This adds a system for picture-in-picture UI windows using
vis_contents. Essentially, it allows you to make UI windows that show an area of turfs. It also refactors how cameranet visibility works.
Currently, this is implemented on AIs. They gain two new UI buttons - "Enter Multicam Mode", and "Create Multicam". When they go into Multicam Mode, they see a background of animated binary numbers, and they are allowed to create an infinite amount of these picture in picture windows, which subsequently creates an AI Eye for each one. They are able to control each AI eye individually, by first clicking on the PIP window to select it as "active" and then using the normal arrow key controls. The PIP windows can be freely resized and moved around the area.
You can control everything inside these PIP windows EXACTLY the same as you can using a traditional AI Eye, as demonstrated below.
For admins, there is a config option to disable PIP entirely - simply set `var/multicam_allowed = TRUE` to FALSE if you wish to disable it from being used. (Please be reasonable.) <3
You can see an example of how this works here:

AI Multicam functionality.
Do note that if the lightbulb in the AI core is busted, the multicam room is dark(er) than it would be, but you can still see your camera windows just fine. (I'll probably fix this later.) It only affects the "matrix" backdrop, the PIP windows are still fine.
This has been runtime-tested with the latest `master` revision and produces 0 runtimes, and has no noticeable impact on server CPU usage.
Polarisport is here! Port of https://github.com/VOREStation/VOREStation/pull/7752
Still have: doors, windoors, cameras, windows, grilles, blobs, resisting, alien stuff, mechas, spray bottles.
Setting changeNextMove is now responsibility of the item being attacked.
Adds a config option to eliminate click cooldowns completely. Intended to be used by devs.
Related:
Cleans up airlock Topic()
Power and electricity is now also handled by process instead of sleeps().
Wires, remote door controls, etc. now use airlock procs instead of manhandling variables directly.
Telecommunication interruption no longer permanently disables the ability for synths to state laws if they attempt it during the downtime.
If a synth attempts to state laws during telecommunication interruption it now receives a clear feedback message about its impossibility.
Fixes runtime errors when AIs uses shortcut keys to operate APCs/turret controls when the corresponding window isn't open.
Adds missing AI-restriction check for turret controls.
Airlocks no longer lie about dropping bolts when they cannot be dropped.
AI can now alt+left click turfs in camera view to list and interact with objects in the status tab. For example allows for interacting with emergency shutters beneath grills.
alt-clicking doors now notifies the AI when they are electrified/un-electrified as, unlike most other shortcuts, this doesn't have a visual cue.
When interacting with doors and the AI-control is disabled hacking is now automatically initiated, as if the AI had attempted to open the door 'menu'.
When borgs/AIs try to interact with an emagged door they now receive a feedback message that it's unresponsive.
Parts of implementation done by porting code from tg-station.