improve weapon list, mhx weapon scraper
This commit is contained in:
49184
db/mhx/weapon_list.json
49184
db/mhx/weapon_list.json
File diff suppressed because it is too large
Load Diff
66
scrapers/mhxg-weapons.py
Normal file → Executable file
66
scrapers/mhxg-weapons.py
Normal file → Executable file
@@ -4,6 +4,7 @@
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import urllib
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import os
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import json
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import sys
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from lxml import etree
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@@ -17,6 +18,7 @@ _WEAPON_URLS = {
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"Sword and Shield": ["/data/1902.html", "/data/2884.html"],
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"Dual Blades": ["/data/1903.html", "/data/2885.html"],
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"Hammer": ["/data/1904.html", "/data/2886.html"],
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"Hunting Horn": ["/data/1905.html", "/data/2887.html"],
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"Lance": ["/data/1906.html", "/data/2888.html"],
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"Gunlance": ["/data/1907.html", "/data/2889.html"],
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"Switch Axe": ["/data/1908.html", "/data/2890.html"],
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@@ -95,6 +97,18 @@ _BOW_COATINGS = {
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}
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_HORN_NOTES = {
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"#f3f3f3;": "W",
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"blue;": "B",
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"#e0002a;": "R",
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"#ff00ff;": "P",
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"#eeee00;": "Y",
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"#00cc00;": "G",
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"#00eeee;": "C",
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"#ef810f;": "O",
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}
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def extract_weapon_list(wtype, tree):
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weapons = []
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rows = tree.xpath('//*[@id="sorter"]/tbody/tr')
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@@ -102,8 +116,14 @@ def extract_weapon_list(wtype, tree):
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parent_href = None
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for row in rows:
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cells = list(row)
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if len(cells) < 5:
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continue
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if len(cells) == 4:
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name, href, final = _parse_name_td(cells[0])
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attack, affinity, defense, elements, slots = \
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_parse_hh_attr_td(cells[1])
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horn_notes = _parse_horn_notes_td(cells[2])
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sharpness = _parse_sharpness_td(cells[3])
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shots, ammo = None, None
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elif len(cells) in (5, 6):
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name, href, final = _parse_name_td(cells[0])
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attack = int(cells[1].text)
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affinity, defense, elements = _parse_elements_td(cells[2])
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@@ -115,13 +135,17 @@ def extract_weapon_list(wtype, tree):
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if wtype == "Bow":
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shots, ammo = _parse_bow_td(cells[-2])
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slots = _parse_slots_td(cells[-1])
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horn_notes = None
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else:
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continue
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data = dict(name_jp=name, name=name, wtype=wtype, final=final,
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sharpness=sharpness[0], sharpness_plus=sharpness[1],
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attack=attack, num_slots=slots,
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affinity=affinity, defense=defense,
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element=None, element_attack=None,
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awaken=None, element_2=None, element_2_attack=None,
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phial=None, shelling_type=None, horn_notes=None,
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phial=None, shelling_type=None, horn_notes=horn_notes,
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arc_type=None, ammo=ammo, shot_types=shots)
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if elements:
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data["element"] = elements[0][0]
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@@ -179,6 +203,42 @@ def _parse_bow_td(td_element):
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return shots, coatings
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def _parse_horn_notes_td(td_element):
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notes = []
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note_spans = td_element.xpath("./div/span")
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for span in note_spans:
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style = span.attrib["style"]
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color = style[len("color:"):]
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notes.append(_HORN_NOTES[color])
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return "".join(notes)
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def _parse_hh_attr_td(td_element):
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spans = td_element.xpath('./span')
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affinity = 0
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defense = 0
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attack = 0
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elements = []
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slots = 0
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for span in spans:
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span_class = span.attrib.get("class")
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if span_class and span_class.startswith("type_"):
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e = _parse_element(span.text.strip())
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elements.append(e)
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elif span_class and span_class == "b":
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attack = int(span.text.strip())
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else:
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affinity = int(span.text.strip())
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text_lines = td_element.text.strip().split("\n")
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for line in text_lines:
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if line.startswith(u"防御+"):
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defense = int(line[3:])
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if td_element.tail:
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slots = td_element.tail.count(u"◯")
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return attack, affinity, defense, elements, slots
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def _parse_elements_td(td_element):
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# 会心<span class="c_r">-20</span>%<br>
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# 防御+5
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@@ -299,14 +299,41 @@ function set_bow_values(weapon_data) {
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}
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function set_horn_melodies_title(weapon_data) {
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function set_horn_melodies_title(weapon_data, melody_map) {
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if (! weapon_data["horn_notes"]) {
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weapon_data["horn_melodies_title"] = ""
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weapon_data["horn_melodies_title"] = "";
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return;
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}
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var notes = weapon_data["horn_notes"];
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var melodies;
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if (melody_map) {
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melodies = melody_map[notes];
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if (! melodies) {
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// Try flipping second two notes if not found, mhx data is
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// either wrong or game itself is inconsistant about note
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// order.
