<?php

#################################################################################
##              -= YOU MAY NOT REMOVE OR CHANGE THIS NOTICE =-                 ##
## --------------------------------------------------------------------------- ##
##  Filename       Battle.php                                                  ##
##  Developed by:  Dzoki & Dixie  Reworked buy Advocaite love it or hate it    ##
##  Thanks to:     Akakori & Elmar                                             ##
##  License:       TravianX Project                                            ##
##  Copyright:     TravianX (c) 2010-2011. All rights reserved.                ##
##                                                                             ##
#################################################################################

class Battle {

		public function procSim($post) {
				global $form;
				// Recivimos el formulario y procesamos
				if(isset($post['a1_v']) && (isset($post['a2_v1']) || isset($post['a2_v2']) || isset($post['a2_v3']) || isset($post['a2_v4']))) {
								$_POST['mytribe'] = $post['a1_v'];
								$target = array();
								if(isset($post['a2_v1'])) {
										array_push($target,1);
								}
								if(isset($post['a2_v2'])) {
										array_push($target,2);
								}
								if(isset($post['a2_v3'])) {
										array_push($target,3);
								}
								if(isset($post['a2_v4'])) {
										array_push($target,4);
								}
				if(isset($post['a2_v5'])) {
					array_push($target,5);
				}
								$_POST['target'] = $target;
								if(isset($post['a1_1'])) {
										$sum = $sum2 = 0;
										for($i=1;$i<=10;$i++) {
												$sum += $post['a1_'.$i];
										}
										if($sum > 0) {
												if($post['palast'] == "") {
														$post['palast'] = 0;
												}
												if(isset($post['wall1']) && $post['wall1'] == "") {
														$post['wall1'] = 0;
												}
												if(isset($post['wall2']) && $post['wall2'] == "") {
														$post['wall2'] = 0;
												}
												if(isset($post['wall3']) && $post['wall3'] == "") {
														$post['wall3'] = 0;
												}if(isset($post['wall4']) && $post['wall4'] == "") {
							$post['wall4'] = 0;
						}if(isset($post['wall5']) && $post['wall5'] == "") {
							$post['wall5'] = 0;
						}
												$post['tribe'] = $target[0];
												$_POST['result'] = $this->simulate($post);
												$form->valuearray = $post;
										}
								}
				}
		}
		private function getBattleHero($uid) {
		global $database;
		$heroarray = $database->getHero($uid);
		$herodata = $GLOBALS["h".$heroarray[0]['unit']];

		$h_atk = $herodata['atk'] + 5 * floor($heroarray[0]['attack'] * $herodata['atkp'] / 5);
		$h_di = $herodata['di'] + 5 * floor($heroarray[0]['defence'] * $herodata['dip'] / 5);
		$h_dc = $herodata['dc'] + 5 * floor($heroarray[0]['defence'] * $herodata['dcp'] / 5);
		$h_ob = 1 + 0.002 * $heroarray[0]['attackbonus'];
		$h_db = 1 + 0.002 * $heroarray[0]['defencebonus'];

		return array('heroid'=>$heroarray[0]['heroid'],'unit'=>$heroarray[0]['unit'],'atk'=>$h_atk,'di'=>$h_di,'dc'=>$h_dc,'ob'=>$h_ob,'db'=>$h_db,'health'=>$heroarray['health']);
		}

		private function simulate($post) {
				// Establecemos los arrays con las unidades del atacante y defensor
				$attacker = array('u1'=>0,'u2'=>0,'u3'=>0,'u4'=>0,'u5'=>0,'u6'=>0,'u7'=>0,'u8'=>0,'u9'=>0,'u10'=>0,'u11'=>0,'u12'=>0,'u13'=>0,'u14'=>0,'u15'=>0,'u16'=>0,'u17'=>0,'u18'=>0,'u19'=>0,'u20'=>0,'u21'=>0,'u22'=>0,'u23'=>0,'u24'=>0,'u25'=>0,'u26'=>0,'u27'=>0,'u28'=>0,'u29'=>0,'u30'=>0,'u31'=>0,'u32'=>0,'u33'=>0,'u34'=>0,'u35'=>0,'u36'=>0,'u37'=>0,'u38'=>0,'u39'=>0,'u40'=>0,'u41'=>0,'u42'=>0,'u43'=>0,'u44'=>0,'u45'=>0,'u46'=>0,'u47'=>0,'u48'=>0,'u49'=>0,'u50'=>0);
				$start = ($post['a1_v']-1)*10+1;
				$index = 1;
				for($i=$start;$i<=($start+9);$i++) {
						$attacker['u'.$i] = $post['a1_'.$index];
						if($index <=8) {
								${att_ab.$index} = $post['f1_'.$index];
						}
						$index += 1;
				}
				$defender = array();
				for($i=1;$i<=50;$i++) {
						if(isset($post['a2_'.$i]) && $post['a2_'.$i] != "") {
								$defender['u'.$i] = $post['a2_'.$i];
						}
						else {
								$defender['u'.$i] = 0;
						}
				}
				$deftribe = $post['tribe'];
				$wall = 0;
				switch($deftribe) {
						case 1:
						for($i=1;$i<=8;$i++) {
								${def_ab.$i} = $post['f2_'.$i];
						}
						break;
						case 2:
						for($i=11;$i<=18;$i++) {
								${def_ab.$i-10} = $post['f2_'.$i];
						}
						break;
						case 3:
						for($i=21;$i<=28;$i++) {
								${def_ab.$i-20} = $post['f2_'.$i];
						}
						break;
			case 4:
			for($i=31;$i<=38;$i++) {
				${def_ab.$i-30} = $post['f2_'.$i];
			}
			break;
			case 5:
			for($i=41;$i<=48;$i++) {
				${def_ab.$i-40} = $post['f2_'.$i];
			}
			break;
				}
				if($post['kata'] == "") {
						$post['kata'] = 0;
				}

