anchor.diff:        FieldBackgroundColor : Color
         FieldSongOpt : Song AssetTag option
         EncounterTypeOpt : EncounterType option
  -      TreasureList : ItemType list }
  +      Treasures : ItemType list }
   
   [<RequireQualifiedAccess>]
   module FieldData =
  
positive.code:                 propObjects |>
                  List.map (fun (tileMap, group, object) -> objectToPropOpt object group tileMap) |>
                  List.definitize
              let (props, _) =
                  List.foldBack (fun prop (props, rand) ->
                      let (prop, rand) = inflateProp fieldData prop rand
                      (prop :: props, rand))
                      propsUninflated
                      ([], Rand.makeFromSeedState rotatedSeedState)
              propsMemoized <- Map.add memoKey props propsMemoized
              props
          | Some props -> props
  
negative.code:             Some { PropBounds = propBounds; PropDepth = propDepth; PropData = propData; PropId = object.Id }
          | (false, _) -> None
  
      let inflateProp prop (treasures : ItemType FStack) rand =
          match prop.PropData with
          | ChestSpawn ->
              let (probability, rand) = Rand.nextSingleUnder 1.0f rand
              if probability < Constants.Field.TreasureProbability then
                  let (treasure, treasures, rand) =
                      if FStack.notEmpty treasures then
                          let (index, rand) = Rand.nextIntUnder (FStack.length treasures) rand
                          (FStack.index index treasures, FStack.removeAt index treasures, rand)
                      else (Consumable GreenHerb, treasures, rand)
                  let (id, rand) = let (i, rand) = Rand.nextInt rand in let (j, rand) = Rand.nextInt rand in (Gen.idFromInts i j, rand)
                  let prop = { prop with PropData = Chest (WoodenChest, treasure, id, None, Set.empty, Set.empty) }
                  (prop, treasures, rand)
              else ({ prop with PropData = EmptyProp }, treasures, rand)
          | _ -> (prop, treasures, rand)
  
      let tryGetTileMap omniSeedState fieldData world =
          let rotatedSeedState = OmniSeedState.rotate fieldData.FieldType omniSeedState
  