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refactor: more caching where possible
This also fixes "Multihunter" being stated as the one attacking reinforcements in villages during battle (now stores real attacker ID).
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@@ -238,7 +238,7 @@ class Battle {
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}
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//1 raid 0 normal
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function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$offhero,$hero_strenght,$deffhero,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref,$conqureby) {
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function calculateBattle($Attacker,$Defender,$def_wall,$att_tribe,$def_tribe,$residence,$attpop,$defpop,$type,$def_ab,$att_ab1,$att_ab2,$att_ab3,$att_ab4,$att_ab5,$att_ab6,$att_ab7,$att_ab8,$tblevel,$stonemason,$walllevel,$offhero,$hero_strenght,$deffhero,$AttackerID,$DefenderID,$AttackerWref,$DefenderWref,$conqureby, $defReinforcements = null, $villageOwners = array(), $userdataCache = array()) {
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global $bid34,$bid35,$database;
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// Define the array, with the units
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@@ -303,10 +303,11 @@ class Battle {
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$cdp *= $defenderhero['db'];
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}
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}
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$DefendersAll = $database->getEnforceVillage($DefenderWref,0);
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$villageOwners = [];
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$userdataCache = [];
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$villageOwners[$DefenderWref] = $database->getVillageField($DefenderWref,"owner");
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$DefendersAll = (!is_null($defReinforcements) ? $database->getEnforceVillage($DefenderWref,0) : $defReinforcements);
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if (!isset($villageOwners[$DefenderWref])) {
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$villageOwners[ $DefenderWref ] = $database->getVillageField( $DefenderWref, "owner" );
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}
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if(!empty($DefendersAll) && $DefenderWref>0){
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foreach($DefendersAll as $defenders) {
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