/*
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef TRINITY_GRIDNOTIFIERS_H
#define TRINITY_GRIDNOTIFIERS_H

#include "ObjectGridLoader.h"
#include "UpdateData.h"
#include <iostream>

#include "Corpse.h"
#include "Object.h"
#include "DynamicObject.h"
#include "GameObject.h"
#include "Player.h"
#include "Unit.h"
#include "CreatureAI.h"

class Player;
//class Map;

namespace Trinity
{
    struct VisibleNotifier
    {
        Player &i_player;
        UpdateData i_data;
        std::set<Unit*> i_visibleNow;
        Player::ClientGUIDs vis_guids;

        VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) {}
        template<class T> void Visit(GridRefManager<T> &m);
        void SendToSelf(void);
    };

    struct VisibleChangesNotifier
    {
        WorldObject &i_object;

        explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {}
        template<class T> void Visit(GridRefManager<T> &) {}
        void Visit(PlayerMapType &);
        void Visit(CreatureMapType &);
        void Visit(DynamicObjectMapType &);
    };

    struct PlayerRelocationNotifier : public VisibleNotifier
    {
        PlayerRelocationNotifier(Player &pl) : VisibleNotifier(pl) {}

        template<class T> void Visit(GridRefManager<T> &m) { VisibleNotifier::Visit(m); }
        void Visit(CreatureMapType &);
        void Visit(PlayerMapType &);
    };

    struct CreatureRelocationNotifier
    {
        Creature &i_creature;
        CreatureRelocationNotifier(Creature &c) : i_creature(c) {}
        template<class T> void Visit(GridRefManager<T> &) {}
        void Visit(CreatureMapType &);
        void Visit(PlayerMapType &);
    };

    struct DelayedUnitRelocation
    {
        Map &i_map;
        Cell &cell;
        CellPair &p;
        const float i_radius;
        DelayedUnitRelocation(Cell &c, CellPair &pair, Map &map, float radius) :
            cell(c), p(pair), i_map(map), i_radius(radius) {}
        template<class T> void Visit(GridRefManager<T> &) {}
        void Visit(CreatureMapType &);
        void Visit(PlayerMapType   &);
    };

     struct AIRelocationNotifier
     {
        Unit &i_unit;
        bool isCreature;
        explicit AIRelocationNotifier(Unit &unit) : i_unit(unit), isCreature(unit.GetTypeId() == TYPEID_UNIT)  {}
        template<class T> void Visit(GridRefManager<T> &) {}
        void Visit(CreatureMapType &);
     };

    struct GridUpdater
    {
        GridType &i_grid;
        uint32 i_timeDiff;
        GridUpdater(GridType &grid, uint32 diff) : i_grid(grid), i_timeDiff(diff) {}

        template<class T> void updateObjects(GridRefManager<T> &m)
        {
            for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
                iter->getSource()->Update(i_timeDiff);
        }

        void Visit(PlayerMapType &m) { updateObjects<Player>(m); }
        void Visit(CreatureMapType &m){ updateObjects<Creature>(m); }
        void Visit(GameObjectMapType &m) { updateObjects<GameObject>(m); }
        void Visit(DynamicObjectMapType &m) { updateObjects<DynamicObject>(m); }
        void Visit(CorpseMapType &m) { updateObjects<Corpse>(m); }
    };

    struct MessageDistDeliverer
    {
        WorldObject *i_source;
        WorldPacket *i_message;
        uint32 i_phaseMask;
        float i_distSq;
        uint32 team;
        Player const* skipped_receiver;
        MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false, Player const* skipped = NULL)
            : i_source(src), i_message(msg), i_distSq(dist * dist), i_phaseMask(src->GetPhaseMask())
            , team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0)
            , skipped_receiver(skipped)
        {
        }
        void Visit(PlayerMapType &m);
        void Visit(CreatureMapType &m);
        void Visit(DynamicObjectMapType &m);
        template<class SKIP> void Visit(GridRefManager<SKIP> &) {}

        void SendPacket(Player* plr)
        {
            // never send packet to self
            if (plr == i_source || (team && plr->GetTeam() != team) || skipped_receiver == plr)
                return;

            plr->GetSession()->SendPacket(i_message);
        }
    };

    struct ObjectUpdater
    {
        uint32 i_timeDiff;
        explicit ObjectUpdater(const uint32 &diff) : i_timeDiff(diff) {}
        template<class T> void Visit(GridRefManager<T> &m);
        void Visit(PlayerMapType &) {}
        void Visit(CorpseMapType &) {}
        void Visit(CreatureMapType &);
    };

