Evens out space lighting and prevents space fire/party alarms

Adds a dedicated lighting subarea for space turfs, and forces all space turfs to use it.  This evens out irregularities in lighting space turfs ("this empty space is slightly brighter than that empty space") and removes fire and party alarms from space tiles.

For now I have also made space lighting subareas unpowered.  I guess this operates on the theory that the tiles mysteriously teleport power between themselves (along with flashing red lights and party strobes) but it does not work on empty space.
Fixes protolathe href exploit
Was hasty in the fix, much smaller now
More modular version of starlight (space lighting)
Fixed the network vars on the map, for the telecommunication computers.
Just small tweaks to basic stuff I found.
Fixes #230. Problem was with formatting of the output.
Minor lighting optimization

Reduces redundant looping in lighting checks
You can now copy your ass on photocopiers.
Improves ass copy code. More ass deinitializations added.
More ass copy code cleaning. Proper span classes & cleaned up helper procs.
Added bats
Removed duplicate var + faster movement
Simple fix to the fact that you can't clean with Space Cleaner using mop. shouldn't break anything.
Fixed the last issues of asscopying before merge.
Re-fixed using Giacom proposal.
Fixed the faulty DMI merges by hand
Fixes #1651. Issue was with formatting the html output.
Merge pull request #1661 from AndroidSFV/fix1651

Resolves #1651
Merge pull request #1638 from d3athrow/master

Fixes protolathe href exploit
Testing branching again