No, I don't know how to manually fix conflicts on a PR, and this doesn't
make me wanna figure out how it's done
Fuck you too for not even trying when you were working on Endgame @N3X15
Also thanks for fucking up my PR by stealth-merging a fix @Comic
Because Baystation has finally gotten around to it, and because the code
looked simple, I decided to get my hands on porting a system that allows
up to define base_turfs. As a bonus, it also defines them per Z-level.
So if you wanted, you could have a space station, and a Z-level on a
map-spanning asteroid, and then an away mission on land, all in the same
file
Note that you can modify it mid-round via a DEBUG flag verb, it will
however only affect destroyed turfs (it won't change space, which I
suppose is intentional)
Tested were destroying walls and floors and even dropping a bomb in the
middle of Medbay
Not tested were more finicky conditions like the Singularity or
buildmode. I simply replaced all ChangeTurf() instructions that pointed
to space, because that is how Baystation implemented it
Only problem with this is that it doesn't work on a per-map basis, so
unless some wizardry is done on that code, it'll be hard to get anything
interesting going with it
Discussions go below. Since this is pure code refactor, I doubt there'll
be much up to debate
- Old PR over at #5192
- Older PR over at #5167
Example picture (with the current code, there would be no lattices over
the sand) :

Painstakingly goes through the 'in world' commit again to use the proper lists for all objects that are autoremoved from the machines list.
Also removes an extremely laggy proc called get_apc() which called locate throughout all related areas until it found an apc, links the apc to the area as only one is allowed per area.