    // SEARCHERS & LIST SEARCHERS & WORKERS

    // WorldObject searchers & workers

    template<class Check>
    struct WorldObjectSearcher
    {
        uint32 i_phaseMask;
        WorldObject* &i_object;
        Check &i_check;

        WorldObjectSearcher(WorldObject const* searcher, WorldObject* & result, Check& check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(GameObjectMapType &m);
        void Visit(PlayerMapType &m);
        void Visit(CreatureMapType &m);
        void Visit(CorpseMapType &m);
        void Visit(DynamicObjectMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Check>
    struct WorldObjectListSearcher
    {
        uint32 i_phaseMask;
        std::list<WorldObject*> &i_objects;
        Check& i_check;

        WorldObjectListSearcher(WorldObject const* searcher, std::list<WorldObject*> &objects, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}

        void Visit(PlayerMapType &m);
        void Visit(CreatureMapType &m);
        void Visit(CorpseMapType &m);
        void Visit(GameObjectMapType &m);
        void Visit(DynamicObjectMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Do>
    struct WorldObjectWorker
    {
        uint32 i_phaseMask;
        Do const& i_do;

        WorldObjectWorker(WorldObject const* searcher, Do const& _do)
            : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}

        void Visit(GameObjectMapType &m)
        {
            for (GameObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        void Visit(PlayerMapType &m)
        {
            for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }
        void Visit(CreatureMapType &m)
        {
            for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        void Visit(CorpseMapType &m)
        {
            for (CorpseMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        void Visit(DynamicObjectMapType &m)
        {
            for (DynamicObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Gameobject searchers

    template<class Check>
    struct GameObjectSearcher
    {
        uint32 i_phaseMask;
        GameObject* &i_object;
        Check &i_check;

        GameObjectSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(GameObjectMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Last accepted by Check GO if any (Check can change requirements at each call)
    template<class Check>
    struct GameObjectLastSearcher
    {
        uint32 i_phaseMask;
        GameObject* &i_object;
        Check& i_check;

        GameObjectLastSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}

        void Visit(GameObjectMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Check>
    struct GameObjectListSearcher
    {
        uint32 i_phaseMask;
        std::list<GameObject*> &i_objects;
        Check& i_check;

        GameObjectListSearcher(WorldObject const* searcher, std::list<GameObject*> &objects, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}

        void Visit(GameObjectMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Unit searchers

    // First accepted by Check Unit if any
    template<class Check>
    struct UnitSearcher
    {
        uint32 i_phaseMask;
        Unit* &i_object;
        Check & i_check;

        UnitSearcher(WorldObject const* searcher, Unit* & result, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(CreatureMapType &m);
        void Visit(PlayerMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Last accepted by Check Unit if any (Check can change requirements at each call)
    template<class Check>
    struct UnitLastSearcher
    {
        uint32 i_phaseMask;
        Unit* &i_object;
        Check & i_check;

        UnitLastSearcher(WorldObject const* searcher, Unit* & result, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(CreatureMapType &m);
        void Visit(PlayerMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // All accepted by Check units if any
    template<class Check>
    struct UnitListSearcher
    {
        uint32 i_phaseMask;
        std::list<Unit*> &i_objects;
        Check& i_check;

        UnitListSearcher(WorldObject const* searcher, std::list<Unit*> &objects, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}

        void Visit(PlayerMapType &m);
        void Visit(CreatureMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Creature searchers

    template<class Check>
    struct CreatureSearcher
    {
        uint32 i_phaseMask;
        Creature* &i_object;
        Check & i_check;

        CreatureSearcher(WorldObject const* searcher, Creature* & result, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(CreatureMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Last accepted by Check Creature if any (Check can change requirements at each call)
    template<class Check>
    struct CreatureLastSearcher
    {
        uint32 i_phaseMask;
        Creature* &i_object;
        Check & i_check;

        CreatureLastSearcher(WorldObject const* searcher, Creature* & result, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(CreatureMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Check>
    struct CreatureListSearcher
    {
        uint32 i_phaseMask;
        std::list<Creature*> &i_objects;
        Check& i_check;

        CreatureListSearcher(WorldObject const* searcher, std::list<Creature*> &objects, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}

        void Visit(CreatureMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Do>
    struct CreatureWorker
    {
        uint32 i_phaseMask;
        Do& i_do;

        CreatureWorker(WorldObject const* searcher, Do& _do)
            : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}

        void Visit(CreatureMapType &m)
        {
            for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // Player searchers

    template<class Check>
    struct PlayerSearcher
    {
        uint32 i_phaseMask;
        Player* &i_object;
        Check & i_check;

        PlayerSearcher(WorldObject const* searcher, Player* & result, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}

        void Visit(PlayerMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Check>
    struct PlayerListSearcher
    {
        uint32 i_phaseMask;
        std::list<Player*> &i_objects;
        Check& i_check;

        PlayerListSearcher(WorldObject const* searcher, std::list<Player*> &objects, Check & check)
            : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}

        void Visit(PlayerMapType &m);

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Do>
    struct PlayerWorker
    {
        uint32 i_phaseMask;
        Do& i_do;

        PlayerWorker(WorldObject const* searcher, Do& _do)
            : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}

        void Visit(PlayerMapType &m)
        {
            for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_phaseMask))
                    i_do(itr->getSource());
        }

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    template<class Do>
    struct PlayerDistWorker
    {
        WorldObject const* i_searcher;
        float i_dist;
        Do& i_do;

        PlayerDistWorker(WorldObject const* searcher, float _dist, Do& _do)
            : i_searcher(searcher), i_dist(_dist), i_do(_do) {}

        void Visit(PlayerMapType &m)
        {
            for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
                if (itr->getSource()->InSamePhase(i_searcher) && itr->getSource()->IsWithinDist(i_searcher,i_dist))
                    i_do(itr->getSource());
        }

        template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
    };

    // CHECKS && DO classes

    // WorldObject check classes
    class RaiseDeadObjectCheck
    {
        public:
            RaiseDeadObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
            bool operator()(Creature* u)
            {
                if (i_funit->GetTypeId() != TYPEID_PLAYER || !((Player*)i_funit)->isHonorOrXPTarget(u) ||
                    u->getDeathState() != CORPSE || u->isDeadByDefault() || u->isInFlight() ||
                    (u->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID-1))) == 0 ||
                    (u->GetDisplayId() != u->GetNativeDisplayId()))
                    return false;

                return i_funit->IsWithinDistInMap(u, i_range);
            }
            template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
        private:
            Unit* const i_funit;
            float i_range;
    };

    class ExplodeCorpseObjectCheck
    {
        public:
            ExplodeCorpseObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
            bool operator()(Player* u)
            {
                if (u->getDeathState() != CORPSE || u->isInFlight() ||
                    u->HasAuraType(SPELL_AURA_GHOST) || (u->GetDisplayId() != u->GetNativeDisplayId()))
                    return false;

                return i_funit->IsWithinDistInMap(u, i_range);
            }
            bool operator()(Creature* u)
            {
                if (u->getDeathState() != CORPSE || u->isInFlight() || u->isDeadByDefault() ||
                    (u->GetDisplayId() != u->GetNativeDisplayId()) ||
                    (u->GetCreatureTypeMask() & CREATURE_TYPEMASK_MECHANICAL_OR_ELEMENTAL) != 0)
                    return false;

