Add tests so we don't forget to add unlocksDoors on strats ending at door nodes with "useImplicitDoorUnlocks": false.
Make these tests pass by adding at least rudimentary unlocksDoors in the places where it was missing.
In Amphitheatre:
Remove obsolete "h_canNavigateHeatRooms"
Add obstaclesCleared or obstaclesNotCleared to more cleanly separate the acid vs. no-acid strats.
Split off gravitylessHeatFrames/gravitylessAcidFrames in the Gravity jump strat. The total frame count seemed loose (even with Screw Attack, the slowest method of killing the Pirate), but I didn't try to tighten it because I wasn't confident about the intended starting position of the strat.
Strats for unlocking the left door with Missiles or Power Bombs could be possible, but they are difficult to test without actually changing the door color; leaving those out for now.
In Tourian Blue Hoppers:
Add a strat to use the left doorway runway by killing the enemies from right to left.
Simplify the "Tourian Blue Hopper Crystal Flash" strat to end at node 1 and remove the reset-room requirements. Previously we were concerned about this strat being able to be followed by a dodge strat without first resetting the room, but the dodge strats are now guarded by a comeInNormally entrance condition, so it should be fine.
unlocksDoors
on strats ending at door nodes with"useImplicitDoorUnlocks": false
.unlocksDoors
in the places where it was missing.obstaclesCleared
orobstaclesNotCleared
to more cleanly separate the acid vs. no-acid strats.gravitylessHeatFrames
/gravitylessAcidFrames
in the Gravity jump strat. The total frame count seemed loose (even with Screw Attack, the slowest method of killing the Pirate), but I didn't try to tighten it because I wasn't confident about the intended starting position of the strat.comeInNormally
entrance condition, so it should be fine.