				// check scout

				$scout = 1;
				for($i=$start;$i<=($start+9);$i++) {
						if($i == 4 || $i == 14 || $i == 23 || $i == 44)
						{}
						else{
								if($attacker['u'.$i]>0) {
										$scout = 0;
										break;
								}
						}
				}
				if($post['wall1'] != 0){
				$walllevel = $post['wall1'];
				}elseif($post['wall2'] != 0){
				$walllevel = $post['wall2'];
				}elseif($post['wall3'] != 0){
				$walllevel = $post['wall3'];
				}elseif($post['wall4'] != 0){
				$walllevel = $post['wall4'];
				}elseif($post['wall5'] != 0){
				$walllevel = $post['wall5'];
				}else{
				$walllevel = 0;
				}
				if($walllevel > 20){
				$walllevel = 0;
				}
				$wall = $walllevel;
				if(!$scout)
						return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],$post['ktyp']+3,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0);
				else
						return $this->calculateBattle($attacker,$defender,$wall,$post['a1_v'],$deftribe,$post['palast'],$post['ew1'],$post['ew2'],1,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$post['kata'],$post['stonemason'],$walllevel,0,0,0,0);
		}

	 public function getTypeLevel($tid,$vid) {
		global $village,$database;
		$keyholder = array();

			$resourcearray = $database->getResourceLevel($vid);

		foreach(array_keys($resourcearray,$tid) as $key) {
			if(strpos($key,'t')) {
				$key = preg_replace("/[^0-9]/", '', $key);
				array_push($keyholder, $key);
			}
		}
		$element = count($keyholder);
		if($element >= 2) {
			if($tid <= 4) {
				$temparray = array();
				for($i=0;$i<=$element-1;$i++) {
					array_push($temparray,$resourcearray['f'.$keyholder[$i]]);
				}
				foreach ($temparray as $key => $val) {
					if ($val == max($temparray))
					$target = $key;
				}
			}
			else {
				$target = 0;
				for($i=1;$i<=$element-1;$i++) {
					if($resourcearray['f'.$keyholder[$i]] > $resourcearray['f'.$keyholder[$target]]) {
						$target = $i;
					}
				}
			}
		}
		else if($element == 1) {
			$target = 0;
		}
		else {
			return 0;
		}
		if($keyholder[$target] != "") {
			return $resourcearray['f'.$keyholder[$target]];
		}
		else {
			return 0;
		}
	}

		//1 raid 0 normal
		function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab1,$def_ab2,$def_ab3,$def_ab4,$def_ab5,$def_ab6,$def_ab7,$def_ab8,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref) {
				global $bid34,$bid35,$database;
				// Definieer de array met de eenheden
				$calvary = array(4,5,6,15,16,23,24,25,26,35,36,45,46);
				$catapult = array(8,18,28,38,48);
				$rams = array(7,17,27,37,47);
				$catp = $ram = 0;
				// Array om terug te keren met het resultaat van de berekening
				$result = array();
				$involve = 0;
				$winner = false;
				// bij 0 alle deelresultaten
				$cap = $ap = $dp = $cdp = $rap = $rdp = 0;

		//exit($type);
			$att_artefact = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,3,0));
			$att_artefact1 = count($database->getOwnUniqueArtefactInfo2($AttackerWref,3,1,1));
			$att_artefact2 = count($database->getOwnUniqueArtefactInfo2($AttackerID,3,2,0));
			if($att_artefact > 0){
			$attacker_artefact = 10;
			}else if($att_artefact1 > 0){
			$attacker_artefact = 5;
			}else if($att_artefact2 > 0){
			$attacker_artefact = 3;
			}else{
			$attacker_artefact = 1;
			}
			$def_artefact = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,3,0));
			$def_artefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,3,1,1));
			$def_artefact2 = count($database->getOwnUniqueArtefactInfo2($DefenderID,3,2,0));
			if($def_artefact > 0){
			$defender_artefact = 10;
			}else if($att_artefact1 > 0){
			$defender_artefact = 5;
			}else if($def_artefact2 > 0){
			$defender_artefact = 3;
			}else{
			$defender_artefact = 1;
			}
		if($Attacker['uhero'] != 0)
		{
			//exit($AttackerID);
		  $atkhero = $this->getBattleHero($AttackerID);
		}

		if($Defender['hero'] != 0)
		{
			//exit($DefenderID);
		$defenderhero = $this->getBattleHero($DefenderID);
		}

		$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
		if(!empty($DefendersAll)){
		foreach($DefendersAll as $defenders) {
		$fromvillage = $defenders['from'];
		$reinfowner = $database->getVillageField($fromvillage,"owner");
		$defhero[$fromvillage] = $this->getBattleHero($reinfowner);
		}
		}
		// Berekenen het totaal aantal punten van Aanvaller
		$start = ($att_tribe-1)*10+1;
		$end = ($att_tribe*10);
		if($att_tribe == 3){
		$abcount = 3;
		}else{
		$abcount = 4;
		}
		
				if($type == 1)
				{
						for($i=$start;$i<=$end;$i++) {
								global ${'u'.$i};
								$j = $i-$start+1;
								if($abcount <= 8 && ${att_ab.$abcount} > 0) {

