Tiny blood puddles display the wet floor sparkles (intended to strictly indicate slipping potential) despite not being slippable (I blame my own shitcode lmao).
On mopping interaction, tiny blood puddles will show the "You squeeze some liquid onto the floor" message, despite having a dry mop. This seems to be the behaviour when an empty (dry) part of the station floor is interacted with as well (in which case, more of a mopping problem than a blood problem).
When mopping a large blood puddle, it will only let you mop it down to 5 units (per current MopLowerLimit wet-floor behaviour) but the mop will continue to say "you mop the puddle" despite no change in size. This piece is more a game-feedback-to-player issue than anything else.
Reproduction
Create tiny blood puddles by whacking Urist McHands with a Captain's sabre a bunch of times, or just Edit Solutions down to 0.02 units.
As I noted in #6848, MopLowerLimit needs to be moved from the AbsorbentComponent to the PuddleComponent (so that, for example, we could make blood fully mop-up-able, but water and other types of puddle would still leave the wet-floor-residue).
I still wanna refactor puddle visuals so the wet floor sparkles only appear when the following three conditions are met:
The puddle is too small for the mop to pick it up (Janitor should move onto the next one)
The puddle will evaporate on its own (Janitor doesn't need to worry about this one anymore, beyond maybe placing a wet floor sign)
The puddle can still slip people (People should watch out for the sparkle effect. See also: wet floor sign)
Description
Reproduction
Create tiny blood puddles by whacking Urist McHands with a Captain's sabre a bunch of times, or just Edit Solutions down to 0.02 units.
Interact with dry mop.
Create large blood puddles by the same method.
Interact with dry mop.
Screenshots
https://user-images.githubusercontent.com/97707302/194965238-f9e8725d-0b8f-4189-b1fe-f8eadc6bd0df.mp4
https://user-images.githubusercontent.com/97707302/194965840-3034062f-5878-4c8a-be27-68f9a1cabc4d.mp4
Additional context
As I noted in #6848, MopLowerLimit needs to be moved from the AbsorbentComponent to the PuddleComponent (so that, for example, we could make blood fully mop-up-able, but water and other types of puddle would still leave the wet-floor-residue).
I still wanna refactor puddle visuals so the wet floor sparkles only appear when the following three conditions are met: