## About The Pull Request
This change restricts PAI holograms to an area around their assigned PAI
card. If you leave this area, you are teleported back to the card's
location (but not automatically put back into the card).
https://www.youtube.com/watch?v=L2ThEVa4nx8
This setting can be configured from the PAI menu, it's set pretty short
in the video because otherwise it wouldn't teleport when I threw the
card and I like doing that.

To accomodate this I set up a component to deal with a reasonably common
problem I have had, "what if I want to track the movement of something
in a box in a bag in someone's inventory". Please tell me if the
solution I came up with is stupid and we already have a better one that
I forgot about.
Also now you can put pAIs inside bots again, by popular request.
## Why It's Good For The Game
Personal AIs are intended to be personal assistants to their owner.
rather than fully independent entities which can pick up their own card
and leave as soon as they spawn.
As "aimless wanderer" players can now possess station bots, pAIs can be
limited to an area around the bearer of their card.
Because the holoform now doesn't contain the card, this also means that
a PAI cannot run off and then be impossible to retrieve. You are always
in control of where it can go.
Also it's funny to throw the card and watch the chicken get teleported
to it.
## Changelog
🆑
add: Personal AI holograms are now limited to an area around their PAI
card. The size of this are can be configured via the PAI card.
add: pAI cards can now be placed inside bots in order to grant them
control of the bot.
/🆑
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.