - yaml id:Territories set Territories.%Territory%.State:Invading
                      - if <yaml[Territories].read[Territories.%Territory%.State]> == Owned {
                        - narrate "<red>[War Master] -> You<&co> <yellow>I will start gathering the army for an invasion right away!"
                        - wait 1
                        - narrate "<red>[War Master] -> You<&co> <yellow>By my estimate we should be ready to start this war in three days."
                        - run script:Invade_Territory def:%Territory%|%Nation%|<yaml[Territories].read[Territories.<player.town.nation.after[@]>.Leader]>
                        } else {
                        - narrate "<red>[War Master] -> You<&co> <yellow>I will start gathering supplies and woodworkers!"
                        - wait 1
                        - narrate "<red>[War Master] -> You<&co> <yellow>By my estimate we should own this region in two days."
                        - run script:Claim_Territory def:%Territory%|%Nation%|<yaml[Territories].read[Territories.<player.town.nation.after[@]>.Leader]>
                        }
            proximity Trigger:
                exit:
                    Script:
                      - zap step:1

Territory_Commands:
    type: command
    name: ter
    description: Handles territories
    usage: /ter help
    permission: territory.claim
    script:
      - if <context.args.get[1]> == help {
        - narrate "<gold>--====||||  <red>Territories <gold>||||====--"
        - narrate "<gold>/Ter invade <&lb>territory<&rb> <&lb>nation<&rb> <&lb>Leader<&rb> <green>- invade an claimed territory."
        - narrate "<gold>/Ter setowner <&lb>territory<&rb> <&lb>Leader<&rb> <green>- Set the owner of a territory"
        - narrate "<gold>/Ter removeowner <&lb>territory<&rb> <&lb>Leader<&rb> <green>- Remove the owner of a territory"
        - narrate "<gold>/Ter updateleader <&lb>old leader<&rb> <&lb>new leader<&rb> <green>- Update leader of regions."
        - narrate "<gold>/Ter create <&lb>territory<&rb> <green>- Create a new territory"
        - narrate "<gold>/Ter set <&lb>territory<&rb> <&lb>argument<&rb> <green>- Set an argument to a territory."
        - narrate "<gold>/Ter args <green>- See all arguments."
        - narrate "<gold>/Ter rename <&lb>old name<&rb> <&lb>new name<&rb> <green>- See all arguments."
        - narrate "<gold>/Ter setbalance <&lb>nation<&rb> <&lb>balance<&rb> <green>- Set the balance of a nation"
        - narrate "<gold>/Ter balance <&lb>nation<&rb> <green>- See the current balance of a nation."
        - queue clear
        }
      - if <context.args.get[1]> == setowner && <context.args.size.is[EQUALS].to[3]> {
        - define Territory <context.args.get[2]>
        - define Leader <context.args.get[3]>
        - define Nation <server.match_player[%Leader%].town.nation.after[@]>
        - execute as_op "region removeowner %Territory% %Leader%"
        - narrate "<gold>Ter - <green>Setting %Territory% owner to %Leader%"
        - yaml id:Territories set Territories.%Territory%.Owner:%Leader%
        - yaml id:Territories set Territories.%Territory%.State:Owned
        - yaml id:Territories set Territories.%Territory%.Nation:%Nation%
        - execute as_server "region addowner %Territory% %Leader%"
        - if <server.match_player[%Leader%].town.nation.after[@]> == NationTest {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>00998F
          } else if <server.match_player[%Leader%].town.nation.after[@]> == Nation2 {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>FFC400
          } else if <server.match_player[%Leader%].town.nation.after[@]> == Nation3 {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>169400
          } else if <server.match_player[%Leader%].town.nation.after[@]> == Nation4 {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>0010F2
          } else if <server.match_player[%Leader%].town.nation.after[@]> == Nation5 {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>710087
          } else {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>FF0000
          - narrate "<red>ERROR - Leader's nation not found."
          }
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == removeowner && <context.args.size.is[EQUALS].to[3]> {
        - define Territory <context.args.get[2]>
        - define Leader <context.args.get[3]>
        - execute as_op "region removeowner %Territory% %Leader%"
        - narrate "<gold>Ter - <green>Removing %Territory%'s' leader %Leader%"
        - yaml id:Territories set Territories.%Territory%.Owner:!
        - yaml id:Territories set Territories.%Territory%.State:Unclaimed
        - yaml id:Territories set Territories.%Territory%.Nation:!
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == updateleader && <context.args.size.is[EQUALS].to[3]> {
        - define OldLeader <context.args.get[2]>
        - define NewLeader <context.args.get[3]>
        - narrate "<gold>Ter - <green>Updating Territories for new leader<&co> %NewLeader%"
        - foreach <yaml[Territories].read[Territories]> {
          - if <yaml[Territories].read[Territories.%Value%.Owner]> == %OldLeader% {
