543 lines
24 KiB
Python
543 lines
24 KiB
Python
import binascii
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import dataclasses
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import os
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import pkgutil
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import tempfile
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import typing
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import bsdiff4
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import settings
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from BaseClasses import Entrance, Item, ItemClassification, Location, Tutorial, MultiWorld
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from Fill import fill_restrictive
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from worlds.AutoWorld import WebWorld, World
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from .Common import *
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from .Items import (DungeonItemData, DungeonItemType, ItemName, LinksAwakeningItem, TradeItemData,
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ladxr_item_to_la_item_name, links_awakening_items, links_awakening_items_by_name)
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from .LADXR import generator
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from .LADXR.itempool import ItemPool as LADXRItemPool
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from .LADXR.locations.constants import CHEST_ITEMS
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from .LADXR.locations.instrument import Instrument
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from .LADXR.logic import Logic as LADXRLogic
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from .LADXR.main import get_parser
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from .LADXR.settings import Settings as LADXRSettings
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from .LADXR.worldSetup import WorldSetup as LADXRWorldSetup
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from .Locations import (LinksAwakeningLocation, LinksAwakeningRegion,
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create_regions_from_ladxr, get_locations_to_id)
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from .Options import DungeonItemShuffle, ShuffleInstruments, LinksAwakeningOptions, ladx_option_groups
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from .Rom import LADXDeltaPatch, get_base_rom_path
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DEVELOPER_MODE = False
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class LinksAwakeningSettings(settings.Group):
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class RomFile(settings.UserFilePath):
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"""File name of the Link's Awakening DX rom"""
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copy_to = "Legend of Zelda, The - Link's Awakening DX (USA, Europe) (SGB Enhanced).gbc"
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description = "LADX ROM File"
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md5s = [LADXDeltaPatch.hash]
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class RomStart(str):
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"""
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Set this to false to never autostart a rom (such as after patching)
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true for operating system default program
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Alternatively, a path to a program to open the .gbc file with
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Examples:
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Retroarch:
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rom_start: "C:/RetroArch-Win64/retroarch.exe -L sameboy"
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BizHawk:
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rom_start: "C:/BizHawk-2.9-win-x64/EmuHawk.exe --lua=data/lua/connector_ladx_bizhawk.lua"
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"""
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class DisplayMsgs(settings.Bool):
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"""Display message inside of Bizhawk"""
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rom_file: RomFile = RomFile(RomFile.copy_to)
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rom_start: typing.Union[RomStart, bool] = True
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class LinksAwakeningWebWorld(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up Links Awakening DX for MultiWorld.",
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"English",
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"setup_en.md",
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"setup/en",
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["zig"]
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)]
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theme = "dirt"
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option_groups = ladx_option_groups
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class LinksAwakeningWorld(World):
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"""
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After a previous adventure, Link is stranded on Koholint Island, full of mystery and familiar faces.
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Gather the 8 Instruments of the Sirens to wake the Wind Fish, so that Link can go home!
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"""
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game = LINKS_AWAKENING # name of the game/world
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web = LinksAwakeningWebWorld()
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options_dataclass = LinksAwakeningOptions
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options: LinksAwakeningOptions
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settings: typing.ClassVar[LinksAwakeningSettings]
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topology_present = True # show path to required location checks in spoiler
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# ID of first item and location, could be hard-coded but code may be easier
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# to read with this as a propery.
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base_id = BASE_ID
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# Instead of dynamic numbering, IDs could be part of data.
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# The following two dicts are required for the generation to know which
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# items exist. They could be generated from json or something else. They can
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# include events, but don't have to since events will be placed manually.
