* basic firebots refactor (#83861)
## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

## Why It's Good For The Game
refactors firebots into basic bots and makes them alot more responsive
and helpful
## Changelog
🆑
refactor: firebots are now basic bots
/🆑Fixes#83568
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Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* basic firebots refactor
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Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a SendSignal() call. Now every component that want's to can also know about this happening.