										$ap += (35 + ( 35 + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i] * $attacker_artefact;
										$att_foolartefact = $database->getFoolArtefactInfo(3,$AttackerWref,$AttackerID);
										if(count($att_foolartefact) > 0){
										foreach($att_foolartefact as $arte){
										if($arte['bad_effect'] == 1){
										$ap *= $arte['effect2'];
										}else{
										$ap /= $arte['effect2'];
										$ap = round($ap);
										}
										}
										}
								}
								else {
										$ap += ($Attacker['u'.$i] * $Attacker['u'.$i] * $Attacker['u'.$i])/3;
								}


								$units['Att_unit'][$i] = $Attacker['u'.$i];
						}
			if ($Attacker['uhero'] != 0){
			$ap += $atkhero['atk'] * 35;
			 $ap = $ap * $atkhero['ob'];
			}
				}
				else
				{
				$abcount = 1;
						for($i=$start;$i<=$end;$i++) {
								global ${'u'.$i};
								$j = $i-$start+1;
								if($abcount <= 8 && ${att_ab.$abcount} > 0) {
										if(in_array($i,$calvary)) {
												$cap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
										}
										else {
												$ap += (${'u'.$i}['atk'] + (${'u'.$i}['atk'] + 300 * ${'u'.$i}['pop'] / 7) * (pow(1.007, ${att_ab.$abcount}) - 1)) * $Attacker['u'.$i];
										}
								}
								else {
										if(in_array($i,$calvary)) {
												$cap += $Attacker['u'.$i]*${'u'.$i}['atk'];
										}
										else {
												$ap += $Attacker['u'.$i]*${'u'.$i}['atk'];
										}
								}


								$abcount +=1;
								// Punten van de catavult van de aanvaller
								if(in_array($i,$catapult)) {
										$catp += $Attacker['u'.$i];
								}
								 // Punten van de Rammen van de aanvaller
				if(in_array($i,$rams))
				{
					$ram += $Attacker['u'.$i];
				}
				$involve += $Attacker['u'.$i];
				$units['Att_unit'][$i] = $Attacker['u'.$i];
			}

			if ($Attacker['uhero'] != 0)
			{
				$units['Att_unit']['hero'] = $Attacker['uhero'];
				$cap += $Attacker['uhero']*$atkhero['atk'];
				$ap += $Attacker['uhero']*$atkhero['atk'];
				$ap = $ap * $atkhero['ob'];
				$cap = $cap * $atkhero['ob'];
			}

		}

				//
				// Berekent het totaal aantal punten van de Defender
				//
		$start = ($def_tribe-1)*10+1;
		$end = ($def_tribe*10);

		$abcount = 1;

				if($type == 1)
				{
						for($y=4;$y<=44;$y++) {
								if($y == 4 || $y == 14 || $y == 23 || $y == 44)
								{
										global ${'u'.$y};
										if($y >= $start && $y <= ($end-2) && ${def_ab.$abcount} > 0) {
												$dp +=  (20 + (20 + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * (($Defender['u'.$y]*$Defender['u'.$y]*$Defender['u'.$y])/4) * $defender_artefact;
												$abcount +=1;
										$def_foolartefact = $database->getFoolArtefactInfo(3,$AttackerWref,$AttackerID);
										if(count($def_foolartefact) > 0){
										foreach($def_foolartefact as $arte){
										if($arte['bad_effect'] == 1){
										$dp *= $arte['effect2'];
										}else{
										$dp /= $arte['effect2'];
										$dp = round($dp);
										}
										}
										}
										}
										else {
												$dp += ($Defender['u'.$y]*$Defender['u'.$y]*$Defender['u'.$y])/4;
										}
										$units['Def_unit'][$y] = $Defender['u'.$y];
								}
						}
							if ($Defender['hero'] != 0){
							$dp += $defenderhero['di'] * 35;
							$dp = $dp * $defenderhero['db'];
							}
							$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
							if(!empty($DefendersAll)){
							foreach($DefendersAll as $defenders) {
							$fromvillage = $defenders['from'];
							$dp += $defhero[$fromvillage]['di'] * 35;
							$dp = $dp * $defhero[$fromvillage]['db'];
							}
							}
				}

				else
				{
						for($y=1;$y<=50;$y++) {
								global ${'u'.$y};
								if($y >= $start && $y <= ($end-2) && ${def_ab.$abcount} > 0) {
										$dp +=  (${'u'.$y}['di'] + (${'u'.$y}['di'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * $Defender['u'.$y];
										$cdp += (${'u'.$y}['dc'] + (${'u'.$y}['dc'] + 300 * ${'u'.$y}['pop'] / 7) * (pow(1.007, ${def_ab.$abcount}) - 1)) * $Defender['u'.$y];
								}
								else {
										$dp += $Defender['u'.$y]*${'u'.$y}['di'];
										$cdp += $Defender['u'.$y]*${'u'.$y}['dc'];
								}
								$involve += $Defender['u'.$y];
								$units['Def_unit'][$y] = $Defender['u'.$y];
								$abcount +=1;
						}
			if($Defender['hero'] != 0)
			{
				$units['Def_unit']['hero'] = $Defender['hero'];
				$cdp += $defenderhero['dc'];
				$dp += $defenderhero['di'];
				$dp = $dp * $defenderhero['db'];
				$cdp = $cdp * $defenderhero['db'];
			}
			$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
			if(!empty($DefendersAll)){
			foreach($DefendersAll as $defenders) {
				$fromvillage = $defenders['from'];
				$cdp += $defhero[$fromvillage]['dc'];
				$dp += $defhero[$fromvillage]['di'];
				$dp = $dp * $defhero[$fromvillage]['db'];
				$cdp = $cdp * $defhero[$fromvillage]['db'];
			}
			}
				}

