Commands for Hollybright and Jungle Hideaway.

These special-purpose building commands are all the same. And the buildings of the same class are the same
or close.
Remove building-specific farm activation.

Farm activation is now done by command: activate_farm.
new farm codes: MG, HL, FE

The Farmer's Square is not yet supported, so not included.
Same for Angler's Pond and Hanging Gardens.
new command: close_farm_cash_offer

For now, this has to be manually included in scripts.
Eventually it should move into the travel* methods, which
should detect whether the dialog is present before closing it.
Add pause for farm activation.
Moved craft_close_share into a tracker issue.

This "ask for help" feature may no longer exist.
If the dialog exist, it must be conditional on craft item type.

https://www.pivotaltracker.com/story/show/65491378
Get rid of least_recent_farm_clicks for now.

Add extra time after traveling for farm cash dialog to appear.
See https://www.pivotaltracker.com/story/show/65492214
Delete straggler craft_close_share.

see https://www.pivotaltracker.com/story/show/65491378
Example of  #craftshop count: option usage
Assume 1 item to craft if no number is given.

This probably belongs at a higher level, but is currently
only used by crafting.
Support passing args to scripts.
New Emerald Valley farm.

Add codes for side farms to separate hash.
Update fountain craft example to use new features.

1. activate_farm
2. close_farm_cash_offer
3. craftshop count: option (instead of manual loop)

Note this script isn't currently in use – there are separate 
scripts per craft item. Especially since page/row/column
parameters support generic crafting of items.

This script may be obsolete.
Use newer features.

1. activate_farm
2. close_farm_cash_offer
3. craftshop :count option
Locate craftshop items by page, row, column.
Make DEBUG a global variable $DEBUG. 

I'm not sure why this change was made.
Entertain other options, research. Probably a generic
#log statement that respects default or passed flags.
The comments LIE! Wait 15 seconds instead of 10.

This wait (and the audible alert) helps the user reactivate
the Farmville window before the next action occurs.

Note: There is a multi-second gap after the System Say and 
the Puts Wait comes out on the terminal. Are things that slow?
Allow the debug switch to be set from scripts.
activate_farm always waits 6 seconds.

This gives the user time to get their hands off the keyboard
before the script starts – and means the scripts don't each
have to have their own wait. perhaps it should be optional
though. activate_farm(wait: false)?
Farmer's Square method and points.