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notes = notes.substring(0, 1) + notes.substring(2, 3)
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+ notes.substring(1, 2);
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melodies = melody_map[notes];
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if (melodies) {
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weapon_data["horn_notes"] = notes;
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}
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}
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} else {
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melodies = weapon_data["horn_melodies"];
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}
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if (! melodies) {
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var msg = "Unknown melodies for " + notes;
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weapon_data["horn_melodies_title"] = msg;
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console.log(msg);
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return;
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}
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var lines = [];
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$.each(weapon_data["horn_melodies"], function(i, melody) {
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$.each(melodies, function(i, melody) {
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var space = Array(6 - melody["song"].length).join(" ");
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lines.push(melody["song"] + space + melody["effect1"]);
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});
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@@ -402,7 +429,7 @@ function cmp_arrays(alist, blist) {
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for (var i=0; i<alist.length; i++) {
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a = alist[i];
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b = blist[i];
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if (a == null && b == null) {
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if (a == null || b == null) {
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// ignore
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} else if (typeof a == "object") {
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cmp = cmp_arrays(a, b);
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@@ -99,6 +99,7 @@
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<script type="text/javascript">
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var WEAPON_LIST = null;
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var HORN_MELODY_MAP = null;
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$.ajax({
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url: "/jsonapi/mhx/weapon_list.json",
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@@ -110,6 +111,16 @@
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}
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});
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$.ajax({
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url: "/jsonapi/horn_melody/_index_notes.json",
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async: false,
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dataType: "json",
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success: function (data) {
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HORN_MELODY_MAP = data;
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}
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});
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var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
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$(document).ready(function(){
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@@ -236,7 +247,7 @@
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match_count += 1;
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set_sharpness_titles(weapon_data);
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set_bow_values(weapon_data);
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set_horn_melodies_title(weapon_data);
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set_horn_melodies_title(weapon_data, HORN_MELODY_MAP);
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weapon_data["wtype_short"] =
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WEAPON_TYPE_ABBR[weapon_data["wtype"]];
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weapon_data["ELEMENT_ABBR"] = ELEMENT_ABBR;
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@@ -71,5 +71,5 @@
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title="<%= bow_coatings_text %>"><%= bow_shots_text %></td>
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<% } %>
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<td title="<%= horn_melodies_title %>"
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style="text-align:right"><%= horn_notes %></td>
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style="text-align:right; font-family:mono"><%= horn_notes %></td>
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</tr>
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@@ -221,7 +221,10 @@
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function update_weapon_list(state) {
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var match_count = 0;
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var cp_setups = [];
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var comps = state["weapon_component_text"].split("|");
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var comps = state["weapon_component_text"];
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if (comps) {
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comps = comps.split("|");
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}
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console.log("updating weapon list: " + JSON.stringify(state));
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var results = [];
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$.each(WEAPON_ID_IDX, function(weapon_id, weapon_list) {
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