private function showMoves(array &$data)
 {
     // add unit description
     $units = ModelLandUnit::iterator();
     $unitsViewData = array();
     while ($units->hasNext()) {
         /* @var $unit ModelLandUnit */
         $unit = $units->next();
         $unitsViewData[] = array('id' => $unit->getId(), 'abbreviation' => $unit->getAbbreviation(), 'name' => $unit->getName());
     }
     $data['units'] = $unitsViewData;
     // show moves
     $game = ModelGame::getCurrentGame();
     $id_game = $game->getId();
     $round = $game->getRound();
     $phase = $game->getIdPhase();
     if ($phase > PHASE_LANDMOVE) {
         ++$round;
     }
     $moves = ModelLandMove::iterator(ModelUser::getCurrentUser()->getId(), $id_game, $round);
     $movesViewData = array();
     while ($moves->hasNext()) {
         /* @var $move ModelLandMove */
         $move = $moves->next();
         $moveViewData = array();
         $moveViewData['id'] = $move->getIdMove();
         $steps = $move->getSteps();
         $zArea = ModelGameArea::getGameArea((int) $id_game, (int) array_shift($steps));
         $area = ModelArea::getArea((int) $zArea->getIdArea());
         $moveViewData['startArea'] = array('number' => $area->getNumber(), 'name' => $area->getName());
         $zArea = ModelGameArea::getGameArea((int) $id_game, (int) array_pop($steps));
         $area = ModelArea::getArea($zArea->getIdArea());
         $moveViewData['destinationArea'] = array('number' => $area->getNumber(), 'name' => $area->getName());
         $units = $move->getUnits();
         $unit_iter = ModelLandUnit::iterator();
         $unitsViewData = array();
         while ($unit_iter->hasNext()) {
             /* @var $unit ModelLandUnit */
             $unit = $unit_iter->next();
             $id_unit = (int) $unit->getId();
             $unitsViewData[] = array('id' => $id_unit, 'count' => isset($units[$id_unit]) ? $units[$id_unit] : 0);
         }
         $moveViewData['units'] = $unitsViewData;
         $movesViewData[] = $moveViewData;
     }
     $data['moves'] = $movesViewData;
 }
 /**
  * checks if this move is valid, throws exception if not valid
  *
  * @param int $id_move
  * @param int $round
  * @param $steps array(int step_nr => int id_zarea) -> step_nr counting from 1 to x
  * @param $units array(int id_unit => count)
  * @throws NullPointerException
  * @throws ControllerException
  * @return boolean
  */
 private function validateLandMove($id_move, $round, $steps, $units)
 {
     $attacks = array();
     /*
      * check if user owns the start country
      */
     $id_start_area = $steps[1];
     $zArea = ModelGameArea::getGameArea($this->id_game, $id_start_area);
     if ($zArea->getIdUser() !== $this->id_user) {
         throw new ControllerException('Start country isn\'t owned by this user.');
     }
     /*
      * check if start area is land area
      */
     if ($zArea->getIdType() !== TYPE_LAND) {
         throw new ControllerException('Start area not a country.');
     }
     /*
      * check if enough units are left in the country -> iterate over all moves (except this), substract outgoing
      * check if there are any incoming units
      * count number of attacks
      */
     $ingameLandUnits = ModelInGameLandUnit::getUnitsByIdZAreaUser($this->id_game, $id_start_area, $this->id_user);
     //array(int id_unit => ModelInGameLandUnit)
     $area_units = array();
     $units_incoming = 0;
     $landUnitsIterator = ModelLandUnit::iterator();
     while ($landUnitsIterator->hasNext()) {
         /* @var $landUnit ModelLandMove */
         $landUnit = $landUnitsIterator->next();
         $id_unit = (int) $landUnit->getId();
         if (isset($ingameLandUnits[$id_unit])) {
             /* @var $ingameLandUnit ModelInGameLandUnit */
             $ingameLandUnit = $ingameLandUnits[$id_unit];
             $area_units[$id_unit] = $ingameLandUnit->getCount();
         } else {
             $area_units[$id_unit] = 0;
         }
     }
     $landMovesIterator = ModelLandMove::iterator($this->id_user, $this->id_game, $round);
     while ($landMovesIterator->hasNext()) {
         /* @var $landMove ModelLandMove */
         $landMove = $landMovesIterator->next();
         if ($landMove->getId() === $id_move) {
             continue;
             // only subtract units from other moves
         }
         $move_steps = $landMove->getSteps();
         $zTargetArea = ModelGameArea::getGameArea($this->id_game, end($move_steps));
         $zStartArea = ModelGameArea::getGameArea($this->id_game, reset($move_steps));
         // check if this is an attack
         if ($zTargetArea->getIdUser() !== $this->id_user && !in_array($zTargetArea->getId(), $attacks)) {
             $attacks[] = $zTargetArea->getId();
         }
         if ($zStartArea->getId() === $id_start_area) {
             $move_units = $landMove->getUnits();
             foreach ($move_units as $id_unit => $count) {
                 $area_units[$id_unit] -= $count;
             }
         } else {
             if ($zTargetArea->getId() === $id_start_area) {
                 $move_units = $landMove->getUnits();