            - execute as_op "region removeowner %value% %OldLeader%"
            - execute as_op "region addowner %value% %NewLeader%"
            - yaml id:Territories set Territories.%value%.Owner:%NewLeader%
            }
          }
        - yaml id:Dynmap_WG set ownerstyle.%OldLeader%.fillColor:<&ns>00998F
        - if <server.match_player[%NewLeader%].town.nation.after[@]> == NationTest {
          - yaml id:Dynmap_WG set ownerstyle.%NewLeader%.fillColor:<&ns>00998F
          } else if <server.match_player[%NewLeader%].town.nation.after[@]> == Nation2 {
          - yaml id:Dynmap_WG set ownerstyle.%NewLeader%.fillColor:<&ns>FFC400
          } else if <server.match_player[%NewLeader%].town.nation.after[@]> == Nation3 {
          - yaml id:Dynmap_WG set ownerstyle.%NewLeader%.fillColor:<&ns>169400
          } else if <server.match_player[%NewLeader%].town.nation.after[@]> == Nation4 {
          - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<&ns>0010F2
          } else if <server.match_player[%NewLeader%].town.nation.after[@]> == Nation5 {
          - yaml id:Dynmap_WG set ownerstyle.%NewLeader%.fillColor:<&ns>710087
          } else {
          - yaml id:Dynmap_WG set ownerstyle.%NewLeader%.fillColor:<&ns>FF0000
          - narrate "<red>ERROR - Leader's nation not found."
          }
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == create && <context.args.size.is[EQUALS].to[2]> {
        - define Territory <context.args.get[2]>
        - yaml id:Territories set Territories.%Territory%.State:Unclaimed
        - yaml id:Territories set Territories.%Territory%.Cost:10000
        - narrate "<dark_red><&lb><gold>Ter<dark_red><&rb> <dark_gray>New territory<&co> <blue>%Territory% <dark_gray>Created"
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == createall {
        - narrate "Creating all regions..."
        - foreach <yaml[WG_Regions].list_keys[regions]> {
          - if %Value% != __global__ {
            - yaml id:Territories set Territories.<def[value].to_titlecase>.State:Unclaimed
            - yaml id:Territories set Territories.<def[value].to_titlecase>.Cost:10000
            - narrate "<dark_red><&lb><gold>Ter<dark_red><&rb> <dark_gray>New territory<&co> <blue><def[value].to_titlecase> <dark_gray>Created"
            }
          }
        - narrate "<dark_red><&lb><gold>Ter<dark_red><&rb> <dark_gray>Finished creating all regions."
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == setbalance && <context.args.size.is[EQUALS].to[3]> {
        - define Nation <context.args.get[2]>
        - define Balance <context.args.get[3]>
        - narrate "<gold>Ter - <green>Setting %Nation%'s' Balance to %Balance%"
        - yaml id:Territories set Nations.%Nation%.Balance:%Balance%
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == balance && <context.args.size.is[EQUALS].to[2]> {
        - define Nation <context.args.get[2]>
        - narrate "%Nation%'s balance: <yaml[Territories].read[Nations.%Nation%.Balance]> Ducats"
        - queue clear
        }
      - if <context.args.get[1]> == set {
        - yaml id:Territories set <context.args.get[2]>
        - narrate "<green> Set <context.args.get[2]> in territories.yml"
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == bpa {
        - yaml id:Territories set Territories.<player.location.regions.get[1].after[@].before[,]>.BattlePoint_A:<player.location.simple>
        - narrate "<green> Set BattlePoint A in <player.location.regions.get[1].after[@].before[,]>"
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == bpp {
        - yaml id:Territories set Territories.<player.location.regions.get[1].after[@].before[,]>.BattlePoint_P:<player.location.simple>
        - narrate "<green> Set BattlePoint P in <player.location.regions.get[1].after[@].before[,]>"
        - run Save_Territories
        - queue clear
        }
      - if <context.args.get[1]> == args {
        - narrate "<green>Nation"
        - narrate "<green>Owner"
        - narrate "<green>State"
        - narrate "<green>Cost"
        - narrate "<green>Bordering_Regions"
        - narrate "<green>Example: <gold>/ter set <blue>Territories.Test.State:Protected"
        - queue clear
        }
      - if <context.args.get[1]> == rename && <context.args.size.is[EQUALS].to[3]> {
        - define Old_Name <context.args.get[2]>
        - define New_Name <context.args.get[2]>
        - yaml id:Territories set Territories.%New_Name%.Nation:<yaml[Territories].read[Territories.%Old_Name%.Nation]>
        - yaml id:Territories set Territories.%New_Name%.Owner:<yaml[Territories].read[Territories.%Old_Name%.Owner]>
        - yaml id:Territories set Territories.%New_Name%.State:<yaml[Territories].read[Territories.%Old_Name%.State]>
        - yaml id:Territories set Territories.%New_Name%.Cost:<yaml[Territories].read[Territories.%Old_Name%.Cost]>
        - yaml id:Territories set Territories.%New_Name%.Bordering_Regions:<yaml[Territories].read[Territories.%Old_Name%.Bordering_Regions]>
        - yaml id:Territories set Territories.%Old_Name%:!
        - narrate "<green> Set <context.args.get[2]> in territories.yml"
        - run Save_Territories
        - queue clear
        }
      - execute as_player "ter help"

