[REDDY] BEEEAAAAMS (and atmos/supermatter fixes)

Plus a lot of fixes that became intertwined.

## C-C-CHANGES

```yaml
- rscadd: "BEAMS!  Emitters now put out a constant beam of energy, which is far less laggy that the old bullet-based method.  They also look cooler."
- rscadd: "Prisms can combine emitter beams that multiply the damage."
- rscadd: "Infrared triggers use the same system as emitters."
- rscadd: "Burst HE pipes have their own sprite"
- rscadd: "High-performance event observer system (needed for beams)"
- rscadd: "Supermatter audio alerts!"
- rscadd: "Supermatter alert messages specify whether the thing melting down is a crystal or a shard."
- rscadd: "Supermatter has a meter in it that robots and AIs can read.  AACs can interface with it, too."
- rscadd: "Cascade scenario survivability increased."
- rscadd: "Added radiation floor decals to the DJ station, rearranged layout so radsuit is next to door. (Box)"
- rscadd: "Added radiation floor decals to the transmitter room and supermatter engine."
- rscadd: "Fixed some map-based atmos bugs."
- rscadd: "Emitters can be rotated counter-clockwise."
- bugfix: "Burst pipes are no longer baleeted by their own explosions."
- bugfix: "Pipes are given time to release pressure before the next round of pressure checks."
- bugfix: "Explosions are slightly delayed to avoid choruses of simultaneous explosions"
- bugfix: "Pipe groaning occurs less often, to mitigate spam."
- bugfix: "Gas miners no longer melt."
- bugfix: "Number formatting is now less buggy."
- bugfix: "Nar-sie can only spawn once."
- bugfix: "Nar-Sie cannot spawn during Supermatter Cascade."
- bugfix: "Bluespace portal now appears above the lighting layer to be more visible."
- bugfix: "Bluespace portal eats objects and turfs around it for additional visibility (Yes, mobs are excluded from being eaten)."
- bugfix: "Number formatting is now less buggy."
- bugfix: "Brilliant flash of energy text looks less crappy."
- bugfix: "Cult runes are all destroyed during Supermatter cascade."
- bugfix: "Additional checks added to ensure de-cultification during Supermatter Cascade."
- bugfix: "Many back-end fixes and optimizations."
```

## TODO

- Beams
  - [x] Health effects from standing in a beam (tick damage)
    - [x] Carbons
    - [x] Simple Mobs
    - [x] Robots
  - [x] Effect from quickly running through a beam (connect damage)
  - [x] Fix infinite recursion with prism loops
  - [x] Add prism to SME
  - [x] Document on Wiki
  - [x] Fix closing doors not blocking beam
  - [x] Make prisms constructable.
  - [ ] Beam splitters? (Stretch goal)
  - [ ] Mirrors? (Stretch goal)
- Cascade
  - [x] Increase survivability
    - [x] Do not completely destroy floors.
    - [x] Ignore is_critical APCs
    - [x] Portal destroys surrounding turfs to increase visibility.
    - [x] Portal is above LIGHTING_LAYER
  - [x] Fix cultists being able to summon Nar-Sie after cascade
  - [x] Fix ghosts getting deleted by SM blob
  - [x] Sprite SM blob as bluespace.
- Atmospherics
  - [ ] Fix pipe sprites not linking with burst pipes
  - [x] Test SME connection to AAC
  - [x] Fix non-working SME audio alert number reading doohicky
- General
  - [x] Fix number formatter incorrectly handling decimal points
  - [x] Spam radiation floor decals around DJ station
  - [x] Kill the batman