sect_spar_interaction = {
    category = interaction_category_friendly
    interface_priority = 120
    common_interaction = yes
    icon = icon_combat

    #interface = sect_spar

	popup_on_receive = yes
	pause_on_receive = yes

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:actor = scope:recipient
				}
				desc = sect_spar_interaction_desc_own_court
			}
			desc = sect_spar_interaction_desc_other_court
		}
	}

	is_valid_showing_failures_only = {
		# Basic validity checks
		scope:secondary_actor = {
			is_imprisoned = no
			is_incapable = no
			is_adult = yes
		}
		scope:secondary_recipient = {
			is_imprisoned = no
			is_incapable = no
			is_adult = yes
		}
		# Can't spar yourself
		custom_description = {
			text = cannot_spar_yourself
			NOT = { scope:secondary_actor = scope:secondary_recipient }
		}
	}

	# Populate actor's side (you + your courtiers/children)
	populate_actor_list = {
		scope:actor = {
			# The actor themselves
			add_to_list = characters
			
			# Actor's courtiers
			every_courtier = {
				limit = {
					is_adult = yes
					is_alive = yes
					is_imprisoned = no
					is_incapable = no
				}
				add_to_list = characters
			}
			
			# Actor's children
			every_child = {
				limit = {
					is_adult = yes
					is_alive = yes
					is_imprisoned = no
					is_incapable = no
					NOT = { is_in_list = characters }
				}
				add_to_list = characters
			}
		}
	}

	# Populate recipient's side (target + their courtiers/children)
	populate_recipient_list = {
		scope:recipient = {
			# The recipient themselves
			add_to_list = characters
			
			# Recipient's courtiers
			every_living_character = {
				limit = {
					is_adult = yes
					is_alive = yes
					faith = scope:recipient.faith
					NOT = { this = scope:recipient }
					is_imprisoned = no
					is_incapable = no
				}
				add_to_list = characters
			}
		}
	}

	on_accept = {
		scope:actor = {
			# Save the chosen sparring partner
			scope:recipient = {
				save_scope_as = sparring_partner
			}
			
			# Initialize variables if they don't exist
			if = {
				limit = { NOT = { exists = var:sect_spars_won } }
				set_variable = { name = sect_spars_won value = 0 }
			}
			if = {
				limit = { NOT = { exists = var:sect_spars_lost } }
				set_variable = { name = sect_spars_lost value = 0 }
			}
			if = {
				limit = { NOT = { exists = var:sect_spars_total } }
				set_variable = { name = sect_spars_total value = 0 }
			}
			custom_tooltip = cultivation_spar_effect.tt
			
			# Same for opponent
			scope:sparring_partner = {
				if = {
					limit = { NOT = { exists = var:sect_spars_won } }
					set_variable = { name = sect_spars_won value = 0 }
				}
				if = {
					limit = { NOT = { exists = var:sect_spars_lost } }
					set_variable = { name = sect_spars_lost value = 0 }
				}
				if = {
					limit = { NOT = { exists = var:sect_spars_total } }
					set_variable = { name = sect_spars_total value = 0 }
				}
				custom_tooltip = cultivation_spar_effect.ttt
			}
			
			# Trigger the sparring event
			trigger_event = cultivation_sect_spar.1000
		}
	}

	# Send modes for different scenarios
	send_option = {
		is_shown = {
			scope:actor = scope:recipient
		}
		is_valid = {
			scope:actor = {
				has_courtier = scope:secondary_actor
			}
			scope:recipient = {
				has_courtier = scope:secondary_recipient
			}
		}
		flag = send_own_court
		localization = SECT_SPAR_SEND_OWN_COURT
	}
	
	send_option = {
		is_shown = {
			NOT = { scope:actor = scope:recipient }
		}
		is_valid = {
			scope:actor = {
				has_courtier = scope:secondary_actor
			}
		}
		flag = send_other_court
		localization = SECT_SPAR_SEND_OTHER_COURT
	}

	# Should auto-accept if arranging spar in own court

	ai_accept = {
		base = 50
		
		# More likely to accept if good fighter
		modifier = {
			add = 25
			scope:secondary_recipient = {
				prowess >= 12
			}
			desc = AI_PROWESS_REASON
		}
		
		# Less likely if weak
		modifier = {
			add = -25
			scope:secondary_recipient = {
				prowess < 8
			}
			desc = AI_PROWESS_REASON
		}
	}

	ai_will_do = {
		base = 0
	}
}