## About The Pull Request
1. Deletes `INFINTIE`, it is misleading and not at all a big number and
causes bugs
2. Adds `STATUS_EFFECT_PERMANENT` and `STATUS_EFFECT_NO_TICK` to make it
clearer what infinite status effects are
## About The Pull Request
Atomized from an upcoming PR.
The water turfs are now simulated better. It now doesn't wet you if
you're floating or flying above it or otherwise not immersed (via
immerse element). It also applies a status effect to living mobs that
keeps them wet over time even if they don't move around.
## Why It's Good For The Game
The watery_tile element is nice but it's quite myopic in the way it's
simulated.
## Changelog
🆑
fix: You won't get wet while floating or flying on water. Otherwise,
water will keep you wet even if you stay still.
/🆑
## About The Pull Request
This adds a new "watery tile" element, currently used for (you guessed
it) water turfs.
This makes a tile extinguish any atom that passes through it. It also
makes mobs wet!

This required a minor amount of under-the-hood work regarding
firestacks. Essentially, they now get put out when the atom-level
`extinguish()` proc is called, as they are now receptive to the
`COMSIG_ATOM_EXTINGUISH` signal.
## Why It's Good For The Game
It makes sense to me! If I was playing another simulation game and dived
into a pool of water on fire, only to remain on fire, I would be very
confused and disturbed.
Also, it's good for immersion. Get it? Like, because water tiles also
have the immerse element?
## Changelog
🆑 Rhials
qol: Water tiles now extinguish fires on items and people.
/🆑