Cleanup - Cyborg Analyzer

- Moved cyborg analyzer related code to it's own file.
Cleanup - Cyborg Analyzer 2

- Moved cyborg analyzer related code to it's own file.
- Included the file
Cyborg Power Usage Overhaul
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)
Cyborg Advanced Charging
- This solves various issues with cyborg charging
- Cyborg chargers have 15k charge capacity themselves. They charge at 2.5kW when no cyborg is inside and 25kW when cyborg is inside.
- Instead of draining power directly to cyborg's cell, they simply transfer power (capped at 250 charge/tick) from charger to cyborg.
- All is checked, which means no excess power is wasted. This means AFK cyborgs parked in rechargers are no longer power sinks

Balance
- Increased cyborg actuator power usage a bit.
Incorporated Suggestions
- Recharge stations now have charge overlay which shows approximate amount of remaining charge
- Recharge stations now don't use use_power() directly, performance increase
- Recharge stations now work even without external power, however their electronics will draw 50W from internal cell, eventually depleting it and shutting down completely.
Better usage of bitflags
Cyborg Radio Change
- Cyborgs can now toggle if they want their radio to broadcast to everyone around them. Starts ON by default.
Cyborg Lights
- Cyborg lights now use the reworked power system.
- Removed flashlight from cyborg modules, replaced with integrated light.
- "toggle-lights" verb is added for cyborgs, which de/activates the integrated light. Uses 30W (*modifier) of power when active.
- Cyborg lights have luminosity of 6 (flashlight has 4).
Map fixes

Restores maintenance areas to the new variants.
The HoP's office is no longer a crew sleeping quarter.
Fixes disconnected power cables all over the place.
Connects the engineering power monitor to the main/red power grid.
Emergency shutters.
New icon for the research dock.
Merge pull request #6428 from atlantiscze/cyborg-power

Cyborg power overhaul
Merge pull request #6502 from PsiOmegaDelta/MapFixes

Post-dev/master merge map fixes
Merge branch 'exo-pods' of https://github.com/Gamerofthegame/Baystation12 into exo-pods

Conflicts:
	code/game/area/Space Station 13 areas.dm