Burglar Alarm for Captain's Display Case

-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)

Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.

This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.

Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
-Burglar alarm is now an area/proc
-Burglar alarm automatically clears after a minute
-Fixed runtime with cyborgs receiving burglar alarms
Changed the area check to check for areas that can never be powered (Space, asteroid) instead of just checking the name
Calibrations for Teleporter

As the RD is expected to frequently use the teleporter to reach the AI chamber (Which he is supposed to maintain) the mutation chance has been a real pain in the ass. Calibrating the teleporter is meant to make it safer to use at the cost of time.

-You can now calibrate the stationary teleporter before you use it
-Calibrating the teleporter will remove the chance of mutation
-Calibration takes time (Defaut 10 Secs). The better parts the hub has, the shorter the wait
-If the teleporter has been upgraded to use the best possible parts, calibration will not be necessary
-Changing targets or using the teleporter will decalibrate the teleporter
-Added proc for setting the flashing red alarm lights
-moved all the Related Areas checking for fire alarms into the procs in areas.dm
-Added sound for burglar alarm due to popular request
Syndicate teleporter starts fully upgraded
Maroon and Destroy objectives for Traitor and Changeling

Maroon
-Maroon objectives are a variation of assassination, where preventing the escape of the person also counts as a success.
-Aprox. 30% of assasinations will be maroonings instead
-Disincentivizes players from staying behind on the station when the shuttle leaves simply because "it's more safe"

Destroy
-Basically an assasination objective where the AI is the target
-All traitors have a 1% of getting this objective. Changelings have 2% chance.
-Adds variety, counterplay between those who want to destroy the AI and save/restore/steal it
-It is entirely possible to get Destroy AI and Steal AI at the same time. While it would be difficult, it's still entirely possible to destroy your target and steal a different AI. The chances of getting both are very slim, however.
-Encourages restoring the AI over killing it wherever possible. Discourages AIs from cooperating with antagonists.

And there you go, my hamhanded attempts at some new objective types.
Can add maroon and destroy via Traitor Panel
Checks for minds before adding AIs to the list of destroy candidates
Station Name will always be Space Station 13

Similar to how we removed randomized Centcom names for clarity, I'd like to remove randomized station names so there's no confusion as to what "North Death-Trap Delta" is.
Fixed conveyor directions in mining outposts
Changelog for recent PR merges
Merge pull request #4557 from Ikarrus/clog_megaclog

Changelog for recent PR merges
Made the station name on cargo manifests consistent with station names printed elsewhere
Official End-of-Round Declaration

The end of the round will be clearly printed for all players to see. This is especially useful for new players, when it's not exactly clear when the round ends. Doubly so if there is no AI or antagonists, so no end-round report shows up at all.

For flavour, if you participated in the round, it will also tell you if you survived, died, or were marooned.
gameticker.dm
It's now a config option
-Station name will always be reported on the game window.
-Round-start will report the station name
Fixes issue where Crew Monitors can only detect suit sensors on z1

It was meant to only scan its own zlevel, but when AI crew monitoring was added, it was changed to scan only z1.

Which makes the monitoring console on mining go entirely against the purpose for which it was added, which was to find missing miners.

I also included some minor remapping on the mining bases to give more room in the medical area, and xeno warning signs for the northern outpost.
Runtime fix