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item_name_to_id = {
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item.item_name : BASE_ID + item.item_id for item in links_awakening_items
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}
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item_name_to_data = links_awakening_items_by_name
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location_name_to_id = get_locations_to_id()
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# Items can be grouped using their names to allow easy checking if any item
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# from that group has been collected. Group names can also be used for !hint
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item_name_groups = {
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"Instruments": {
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"Full Moon Cello", "Conch Horn", "Sea Lily's Bell", "Surf Harp",
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"Wind Marimba", "Coral Triangle", "Organ of Evening Calm", "Thunder Drum"
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},
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}
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prefill_dungeon_items = None
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ladxr_settings: LADXRSettings
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ladxr_logic: LADXRLogic
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ladxr_itempool: LADXRItemPool
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multi_key: bytearray
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rupees = {
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ItemName.RUPEES_20: 20,
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ItemName.RUPEES_50: 50,
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ItemName.RUPEES_100: 100,
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ItemName.RUPEES_200: 200,
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ItemName.RUPEES_500: 500,
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}
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def convert_ap_options_to_ladxr_logic(self):
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self.ladxr_settings = LADXRSettings(dataclasses.asdict(self.options))
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self.ladxr_settings.validate()
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world_setup = LADXRWorldSetup()
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world_setup.randomize(self.ladxr_settings, self.random)
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self.ladxr_logic = LADXRLogic(configuration_options=self.ladxr_settings, world_setup=world_setup)
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self.ladxr_itempool = LADXRItemPool(self.ladxr_logic, self.ladxr_settings, self.random).toDict()
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def create_regions(self) -> None:
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# Initialize
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self.convert_ap_options_to_ladxr_logic()
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regions = create_regions_from_ladxr(self.player, self.multiworld, self.ladxr_logic)
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self.multiworld.regions += regions
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# Connect Menu -> Start
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start = None
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for region in regions:
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if region.name == "Start House":
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start = region
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break
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assert(start)
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menu_region = LinksAwakeningRegion("Menu", None, "Menu", self.player, self.multiworld)
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menu_region.exits = [Entrance(self.player, "Start Game", menu_region)]
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menu_region.exits[0].connect(start)
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self.multiworld.regions.append(menu_region)
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# Place RAFT, other access events
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for region in regions:
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for loc in region.locations:
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if loc.address is None:
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loc.place_locked_item(self.create_event(loc.ladxr_item.event))
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# Connect Windfish -> Victory
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windfish = self.multiworld.get_region("Windfish", self.player)
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l = Location(self.player, "Windfish", parent=windfish)
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windfish.locations = [l]
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l.place_locked_item(self.create_event("An Alarm Clock"))
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self.multiworld.completion_condition[self.player] = lambda state: state.has("An Alarm Clock", player=self.player)
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def create_item(self, item_name: str):
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return LinksAwakeningItem(self.item_name_to_data[item_name], self, self.player)
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def create_event(self, event: str):
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return Item(event, ItemClassification.progression, None, self.player)
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def create_items(self) -> None:
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exclude = [item.name for item in self.multiworld.precollected_items[self.player]]
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dungeon_item_types = {
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}
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self.prefill_original_dungeon = [ [], [], [], [], [], [], [], [], [] ]
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self.prefill_own_dungeons = []
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self.pre_fill_items = []
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# For any and different world, set item rule instead
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for dungeon_item_type in ["maps", "compasses", "small_keys", "nightmare_keys", "stone_beaks", "instruments"]:
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option_name = "shuffle_" + dungeon_item_type
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option: DungeonItemShuffle = getattr(self.options, option_name)
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dungeon_item_types[option.ladxr_item] = option.value
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# The color dungeon does not contain an instrument
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num_items = 8 if dungeon_item_type == "instruments" else 9
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if option.value == DungeonItemShuffle.option_own_world:
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self.options.local_items.value |= {
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ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
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}
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elif option.value == DungeonItemShuffle.option_different_world:
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self.options.non_local_items.value |= {
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ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
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}
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# option_original_dungeon = 0
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# option_own_dungeons = 1
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# option_own_world = 2
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# option_any_world = 3
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# option_different_world = 4
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# option_delete = 5
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for ladx_item_name, count in self.ladxr_itempool.items():
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# event
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if ladx_item_name not in ladxr_item_to_la_item_name:
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continue
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item_name = ladxr_item_to_la_item_name[ladx_item_name]
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for _ in range(count):
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if item_name in exclude:
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exclude.remove(item_name) # this is destructive. create unique list above
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self.multiworld.itempool.append(self.create_item("Master Stalfos' Message"))
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else:
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item = self.create_item(item_name)
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if not self.options.tradequest and isinstance(item.item_data, TradeItemData):
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location = self.multiworld.get_location(item.item_data.vanilla_location, self.player)
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location.place_locked_item(item)
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location.show_in_spoiler = False
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continue
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if isinstance(item.item_data, DungeonItemData):
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item_type = item.item_data.ladxr_id[:-1]
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shuffle_type = dungeon_item_types[item_type]
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if item.item_data.dungeon_item_type == DungeonItemType.INSTRUMENT and shuffle_type == ShuffleInstruments.option_vanilla:
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# Find instrument, lock
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# TODO: we should be able to pinpoint the region we want, save a lookup table please
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found = False
