448 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
		
		
			
		
	
	
			448 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
|   | import itertools | ||
|  | import logging | ||
|  | import random | ||
|  | import time | ||
|  | from collections import deque | ||
|  | from collections.abc import Callable, Iterable | ||
|  | 
 | ||
|  | from BaseClasses import CollectionState, Entrance, Region, EntranceType | ||
|  | from Options import Accessibility | ||
|  | from worlds.AutoWorld import World | ||
|  | 
 | ||
|  | 
 | ||
|  | class EntranceRandomizationError(RuntimeError): | ||
|  |     pass | ||
|  | 
 | ||
|  | 
 | ||
|  | class EntranceLookup: | ||
|  |     class GroupLookup: | ||
|  |         _lookup: dict[int, list[Entrance]] | ||
|  | 
 | ||
|  |         def __init__(self): | ||
|  |             self._lookup = {} | ||
|  | 
 | ||
|  |         def __len__(self): | ||
|  |             return sum(map(len, self._lookup.values())) | ||
|  | 
 | ||
|  |         def __bool__(self): | ||
|  |             return bool(self._lookup) | ||
|  | 
 | ||
|  |         def __getitem__(self, item: int) -> list[Entrance]: | ||
|  |             return self._lookup.get(item, []) | ||
|  | 
 | ||
|  |         def __iter__(self): | ||
|  |             return itertools.chain.from_iterable(self._lookup.values()) | ||
|  | 
 | ||
|  |         def __repr__(self): | ||
|  |             return str(self._lookup) | ||
|  | 
 | ||
|  |         def add(self, entrance: Entrance) -> None: | ||
|  |             self._lookup.setdefault(entrance.randomization_group, []).append(entrance) | ||
|  | 
 | ||
|  |         def remove(self, entrance: Entrance) -> None: | ||
|  |             group = self._lookup[entrance.randomization_group] | ||
|  |             group.remove(entrance) | ||
|  |             if not group: | ||
|  |                 del self._lookup[entrance.randomization_group] | ||
|  | 
 | ||
|  |     dead_ends: GroupLookup | ||
|  |     others: GroupLookup | ||
|  |     _random: random.Random | ||
|  |     _expands_graph_cache: dict[Entrance, bool] | ||
|  |     _coupled: bool | ||
|  | 
 | ||
|  |     def __init__(self, rng: random.Random, coupled: bool): | ||
|  |         self.dead_ends = EntranceLookup.GroupLookup() | ||
|  |         self.others = EntranceLookup.GroupLookup() | ||
|  |         self._random = rng | ||
|  |         self._expands_graph_cache = {} | ||
|  |         self._coupled = coupled | ||
|  | 
 | ||
|  |     def _can_expand_graph(self, entrance: Entrance) -> bool: | ||
|  |         """
 | ||
|  |         Checks whether an entrance is able to expand the region graph, either by | ||
|  |         providing access to randomizable exits or by granting access to items or | ||
|  |         regions used in logic conditions. | ||
|  | 
 | ||
|  |         :param entrance: A randomizable (no parent) region entrance | ||
|  |         """
 | ||
|  |         # we've seen this, return cached result | ||
|  |         if entrance in self._expands_graph_cache: | ||
|  |             return self._expands_graph_cache[entrance] | ||
|  | 
 | ||
|  |         visited = set() | ||
|  |         q: deque[Region] = deque() | ||
|  |         q.append(entrance.connected_region) | ||
|  | 
 | ||
|  |         while q: | ||
|  |             region = q.popleft() | ||
|  |             visited.add(region) | ||
|  | 
 | ||
|  |             # check if the region itself is progression | ||
|  |             if region in region.multiworld.indirect_connections: | ||
|  |                 self._expands_graph_cache[entrance] = True | ||
|  |                 return True | ||
|  | 
 | ||
|  |             # check if any placed locations are progression | ||
|  |             for loc in region.locations: | ||
|  |                 if loc.advancement: | ||
|  |                     self._expands_graph_cache[entrance] = True | ||
|  |                     return True | ||
|  | 
 | ||
|  |             # check if there is a randomized exit out (expands the graph directly) or else search any connected | ||
|  |             # regions to see if they are/have progression | ||
|  |             for exit_ in region.exits: | ||
|  |                 # randomizable exits which are not reverse of the incoming entrance. | ||
|  |                 # uncoupled mode is an exception because in this case going back in the door you just came in could | ||
|  |                 # actually lead somewhere new | ||
|  |                 if not exit_.connected_region and (not self._coupled or exit_.name != entrance.name): | ||
|  |                     self._expands_graph_cache[entrance] = True | ||
