## Summary
Fixes three bugs in `GuardedRegion.CallGuards`:
- **Operator precedence bug**: The condition `!m.Region.IsPartOf(this) && !m_GuardCandidates.ContainsKey(m)`
was inverted from intent. Replaced with explicit split: dictionary members are targeted regardless of
region; permanent candidates (reds/AlwaysMurderer) must be inside the region.
- **Premature `break`**: Only the first guard candidate was ever processed per "guards" call.
Removed the `break` so all valid candidates in range get a guard spawned.
- **Misleading message for permanent reds**: "Guards can no longer be called on you." (502276)
was sent to permanent reds, but guards can *always* be called on them. Now only sent to
temporary criminals whose guard window is actually consumed.
Also extracts `IsAlwaysGuardCandidate()` helper and simplifies `IsGuardCandidate()`.
## Edge cases verified (by analysis)
- **Multiple players call guards on same red**: `BaseGuard.Spawn` dedup (scans 15 tiles for
existing guard with same `Focus`) prevents duplicate guards. Message suppression eliminates spam.
- **Red fights spawned guard → criminal → guards called again**: Same dedup prevents infinite
guard spawns. Existing guard already has `Focus == red`.
## Test plan
- [ ] Temporary criminal in guarded region → guard spawns, receives "Guards can no longer be called on you."
- [ ] Permanent red (5+ kills) in guarded region → guard spawns, does NOT receive the message
- [ ] Multiple players call "guards" on same red → only 1 guard spawns
- [ ] Criminal outside region but in dictionary → still targeted by guards call from inside region
- [ ] Red outside guarded region → NOT targeted by guards call (must be inside region)