                return i_funit->IsWithinDistInMap(u, i_range);
            }
            template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
        private:
            Unit* const i_funit;
            float i_range;
    };

    class CannibalizeObjectCheck
    {
        public:
            CannibalizeObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
            bool operator()(Player* u)
            {
                if (i_funit->IsFriendlyTo(u) || u->isAlive() || u->isInFlight())
                    return false;

                return i_funit->IsWithinDistInMap(u, i_range);
            }
            bool operator()(Corpse* u);
            bool operator()(Creature* u)
            {
                if (i_funit->IsFriendlyTo(u) || u->isAlive() || u->isInFlight() ||
                    (u->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD) == 0)
                    return false;

                return i_funit->IsWithinDistInMap(u, i_range);
            }
            template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
        private:
            Unit* const i_funit;
            float i_range;
    };

    // WorldObject do classes

    class RespawnDo
    {
        public:
            RespawnDo() {}
            void operator()(Creature* u) const { u->Respawn(); }
            void operator()(GameObject* u) const { u->Respawn(); }
            void operator()(WorldObject*) const {}
            void operator()(Corpse*) const {}
    };

    // GameObject checks

    class GameObjectFocusCheck
    {
        public:
            GameObjectFocusCheck(Unit const* unit,uint32 focusId) : i_unit(unit), i_focusId(focusId) {}
            bool operator()(GameObject* go) const
            {
                if (go->GetGOInfo()->type != GAMEOBJECT_TYPE_SPELL_FOCUS)
                    return false;

                if (go->GetGOInfo()->spellFocus.focusId != i_focusId)
                    return false;

                float dist = (go->GetGOInfo()->spellFocus.dist)/2;

                return go->IsWithinDistInMap(i_unit, dist);
            }
        private:
            Unit const* i_unit;
            uint32 i_focusId;
    };

    // Find the nearest Fishing hole and return true only if source object is in range of hole
    class NearestGameObjectFishingHole
    {
        public:
            NearestGameObjectFishingHole(WorldObject const& obj, float range) : i_obj(obj), i_range(range) {}
            bool operator()(GameObject* go)
            {
                if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_FISHINGHOLE && go->isSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, go->GetGOInfo()->fishinghole.radius))
                {
                    i_range = i_obj.GetDistance(go);
                    return true;
                }
                return false;
            }
            float GetLastRange() const { return i_range; }
        private:
            WorldObject const& i_obj;
            float  i_range;

            // prevent clone
            NearestGameObjectFishingHole(NearestGameObjectFishingHole const&);
    };

    class NearestGameObjectCheck
    {
        public:
            NearestGameObjectCheck(WorldObject const& obj) : i_obj(obj), i_range(999) {}
            bool operator()(GameObject* go)
            {
                if (i_obj.IsWithinDistInMap(go, i_range))
                {
                    i_range = i_obj.GetDistance(go);        // use found GO range as new range limit for next check
                    return true;
                }
                return false;
            }
            float GetLastRange() const { return i_range; }
        private:
            WorldObject const& i_obj;
            float i_range;

            // prevent clone this object
            NearestGameObjectCheck(NearestGameObjectCheck const&);
    };

    // Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO)
    class NearestGameObjectEntryInObjectRangeCheck
    {
        public:
            NearestGameObjectEntryInObjectRangeCheck(WorldObject const& obj,uint32 entry, float range) : i_obj(obj), i_entry(entry), i_range(range) {}
            bool operator()(GameObject* go)
            {
                if (go->GetEntry() == i_entry && i_obj.IsWithinDistInMap(go, i_range))
                {
                    i_range = i_obj.GetDistance(go);        // use found GO range as new range limit for next check
                    return true;
                }
                return false;
            }
            float GetLastRange() const { return i_range; }
        private:
            WorldObject const& i_obj;
            uint32 i_entry;
            float  i_range;