                // 
                // Formule voor de berekening van de bonus verdedigingsmuur "en" Residence "; 
                // 
                if($def_wall > 0) { 
                        // Stel de factor berekening voor de "Muur" als het type van de beschaving 
                        // Factor = 1030 Romeinse muur 
                        // Factor = 1020 Wall Germanen 
                        // Factor = 1025 Wall Galliers 
                        $factor = ($def_tribe == 1)? 1.030 : (($def_tribe == 2)? 1.020 : 1.025); 
                        // Verdediging infantery = Infantery * Muur (%) 
                        $dp *= pow($factor,$def_wall); 
                        // Verdediging Cavelerie = Cavelerie * Muur (%) 
                        $cdp *= pow($factor,$def_wall); 

                        // Berekening van de Basic defence bonus "Residence" 
                        $dp += ((2*(pow($residence,2)))*(pow($factor,$def_wall))); 
                        $cdp += ((2*(pow($residence,2)))*(pow($factor,$def_wall))); 
                } 
                else 
        { 
                        // Berekening van de Basic defence bonus "Residence" 
                        $dp += (2*(pow($residence,2))); 
                        $cdp += (2*(pow($residence,2))); 
                }  

				//
				// Formule voor het berekenen van punten aanvallers (Infanterie & Cavalry)
				//
				if($AttackerWref != 0){
						$rap = ($ap+$cap)+(($ap+$cap)/100*$bid35[$this->getTypeLevel(35,$AttackerWref)]['attri']);
				}else{
						$rap = $ap+$cap;
				}
				//
				// Formule voor de berekening van Defensive Punten
				//
						 if ($rap==0)
				 $rdp = ($dp) + ($cdp) + 10;
			else
				 $rdp = ($dp * ($ap/$rap)) + ($cdp * ($cap/$rap)) + 10;
				//
				// En de Winnaar is....:
				//
				$result['Attack_points'] = $rap;
				$result['Defend_points'] = $rdp;

				$winner = ($rap > $rdp);

				$result['Winner'] = ($winner)? "attacker" : "defender";

				// Formule voor de berekening van de Moraal
				if($attpop > $defpop) {
						if ($rap < $rdp) {
								$moralbonus = min(1.5, pow($attpop / $defpop, (0.2*($rap/$rdp))));
						}
						else {
						if($defpop==0){
								$moralbonus = min(1.5, pow($attpop, 0.2));
						}else{
								$moralbonus = min(1.5, pow($attpop / $defpop, 0.2));
						}
						}
				}
				else {
						$moralbonus = 1.0;
				}

				if($involve >= 1000) {
					$Mfactor = round(2*(1.8592-pow($involve,0.015)),4);
				}
				else {
					$Mfactor = 1.5;
				}
				if ($Mfactor < 1.25778){$Mfactor=1.25778;}elseif ($Mfactor > 1.5){$Mfactor=1.5;}
				// Formule voor het berekenen verloren drives
				// $type = 1 Raid, 0 Normal
				if($type == 1)
				{
						$holder = pow((($rdp*$moralbonus)/$rap),$Mfactor);
						$holder = $holder / (1 + $holder);
						// Attacker
						$result[1] = $holder;

						// Defender
						$result[2] = 0;
				}
				else if($type == 2)
				{

				}
				else if($type == 4) {
						$holder = ($winner) ? pow((($rdp*$moralbonus)/$rap),$Mfactor) : pow(($rap/($rdp*$moralbonus)),$Mfactor);
						$holder = $holder / (1 + $holder);
						// Attacker
						$result[1] = $winner ? $holder : 1 - $holder;
						// Defender
						$result[2] = $winner ? 1 - $holder : $holder;
						$ram -= round($ram*$result[1]/100);
			$catp -= round($catp*$result[1]/100);
				}
				else if($type == 3)
		{
						// Attacker
						$result[1] = ($winner)? pow((($rdp*$moralbonus)/$rap),$Mfactor) : 1;
						$result[1] = round($result[1],8);

						// Defender
						$result[2] = (!$winner)?  pow(($rap/($rdp*$moralbonus)),$Mfactor) : 1;
						$result[2] = round($result[2],8);
						// Als aangevallen met "Hero"
						$ku = ($att_tribe-1)*10+9;
			$kings = $Attacker['u'.$ku];

			$aviables= $kings-round($kings*$result[1]);
						if ($aviables>0){
								switch($aviables){
								case 1:
								$fealthy = rand(20,30);
								break;
								case 2:
								$fealthy = rand(40,60);
								break;
								case 3:
								$fealthy = rand(60,80);
								break;
								case 4:
								$fealthy = rand(80,100);
								break;
								default:
								$fealthy = 100;
								break;
								}
								$result['hero_fealthy'] = $fealthy;
						}
						$ram -= ($winner)? round($ram*$result[1]/100) : round($ram*$result[2]/100);
			$catp -= ($winner)? round($catp*$result[1]/100) : round($catp*$result[2]/100);

