Stopgap fix:  AI's won't use more and more power.

With new APC zone methods having non-machines use_power in their master_contrller called processes means
that they don't update the zone's flag to recalculate power usage and will continue to increase the
per-tick power usage each tick.  AI should be the only problem with this unless robutts have a life() tick
to use_power on the area when inside a charger or something really stupid.
APC-Rewrite AI fix.

Before:  AI's on new APC system would constantly add more and more power usage to the APC

After:   AI's no longer handle their power consumption, that has been pushed off to an /obj/machinery/ai_powersupply dummy object which will process the power usage.  This is much cleaner because machinery objects are already processed properly for the new system and keeps us from having to rewrite a bunch of AI code to bring the AI in line with how the new APC system works.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
Added system for viruses to affect only certain species.
Currently it ignores synthetic species competely.

Conflicts:
	code/modules/virus2/disease2.dm
	code/modules/virus2/helpers.dm
Fixes single pane windows not blocking airborne viruses completely.
Stopped braindamage effect from dealing 4 digit amounts of damage to brain organ.

Conflicts:
	code/modules/virus2/effect.dm
Spaceacilline stronk.
Now it prevents new infections completely, and has a chance to cure virus on early stages (without giving antibodies though.)
Buffed protections.
Full biosuits and spacesuits now protect more against airborne infections, and completely against touch-based ones (when worn with gloves).
More random for random god.
Effects now start with random chance of firing and multiplier (like forced minormutate() on spawn).
Fixed some runtimes with specieism, and blood transfer ignoring viruses' racial preferences.
Made it possible for virus to mutate and affect different species.
Fixed blood injections not transmitting viruses properly.
Keep forgetting that list is associative.
Changed sneezing to spread viruses like cough, but only in front of the mob.
It gives a warning sometimes, so guy has 7 ticks to face elsewhere.
Lowered chance of exhale spreading viruses, as it was firing way too often.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
Splicing virus changes it's unique ID.
Fixes Diona Nymph handling updates

Diona Nymphs were not getting their Handling procs called.
Cuts the jukebox volume!
Fixed custom item
fix bats targetting their vampire
HUD-Optimization bugfix, mobs with no clients will update their health
HUD image as well.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
Fixes ghost Entered not being called.