            // prevent clone this object
            NearestGameObjectEntryInObjectRangeCheck(NearestGameObjectEntryInObjectRangeCheck const&);
    };

    class GameObjectWithDbGUIDCheck
    {
        public:
            GameObjectWithDbGUIDCheck(WorldObject const& obj,uint32 db_guid) : i_obj(obj), i_db_guid(db_guid) {}
            bool operator()(GameObject const* go) const
            {
                return go->GetDBTableGUIDLow() == i_db_guid;
            }
        private:
            WorldObject const& i_obj;
            uint32 i_db_guid;
    };

    // Unit checks

    class MostHPMissingInRange
    {
        public:
            MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
                {
                    i_hp = u->GetMaxHealth() - u->GetHealth();
                    return true;
                }
                return false;
            }
        private:
            Unit const* i_obj;
            float i_range;
            uint32 i_hp;
    };

    class FriendlyCCedInRange
    {
        public:
            FriendlyCCedInRange(Unit const* obj, float range) : i_obj(obj), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
                    (u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNNED) || u->hasUnitState(UNIT_STAT_CONFUSED)))
                {
                    return true;
                }
                return false;
            }
        private:
            Unit const* i_obj;
            float i_range;
    };

    class FriendlyMissingBuffInRange
    {
        public:
            FriendlyMissingBuffInRange(Unit const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range), i_spell(spellid) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
                    !(u->HasAura(i_spell)))
                {
                    return true;
                }
                return false;
            }
        private:
            Unit const* i_obj;
            float i_range;
            uint32 i_spell;
    };

    class AnyUnfriendlyUnitInObjectRangeCheck
    {
        public:
            AnyUnfriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u))
                    return true;
                else
                    return false;
            }
        private:
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;
    };

    class AnyUnfriendlyNoTotemUnitInObjectRangeCheck
    {
        public:
            AnyUnfriendlyNoTotemUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (!u->isAlive())
                    return false;

                if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem())
                    return false;

                return i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u);
            }
        private:
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;
    };

    class AnyUnfriendlyVisibleUnitInObjectRangeCheck
    {
        public:
            AnyUnfriendlyVisibleUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
                : i_obj(obj), i_funit(funit), i_range(range) {}

            bool operator()(Unit* u)
            {
                return u->isAlive()
                    && i_obj->IsWithinDistInMap(u, i_range)
                    && !i_funit->IsFriendlyTo(u)
                    && u->isVisibleForOrDetect(i_funit, false);
            }
        private:
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;
    };

    class CreatureWithDbGUIDCheck
    {
        public:
            CreatureWithDbGUIDCheck(WorldObject const* obj, uint32 lowguid) : i_obj(obj), i_lowguid(lowguid) {}
            bool operator()(Creature* u)
            {
                return u->GetDBTableGUIDLow() == i_lowguid;
            }
        private:
            WorldObject const* i_obj;
            uint32 i_lowguid;
    };

    class AnyFriendlyUnitInObjectRangeCheck
    {
        public:
            AnyFriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && i_obj->IsWithinDistInMap(u, i_range) && i_funit->IsFriendlyTo(u))
                    return true;
                else
                    return false;
            }
        private:
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;
    };

    class AnyUnitInObjectRangeCheck
    {
        public:
            AnyUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (u->isAlive() && i_obj->IsWithinDistInMap(u, i_range))
                    return true;

                return false;
            }
        private:
            WorldObject const* i_obj;
            float i_range;
    };

    // Success at unit in range, range update for next check (this can be use with UnitLastSearcher to find nearest unit)
    class NearestAttackableUnitInObjectRangeCheck
    {
        public:
            NearestAttackableUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
            bool operator()(Unit* u)
            {
                if (u->isTargetableForAttack() && i_obj->IsWithinDistInMap(u, i_range) &&
                    !i_funit->IsFriendlyTo(u) && u->isVisibleForOrDetect(i_funit,false))
                {
                    i_range = i_obj->GetDistance(u);        // use found unit range as new range limit for next check
                    return true;
                }

                return false;
            }
        private:
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;

