* Add BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder
* Replace hardcoded StomachComponent metabolism with IMetabolizable
The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.
* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence
Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.
* Additional comment on function
* Make metabolizer interface implementations explicit
Also removed some unused using statements
* Make StomachComponent._reagentDeltas readonly
* Fix misleading variable names and docs for metabolizables
Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
* 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