Adds New Bomb/Bomb Cores + A BIG bomb bugfix

Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.

Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.

Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!

Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
Adds a badmin bomb that lets you var edit the explosion (for pure firebombs and stupid huge explosions [remember to toggle the bombcap first])

Changes how wire shuffling works to cut down on abandoned wires.

Removes a rogue processing_objects I missed before
The wire dialog will now properly close.
Refactored some of the code into procs.
Small feature: bombs tick louder when they are 10 seconds or less left, nuclear bombs were given the same treatment but with 20 seconds.
Fixed a bug with the syndicate bomb wire datum not using the CanUse().
Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/2251