$defendingPlayer = $allPlayers[$sector->getOwner()]; } $isPlayerInvolved = true; $divisionsArr = $divisionConn->getDivisionsBySector($sector->getId()); foreach ($divisionsArr as $divisionArr) { $quantity = $divisionArr[4]; $ownerId = $divisionArr[1]; if ($battle->getDefenderId() != $ownerId && $player->getId() != $battle->getDefenderId() && $player->getId() != $ownerId) { $isPlayerInvolved = false; $attackingPlayer = $allPlayers[$ownerId]; break; } if ($quantity > 0) { $division = new Division($divisionArr[0], $ownerId, $divisionArr[3], $quantity, 0, $divisionArr[5]); //Again, absurd redundance: i'm running out of time $division->setUnit($allUnits[$division->getUnitId()]); $isDivisionOwned = $division->getOwnerId() == $player->getId(); if ($isPlayerDefending xor $isDivisionOwned) { $attackingDivisions[] = $division; } else { $defendingDivisions[] = $division; } } } if (count($defendingDivisions) > 0) { $sectorBuildingsArr = $sectorConn->getSectorBuildings($sector->getId()); foreach ($sectorBuildingsArr as $sectorBuildingArr) { $building = clone $allBuildings[$sectorBuildingArr[1]]; $building->setLevel($sectorBuildingArr[3]); $building->setDateStarted($sectorBuildingArr[4]); $building->setDateStopped($sectorBuildingArr[5]);