Rename and reorgainise BotW and HW locations #4871
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A first part in a process while I figure out what's a good idea.
This PR focuses on updating the names of all the checks in BotW and HW, all associated enums, and reorganizes them to match the order of them in the location list. The new names are more concise and descriptive than before, and don't rely on vanilla contents or enemies that may be randomized.
The reordering however requires some greater rearranging of the locationList, that will happen over time, so that it is not separated by check type. Additionally this exposed several hint duplication, I have tried to give every location it's own unique hint in order to make hint tracking and subsequent MQ spoiling in the future an easier problem to solve. I also made new versions of the Pot and Fairy Location constructor to handle not having areas, and handle only having short names.
Other small naming tweaks are moving GS to the end of skull check names, to match how other check types display and to make it easier to tell skulls at a glance, shortening Bottom of the Well into BotW and using cardinal direction abbreviations in names when dealing with freestanding and pot clusters.
In the RANDINFS, in order to make the rand_inf part of save editor more usable I am going to move all the check INFs to the bottom while reordering them to match locationList, slowly making all the item based ones float to the top, where they may be easily found.
I also reduced a few GTG item's name lengths by shortening the enum to GTG, to make things fit better on the itemList
Let me know if per area PRs or 1 massive PR is preferred, as this will cause save and spoiler log incompatibility (which is also why this is something I am doing before V3 release)
I also fixed a couple of small logic issues, specifically you can now hammer to JS to carpet merchant and remembering that the open coffin is open.
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