fix(loadout): convert ammo units to PEC correctly (1 ammo = 0.01 PEC)
- Ammo Burn from API is in ammo units, not PEC - 1 ammo = 0.01 PEC = 0.0001 PED - Was treating 848 ammo as 848 PEC (WRONG) - Now correctly: 848 ammo = 8.48 PEC - Fixes cost calculation: 30,552 PED/hr → ~330 PED/hr
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# Entropia Universe Attachment Mechanics - Technical Breakdown
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**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
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**Date:** 2026-02-09
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---
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## 1. Amplifiers (Amps)
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**Most common attachment for damage increase.**
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### Mechanics:
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- **Additional Damage:** Added to weapon's base damage
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- **Cost Per Shot:** Increases SIGNIFICANTLY
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- Pay weapon's normal ammo/decay PLUS amplifier decay
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- **Economy:** Amp is "Eco" only if weapon Efficiency remains high
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### Strategic Use:
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- Higher DPS = kill faster = less time mob hits you
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- Saves money on armor decay and healing
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- Most players use amps for speed, not efficiency
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---
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## 2. Sights & Scopes
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**"Skill-based" attachments.**
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### Mechanics:
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- **Stats:** Aiming/Skill Increase Bonus + Zoom
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- **High-end versions:** Critical Hit Chance or Critical Damage bonuses
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- **Cost Per Shot:** Increases SLIGHTLY
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- No ammo cost
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- Decay (lose value) every trigger pull
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### Economy Analysis:
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- "Standard" scopes provide ~0.1% efficiency boost
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- **Veteran advice:** Don't use basic ones - decay cost outweighs tiny accuracy benefit
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- Only use if trying to "skill up" faster
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---
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## 3. Absorbers (Deterioration Absorbers)
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**Overlooked by beginners - protects weapon durability.**
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### Examples:
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- ArMatrix Extender series
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### Mechanics:
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- **What they do:** "Absorb" percentage of weapon's decay
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- **Stats:** No damage or accuracy - strictly protect durability
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- **Cost Per Shot:** Technically NEUTRAL or CHEAPER
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- Absorber decays, but prevents gun from decaying
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### Strategic Use:
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- Use on Limited (L) weapons with high "Markup"
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- Makes expensive guns last longer
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- Saves money long-term on high-markup weapons
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---
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## 4. Enhancers ("Slot" Attachments)
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**High-risk, high-reward attachments.**
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### Types:
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- Damage Enhancer
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- Economy Enhancer
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- Range Enhancer
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- etc.
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### Mechanics:
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- **Stats:** Massive boosts (+10% Damage, -1% Weapon Decay)
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- **Cost Per Shot:** HIGH RISK
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- Don't just decay - have RANDOM CHANCE TO BREAK and disappear completely
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### Strategic Use:
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- Only recommended for HIGH-LEVEL hunting
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- "Killing it before it kills you" survival strategy
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- Not for casual/beginner hunters
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---
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## Important Note: Sights Stacking
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**Weapons can have multiple sights:**
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- Weapon can have a sight
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- Scope can ALSO have a sight
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- **Maximum:** 2 sights possible (weapon + scope)
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---
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## Cost Calculation Formula (Correct)
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### Base Weapon Cost Per Shot:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec) / 100 # PED
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```
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### With Amplifier:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + amp_decay_pec) / 100
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```
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### With Scope:
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```
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Cost = (weapon_decay_pec + weapon_ammo_pec + scope_decay_pec) / 100
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# (ammo cost unchanged)
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```
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### With Absorber:
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```
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Weapon decay prevented = weapon_decay_pec × absorption_rate
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Net cost = (weapon_decay_pec × (1 - absorption_rate) + absorber_decay_pec + weapon_ammo_pec) / 100
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```
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### With Enhancer:
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```
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Base cost + enhancer_decay
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# Plus risk of total enhancer loss (breakage)
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```
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---
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## Implementation Notes for Lemontropia Suite
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1. **Amp Cost:** Add amp_decay_pec to every shot cost
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2. **Scope Cost:** Add scope_decay_pec (no ammo impact)
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3. **Absorber:** Reduce weapon decay by absorption %, add absorber decay
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4. **Enhancer:** Add decay + implement breakage chance mechanic
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5. **Double Sights:** Support weapon sight + scope sight combination
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**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.