Claim_Territory:
    type: task
    definitions: P_Territory|A_Nation|A_Nation_Leader
    Script:
      - yaml id:Territories set Territories.%P_Territory%.State:Invading

Invade_Territory:
    type: task
    definitions: P_Territory|A_Nation|A_Nation_Leader
    Script:
      - yaml id:Territories set Territories.%P_Territory%.State:Invading
      - define BPA <yaml[Territories].read[Territories.%P_Territory%.BattlePoint_A]>
      - define BPP <yaml[Territories].read[Territories.%P_Territory%.BattlePoint_P]>
      - define Direction <def[BPA].direction[BPP]>
      #  This checks if it's northeast, southeast etc. And strips away east & west.
      - if <def[Direction].lengt> > 5  {
        - define Direction <def[BPA].direction[BPP].replace[west].replace[east]>
        }
      - schematic load name:WarTent
      - if %Direction% == east {
        - schematic create name:BPA_Backup cu@<def[BPA].add[8,16,16]>|<def[BPA].sub[8,2,16]> %BPA%
        - schematic paste name:WarTent %BPA% noair
        - if !<yaml[Territories].list_keys[Territories.%P_Territory%].contains[Town]> {
          - schematic rotate name:WarTent angle:180
          - schematic create name:BPP_Backup cu@<def[BPP].add[8,16,16]>|<def[BPP].sub[8,2,16]> %BPP%
          - wait 1t
          - schematic paste name:WarTent %BPP% noair
          }
        } else if %Direction% == west {
        - if !<yaml[Territories].list_keys[Territories.%P_Territory%].contains[Town]> {
          - schematic create name:BPP_Backup cu@<def[BPP].add[8,16,16]>|<def[BPP].sub[8,2,16]> %BPP%
          - wait 1t
          - schematic paste name:WarTent %BPP% noair
          }
        - schematic rotate name:WarTent angle:180
        - schematic create name:BPA_Backup cu@<def[BPA].add[8,16,16]>|<def[BPA].sub[8,2,16]> %BPA%
        - schematic paste name:WarTent %BPA% noair
        } else if %Direction% == south {
        - schematic rotate name:WarTent angle:90
        - schematic create name:BPA_Backup cu@<def[BPA].add[16,16,8]>|<def[BPA].sub[16,2,8]> %BPA%
        - schematic paste name:WarTent %BPA% noair
        - if !<yaml[Territories].list_keys[Territories.%P_Territory%].contains[Town]> {
          - schematic rotate name:WarTent angle:180
          - schematic create name:BPP_Backup cu@<def[BPP].add[16,16,8]>|<def[BPP].sub[16,2,8]> %BPP%
          - wait 1t
          - schematic paste name:WarTent %BPP% noair
          }
        } else if %Direction% == north {
        - schematic rotate name:WarTent angle:-90
        - schematic create name:BPA_Backup cu@<def[BPA].add[16,16,8]>|<def[BPA].sub[16,2,8]> %BPA%
        - schematic paste name:WarTent %BPA% noair
        - if !<yaml[Territories].list_keys[Territories.%P_Territory%].contains[Town]> {
          - schematic rotate name:WarTent angle:180
          - schematic create name:BPP_Backup cu@<def[BPP].add[16,16,8]>|<def[BPP].sub[16,2,8]> %BPP%
          - wait 1t
          - schematic paste name:WarTent %BPP% noair
          }
        }
      - schematic unload name:WarTent

Territory_Claimed:
    type: task
    definitions: P_Territory|A_Nation|A_Nation_Leader
    Script:
      - execute as_op "region addowner %P_Territory% %A_Nation_Leader%"
      - yaml id:Territories set Territories.%P_Territory%.State:Owned
      - yaml id:Territories set Territories.%P_Territory%.Nation:%A_Nation%
      - yaml id:Territories set Territories.%P_Territory%.Owner:%A_Nation_Leader%
      - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<yaml[Territories].read[Territories.%A_Nation%.Color]>

Territory_Invaded:
    type: task
    definitions: P_Territory|A_Nation|A_Nation_Leader
    Script:
      - define P_Nation <yaml[Territories].read[Territories.%P_Territory%.Nation]>
      - execute as_op "region removeowner %P_Territory% <yaml[Territories].read[Territories.%P_Nation%.Leader]>"
      - execute as_op "region addowner %P_Territory% %A_Leader%"
      - yaml id:Territories set Territories.%P_Territory%.State:Owned
      - yaml id:Territories set Territories.%P_Territory%.Nation:%A_Nation%
      - yaml id:Territories set Territories.%P_Territory%.Owner:%A_Nation_Leaderder%
      - yaml id:Dynmap_WG set ownerstyle.%Leader%.fillColor:<yaml[Territories].read[Territories.%A_Nation%.Color]>
      - define BPA <yaml[Territories].read[Territories.%P_Territory%.BattlePoint_A]>
      - define BPP <yaml[Territories].read[Territories.%P_Territory%.BattlePoint_P]>
      - schematic paste name:BPA_Backup %BPA% noair
      - if !<yaml[Territories].list_keys[Territories.%P_Territory%].contains[Town]> {
        - schematic paste name:BPP_Backup %BPP% noair
        }