* Wrote a /reachableAdjacentAtmosTurfs proc that checks if a turf can be accessed via atmos
* Made airborne disease spreading only via atmos
* A* generic turfs checking proc can now take into account unsimulated turfs using an argument
* Fixes ling stings not working in space and floorbot not repairing hull breaches
* Added a generic (array based) heap data structure
* Changed A* to use a heap open set instead of a priority queue
* Fixed A* not checking for already processed turfs
* Fixed A* number of traversed nodes not being updated on new route
* Changed the heuristic proc for every A* calls to /turf/proc/Distance_cardinal, since A* now only progress in cardinal directions
* Moves PriorityQueue data structure out of the AStar file, and into it's own file in /__DATSTRUCTURES
* Adds Stacks, a data structure, to /__DATASTRUCTURES
* Adds Linked Lists, a data structure, to /__DATASTRUCTURES
Fixes poly from smashing herself constantly against windows trying to reach unreacheable items.
Changed the way AStar selects the adjacent turfs from each turf, taking in count the capabilities of the object or mob who will move. For example, being able to pass over tables.
The new system will use the bitflag atmos_adjacent_turfs to reach for adjacent turfs and CanPass().
Fixes#436