- type: entity
  parent: BaseTraitorObjective
  id: TraitorSurviveObjective
  name: Survive.
  description: We just need you alive, cuffs or not. Escaping to centcomm is not necessary.
  components:
  - type: Objective
    difficulty: 1.3
    icon:
      sprite: Objects/Specific/Medical/medical.rsi
      state: gauze
  - type: ObjectiveBlacklistRequirement
    blacklist:
      components:
      - EscapeShuttleCondition
      - DieCondition
  - type: SurviveCondition

# steal

## other

- type: entity
  parent: BaseTraitorStealObjective
  id: AccessConfiguratorStealObjective # Thief will also have this, it's called ThiefAccessConfiguratorStealObjective for them
  components:
  - type: NotJobRequirement # NotJobRequirement only allows one job to be stated, otherwise an error happens and the objective cannot be rolled
    jobs: [ HeadOfPersonnel ] # TODO: Find a way to also have the CE unable to roll the objective in the case we allow heads to be antags
  - type: ObjectiveLimit
    limit: 3 # Both the CE and HOP have one, and steal objectives are +1 of the total amount that can exist for "drama"
  - type: StealCondition
    stealGroup: AccessConfigurator
