def determine_entrance_list(world, player):
    entrance_map = {}
    potential_entrances = {}
    connections = {}
    for (key, r_names) in region_starts.items():
        entrance_map[key] = []
        for region_name in r_names:
            region = world.get_region(region_name, player)
            for ent in region.entrances:
                parent = ent.parent_region
                if ((parent.type != RegionType.Dungeon) or (parent.name == 'Sewer Drop')):
                    if (parent.name not in world.inaccessible_regions[player]):
                        entrance_map[key].append(region_name)
                    else:
                        if (ent.parent_region not in potential_entrances.keys()):
                            potential_entrances[parent] = []
                        potential_entrances[parent].append(region_name)
                        connections[region_name] = parent
    return (entrance_map, potential_entrances, connections)
def determine_entrance_list(world, player):
    entrance_map = {}
    potential_entrances = {}
    connections = {}
    for (key, r_names) in region_starts.items():
        entrance_map[key] = []
        for region_name in r_names:
            region = world.get_region(region_name, player)
            for ent in region.entrances:
                parent = ent.parent_region
                if ((parent.type != RegionType.Dungeon) or (parent.name == 'Sewer Drop')):
                    if (parent.name not in world.inaccessible_regions[player]):
                        entrance_map[key].append(region_name)
                    else:
                        if (ent.parent_region not in potential_entrances.keys()):
                            potential_entrances[parent] = []
                        potential_entrances[parent].append(region_name)
                        connections[region_name] = parent
    return (entrance_map, potential_entrances, connections)