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for r in self.multiworld.get_regions(self.player):
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if r.dungeon_index != item.item_data.dungeon_index:
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continue
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for loc in r.locations:
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if not isinstance(loc, LinksAwakeningLocation):
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continue
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if not isinstance(loc.ladxr_item, Instrument):
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continue
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loc.place_locked_item(item)
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found = True
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break
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if found:
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break
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else:
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if shuffle_type == DungeonItemShuffle.option_original_dungeon:
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self.prefill_original_dungeon[item.item_data.dungeon_index - 1].append(item)
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self.pre_fill_items.append(item)
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elif shuffle_type == DungeonItemShuffle.option_own_dungeons:
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self.prefill_own_dungeons.append(item)
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self.pre_fill_items.append(item)
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else:
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self.multiworld.itempool.append(item)
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else:
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self.multiworld.itempool.append(item)
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self.multi_key = self.generate_multi_key()
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# Add special case for trendy shop access
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trendy_region = self.multiworld.get_region("Trendy Shop", self.player)
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event_location = Location(self.player, "Can Play Trendy Game", parent=trendy_region)
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trendy_region.locations.insert(0, event_location)
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event_location.place_locked_item(self.create_event("Can Play Trendy Game"))
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self.dungeon_locations_by_dungeon = [[], [], [], [], [], [], [], [], []]
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for r in self.multiworld.get_regions(self.player):
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# Set aside dungeon locations
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if r.dungeon_index:
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self.dungeon_locations_by_dungeon[r.dungeon_index - 1] += r.locations
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for location in r.locations:
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# Don't place dungeon items on pit button chest, to reduce chance of the filler blowing up
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# TODO: no need for this if small key shuffle
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if location.name == "Pit Button Chest (Tail Cave)" or location.item:
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self.dungeon_locations_by_dungeon[r.dungeon_index - 1].remove(location)
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# Properly fill locations within dungeon
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location.dungeon = r.dungeon_index
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# For now, special case first item
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FORCE_START_ITEM = True
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if FORCE_START_ITEM:
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self.force_start_item()
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def force_start_item(self):
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start_loc = self.multiworld.get_location("Tarin's Gift (Mabe Village)", self.player)
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if not start_loc.item:
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possible_start_items = [index for index, item in enumerate(self.multiworld.itempool)
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if item.player == self.player
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and item.item_data.ladxr_id in start_loc.ladxr_item.OPTIONS and not item.location]
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if possible_start_items:
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index = self.random.choice(possible_start_items)
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start_item = self.multiworld.itempool.pop(index)
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start_loc.place_locked_item(start_item)
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def get_pre_fill_items(self):
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return self.pre_fill_items
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def pre_fill(self) -> None:
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allowed_locations_by_item = {}
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# Set up filter rules
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# The list of items we will pass to fill_restrictive, contains at first the items that go to all dungeons
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all_dungeon_items_to_fill = list(self.prefill_own_dungeons)
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# set containing the list of all possible dungeon locations for the player
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all_dungeon_locs = set()
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# Do dungeon specific things
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for dungeon_index in range(0, 9):
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# set up allow-list for dungeon specific items
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locs = set(loc for loc in self.dungeon_locations_by_dungeon[dungeon_index] if not loc.item)
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for item in self.prefill_original_dungeon[dungeon_index]:
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allowed_locations_by_item[item] = locs
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# put the items for this dungeon in the list to fill
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all_dungeon_items_to_fill.extend(self.prefill_original_dungeon[dungeon_index])
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# ...and gather the list of all dungeon locations
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all_dungeon_locs |= locs
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# ...also set the rules for the dungeon
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for location in locs:
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orig_rule = location.item_rule
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# If an item is about to be placed on a dungeon location, it can go there iff
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# 1. it fits the general rules for that location (probably 'return True' for most places)
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# 2. Either
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# 2a. it's not a restricted dungeon item
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# 2b. it's a restricted dungeon item and this location is specified as allowed
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location.item_rule = lambda item, location=location, orig_rule=orig_rule: \
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(item not in allowed_locations_by_item or location in allowed_locations_by_item[item]) and orig_rule(item)
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# Now set up the allow-list for any-dungeon items
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for item in self.prefill_own_dungeons:
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# They of course get to go in any spot
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allowed_locations_by_item[item] = all_dungeon_locs
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# Get the list of locations and shuffle
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all_dungeon_locs_to_fill = sorted(all_dungeon_locs)
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self.random.shuffle(all_dungeon_locs_to_fill)
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# Get the list of items and sort by priority
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def priority(item):
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# 0 - Nightmare dungeon-specific
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# 1 - Key dungeon-specific
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# 2 - Other dungeon-specific
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# 3 - Nightmare any local dungeon
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# 4 - Key any local dungeon
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# 5 - Other any local dungeon
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i = 2
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if "Nightmare" in item.name:
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i = 0
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elif "Key" in item.name:
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i = 1
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if allowed_locations_by_item[item] is all_dungeon_locs:
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i += 3
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return i
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all_dungeon_items_to_fill.sort(key=priority)
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# Set up state
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all_state = self.multiworld.get_all_state(use_cache=False)
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# Remove dungeon items we are about to put in from the state so that we don't double count
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for item in all_dungeon_items_to_fill:
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all_state.remove(item)
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# Finally, fill!