                 foreach ($move_units as $id_unit => $count) {
                     $units_incoming += $count;
                 }
             }
         }
     }
     $total_units_left = $units_incoming;
     foreach ($area_units as $id_unit => $count) {
         if (isset($units[$id_unit]) && $units[$id_unit] > $count) {
             throw new ControllerException('Invalid move, not enough units in area.');
         }
         $count_leaving = isset($units[$id_unit]) ? $units[$id_unit] : 0;
         $total_units_left += $count - $count_leaving;
     }
     if ($total_units_left <= 0) {
         throw new ControllerException('Can\'t leave country empty.');
     }
     /*
      * check if target area is reachable -> 2 cases: type land or type aircraft movement
      */
     $id_target_area = (int) end($steps);
     $type = TYPE_AIR;
     $speed = 99999;
     foreach ($units as $id_unit => $count) {
         if ($count <= 0) {
             continue;
         }
         /* @var $landUnit ModelLandUnit */
         $landUnit = ModelLandUnit::getModelById((int) $id_unit);
         if ($landUnit->getIdType() < $type) {
             $type = $landUnit->getIdType();
         }
         if ($landUnit->getSpeed() < $speed) {
             $speed = $landUnit->getSpeed();
         }
     }
     if (!$this->checkPossibleRoute($id_start_area, $id_target_area, $type, $speed)) {
         throw new ControllerException('Unable to find route between the 2 countries.');
     }
     /*
      * check if target area is enemy area, only MAX_LAND_ATTACKS attacks per round
      */
     $zTargetArea = ModelGameArea::getGameArea($this->id_game, $id_target_area);
     if ($zTargetArea->getIdUser() !== $this->id_user) {
         // move is an attack
         if (!in_array($zTargetArea->getId(), $attacks)) {
             $attacks[] = $zTargetArea->getId();
         }
         if (count($attacks) > MAX_LAND_ATTACKS) {
             throw new ControllerException('Unable to start any more attacks! Only ' . MAX_LAND_ATTACKS . ' per round allowed.');
         }
     }
     /*
      * check if target area is land area
      */
     if ($zTargetArea->getIdType() != TYPE_LAND) {
         throw new ControllerException('Destination not a country.');
     }
     return true;
 }
 private function executeAttack($id_target_area, array $moves)
 {
     // 0. init empty arrays for attacker/defender units
     $units_attacker = array();
     $units_defender = array();
     // 1. get units for defender
     $target_area = ModelGameArea::getGameArea($this->id_game, $id_target_area);
     $id_defender = $target_area->getIdUser();
     $iter = ModelLandUnit::iterator();
     while ($iter->hasNext()) {
         /* @var ModelLandUnit $unit */
         $unit = $iter->next();
         $units_attacker[$unit->getId()] = 0;
         $landUnit_defender = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_defender, $unit->getId());
         $units_defender[$unit->getId()] = $landUnit_defender->getCount();
     }
     // 2. add up all units for attacker (multiple moves possible, check already finished moves from NML-fights)
     // 2.a subtract units from originating country
     $id_attacker = 0;
     foreach ($moves as $id_move) {
         $move = ModelLandMove::getLandMove($this->id_game, $id_move);
         $id_user = $move->getIdUser();
         $id_attacker = $id_user;
         $steps = $move->getSteps();
         $from = reset($steps);
         $units = $move->getUnits();
         foreach ($units as $id_unit => $count) {
             $landUnit_from = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $from, $id_user, $id_unit);
             $landUnit_from->addCount($count * -1);
             $units_attacker[$id_unit] += $count;
         }
     }
     // 3. calculate winner and remaining units
     $attacker_wins = $this->calculateFight($units_attacker, $units_defender);
     // 3.a update defender units
     $iter = ModelLandUnit::iterator();
     while ($iter->hasNext()) {
         /* @var ModelLandUnit $unit */
         $unit = $iter->next();
         $landUnit_defender = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_defender, $unit->getId());
         $landUnit_defender->setCount($units_defender[$unit->getId()]);
     }
     // 4. update target country units (and user if attacker won)
     if ($attacker_wins) {
         // 4.a update attacker units
         $iter = ModelLandUnit::iterator();
         while ($iter->hasNext()) {
             /* @var ModelLandUnit $unit */
             $unit = $iter->next();
             $landUnit_attacker = ModelInGameLandUnit::getModelByIdZAreaUserUnit($this->id_game, $id_target_area, $id_attacker, $unit->getId());
             $landUnit_attacker->setCount($units_attacker[$unit->getId()]);
         }
         // 4.b update country owner
         $area = ModelGameArea::getGameArea($this->id_game, $id_target_area);
         $area->setIdUser($id_attacker);
         // 4.c check ships
         // TODO : implement ship takeover or ship destruction
     }
     // 4. flag all moves as finished
     foreach ($moves as $id_move) {
         $this->finished_moves[] = $id_move;
     }
 }