            // prevent clone this object
            NearestAttackableUnitInObjectRangeCheck(NearestAttackableUnitInObjectRangeCheck const&);
    };

    class AnyAoETargetUnitInObjectRangeCheck
    {
        public:
            AnyAoETargetUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
                : i_obj(obj), i_funit(funit), i_range(range)
            {
                Unit const* check = i_funit;
                Unit const* owner = i_funit->GetOwner();
                if (owner)
                    check = owner;
                i_targetForPlayer = (check->GetTypeId() == TYPEID_PLAYER);
            }
            bool operator()(Unit* u)
            {
                // Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems
                if (!u->isTargetableForAttack())
                    return false;
                if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem())
                    return false;

                if ((i_targetForPlayer ? !i_funit->IsFriendlyTo(u) : i_funit->IsHostileTo(u))&& i_obj->IsWithinDistInMap(u, i_range))
                    return true;

                return false;
            }
        private:
            bool i_targetForPlayer;
            WorldObject const* i_obj;
            Unit const* i_funit;
            float i_range;
    };

    // do attack at call of help to friendly crearture
    class CallOfHelpCreatureInRangeDo
    {
        public:
            CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
                : i_funit(funit), i_enemy(enemy), i_range(range)
            {}
            void operator()(Creature* u)
            {
                if (u == i_funit)
                    return;

                if (!u->CanAssistTo(i_funit, i_enemy, false))
                    return;

                // too far
                if (!u->IsWithinDistInMap(i_enemy, i_range))
                    return;

                // only if see assisted creature's enemy
                if (!u->IsWithinLOSInMap(i_enemy))
                    return;

                if (u->AI())
                    u->AI()->AttackStart(i_enemy);
            }
        private:
            Unit* const i_funit;
            Unit* const i_enemy;
            float i_range;
    };

    struct AnyDeadUnitCheck
    {
        bool operator()(Unit* u) { return !u->isAlive(); }
    };

    struct AnyStealthedCheck
    {
        bool operator()(Unit* u) { return u->GetVisibility() == VISIBILITY_GROUP_STEALTH; }
    };

    // Creature checks

    class NearestHostileUnitCheck
    {
        public:
            explicit NearestHostileUnitCheck(Creature const* creature, float dist = 0) : me(creature)
            {
                m_range = (dist == 0 ? 9999 : dist);
            }
            bool operator()(Unit* u)
            {
                if (!me->IsWithinDistInMap(u, m_range))
                    return false;

                if (!me->canAttack(u))
                    return false;

                m_range = me->GetDistance(u);   // use found unit range as new range limit for next check
                return true;
            }

    private:
            Creature const *me;
            float m_range;
            NearestHostileUnitCheck(NearestHostileUnitCheck const&);
    };

    class NearestHostileUnitInAttackDistanceCheck
    {
        public:
            explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist = 0) : me(creature)
            {
                m_range = (dist == 0 ? 9999 : dist);
                m_force = (dist == 0 ? false : true);
            }
            bool operator()(Unit* u)
            {
                if (!me->IsWithinDistInMap(u, m_range))
                    return false;

                if (m_force)
                {
                    if (!me->canAttack(u))
                        return false;
                }
                else
                {
                    if (!me->canStartAttack(u, false))
                        return false;
                }

                m_range = me->GetDistance(u);   // use found unit range as new range limit for next check
                return true;
            }
            float GetLastRange() const { return m_range; }
        private:
            Creature const *me;
            float m_range;
            bool m_force;
            NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
    };

    class AnyAssistCreatureInRangeCheck
    {
        public:
            AnyAssistCreatureInRangeCheck(Unit* funit, Unit* enemy, float range)
                : i_funit(funit), i_enemy(enemy), i_range(range)
            {
            }
            bool operator()(Creature* u)
            {
                if (u == i_funit)
                    return false;

                if (!u->CanAssistTo(i_funit, i_enemy))
                    return false;

                // too far
                if (!i_funit->IsWithinDistInMap(u, i_range))
                    return false;