				}
				// Formule voor de berekening van katapulten nodig
				 if($catp > 0 && $tblevel != 0) {
			$wctp = pow(($rap/$rdp),1.5);
			$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
			$wctp *= $catp;
			$artowner = $database->getVillageField($DefenderWref,"owner");
			$bartefact = count($database->getOwnUniqueArtefactInfo2($artowner,1,3,0));
			$bartefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,1,1,1));
			$bartefact2 = count($database->getOwnUniqueArtefactInfo2($artowner,1,2,0));
			if($bartefact > 0){
			$strongerbuildings = 5;
			}else if($bartefact1 > 0){
			$strongerbuildings = 4;
			}else if($bartefact2 > 0){
			$strongerbuildings = 3;
			}else{
			$strongerbuildings = 1;
			}
			$good_effect = $bad_effect = 1;
			$foolartefact = $database->getFoolArtefactInfo(3,$DefenderWref,$artowner);
			if(count($foolartefact) > 0){
			foreach($foolartefact as $arte){
			if($arte['bad_effect'] == 1){
			$bad_effect = $arte['effect2'];
			}else{
			$good_effect = $arte['effect2'];
			}
			}
			}
			if($stonemason==0){
			$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
			}else{
			$need = round((($moralbonus * (pow($tblevel,2) + $tblevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a8']))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
			}
			// Aantal katapulten om het gebouw neer te halen
			$result[3] = $need;
			// Aantal Katapulten die handeling
			$result[4] = $wctp;
			$result[5] = $moralbonus;
			$result[6] = $att_ab['a8'];
		}
		if($ram > 0 && $walllevel != 0) {
			$wctp = pow(($rap/$rdp),1.5);
			$wctp = ($wctp >= 1)? 1-0.5/$wctp : 0.5*$wctp;
			$wctp *= $ram/2;
			$artowner = $database->getVillageField($DefenderWref,"owner");
			$bartefact = count($database->getOwnUniqueArtefactInfo2($artowner,1,3,0));
			$bartefact1 = count($database->getOwnUniqueArtefactInfo2($DefenderWref,1,1,1));
			$bartefact2 = count($database->getOwnUniqueArtefactInfo2($artowner,1,2,0));
			if($bartefact > 0){
			$strongerbuildings = 5;
			}else if($bartefact1 > 0){
			$strongerbuildings = 4;
			}else if($bartefact2 > 0){
			$strongerbuildings = 3;
			}else{
			$strongerbuildings = 1;
			}
			$good_effect = $bad_effect = 1;
			$foolartefact = $database->getFoolArtefactInfo(3,$DefenderWref,$artowner);
			if(count($foolartefact) > 0){
			foreach($foolartefact as $arte){
			if($arte['bad_effect'] == 1){
			$bad_effect = $arte['effect2'];
			}else{
			$good_effect = $arte['effect2'];
			}
			}
			}
			if($stonemason==0){
			$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
			}else{
			$need = round((($moralbonus * (pow($walllevel,2) + $walllevel + 1)) / (8 * (round(200 * pow(1.0205,$att_ab['a7']))/200) / ($bid34[$stonemason]['attri']/100) / $strongerbuildings / $good_effect * $bad_effect)) + 0.5);
			}
			// Aantal katapulten om het gebouw neer te halen
			$result[7] = $need;

			// Aantal Katapulten die handeling
			$result[8] = $wctp;
		}

				$result[6] = pow($rap/$rdp*$moralbonus,$Mfactor);

				$total_att_units = count($units['Att_unit']);
		$start = intval(($att_tribe-1)*10+1);
		$end = intval(($att_tribe*10));

		for($i=$start;$i <= $end;$i++)
		{
			$y = $i-(($att_tribe-1)*10);
			$result['casualties_attacker'][$y] = round($result[1]*$units['Att_unit'][$i]);

		}

		if ($units['Att_unit']['hero']>0)
		{

			$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$atkhero['heroid']."'");
			$fdb = mysql_fetch_array($_result);
			$hero_id=$fdb['heroid'];
			$hero_health=$fdb['health'];
			$damage_health=round(100*$result[1]);
			//exit($damage_health."|".$hero_health."|".$atkhero['heroid']);
			if ($hero_health<=$damage_health or $damage_health>90)
			{
				//hero die
				$result['casualties_attacker']['11'] = 1;
				mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
				mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
			}
			else
			{
				mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
			}
		}
			unset($_result,$fdb,$hero_id,$hero_health,$damage_health);


		if ($units['Def_unit']['hero']>0)
		{

			$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$defenderhero['heroid']."'");
			$fdb = mysql_fetch_array($_result);
			$hero_id=$fdb['heroid'];
			$hero_health=$fdb['health'];
			$damage_health=round(100*$result[2]);
			if ($hero_health<=$damage_health or $damage_health>90)
			{
				//hero die
				$result['deadherodef'] = 1;
				mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
				mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
			}
			else
			{
				$result['deadherodef'] = 0;
				mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
			}
		}
			unset($_result,$fdb,$hero_id,$hero_health,$damage_health);

			$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
			if(!empty($DefendersAll)){
			foreach($DefendersAll as $defenders) {
				if($defenders['hero']>0) {
					if(!empty($heroarray)) { reset($heroarray); }
							$ReinforcerData = $database->getVillageBattleData($defenders['from']);
							$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
			$_result=mysql_query("select * from " . TB_PREFIX . "hero where `dead`='0' and `heroid`='".$heroarraydefender['heroid']."'");
			$fdb = mysql_fetch_array($_result);
			$hero_id=$fdb['heroid'];
			$hero_health=$fdb['health'];
			$damage_health=round(100*$result[2]);
			if ($hero_health<=$damage_health or $damage_health>90)
			{
				//hero die
				$result['deadheroref'][$defenders['id']] = 1;
				mysql_query("update " . TB_PREFIX . "hero set `dead`='1' where `heroid`='".$hero_id."'");
				mysql_query("update " . TB_PREFIX . "hero set `health`='0' where `heroid`='".$hero_id."'");
			}
			else
			{
				$result['deadheroref'][$defenders['id']] = 0;
				mysql_query("update " . TB_PREFIX . "hero set `health`=`health`-".$damage_health." where `heroid`='".$hero_id."'");
			}
						}
			}
		}
			unset($_result,$fdb,$hero_id,$hero_health,$damage_health);


