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https://github.com/cave-story-randomizer/cave-story-randomizer
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reformatting first cave access requirements
in prevision of entrance rando, and also to remove redundancies
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@ -28,15 +28,22 @@ function firstCave:new(worldGraph)
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}
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self.requirements = function(self, items)
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if self.world:StartPoint() then
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return true
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elseif self.world:Arthur() or self.world:Camp() then
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return _has(items, "flight") and _has(items, "weaponSN") and self.world.regions.mimigaVillage:canAccess(items)
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end
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return _has(items, "flight") and _has(items, "weaponSN") and self.world.regions.mimigaVillage:canAccess(items)
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end
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self.locations.gunsmith.requirements = function(self, items)
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return _has(items, "flight") and _has(items, "polarStar") and _has(items, "eventCore") and self.region.world.regions.mimigaVillage:canAccess(items)
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return _has(items, "polarStar") and _has(items, "eventCore")
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end
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-- individual location access requirement overrides
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self.locations.firstCapsule.canAccess = function(self, items)
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if self.region.world:StartPoint() then return true end
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return Location.canAccess(self, items)
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end
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self.locations.gunsmithChest.canAccess = function(self, items)
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if self.region.world:StartPoint() then return true end
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return Location.canAccess(self, items)
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end
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end
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