minor config modifications for easier handling in new GS
add getTime function

(used in several places in GSJS - probably made available as a global
function by original GS)
replace absolute asset URLs with relative paths

all references to files on the former CDN servers (c2.glitch.bz etc.)
now point to corresponding relative paths, to be prefixed with a
configurable asset host address at runtime
prefix object property access with 'this'

The original game server architecture (GSJS code being embedded into
the server through Rhino) apparently allowed omitting the 'this'
prefix when referring to object properties from within that object.
Since plain Javascript is not as lenient, add it whereever necessary.
This commit probably does not catch all occurrences!
fix bad indentation
changes due to diffent import mechanism

Several minor modifications that are necessary due to the slightly
different way the new game server handles importing and assembling the
GSJS code:
* common.js: functions are imported as globals, so 'this' prefix is
  invalid here
* bag_butler.js: utils.js is always included through preprocessor
* mining.js, scraping.js: num_keys function is in common, not utils
* inc_homes.js, inc_pols.js, location.js, tower.js, inc_admin.js,
  utils.js: apiCopyHash is a global API function
* inc_skills.js: config is included as a local variable when imported
  into game server
* utils.js: functions in common.js are available as globals
* craftytasking.js: is included in utils.js, so utils functions need
  to be referenced as this.xyz here (as well as local properties)
add /tpto god chat command
replace "special JS properties" originally provided by GS

The original game server provided "magic" properties __latestKeyValue
and __length for each object; replace their occurrences with regular
functions defined in utils.js.
fix multiple local functions with the same name
add reminder notice for potential bug
fix minor text content niggle

'everyone around you' should have a space and full stop before (Tested
with helium).
use separate objects for subsequent announcements

apiSendAnnouncement does not copy/clone the passed object, so reusing
it causes problems.
fix favor point records transmitted to client

client seems to expect plain number in 'cur_daily_favor', not a
Property object (cf. GiantFavor.as)
send homeless people to hell when they croak, too
change parameter order in log.error calls

The logging library currently used by the new game server (bunyan)
expects the error object to be the first argument in log.error calls
revert end-of-world changes

* max quoins per day
* seasonal items
* max_luck on items
fix broken house/tower doors

House and tower doors were not working until a server restart (or
another geometry change) because the respective GSJS functions
manipulate location geometry without calling apiGeometryUpdated to
reflect the changes in "clientGeo". While I still do not understand how
exactly the original server managed to make this work, these added
apiGeometryUpdated calls also do the job.
remove unnamed (uncallable) function

(it becomes invalid after preprocessing for the GS)
remove unnecessary log statements

since the server is preloading all the game object prototypes during
startup anyway, these messages ("something LOADED") are not
particularly useful
remove some odd files with unknown purpose