## About The Pull Request
I have been chipping away/procrastinating at this since May, but after
several years, I have finally updated how Trophy Cases work.
So, what this PR does is the following:
- Standardized everything in persistence.dm to use snake case, and added
basic autodocs
- Automatically moves trophies from data/npc_saves/TrophyItems.json to
data/trophy_items.json. Removed legacy .sav conversion by request, it
has been a long time.
- Trophy cases are opened and loaded the same way you would open a
regular ID locked display case (used curator access, relevant access
autodoc has been updated)
- Instead of cheap plastic replicas that turn to dust anyways, trophy
cases use holograms, which can be dispelled by hand
- Trophy data gets saved if an item stays in the trophy case when the
shuttle arrives to centcom, and the item has a description set. This is
in line with paintings, which has to still hang on the wall at round
end.
- You can edit the description of new trophies by using the librarian's
key to unlock History Mode
- When you click on a closed trophy case, it will open a tgui, and will
not display the case description. It will still do for open cases.
Vendatrays have been updated to do the same.
- The UI's icon uses icon2base64(getFlatIcon(showpiece, no_anim=TRUE)).
Vendatrays have been updated similarly, so items with directions and
animations are displayed properly. The base64 strings are updated in
update_static_data.
- Fixes vendatrays from displaying some characters in strange ways, such
as displaying /improper.
- Renames some one letter, or nonindicate argument and var names in
trophy case code
- Adds a trophy management admin panel, where admins can finally delete
all the curator ID cards swallowed over the years. Or, they can replace
the paths with funny new paths.
- If an entry has an incorrect, no longer existing path, it will be
marked red in the management panel
- Adds MAX_PLAQUE_LEN define, which 144 characters
- Removes start_showpieces from trophy cases, as it was completely
unused. The start_showpiece_type var is still around.
- Moves trophy_message var to trophy cases. Only a dice collector
display case used them in the Snowdin map.
What this PR does not do
- Sadly, it still only saves the base image of an item, and no layers or
altered image states. This has to come in the future.
<details>
<summary>Click here to see various states of the trophy tgUI</summary>

Locked history mode, existing item.

Unlocked history mode, but holographic trophy is present.

Locked history mode, no item.

Unlocked history mode, no item.

Unlocked history mode, item placed, default text. (Note: this picture is
out of date. The typo has been fixed, and "record a message" is now
"record a description" for consistency)

Unlocked history mode, item placed, new text.
</details>
<details>
<summary>Click here to see the admin panel</summary>

</details>
## Why It's Good For The Game
Less curator ID's stuck in the Trophy Cases, and the existing ones can
be cleaned up. A more immersive Trophy Case user experience, in general.
## Changelog
🆑
refactor: refactored trophy cases, to be more user friendly
admin: created a trophy managment admin panel
/🆑