				// Work out bounty
		$start = ($att_tribe-1)*10+1;
		$end = ($att_tribe*10);

		$max_bounty = 0;

				for($i=$start;$i<=$end;$i++) {
				$j = $i-$start+1;
			$y = $i-(($att_tribe-1)*10);

						$max_bounty += ($Attacker['u'.$i]-$result['casualties_attacker'][$y])*${'u'.$i}['cap'];

				}

				$result['bounty'] = $max_bounty;


				return $result;
		}

		public function resolveConflict($data) {
				global $database,$units,$unitsbytype;
				$UnitChief = $UnitRam = $UnitCatapult = 0;
				$attacker_count = $attack_infantry = $attack_cavalry = $attack_scout = $rams = $catapults = 0;
				$defender_count = $defense_infantry = $defense_cavalry = $defense_scout = $defense_heros = 0;
				$DefenderFieldsArray = $ResourceImprovementArray = $TrapperArray = array();
				$FieldPalRes = $BonusPalRes = $BonusStoneMason = $BonusArtefactDurability = 0;
				$ExperienceAttacker = $ExperienceDefender = 0;
				$RecountReqd = $AllDefendersDead = False;

				$AttackArrivalTime = $data['endtime'];
				$AttackerData = $database->getVillageBattleData($data['from']);
				$AttackerData['pop'] = $database->getPopulation($AttackerData['id']);
				$Blacksmith = $database->getABTech($data['from']);

				for($i=1;$i<=11;$i++) {        $attacker_count += $data['t'.$i]; }
				if($data['type'] != 1) {
						// Trap attacking troops if this is not a scouting mission
				}

				for($i=1;$i<=10;$i++) {
						if($data['t'.$i] > 0) {
								$unit = ($AttackerData['tribe']-1)*10+$i;
								$unitdata = $GLOBALS['u'.$unit];
								if(in_array($unit,$unitsbytype['cavalry'])) {
										$attack_cavalry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
								} else {
										$attack_infantry += $data['t'.$i] * ($unitdata['atk'] + ($unitdata['atk'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Blacksmith['b'.$i]) - 1));
								}
								if(in_array($unit,$unitsbytype['scout'])) {
										$attack_scout = $data['t'.$i] * 35 * pow(1.021,$Blacksmith['b'.$i]);
								}
								if(in_array($unit,$unitsbytype['chief'])) { $UnitChief = $i; }
								if(in_array($unit,$unitsbytype['ram'])) { $UnitRam = $i; }
								if(in_array($unit,$unitsbytype['catapult'])) { $UnitCatapult = $i; }
						}
				}
				if($data['t11'] == 1 && $data['type'] != 1) {
						$heroarrayAttacker = $this->getBattleHero($AttackerData['id']);
						if(in_array($heroarrayAttacker['unit'],$unitsbytype['cavalry'])) {
								$attack_cavalry += $heroarrayAttacker['atk'];
						} else {
								$attack_infantry += $heroarrayAttacker['atk'];
						}
						$attack_infantry *= $heroarrayAttacker['ob'];
						$attack_cavalry *= $heroarrayAttacker['ob'];
				}
				$attack_total = $attack_infantry + $attack_cavalry;
				if($attacker_count == 1 && $attack_total < 83 && $data['type'] != 1) {
						// kill the single non-scout low level attacker due to basic village defense
				}

				if ($database->isVillageOases($id) == 0) {
						$DefenderData = $database->getVillageBattleData($data['to']);
						$DefenderData['pop'] = $database->getPopulation($DefenderData['id']);
						$IsOasis = False;
				} else {
						$OasisData = $database->getOMInfo($data['to']);
						$IsOasis = True;
						if($OasisData['conqured'] == 0) {
								$DefenderData['pop'] = 500;
						} else {
								$DefenderData['pop'] = $database->getPopulation($OasisData['conqured']);
						}
						$DefenderData['tribe'] = 4;
						$DefenderData['wall'] = 0;
				}
				$DefenderUnits = $database->getUnit($data['to']);
				$DefendersAll = $database->getEnforceVillage($data['to'],0);
				array_unshift($DefendersAll,$DefenderUnits);
				foreach($DefendersAll as $defenders) {
						$definf = $defcav = 0;
						if(!empty($Armoury)) { reset($Armoury); }
						$Armoury = $defenders['from'] != $defenders['vref'] ? $database->getABTech($defenders['from']) : $database->getABTech($defenders['vref']);
						for($i=1;$i<=50;$i++) {
								if($defenders['u'.$i] > 0) {
										if(!empty($unitdata)) { reset($unitdata); }
										$unitdata = $GLOBALS['u'.$i];
										$definf += $defenders['u'.$i] * ($unitdata['di'] + ($unitdata['di'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
										$defcav += $defenders['u'.$i] * ($unitdata['dc'] + ($unitdata['dc'] + 300 * $unitdata['pop'] / 7) * (pow(1.007,$Armoury['a'.($i%10)]) - 1));
										if(in_array($i,$unitsbytype['scout'])) {
												$defense_scout += $defenders['u'.$i] * 20 * pow(1.03,$Armoury['a'.($i%10)]);
										}
										$defender_count += $defenders['u'.$i];
								}
						}
						if($defenders['hero'] == 1 && $data['type'] != 1) {
								if(!empty($heroarray)) { reset($heroarray); }
								if($defenders['vref'] == $data['to']) {
										$heroarraydefender = $this->getBattleHero($DefenderData['id']);
								} else {
										$ReinforcerData = $database->getVillageBattleData($defenders['from']);
										$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
								}
								$definf = ($definf + $heroarraydefender['di']) * $heroarraydefender['db'];
								$defcav = ($defcav + $heroarraydefender['dc']) * $heroarraydefender['db'];
								$defense_heros++;
						}
						$defense_infantry += $definf;
						$defense_cavalry += $defcav;
				}