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@ -0,0 +1,83 @@
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# 2026-02-09 - Sprint 2 Phase 2 Complete + Agent Swarm Build
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## Session Summary
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**Time:** 09:00 - 09:45 UTC
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**Commits:** 15+ including agent swarm builds
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**Status:** Core hunting system functional, calculations need refinement
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## What Was Built
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### ✅ COMPLETED - Agent Swarm (3 parallel agents)
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**Agent 1: Loadout Manager v2.0**
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- Full Nexus API integration (3,099 weapons, 1,985 armors, 106 finders)
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- Attachment system: Amplifiers, Scopes, Absorbers, Armor Platings
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- Weapon/Armor/Attachment selectors with real data
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- Complete cost calculations (weapon + armor + attachments + healing)
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- NEW: `ui/attachment_selector.py` (678 lines)
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**Agent 2: Armor Decay Tracking**
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- When player takes damage → armor decay cost calculated
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- Added to HUD total cost automatically
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- Uses real armor decay from Nexus API
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**Agent 3: Healing Cost** (partial)
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- Healing tools selection in Loadout Manager
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- Cost per heal tracking
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### ✅ HUD Enhancements
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- Cost tracking per shot (weapon decay)
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- Profit/Loss calculation (loot - cost)
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- Color-coded P/L (green=profit, red=loss)
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- Shots fired counter
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- Estimated kills (1 per loot event)
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- DPP display in HUD
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### ✅ Core Systems
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- `core/attachments.py` - Full attachment type system
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- Attachment compatibility validation
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- Mock attachment data for testing
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## Issues Discovered
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### Calculation Bugs (CRITICAL)
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Weapon cost showing **30,590 PED/hour** - completely wrong!
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**Problems:**
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- Ammo: 848 PEC/shot - should be ~8.48 PEC (0.0848 PED)
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- DPP: 0.0506 - way too low (should be ~2-4)
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- Unit conversion errors between PEC/PED
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### Armor System Needs Redesign
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User feedback:
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- Want to pick armor sets OR individual parts
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- Current implementation annoying
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- Mix & match should be supported (e.g., Ghost Harness + Shogun Arms)
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### Attachment Research Needed
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- Real EU attachment mechanics not fully understood
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- Need to research from Entropia Wiki/Nexus
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- Amplifiers: add damage + increase ammo burn
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- Scopes: range boost, minimal decay
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- Absorbers: damage reduction, moderate decay
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## Next Steps
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1. **Fix calculation bugs** - Unit conversion, DPP formula
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2. **Research attachments** - Proper decay/effect values
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3. **Redesign armor system** - Sets + individual parts
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4. **Test with real hunt** - Verify costs are realistic
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## Key Decisions
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- Kill tracking: 1 per loot event (estimated, not exact)
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- Shrapnel handling: included in loot, not kill count
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- Cost tracking: weapon decay per shot + armor decay per hit
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- Agent swarm effective for parallel development but needs verification
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## Technical Debt
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- Calculation formulas need unit tests
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- Attachment effects need validation against real EU data
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- Armor system needs complete rewrite for flexibility
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@ -139,10 +139,14 @@ class LoadoutConfig:
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return total
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def get_total_ammo_per_shot(self) -> Decimal:
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"""Calculate total ammo per shot including amplifier."""
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total = self.weapon_ammo_pec
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"""Calculate total ammo cost per shot in PEC.
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Note: ammo_burn from API is in ammo units (1 ammo = 0.01 PEC)
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"""
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# Convert ammo units to PEC (1 ammo = 0.01 PEC)
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total = self.weapon_ammo_pec * Decimal("0.01")
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if self.weapon_amplifier:
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# Amplifiers typically add ammo cost based on damage increase
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# Amplifiers add ammo cost based on damage increase
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# Rough estimate: 0.2 PEC per damage point for amp
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total += self.weapon_amplifier.damage_bonus * Decimal("0.2")
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return total
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