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fill_restrictive(self.multiworld, all_state, all_dungeon_locs_to_fill, all_dungeon_items_to_fill, lock=True, single_player_placement=True, allow_partial=False)
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name_cache = {}
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# Tries to associate an icon from another game with an icon we have
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def guess_icon_for_other_world(self, other):
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if not self.name_cache:
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forbidden = [
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"TRADING",
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"ITEM",
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"BAD",
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"SINGLE",
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"UPGRADE",
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"BLUE",
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"RED",
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"NOTHING",
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"MESSAGE",
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]
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for item in ladxr_item_to_la_item_name.keys():
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self.name_cache[item] = item
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splits = item.split("_")
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self.name_cache["".join(splits)] = item
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if 'RUPEES' in splits:
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self.name_cache["".join(reversed(splits))] = item
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for word in item.split("_"):
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if word not in forbidden and not word.isnumeric():
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self.name_cache[word] = item
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others = {
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'KEY': 'KEY',
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'COMPASS': 'COMPASS',
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'BIGKEY': 'NIGHTMARE_KEY',
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'MAP': 'MAP',
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'FLUTE': 'OCARINA',
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'SONG': 'OCARINA',
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'MUSHROOM': 'TOADSTOOL',
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'GLOVE': 'POWER_BRACELET',
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'BOOT': 'PEGASUS_BOOTS',
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'SHOE': 'PEGASUS_BOOTS',
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'SHOES': 'PEGASUS_BOOTS',
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'SANCTUARYHEARTCONTAINER': 'HEART_CONTAINER',
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'BOSSHEARTCONTAINER': 'HEART_CONTAINER',
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'HEARTCONTAINER': 'HEART_CONTAINER',
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'ENERGYTANK': 'HEART_CONTAINER',
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'MISSILE': 'SINGLE_ARROW',
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'BOMBS': 'BOMB',
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'BLUEBOOMERANG': 'BOOMERANG',
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'MAGICMIRROR': 'TRADING_ITEM_MAGNIFYING_GLASS',
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'MIRROR': 'TRADING_ITEM_MAGNIFYING_GLASS',
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'MESSAGE': 'TRADING_ITEM_LETTER',
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# TODO: Also use AP item name
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}
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for name in others.values():
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assert name in self.name_cache, name
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assert name in CHEST_ITEMS, name
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self.name_cache.update(others)
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uppered = other.upper()
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if "BIG KEY" in uppered:
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return 'NIGHTMARE_KEY'
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possibles = other.upper().split(" ")
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rejoined = "".join(possibles)
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if rejoined in self.name_cache:
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return self.name_cache[rejoined]
