## About The Pull Request
Partially a port of
https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port
of my own code from bitbus
Closes#88579
Instead of manually setting hud images and positioning we now can use
set_hud_image_state which also updates their position to ensure that
they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM
but no KEEP_APART, so they were stuck with mobs all this time. I
replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob
huds only to be honest) and added KEEP_APART, so that HUDs still
scale/rotate with their owner but don't inherit their color. Also fixed
the dragon issue, that's where this PR actually started.
Closes https://github.com/tgstation/tgstation/issues/45411
## Why It's Good For The Game
I don't want my HUDs to be pretty pink when I make a barbie Clarke.
## Changelog
🆑
refactor: Rewrote some of HUD code so they're no longer colored in their
owner's color
fix: Space dragons no longer turn invisible when toggling seethrough
mode
/🆑
## About The Pull Request
Technically an improved port of
https://github.com/DaedalusDock/daedalusdock/pull/651, instead of only
storing height over 32 pixels for HUDs we store both pure height and
width for the sake of cutting down on icon operation spam (which is
pretty costly). Should save us a significant amount of time, cuts down
update_health_hud times by 45% and total update_health by 30% which is
pretty good for a somewhat hot proc.
## Why It's Good For The Game
Our health HUDs constantly fetch icons ***twice*** every update_health,
jesus.
## Changelog
🆑 SmArtKar, Kapu
code: Implemented caching for icon sizes which should significantly
improve mob health performance due to HUDs constantly fetching icons
/🆑
## About The Pull Request
adds repairbots to the game!

this pr serves as a massive rework and buff to floorbots. i was a bit
sad that they dont get built much anymore so ive given them tons of more
utilities and uses.
Repairbots still inherit to place tiles and repair breaches. but they
can now rebuild walls, rebuild windows and repair structure and
machinery. Also Ive given them voicelines to add more character to them.
In short, they are very depressed with their job (however they express
their happy go lucky attitude when u emag them where they will start
deconstructing the station)
to demonstrate capabilities, here's a slightly sped up clip of some
repairbots patching up an area that was maxcapped 4 times:
https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de
When repairbots feel threatened, they will retract into their little
toolbox which u can pick up and hold in ur hand, either to conveniently
carry and plop them down at breached sites, or to bash skull with it
U can build them using a toolbox, proximity sensor, cyborg arm and a
conveyor belt
## Why It's Good For The Game
refactors floorbots and makes them alot more useful tools for engineers
to use
## Changelog
🆑
refactor: floorbots have been refactored, please report any bugs
add: adds repairbots to the game!
/🆑
## About The Pull Request
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Basic bots were clearing the active hud image list before calling the
hud handler functions, this meant client images would stack slowly over
itme as you viewed bots, and lead to poor client performance
Shoutout to kyler for spotting the code
Shoutout to melbert and mso for helping me debug the issue on sybil live
## Why It's Good For The Game
Fixes#86498
## About The Pull Request
Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.
Requested by Melbert about a week ago.

## Why It's Good For The Game
This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.
## Changelog
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats
## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase
## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes#80280 and closes#80330
## Why It's Good For The Game
basic bots now can display their path on huds
## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
## About The Pull Request
refactors bots into basic bots. i decided to do medibots first because
they were the most complex bots and wanted to get them out of the way
first. if this pr gets merged then i will be rolling out the rest of the
bot refactors over the next months
medibots can now wear any type of hats! some of these hats can trigger
unique new recorded voicelines and interactions!


## Why It's Good For The Game
converts medbots into basic medbots. they are now a bit more responsive
than before but overall they should act similarly to how they did. also
adds the basic bot ai framework which has all the generic bot behaviors
that the next bots may or may not need to have in their ai. i tried my
best to improve their code and turned some of their bitflags into define
bitfields. this pr may need a careful review because i did it from
scratch as the old bot project branch was too outdated for me to use
## Changelog
🆑
refactor: medbots are now basic bots. please report any bugs
add: medbots can wear hats!
/🆑