Add 23 new drinks; update bar manual. (#31026)

* Add 23 new drinks; update bar manual.
- Add three new drinks that use the beet shrub and their effects
- Add nine new synthanolic drinks and their effects
- Add two new soft drinks for both synthetic and organic customers, and their effects
- Add 10 new soft drinks for synthetic customers and their effects
- Add decals for reagent splashes and drips
- Update bar manual to include these drinks as well as all other mixed drinks currently on the wiki
- Add new sprite for welding fuel in a glass to reflect the liquid's color instead of Dr. Gibb
- Add chemistry recipes to mix electrolytes
- Change Robot Tears' drink difficulty to easy, to reflect the loss of ubiquitous oil tanks
- Add many, many puns, both visual and in written text

* Thanks, linters!

* Thanks, linters! (part 2)

* Thanks, linters! (part 3)

* Incorporate review suggestions.
- Add reagents to the zero day drips
- Rewrite many if statements to be early returns/continues
- Use nutrition defines
- Make hard and soft reset also purge themselves (my choice)

* Update dryer martini sprite to match proposal #31050

* Incorporate review suggestions.
- Remove reagents, weren't needed.
- Make sure basecolor is applied.
- Convert more if-blocks to early returns.
- Adjust spacing in function calls to match standard.

* Implement whitespace suggestions from review.
This commit is contained in:
Alan
2025-11-26 16:24:06 -05:00
committed by GitHub
parent ae642762fc
commit b29d968148
11 changed files with 849 additions and 19 deletions
@@ -303,4 +303,28 @@
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
/obj/effect/decal/cleanable/reagent
name = "fluid"
desc = "Some kind of fluid?"
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/basecolor = "#909090"
var/amount = 10
/obj/effect/decal/cleanable/reagent/Initialize(mapload, decal_color)
. = ..()
color = basecolor
if(decal_color)
color = decal_color
base_icon_state = icon_state
update_icon()
/obj/effect/decal/cleanable/reagent/drip
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1", "2", "3", "4", "5")
amount = 1
#undef ALWAYS_IN_GRAVITY