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for name in possibles:
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if name in self.name_cache:
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return self.name_cache[name]
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return "TRADING_ITEM_LETTER"
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@classmethod
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def stage_assert_generate(cls, multiworld: MultiWorld):
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rom_file = get_base_rom_path()
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if not os.path.exists(rom_file):
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raise FileNotFoundError(rom_file)
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def generate_output(self, output_directory: str):
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# copy items back to locations
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for r in self.multiworld.get_regions(self.player):
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for loc in r.locations:
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if isinstance(loc, LinksAwakeningLocation):
|
|
assert(loc.item)
|
|
|
|
# If we're a links awakening item, just use the item
|
|
if isinstance(loc.item, LinksAwakeningItem):
|
|
loc.ladxr_item.item = loc.item.item_data.ladxr_id
|
|
|
|
# If the item name contains "sword", use a sword icon, etc
|
|
# Otherwise, use a cute letter as the icon
|
|
else:
|
|
loc.ladxr_item.item = self.guess_icon_for_other_world(loc.item.name)
|
|
loc.ladxr_item.custom_item_name = loc.item.name
|
|
|
|
if loc.item:
|
|
loc.ladxr_item.item_owner = loc.item.player
|
|
else:
|
|
loc.ladxr_item.item_owner = self.player
|
|
|
|
# Kind of kludge, make it possible for the location to differentiate between local and remote items
|
|
loc.ladxr_item.location_owner = self.player
|
|
|
|
rom_name = Rom.get_base_rom_path()
|
|
out_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.player_name}.gbc"
|
|
out_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.gbc")
|
|
|
|
parser = get_parser()
|
|
args = parser.parse_args([rom_name, "-o", out_name, "--dump"])
|
|
|
|
rom = generator.generateRom(args, self)
|
|
|
|
with open(out_path, "wb") as handle:
|
|
rom.save(handle, name="LADXR")
|
|
|
|
# Write title screen after everything else is done - full gfxmods may stomp over the egg tiles
|
|
if self.options.ap_title_screen:
|
|
with tempfile.NamedTemporaryFile(delete=False) as title_patch:
|
|
title_patch.write(pkgutil.get_data(__name__, "LADXR/patches/title_screen.bdiff4"))
|
|
|
|
bsdiff4.file_patch_inplace(out_path, title_patch.name)
|
|
os.unlink(title_patch.name)
|
|
|
|
patch = LADXDeltaPatch(os.path.splitext(out_path)[0]+LADXDeltaPatch.patch_file_ending, player=self.player,
|
|
player_name=self.player_name, patched_path=out_path)
|
|
patch.write()
|
|
if not DEVELOPER_MODE:
|
|
os.unlink(out_path)
|
|
|
|
def generate_multi_key(self):
|
|
return bytearray(self.random.getrandbits(8) for _ in range(10)) + self.player.to_bytes(2, 'big')
|
|
|
|
def modify_multidata(self, multidata: dict):
|
|
multidata["connect_names"][binascii.hexlify(self.multi_key).decode()] = multidata["connect_names"][self.player_name]
|
|
|
|
def collect(self, state, item: Item) -> bool:
|
|
change = super().collect(state, item)
|
|
if change and item.name in self.rupees:
|
|
state.prog_items[self.player]["RUPEES"] += self.rupees[item.name]
|
|
return change
|
|
|
|
def remove(self, state, item: Item) -> bool:
|
|
change = super().remove(state, item)
|
|
if change and item.name in self.rupees:
|
|
state.prog_items[self.player]["RUPEES"] -= self.rupees[item.name]
|
|
return change
|
|
|
|
def fill_slot_data(self):
|
|
slot_data = {}
|
|
|
|
if not self.multiworld.is_race:
|
|
# all of these option are NOT used by the LADX- or Text-Client.
|
|
# they are used by Magpie tracker (https://github.com/kbranch/Magpie/wiki/Autotracker-API)
|
|
# for convenient auto-tracking of the generated settings and adjusting the tracker accordingly
|
|
|
|
slot_options = ["instrument_count"]
|
|
|
|
slot_options_display_name = [
|
|
"goal", "logic", "tradequest", "rooster",
|
|
"experimental_dungeon_shuffle", "experimental_entrance_shuffle", "trendy_game", "gfxmod",
|
|
"shuffle_nightmare_keys", "shuffle_small_keys", "shuffle_maps",
|
|
"shuffle_compasses", "shuffle_stone_beaks", "shuffle_instruments", "nag_messages"
|
|
]
|
|
|
|
# use the default behaviour to grab options
|
|
slot_data = self.options.as_dict(*slot_options)
|
|
|
|
# for options which should not get the internal int value but the display name use the extra handling
|
|
slot_data.update({
|
|
option: value.current_key
|
|
for option, value in dataclasses.asdict(self.options).items() if option in slot_options_display_name
|
|
})
|
|
|
|
return slot_data
|