				if($data['type'] == 1) {
						if($attack_scout > $defense_scout) {
								$attack_scout_casualties = pow(($defense_scout / $attack_scout),1.5);
								// generate scout report and process casualties
						} else {
								$attack_scout_casualties = 1;
								// kill all scouts
						}
				} else {
						$defense_total = $attack_infantry * $defense_infantry / $attack_total + $attack_cavalry * $defense_cavalry / $attack_total;

						if($DefenderData['pop'] < $AttackerData['pop']) {
								$defense_total *= min(1.5,pow($AttackerData['pop']/$DefenderData['pop'],0.2));
						}

						$DefenderFields = $database->getResourceLevel($data['to']);
						for($i=1;$i<=38;$i++) {
								if($DefenderFields['f'.$i] > 0) { $DefenderFieldsArray[] = $i; }
								if($DefenderFields['f'.$i.'t'] == 25 || $DefenderFields['f'.$i.'t'] == 26) {
										$BonusPalRes = 2 * pow($DefenderFields['f'.$i],2);
										$FieldPalRes = $i;
								}
								if($DefenderFields['f'.$i.'t'] == 34) {
										$BonusStoneMason = $DefenderFields['f'.$i] / 10 + 1;
								}
								if($DefenderFields['f'.$i.'t'] >= 5 && $DefenderFields['f'.$i.'t'] <= 9) {
										$ResourceImprovementArray[] = $i;
								}
								if($DefenderFields['f'.$i.'t'] == 36) {
										$TrapperArray[] = $i;
								}
								if($DefenderFields['f'.$i.'t'] == $data['ctar1'] && $data['ctar1'] != 0) {
										$ctarf[1] = $i;
								}
								if($DefenderFields['f'.$i.'t'] == $data['ctar2'] && $data['ctar2'] != 0 && ($data['ctar1'] != $data['ctar2'] || $data['ctar2'] <= 18)) {
										$ctarf[2]= $i;
								}
						}
						$defense_total += $BonusPalRes;

						$BonusWall = $DefenderData['tribe'] == 1 ? 1.03 : ($DefenderData['tribe'] == 2 ? 1.02 : 1.025);
						$defense_total *= pow($BonusWall,$DefenderData['wall']);

						if($attacker_count + $defender_count + $defense_heros > 1000) {
								$DiffModifier = 2 * (1.8592 - pow(($attacker_count + $defender_count + $defense_heros),0.015));
						} else {
								$DiffModifier = 1.5;
						}
						$attack_casualties = $defense_casualties = 1;
						if($attack_total > $defense_total) {
								$attack_casualties = pow(($defense_total / $attack_total),$DiffModifier);
								if($data['type'] == 4) {
										$attack_casualties = $attack_casualties / (1 + $attack_casualties);
										$defense_casualties = 1 - $attack_casualties;
								}
						} else {
								$defense_casualties = pow(($attack_total / $defense_total),$DiffModifier);
								if($data['type'] == 4) {
										$defense_casualties = $defense_casualties / (1 + $defense_casualties);
										$attack_casualties = 1 - $defense_casualties;
								}
						}

