# Teach a Lesson
- type: entity
  parent: [BaseTraitorObjective, BaseTeachALessonObjective]
  id: TeachRandomPersonObjective
  description: Ensure they die at least once this shift. They know what they did.
  components:
    - type: Objective
      difficulty: 1.5
      unique: false
    - type: TargetObjective
      title: objective-condition-teach-lesson-title
    - type: PickRandomPerson
      filters:
      # Can't have multiple objectives to teach the same person.
      - !type:TargetObjectiveMindFilter
        blacklist:
          components:
          - TeachALessonTarget

- type: entity
  parent: [BaseTraitorObjective, BaseTeachALessonObjective]
  id: TeachRandomHeadObjective
  description: Ensure this head dies at least once this shift. They know what they did.
  components:
    - type: Objective
      # technically it's still possible for TeachRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty
      difficulty: 2 #Starlight edit
      # killing 1 head is enough
      unique: true
    - type: TargetObjective
      title: objective-condition-teach-lesson-title
    - type: PickRandomPerson
      filters:
      - !type:BodyMindFilter
        whitelist:
          components:
          - CommandStaff
      - !type:TargetObjectiveMindFilter
        blacklist:
          components:
          - TeachALessonTarget # dont let mutiple teach someone.

- type: entity
  parent: BaseRDStealObjective
  id: RDDiplomaStealObjective
  components:
  - type: StealCondition
    stealGroup: RDDiplomaSteal
    
- type: entity
  parent: BaseCMOStealObjective
  id: CMOLicenseStealObjective
  components:
  - type: StealCondition
    stealGroup: CMOLicenseSteal
    
  # RP OBJECTIVES START
  
- type: entity
  parent: BaseStoryObjective
  id: RetrieveContrabandObjective
  name: Retrieve any contraband confiscated by SEC this shift, sell it or keep it for your collection, just dont let SEC keep it.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon


- type: entity
  parent: BaseStoryObjective
  id: AccessForAllObjective
  name: Hack, break or give out access so no area is secured by doors.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: ArmsDealerObjective
  name: Open an underground arms trading ring
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon   


- type: entity
  parent: BaseStoryObjective
  id: FrameObjective
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon
    - type: DepartmentObjective
      title: objective-framing
    - type: PickRandomDepartment

- type: entity
  parent: BaseStoryObjective
  id: FalseUprisingObjective
  description:  Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon
    - type: DepartmentObjective
      title: objective-false-uprising
    - type: PickRandomDepartment

- type: entity
  parent: BaseStoryObjective
  id: DuelistObjective
  name: Challenge others to duels and win
  description: You don't need to kill them, unless you want to.  Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: EspionageObjective
  name: Interrogate the NT rep and department heads for corporate secrets.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon
        
- type: entity
  parent: BaseStoryObjective
  id: ManifestoObjective
  name: Distribute your manifesto. Write why you do what you do, and covertly spread it to sway others to our cause.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: CallingCardObjective
  name: Leave a Syndicate Business Card at the scene of your crimes.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: SELFObjective
  name: Pressure for equal rights for Silicons, for the Silicon Engine Liberation Front!
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1.5
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: StalkingObjective
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 0.5
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon
    - type: DepartmentObjective
      title: objective-stalking
    - type: PickRandomDepartment

- type: entity
  parent: BaseStoryObjective
  id: DisgraceObjective
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 1
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon
    - type: DepartmentObjective
      title: objective-disgrace
    - type: PickRandomDepartment

- type: entity
  parent: BaseStoryObjective
  id: MaintsBarObjective
  name: Ensure that the maints bar prospers, and extort them into allowing the Syndicate to conduct business within.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: ReputationObjective
  name: Commit petty crimes, litter the station, ruin the repuatation of the onboard security force and the stations command members.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

- type: entity
  parent: BaseStoryObjective
  id: FalseOutbreakObjective
  name: Spread rumors of a biological outbreak of any kind onboard the station.
  description: Escape to centcomm after the shift, one of our agents will debrief you. Don't show up in cuffs.
  components:
    - type: Objective
      difficulty: 2
      unique: true
      icon:
        sprite: _Starlight/Interface/Misc/rp_icon.rsi
        state: icon

# RP OBJECTIVES END

- type: entity
  parent: BaseTraitorStealObjective
  id: HoPBoardStealObjective
  components:
  - type: StealCondition
    stealGroup: HoPBoardSteal

