The if propAndOrganicBonusStack: if/else block needs to be evaluated. I think we should keep propBonus (gag bonus) and incorporate it into our model and simulations.
def get_gag_damage(gag_track: int, gag_level: int, exp: int) -> int:
"""Calculate and return Gag damage, given gag_track#, gag_level# and exp
Args:
gag_track (int): Index number of the Gag Track <0-6>
gag_level (int): Level of the Gag <0-6>
exp (int): Current EXP of the Gag Track <0-10000?>
Returns:
int: Damage of Gag
"""
min_dmg = GAG_DAMAGE[gag_track][gag_level][0][0]
max_dmg = GAG_DAMAGE[gag_track][gag_level][0][1]
min_exp = GAG_DAMAGE[gag_track][gag_level][1][0]
max_exp = GAG_DAMAGE[gag_track][gag_level][1][1]
exp_val = min(exp, max_exp)
exp_per_hp = float(max_exp - min_exp + 1) / float(max_dmg - min_dmg + 1)
damage = math_floor((exp_val - min_exp) / exp_per_hp) + min_dmg
if damage <= 0:
damage = min_dmg
if propAndOrganicBonusStack:
originalDamage = damage
if organicBonus:
damage += getDamageBonus(originalDamage)
if propBonus:
damage += getDamageBonus(originalDamage)
elif organicBonus or propBonus:
damage += getDamageBonus(damage)
return damage
The
if propAndOrganicBonusStack:
if/else block needs to be evaluated. I think we should keep propBonus (gag bonus) and incorporate it into our model and simulations.