*** Functions
RAND: Scrolls the menu randomly while toggled.
AUTO: Listens to nearby creatures, then reacts to certain expressed drives/moods by
vending currently selected drink and urging (URGE WRIT) to 'eat fruit'.
In 1.0 the applicable moods are hurt, tired, lonely, scared, bored, angry, hungry for
protein/starch and well.
'Well' was there for testing purposes because it was easy to get creatures to utter
it, but I decided to leave it in.

If creatures hit the machine too much, it will complain and scare nearby creatures.

*** Drinks and their effects
* All drinks trigger "eaten fruit" and "eaten manky" stimuli.
* With the exception of kombucha, all drinks inject extra alcohol in addition to
* whatever amount "eaten manky" stimulus already gives.

* Coffee liquor
Inject 0.12 Alcohol, reduce Tiredness by 0.30 and Sleepiness 0.10
Also adds 0.13 Medicine One. This is used as a check to trigger additional effects,
to simulate caffeine over-consumption:
At > 0.20 MO inject 0.10 Fear.
At > 0.30 MO calculate current MO + current Fear, then inject that amount of Fear.
AT > 0.50 MO calculate current MO * current Fear, then inject that amount of Fear.
At > 0.80 MO inject as much Fear Backup as there is MO.

* Kossu
Inject 0.15 Starch and 0.30 Alcohol.
Randomly inject either 0.50 Boredom or 0.50 Anger. Note that neither chemical isn't
being reduced by the script, so drinking several kossu in a row can lead to both
drives being high.

* Absinthe
Inject 0.4 Alcohol, 0.5 130 (Tryptamine) and 0.5 Oneirogenase.
Tryptamine is used by CFF-based genomes and is supposed to induce hallucinations. I'm
not completely clear on how this works, but I think it it makes creature think they sense
presence of nouns that aren't really there. According to wiki, Oneirogenase is also 
hallucinogenic to Abyss Dragons, but I haven't tested those so I don't know if that uses
similar mechanic.

* Manhattan
Inject 0.12 Alcohol, 0.40 Arousal Potential and 0.50 Sex Drive.

* Bink's Sake
This doesn't really work as I planned, but I left the script here anyway.
Inject 0.10 Starch and 0.30 Alcohol, then has equal chance to do any of the following:
1: URGE WRIT TARG 30 1 4 0.7, reduce 1 Comfort
2: URGE WRIT TARG 31 1 4 0.7, reduce 1 Comfort
3: URGE WRIT TARG 32 1 4 0.7, reduce 1 Comfort
4: Inject 1 comfort

The URGE WRITs tell the creature to approach (strength 0.7) either norn/ettin or gendel home (strength 1).
It is probably almost useless, since creatures are so easily distracted. Only way to make it work is to 
increase strength over 1, but that locks them into a permanent compulsion, usually preventing them from 
taking care of themselves.

The Comfort injection might lead to some wandering about, but probably not. So this drink doesn't really do
all that much. I have some vague ideas of how I might be able to make this more effective, but I need to learn
more CAOS before I can do that.

* Kombucha
No alcohol, save for what amount manky stimulus gives.
Inject 0.10 Starch, 0.33 Water, 0.10 Anti-Oxidant, 0.10 Prostaglandin, 0.20 EDTA, 0.20 Arnica, 0.10 Vitamin E,
0.15 Vitamin E, 0.35 Antihistamine, 0.10 of each Antibody.

These are all rather tiny amounts of the healing chemicals. It's still probably overpowered, especially considering
it doesn't cost bioenergy to dispense the potions, but the Drunk Shee never cared about balance.

* Gargle Blaster
Inject 1.0 Alcohol and 0.25 Sodium Thiosulphate. STS is used to treat cyanide poisoning, and you can use Gargle
Blaster for that, since Kombucha lacks this particular cure. But it is also used in a chemical check.
Source material (Hitchhiker's Guide to the Galaxy) states that you shouldn't drink more than two Gargle Blasters.

So when a creature has more than 0.51 STS in their bloodstream, LOCI 0 1 4 5 1.0 is called, which triggers involuntary
action 5 (sleep). Additionally 0.60 Sleep and Tiredness are injected, otherwise the creature would wake right up.