|  |                     return True | ||
|  |                 elif exit_.connected_region and exit_.connected_region not in visited: | ||
|  |                     q.append(exit_.connected_region) | ||
|  | 
 | ||
|  |         self._expands_graph_cache[entrance] = False | ||
|  |         return False | ||
|  | 
 | ||
|  |     def add(self, entrance: Entrance) -> None: | ||
|  |         lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends | ||
|  |         lookup.add(entrance) | ||
|  | 
 | ||
|  |     def remove(self, entrance: Entrance) -> None: | ||
|  |         lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends | ||
|  |         lookup.remove(entrance) | ||
|  | 
 | ||
|  |     def get_targets( | ||
|  |             self, | ||
|  |             groups: Iterable[int], | ||
|  |             dead_end: bool, | ||
|  |             preserve_group_order: bool | ||
|  |     ) -> Iterable[Entrance]: | ||
|  | 
 | ||
|  |         lookup = self.dead_ends if dead_end else self.others | ||
|  |         if preserve_group_order: | ||
|  |             for group in groups: | ||
|  |                 self._random.shuffle(lookup[group]) | ||
|  |             ret = [entrance for group in groups for entrance in lookup[group]] | ||
|  |         else: | ||
|  |             ret = [entrance for group in groups for entrance in lookup[group]] | ||
|  |             self._random.shuffle(ret) | ||
|  |         return ret | ||
|  | 
 | ||
|  |     def __len__(self): | ||
|  |         return len(self.dead_ends) + len(self.others) | ||
|  | 
 | ||
|  | 
 | ||
|  | class ERPlacementState: | ||
|  |     """The state of an ongoing or completed entrance randomization""" | ||
|  |     placements: list[Entrance] | ||
|  |     """The list of randomized Entrance objects which have been connected successfully""" | ||
|  |     pairings: list[tuple[str, str]] | ||
|  |     """A list of pairings of connected entrance names, of the form (source_exit, target_entrance)""" | ||
|  |     world: World | ||
|  |     """The world which is having its entrances randomized""" | ||
|  |     collection_state: CollectionState | ||
|  |     """The CollectionState backing the entrance randomization logic""" | ||
|  |     coupled: bool | ||
|  |     """Whether entrance randomization is operating in coupled mode""" | ||
|  | 
 | ||
|  |     def __init__(self, world: World, coupled: bool): | ||
|  |         self.placements = [] | ||
|  |         self.pairings = [] | ||
|  |         self.world = world | ||
|  |         self.coupled = coupled | ||
|  |         self.collection_state = world.multiworld.get_all_state(False, True) | ||
|  | 
 | ||
|  |     @property | ||
|  |     def placed_regions(self) -> set[Region]: | ||
|  |         return self.collection_state.reachable_regions[self.world.player] | ||
|  | 
 | ||
|  |     def find_placeable_exits(self, check_validity: bool) -> list[Entrance]: | ||
|  |         if check_validity: | ||
|  |             blocked_connections = self.collection_state.blocked_connections[self.world.player] | ||
|  |             blocked_connections = sorted(blocked_connections, key=lambda x: x.name) | ||
|  |             placeable_randomized_exits = [connection for connection in blocked_connections | ||
|  |                                           if not connection.connected_region | ||
|  |                                           and connection.is_valid_source_transition(self)] | ||
|  |         else: | ||
|  |             # this is on a beaten minimal attempt, so any exit anywhere is fair game | ||
|  |             placeable_randomized_exits = [ex for region in self.world.multiworld.get_regions(self.world.player) | ||
|  |                                           for ex in region.exits if not ex.connected_region] | ||
|  |         self.world.random.shuffle(placeable_randomized_exits) | ||
|  |         return placeable_randomized_exits | ||
|  | 
 | ||
|  |     def _connect_one_way(self, source_exit: Entrance, target_entrance: Entrance) -> None: | ||
|  |         target_region = target_entrance.connected_region | ||
|  | 
 | ||
|  |         target_region.entrances.remove(target_entrance) | ||
|  |         source_exit.connect(target_region) | ||
|  | 
 | ||
|  |         self.collection_state.stale[self.world.player] = True | ||
|  |         self.placements.append(source_exit) | ||
|  |         self.pairings.append((source_exit.name, target_entrance.name)) | ||
|  | 
 | ||
|  |     def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance) -> bool: | ||
|  |         copied_state = self.collection_state.copy() | ||
