Chemistry revamp and bartending features
-Ability to mix drinks to create cocktails with shiny icons -New Chemistry System which can relay chemistry events to corresponding components -moved some solution logic from Shared to Server -fixed some weird stuff with DrinkComponent
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using System;
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using System.Collections.Generic;
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Chemistry
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{
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public class SharedSolutionComponent : Component
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{
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public override string Name => "Solution";
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/// <inheritdoc />
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public sealed override uint? NetID => ContentNetIDs.SOLUTION;
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[Serializable, NetSerializable]
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public class SolutionComponentState : ComponentState
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{
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public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
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}
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/// <inheritdoc />
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public override ComponentState GetComponentState()
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{
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return new SolutionComponentState();
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if(curState == null)
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return;
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var compState = (SolutionComponentState)curState;
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//TODO: Make me work!
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}
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}
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}
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