Adds in the caffeinated quirk. More sprint... If you can keep it. #391
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THE BALANCING IN THIS PR IS NOWHERE NEAR FINAL. TESTMERGE BEFORE MERGING IF POSSIBLE.
This PR adds in the "Caffeinated" quirk, a quirk all about beverages with that tasty, amazing molecule known as
1,3,7-Trimethylxanthine.
When starting the round, you have a huge negative moodlet and very low sprint energy, this lasts until you take your first sip of a caffeinated beverage, and pretty much immediately after, you won't ever drop that low again.
From there, drinking a modest amount of caffeinated beverage will allow you to feel energetic, and gain more sprint energy than a normal crew member! You will have less energy than a crew member if your caffeine levels drop low though, so make sure to get a refill once in a while.
You also get some moodlets depending on the type of caffeinated beverage. Energy drinks for example, do not change your mood, because they taste like chemicals. If you wear two specific pieces of clothing, you get the trait that makes you get these moodlets as a small easter egg.
A bunch of drinks were given the caffeinated treatment. They can be weak (half as much as coffee), coffee-equivalent... Or energy drink, which is about 4x as good as coffee. I don't recommend slamming down several energy drink cans back-to-back. It might be bad for you.
This PR does not add sprint modifiers to caffeinated beverages themselves. Those will require some code work to add a proper sprint modifier system.
This PR also doesn't add the Charged Lemonade. Yet.