|  |         # simulated connection. A real connection is unsafe because the region graph is shallow-copied and would | ||
|  |         # propagate back to the real multiworld. | ||
|  |         copied_state.reachable_regions[self.world.player].add(target_entrance.connected_region) | ||
|  |         copied_state.blocked_connections[self.world.player].remove(source_exit) | ||
|  |         copied_state.blocked_connections[self.world.player].update(target_entrance.connected_region.exits) | ||
|  |         copied_state.update_reachable_regions(self.world.player) | ||
|  |         copied_state.sweep_for_advancements() | ||
|  |         # test that at there are newly reachable randomized exits that are ACTUALLY reachable | ||
|  |         available_randomized_exits = copied_state.blocked_connections[self.world.player] | ||
|  |         for _exit in available_randomized_exits: | ||
|  |             if _exit.connected_region: | ||
|  |                 continue | ||
|  |             # ignore the source exit, and, if coupled, the reverse exit. They're not actually new | ||
|  |             if _exit.name == source_exit.name or (self.coupled and _exit.name == target_entrance.name): | ||
|  |                 continue | ||
|  |             # technically this should be is_valid_source_transition, but that may rely on side effects from | ||
|  |             # on_connect, which have not happened here (because we didn't do a real connection, and if we did, we would | ||
|  |             # not want them to persist). can_reach is a close enough approximation most of the time. | ||
|  |             if _exit.can_reach(copied_state): | ||
|  |                 return True | ||
|  |         return False | ||
|  | 
 | ||
|  |     def connect( | ||
|  |             self, | ||
|  |             source_exit: Entrance, | ||
|  |             target_entrance: Entrance | ||
|  |     ) -> tuple[list[Entrance], list[Entrance]]: | ||
|  |         """
 | ||
|  |         Connects a source exit to a target entrance in the graph, accounting for coupling | ||
|  | 
 | ||
|  |         :returns: The newly placed exits and the dummy entrance(s) which were removed from the graph | ||
|  |         """
 | ||
|  |         source_region = source_exit.parent_region | ||
|  |         target_region = target_entrance.connected_region | ||
|  | 
 | ||
|  |         self._connect_one_way(source_exit, target_entrance) | ||
|  |         # if we're doing coupled randomization place the reverse transition as well. | ||
|  |         if self.coupled and source_exit.randomization_type == EntranceType.TWO_WAY: | ||
|  |             for reverse_entrance in source_region.entrances: | ||
|  |                 if reverse_entrance.name == source_exit.name: | ||
|  |                     if reverse_entrance.parent_region: | ||
|  |                         raise EntranceRandomizationError( | ||
|  |                             f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} " | ||
|  |                             f"because the reverse entrance is already parented to " | ||
|  |                             f"{reverse_entrance.parent_region.name}.") | ||
|  |                     break | ||
|  |             else: | ||
|  |                 raise EntranceRandomizationError(f"Two way exit {source_exit.name} had no corresponding entrance in " | ||
|  |                                                  f"{source_exit.parent_region.name}") | ||
|  |             for reverse_exit in target_region.exits: | ||
|  |                 if reverse_exit.name == target_entrance.name: | ||
|  |                     if reverse_exit.connected_region: | ||
|  |                         raise EntranceRandomizationError( | ||
|  |                             f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} " | ||
|  |                             f"because the reverse exit is already connected to " | ||
|  |                             f"{reverse_exit.connected_region.name}.") | ||
|  |                     break | ||
|  |             else: | ||
|  |                 raise EntranceRandomizationError(f"Two way entrance {target_entrance.name} had no corresponding exit " | ||
|  |                                                  f"in {target_region.name}.") | ||
|  |             self._connect_one_way(reverse_exit, reverse_entrance) | ||
|  |             return [source_exit, reverse_exit], [target_entrance, reverse_entrance] | ||
|  |         return [source_exit], [target_entrance] | ||
|  | 
 | ||
|  | 
 | ||
|  | def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], list[int]]) \ | ||
