* Fix hint generation bugs on develop-rando
1. Fixed Ganon Non-hint text from loading as Saria's Magic Hint.
2. Fixed Ganon Non-hint text from not getting saved correctly.
3. Fixed gossip stone hint generation from not generating any non-always hints on No Logic.
For #3, the hint distribution and placement algorithm was bailing out too early when it wasn't able
to place a hint. For No Logic, what it was doing was failing to place WOTH hints (since No Logic seeds
don't calculate WOTH candidacy), returning the amount of hints it failed to place, and then it called
the function to redistribute the hints, but did not call the function to attempt to place the remaining hints.
Additionally, it was not accounting for the fact that we shouldn't redistribute the hints into the categories we failed to
place a hint in, so it would redistribute hints right back into those categories. I changed it so that when DistributeHints
gets called after PlaceHints fails to place the hint, it checks if the distribution settings copies attribute was set to 0.
In this case, it breaks while looping for the type distribution settings, and moves on to the next category. Also, it now repeatedly
attempts to distribute and place hints until PlaceHints returns 0 (meaning it placed all of its hints successfully).
* Fixes some further seed-bleed type issues with hint generation.
vb treasure chest game added new RCs for the treasure chest game (now there are RCs for each of the 5 keys and each of the 5 non key chests), but the location area table only had the keys, this adds the items
* Clean up grayed out items in file select.
Tie personal notes saving to `OnExitGame()` to account for save scum resets.
Hide text input box (but not window) for personal notes when a save isn't loaded to prevent saving over a save's notes while in file select.
* Allow check tracker window to be visible and show the "Waiting for file load..." text in file select (ease of positioning).
* Fix key label text placement.
* Persist `areasSpoiled`, change trigger to `OnSceneTransition`.
Add `IsAreaSpoiled` for tie-in to Item Tracker.
Add `SetAreaSpoiled` to unify bitmagic.
* Add proper spoiling evaluation based on specific entrance IDs, or first check collection.
Add light yellow color for vanilla dungeon abbreviations to match the purple for MQ.
* Initialize `areasSpoiled` to 0, so 0 gets saved on file create.
* All new conditional statements around `GameInteractor::IsSaveLoaded()` were inverted. Fixed that.
* Change some c-style casts to `static_cast`.
* Few more cleanups, plus clarifying comment.
* vb bombchu bowling
* don't need it
* it's drawing the right thing but it's tiny
* scale
* no need to should, don't rescale every draw
* slightly safer