Closed TarThoron closed 3 years ago
This change is on master. https://github.com/tewtal/SMZ3Randomizer/blob/keysanity/Randomizer.SMZ3/Regions/SuperMetroid/Crateria/East.cs quite looks different.
.. and to be clear on what I mean by that, the changes on the keysanity branch are likely to reach the master branch for the 11.2 release, so that branch is the better one to base logic adjustments on.
This PR is specifically for SM-Only. You linked to the SMZ3 version. Ideally they should match, minus portals, but for now I just wanted a quick fix to broken logic that put WS in logic but west ocean still out. Namely, crossing moat with Grav+(ibj or hjb).
Also moat missile doesn't need anything beyond CanEnter.
Ah, I see it now, pardon me for my oversight. Focus has been on the combo keysanity so I totally missed that important distinction.
Also, yeah, the moat item only requires CanEnter. The combo keysanity logic I linked has it setup exactly like that.
Remove grapple/speed/space requirement from moat missiles. Add crossing the moat with Grav + IBJ/HJB to the others, to match WS CanEnter.
Still ignoring FH access for now. Also ignoring the superfluous super and bomb passage requirements on the upper items, which are covered by CanEnter.