|  |         -> dict[int, list[int]]: | ||
|  |     """
 | ||
|  |     Applies a transformation to all known entrance groups on randomizable exists to build a group lookup table. | ||
|  | 
 | ||
|  |     :param world: Your World instance | ||
|  |     :param get_target_groups: Function to call that returns the groups that a specific group type is allowed to | ||
|  |                               connect to | ||
|  |     """
 | ||
|  |     unique_groups = { entrance.randomization_group for entrance in world.multiworld.get_entrances(world.player) | ||
|  |                       if entrance.parent_region and not entrance.connected_region } | ||
|  |     return { group: get_target_groups(group) for group in unique_groups } | ||
|  | 
 | ||
|  | 
 | ||
|  | def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None) -> None: | ||
|  |     """
 | ||
|  |     Given an entrance in a "vanilla" region graph, splits that entrance to prepare it for randomization | ||
|  |     in randomize_entrances. This should be done after setting the type and group of the entrance. | ||
|  | 
 | ||
|  |     :param entrance: The entrance which will be disconnected in preparation for randomization. | ||
|  |     :param target_group: The group to assign to the created ER target. If not specified, the group from | ||
|  |                          the original entrance will be copied. | ||
|  |     """
 | ||
|  |     child_region = entrance.connected_region | ||
|  |     parent_region = entrance.parent_region | ||
|  | 
 | ||
|  |     # disconnect the edge | ||
|  |     child_region.entrances.remove(entrance) | ||
|  |     entrance.connected_region = None | ||
|  | 
 | ||
|  |     # create the needed ER target | ||
|  |     if entrance.randomization_type == EntranceType.TWO_WAY: | ||
|  |         # for 2-ways, create a target in the parent region with a matching name to support coupling. | ||
|  |         # targets in the child region will be created when the other direction edge is disconnected | ||
|  |         target = parent_region.create_er_target(entrance.name) | ||
|  |     else: | ||
|  |         # for 1-ways, the child region needs a target and coupling/naming is not a concern | ||
|  |         target = child_region.create_er_target(child_region.name) | ||
|  |     target.randomization_type = entrance.randomization_type | ||
|  |     target.randomization_group = target_group or entrance.randomization_group | ||
|  | 
 | ||
|  | 
 | ||
|  | def randomize_entrances( | ||
|  |         world: World, | ||
|  |         coupled: bool, | ||
|  |         target_group_lookup: dict[int, list[int]], | ||
|  |         preserve_group_order: bool = False, | ||
|  |         er_targets: list[Entrance] | None = None, | ||
|  |         exits: list[Entrance] | None = None, | ||
|  |         on_connect: Callable[[ERPlacementState, list[Entrance]], None] | None = None | ||
|  | ) -> ERPlacementState: | ||
|  |     """
 | ||
|  |     Randomizes Entrances for a single world in the multiworld. | ||
|  | 
 | ||
|  |     :param world: Your World instance | ||
|  |     :param coupled: Whether connected entrances should be coupled to go in both directions | ||
|  |     :param target_group_lookup: Map from each group to a list of the groups that it can be connect to. Every group | ||
|  |                                 used on an exit must be provided and must map to at least one other group. The default | ||
|  |                                 group is 0. | ||
|  |     :param preserve_group_order: Whether the order of groupings should be preserved for the returned target_groups | ||
|  |     :param er_targets: The list of ER targets (Entrance objects with no parent region) to use for randomization. | ||
|  |                        Remember to be deterministic! If not provided, automatically discovers all valid targets | ||
|  |                        in your world. | ||
|  |     :param exits: The list of exits (Entrance objects with no target region) to use for randomization. | ||
|  |                   Remember to be deterministic! If not provided, automatically discovers all valid exits in your world. | ||
|  |     :param on_connect: A callback function which allows specifying side effects after a placement is completed | ||
|  |                        successfully and the underlying collection state has been updated. | ||
|  |     """
 | ||
|  |     if not world.explicit_indirect_conditions: | ||
|  |         raise EntranceRandomizationError("Entrance randomization requires explicit indirect conditions in order " | ||
