Small bionic framework update

Closes #10096.

Bionics now have separate costs to turn them on ("act_cost"), off ("deact_cost"), and a cost for any automated reactivations ("react_cost"). They can either be toggled on/off at will, or can be set so that they work on a fire-and-forget system, where activating the bionic gives it X charge to burn and it can't be deactivated until that charge is used up.

This could allow for some nifty things like a bionic that costs less to maintain then activate, bionic claws that cost only to activate and not to retract, or potentially a bionic that can be turned on and simply keeps running until the player runs out of power, unable to be turned off.