						if($rams > 0 && $DefenderData['wall'] > 0) {
								if($attack_casualties < 1) {
										$database->setVillageLevel($data['to'],'f40t',0);
										$database->setVillageLevel($data['to'],'f40',0);
								} else {
										$RequiredRams=array(1=>array(1,2,2,3,4,6,7,10,12,14,17,20,23,27,31,35,39,43,48,53),array(1,4,8,13,19,27,36,46,57,69,83,98,114,132,151,171,192,214,238,263),array(1,2,4,6,8,11,15,19,23,28,34,40,46,53,61,69,77,86,96,106));
										$DC = max(1,$BonusStoneMason) * max(1,$BonusPalRes) / (pow(1.015,$Blacksmith['b'.$UnitRam])) ;
										$L = $DefenderData['wall'];
										$L2 = round(($DefenderData['wall'] - 1) /2);
										$DDR = $DC / ( $L*($L+1)/8 + 5 + (24.875 + 0.625*$L2)*$L2/2 );
										//calculate damage to wall based on surviving rams
								}
								$RecountReqd = True;
						}
						if($catapults > 0 && !$IsOasis) {
								$BuildLevelStrength=array(1=>1,2,2,3,4,6,8,10,12,14,17,20,23,27,31,35,39,43,48,53);
								$RequiredCatapults = $RequiredCatapultsMax = $BuildingLevelMax = array();
								if(!empty($RequiredCatapults)) { reset($RequiredCatapults); }
								for($i=1;$i<=2;$i++) {
										if($data['ctar'.$i] == 0 || $ctarf[$i] == 0) {
												$data['ctar'.$i] = $DefenderFieldsArray[rand(0,count($DefenderFieldsArray)-1)];
												if($data['ctar2'] == 0 && $i == 1) { $data['ctar2'] = $data['ctar1']; }
										}
										$RequiredCatapults[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($DefenderField['f'.$ctarf[$i]],2) + $DefenderField['f'.$ctarf[$i]] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
										$BuildingLevelMax[$i] = 20;
										if($DefenderData['capital'] != 1 && $data['ctar'.$i] <= 18 || in_array($data['ctar'.$i],$TrapperArray)) { $BuildingLevelMax[$i] = 10; }
										if(in_array($data['ctar'.$i],$ResourceImprovementArray)) { $BuildingLevelMax[$i] = 5; }
										$RequiredCatapultsMax[$i] = round((($DefenderData['pop'] < $AttackerData['pop'] ? min(3,pow($AttackerData['pop'] / $DefenderData['pop'],0.3)) : 1) * (pow($BuildingLevelMax[$i],2) + $BuildingLevelMax[$i] + 1) / (8 * (round(200 * pow(1.0205,$Blacksmith['b'.$UnitCatapult])) / 200) / max(1,($data['ctar'.$i]>=18?max(1,$BonusStoneMason + $BonusArtefactDurability):1)))) + 0.5);
								}
								$CatapultsFiring = pow($attack_total / $defense_total,1.5);
								if($CatapultsFiring > 1) {
										$CatapultsFiring = 1 - 0.5 / $CatapultsFiring;
								} else {
										$CatapultsFiring = 0.5 * $CatapultsFiring;
								}
								$CatapultsFiring *= $data['t'.$UnitCatapult];
								for($i=1;$i=($data['ctar1']==$data['ctar2']?1:2);$i++) {
										$BuildingLevelOld[$i] = $DefenderField['f'.$data['ctar'.$i]];
										if($data['ctar1']!=$data['ctar2'] && $i==1) { $CatapultsFiring /= 2; }
										if($CatapultsFiring >= $RequiredCatapults[$i]) {
												if($DefenderField['f'.$data['ctar'.$i]] == $FieldPalRes) { $DestroyedPalRes = True; }
												if($data['ctar'.$i] >= 19) { $database->setVillageLevel($data['to'],'f'.$data['ctar'.$i].'t',0); }
												$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],0);
												$BuildingLevelNow[$i] = 0;
												$RecountReqd = True;
										} else {
												$BuildLevelCount = 0;
												for($j=$DefenderField['f'.$data['ctar'.$i]];$j=1;$j--) {
														$BuildLevelCount += ($BuildLevelStrength[$j] - $BuildLevelStrength[$j-1]) * $RequiredCatapultsMax[$i] / $BuildLevelStrength[$BuildingLevelMax[$i]];
														if($CatapultsFiring < $BuildLevelCount) {
																$BuildingLevelNow[$i] = $j;
																break;
														}
														$database->setVillageLevel($data['to'],'f'.$data['ctar'.$i],$BuildingLevelNow[$i]);
														$RecountReqd = True;
												}
										}
								}
						}

						for($i=1;$i<=10;$i++) {
								$attack_casualties_array[$i] = round($data['t'.$i] * $attack_casualties);
								if(!empty($unitdata)) { reset($unitdata); }
								$unitdata = $GLOBALS['u'.(($AttackerData['tribe']-1)*10+$i)];
								$ExperienceDefender += $attack_casualties_array[$i] * $unitdata['pop'];
						}
						if($data['t11'] == 1) {
								if($attack_casualties < 0.9) {
										if($heroarrayAttacker['health']-100*$attack_casualties > 0) {
												$database->modifyHero('health',(100*$attack_casualties),$heroarrayAttacker['heroid'],2);
												$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
										} else {
												$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
												$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
												$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
										}
								} else {
										$database->modifyHero('health',0,$heroarrayAttacker['heroid'],0);
										$database->modifyHero('dead',1,$heroarrayAttacker['heroid'],0);
										$database->modifyHero('lastupdate',time(),$heroarrayAttacker['heroid'],0);
								}
						}
				$DefenderUnits = $database->getUnit($data['to']);
				$DefendersAll = $database->getEnforceVillage($data['to'],0);
				array_unshift($DefendersAll,$DefenderUnits);
				foreach($DefendersAll as $defenders) {
						if($defenders['hero'] == 1 && $data['type'] != 1) {
								if(!empty($heroarray)) { reset($heroarray); }
								if($defenders['vref'] == $data['to']) {
										$heroarraydefender = $this->getBattleHero($DefenderData['id']);
								} else {
										$ReinforcerData = $database->getVillageBattleData($defenders['from']);
										$heroarraydefender = $this->getBattleHero($ReinforcerData['id']);
								}
								if($defense_casualties < 0.9) {
										if($heroarrayDefender['health']-100*$defense_casualties > 0) {
												$database->modifyHero('health',(100*$defense_casualties),$heroarrayDefender['heroid'],2);
												$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
										} else {
												$database->modifyHero('health',0,$heroarrayDefender['heroid'],0);
												$database->modifyHero('dead',1,$heroarrayDefender['heroid'],0);
												$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
										}
								} else {
										$database->modifyHero('health',0,$heroarrayDefender['heroid'],0);
										$database->modifyHero('dead',1,$heroarrayDefender['heroid'],0);
										$database->modifyHero('lastupdate',time(),$heroarrayDefender['heroid'],0);
								}
						}
				}
						// send surviving attackers and hero home, report.
						// calculate defensive casualties, hero damage and experience (all heroes), modify units and reinforcements, report.
						// damage buildings report

						// Chiefing logic including wall and tribal specific building removal

						if($IsOasis && $data['t11'] == 1 && $AllDefendersDead) {
								$database->modifyOasisLoyalty($data['to']);
								if($database->canConquerOasis($data['from'],$data['to'])) {
										$database->conquerOasis($data['to'],$data['from'],$AttackerData['id']);
								}
						}

						if($RecountReqd) { $automation->recountPop($data['to']); }
				}
		}

};

$battle = new Battle;
?>