* Fixes: #392
- Make Lathe require power to interact with or produce.
- Make R&D Console require power to interact with.
- Add PowerDevice component to R&D computer.
- Add PowerDevice component to R&D server.
* Update LatheComponent.cs
* Update LatheComponent.cs
* Update ResearchConsoleComponent.cs
* Add hunger and thirst
Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst
* Cleanup rebase
* Cleanup stuff that was prototyped
* Address feedback
Still need to add a statuseffects system in a separate branch
* More cleanup on nutrition
Fix Remie's feedback and also damage tick.
* Re-implement nutrition with master
* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution
Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor
Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser
* Fix broken bottle parent
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
* Add chemistry sprites and move existing ones into RSIs
There are already a few chemistry sprites that are sitting loose in folders. More of them will be needed soon such as pill and other chem machine sprites. This adds RSIs with chemistry sprites from CEV-Eris and moves existing ones into the relevant RSIs.
* Separate machine screens into their own sprites.
Separates screens and machines into their own sprites.
* Refactor SpeciesUI into overlay and status effects
All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.
* Change overlay / status effects to use states
* Change TryRemoveStatus to RemoveStatus
Doesn't return a bool so not trying.
Addressing PJB's feedback.
* Add support for global verbs
These are verbs that are visible for all entities, regardless of their components. This works by adding a new class `GlobalVerb` and a new attribute `GlobalVerbAttribute`. It works in the same way as current verbs, except you can put the verbs class definition anywhere instead of inside a component. Also moved VerbUtility into it's own file since it now has functions for both verbs and global verbs.
* Add view variables verb as an example of global verbs
* Implement suggested changes
Implemented some suggested changes from code review:
- Remove unneeded attribute from `GlobalVerb`
- Added some useful attributes to `GlobalVerbAttribute`
- Moved constants used by both `Verb` and `GlobalVerb` into `VerbUtility`
* Reduce duplicate code in VerbSystem (client & server)
Greatly reduced the amount of duplicate code for handling component verbs and global verbs separately.
* Update engine submodule
Need this so client side permissions checks are available.