|  |                                          + "to correctly analyze whether dead end regions can be required in logic.") | ||
|  | 
 | ||
|  |     start_time = time.perf_counter() | ||
|  |     er_state = ERPlacementState(world, coupled) | ||
|  |     entrance_lookup = EntranceLookup(world.random, coupled) | ||
|  |     # similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility | ||
|  |     perform_validity_check = True | ||
|  | 
 | ||
|  |     def do_placement(source_exit: Entrance, target_entrance: Entrance) -> None: | ||
|  |         placed_exits, removed_entrances = er_state.connect(source_exit, target_entrance) | ||
|  |         # remove the placed targets from consideration | ||
|  |         for entrance in removed_entrances: | ||
|  |             entrance_lookup.remove(entrance) | ||
|  |         # propagate new connections | ||
|  |         er_state.collection_state.update_reachable_regions(world.player) | ||
|  |         er_state.collection_state.sweep_for_advancements() | ||
|  |         if on_connect: | ||
|  |             on_connect(er_state, placed_exits) | ||
|  | 
 | ||
|  |     def find_pairing(dead_end: bool, require_new_exits: bool) -> bool: | ||
|  |         nonlocal perform_validity_check | ||
|  |         placeable_exits = er_state.find_placeable_exits(perform_validity_check) | ||
|  |         for source_exit in placeable_exits: | ||
|  |             target_groups = target_group_lookup[source_exit.randomization_group] | ||
|  |             for target_entrance in entrance_lookup.get_targets(target_groups, dead_end, preserve_group_order): | ||
|  |                 # when requiring new exits, ideally we would like to make it so that every placement increases | ||
|  |                 # (or keeps the same number of) reachable exits. The goal is to continue to expand the search space | ||
|  |                 # so that we do not crash. In the interest of performance and bias reduction, generally, just checking | ||
|  |                 # that we are going to a new region is a good approximation. however, we should take extra care on the | ||
|  |                 # very last exit and check whatever exits we open up are functionally accessible. | ||
|  |                 # this requirement can be ignored on a beaten minimal, islands are no issue there. | ||
|  |                 exit_requirement_satisfied = (not perform_validity_check or not require_new_exits | ||
|  |                                                 or target_entrance.connected_region not in er_state.placed_regions) | ||
|  |                 needs_speculative_sweep = (not dead_end and require_new_exits and perform_validity_check | ||
|  |                                            and len(placeable_exits) == 1) | ||
|  |                 if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state): | ||
|  |                     if (needs_speculative_sweep | ||
|  |                             and not er_state.test_speculative_connection(source_exit, target_entrance)): | ||
|  |                         continue | ||
|  |                     do_placement(source_exit, target_entrance) | ||
|  |                     return True | ||
|  |         else: | ||
|  |             # no source exits had any valid target so this stage is deadlocked. retries may be implemented if early | ||
|  |             # deadlocking is a frequent issue. | ||
|  |             lookup = entrance_lookup.dead_ends if dead_end else entrance_lookup.others | ||
|  | 
 | ||
|  |             # if we're in a stage where we're trying to get to new regions, we could also enter this | ||
|  |             # branch in a success state (when all regions of the preferred type have been placed, but there are still | ||
|  |             # additional unplaced entrances into those regions) | ||
|  |             if require_new_exits: | ||
|  |                 if all(e.connected_region in er_state.placed_regions for e in lookup): | ||
|  |                     return False | ||
|  | 
 | ||
|  |             # if we're on minimal accessibility and can guarantee the game is beatable, | ||
|  |             # we can prevent a failure by bypassing future validity checks. this check may be | ||
|  |             # expensive; fortunately we only have to do it once | ||
|  |             if perform_validity_check and world.options.accessibility == Accessibility.option_minimal \ | ||
|  |                     and world.multiworld.has_beaten_game(er_state.collection_state, world.player): | ||
|  |                 # ensure that we have enough locations to place our progression | ||
