Mineral Doors Rework

Welcome to the feature freeze, heres the first bugfix pull! Also in one commit, holy shit wow how did you learn to use the stupid git command line thats amazing.

Primarily:
-Made mineral doors a part of machinery/doors
This solves the issue #1994, because airflow now works properly. Also cut down a fourth of the lines in mineral doors from duplicated code.

Secondary:
-Bugfix for exofabs giving a message to unauthorized access by ghosts
-Bugfix for windoors have a screwtoggle machine flag

Not addressed here:
-When opening/closing mineral doors the icon can sometime flick back to the original one after the animation has finished playing and before the icon is changed.
-Rarely, when either spawning the door or opening it I received a low-pressure indicator for one tick

Also this will fail because I didn't change baystation12.dme yet
This entire proc can just be: 
```dm
/obj/machinery/door/mineral/proc/Dismantle(devastated = 0)
    var/orePath
    if(src.prefix == "metal") ore = /obj/item/stack/sheet/metal
    else ore = text2path("/obj/item/stack/sheet/mineral/[prefix]")
    if(devastated) src.oreAmount -= 2
    var/turf/T = get_turf(src)
    for(var/i = 1, i <= oreAmount, i++) 
        new ore(T)
    qdel(src)
    return
```