|  |                 accessible_location_count = 0 | ||
|  |                 prog_item_count = sum(er_state.collection_state.prog_items[world.player].values()) | ||
|  |                 # short-circuit location checking in this case | ||
|  |                 if prog_item_count == 0: | ||
|  |                     return True | ||
|  |                 for region in er_state.placed_regions: | ||
|  |                     for loc in region.locations: | ||
|  |                         if loc.can_reach(er_state.collection_state): | ||
|  |                             accessible_location_count += 1 | ||
|  |                             if accessible_location_count >= prog_item_count: | ||
|  |                                 perform_validity_check = False | ||
|  |                                 # pretend that this was successful to retry the current stage | ||
|  |                                 return True | ||
|  | 
 | ||
|  |             unplaced_entrances = [entrance for region in world.multiworld.get_regions(world.player) | ||
|  |                                   for entrance in region.entrances if not entrance.parent_region] | ||
|  |             unplaced_exits = [exit_ for region in world.multiworld.get_regions(world.player) | ||
|  |                               for exit_ in region.exits if not exit_.connected_region] | ||
|  |             entrance_kind = "dead ends" if dead_end else "non-dead ends" | ||
|  |             region_access_requirement = "requires" if require_new_exits else "does not require" | ||
|  |             raise EntranceRandomizationError( | ||
|  |                 f"None of the available entrances are valid targets for the available exits.\n" | ||
|  |                 f"Randomization stage is placing {entrance_kind} and {region_access_requirement} " | ||
|  |                 f"new region/exit access by default\n" | ||
|  |                 f"Placeable entrances: {lookup}\n" | ||
|  |                 f"Placeable exits: {placeable_exits}\n" | ||
|  |                 f"All unplaced entrances: {unplaced_entrances}\n" | ||
|  |                 f"All unplaced exits: {unplaced_exits}") | ||
|  | 
 | ||
|  |     if not er_targets: | ||
|  |         er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player) | ||
|  |                              for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name) | ||
|  |     if not exits: | ||
|  |         exits = sorted([ex for region in world.multiworld.get_regions(world.player) | ||
|  |                         for ex in region.exits if not ex.connected_region], key=lambda x: x.name) | ||
|  |     if len(er_targets) != len(exits): | ||
|  |         raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of " | ||
|  |                                          f"entrances ({len(er_targets)}) and exits ({len(exits)}.") | ||
|  |     for entrance in er_targets: | ||
|  |         entrance_lookup.add(entrance) | ||
|  | 
 | ||
|  |     # place the menu region and connected start region(s) | ||
|  |     er_state.collection_state.update_reachable_regions(world.player) | ||
|  | 
 | ||
|  |     # stage 1 - try to place all the non-dead-end entrances | ||
|  |     while entrance_lookup.others: | ||
|  |         if not find_pairing(dead_end=False, require_new_exits=True): | ||
|  |             break | ||
|  |     # stage 2 - try to place all the dead-end entrances | ||
|  |     while entrance_lookup.dead_ends: | ||
|  |         if not find_pairing(dead_end=True, require_new_exits=True): | ||
|  |             break | ||
|  |     # stage 3 - all the regions should be placed at this point. We now need to connect dangling edges | ||
|  |     # stage 3a - get the rest of the dead ends (e.g. second entrances into already-visited regions) | ||
|  |     #            doing this before the non-dead-ends is important to ensure there are enough connections to | ||
|  |     #            go around | ||
|  |     while entrance_lookup.dead_ends: | ||
|  |         find_pairing(dead_end=True, require_new_exits=False) | ||
|  |     # stage 3b - tie all the other loose ends connecting visited regions to each other | ||
|  |     while entrance_lookup.others: | ||
|  |         find_pairing(dead_end=False, require_new_exits=False) | ||
|  | 
 | ||
|  |     running_time = time.perf_counter() - start_time | ||
|  |     if running_time > 1.0: | ||
|  |         logging.info(f"Took {running_time:.4f} seconds during entrance randomization for player {world.player}," | ||
|  |                      f"named {world.multiworld.player_name[world.player]}") | ||
|  | 
 | ||
|  |     return er_state |