                // only if see assisted creature
                if (!i_funit->IsWithinLOSInMap(u))
                    return false;

                return true;
            }
        private:
            Unit* const i_funit;
            Unit* const i_enemy;
            float i_range;
    };

    class NearestAssistCreatureInCreatureRangeCheck
    {
        public:
            NearestAssistCreatureInCreatureRangeCheck(Creature* obj, Unit* enemy, float range)
                : i_obj(obj), i_enemy(enemy), i_range(range) {}

            bool operator()(Creature* u)
            {
                if (u == i_obj)
                    return false;
                if (!u->CanAssistTo(i_obj,i_enemy))
                    return false;

                if (!i_obj->IsWithinDistInMap(u, i_range))
                    return false;

                if (!i_obj->IsWithinLOSInMap(u))
                    return false;

                i_range = i_obj->GetDistance(u);            // use found unit range as new range limit for next check
                return true;
            }
            float GetLastRange() const { return i_range; }
        private:
            Creature* const i_obj;
            Unit* const i_enemy;
            float  i_range;

            // prevent clone this object
            NearestAssistCreatureInCreatureRangeCheck(NearestAssistCreatureInCreatureRangeCheck const&);
    };

    // Success at unit in range, range update for next check (this can be use with CreatureLastSearcher to find nearest creature)
    class NearestCreatureEntryWithLiveStateInObjectRangeCheck
    {
        public:
            NearestCreatureEntryWithLiveStateInObjectRangeCheck(WorldObject const& obj, uint32 entry, bool alive, float range)
                : i_obj(obj), i_entry(entry), i_alive(alive), i_range(range) {}

            bool operator()(Creature* u)
            {
                if (u->GetEntry() == i_entry && u->isAlive() == i_alive && i_obj.IsWithinDistInMap(u, i_range))
                {
                    i_range = i_obj.GetDistance(u);         // use found unit range as new range limit for next check
                    return true;
                }
                return false;
            }
            float GetLastRange() const { return i_range; }
        private:
            WorldObject const& i_obj;
            uint32 i_entry;
            bool   i_alive;
            float  i_range;

            // prevent clone this object
            NearestCreatureEntryWithLiveStateInObjectRangeCheck(NearestCreatureEntryWithLiveStateInObjectRangeCheck const&);
    };

    class AnyPlayerInObjectRangeCheck
    {
    public:
        AnyPlayerInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
        bool operator()(Player* u)
        {
            if (u->isAlive() && i_obj->IsWithinDistInMap(u, i_range))
                return true;

            return false;
        }
    private:
        WorldObject const* i_obj;
        float i_range;
    };

    class AllFriendlyCreaturesInGrid
    {
    public:
        AllFriendlyCreaturesInGrid(Unit const* obj) : pUnit(obj) {}
        bool operator() (Unit* u)
        {
            if (u->isAlive() && u->GetVisibility() == VISIBILITY_ON && u->IsFriendlyTo(pUnit))
                return true;

            return false;
        }
    private:
        Unit const* pUnit;
    };

    class AllGameObjectsWithEntryInRange
    {
    public:
        AllGameObjectsWithEntryInRange(const WorldObject* pObject, uint32 uiEntry, float fMaxRange) : m_pObject(pObject), m_uiEntry(uiEntry), m_fRange(fMaxRange) {}
        bool operator() (GameObject* pGo)
        {
            if (pGo->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(pGo,m_fRange,false))
                return true;

            return false;
        }
    private:
        const WorldObject* m_pObject;
        uint32 m_uiEntry;
        float m_fRange;
    };

    class AllCreaturesOfEntryInRange
    {
        public:
            AllCreaturesOfEntryInRange(const WorldObject* pObject, uint32 uiEntry, float fMaxRange) : m_pObject(pObject), m_uiEntry(uiEntry), m_fRange(fMaxRange) {}
            bool operator() (Unit* pUnit)
            {
                if (pUnit->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(pUnit,m_fRange,false))
                    return true;

                return false;
            }

        private:
            const WorldObject* m_pObject;
            uint32 m_uiEntry;
            float m_fRange;
    };

    class PlayerAtMinimumRangeAway
    {
    public:
        PlayerAtMinimumRangeAway(Unit const* unit, float fMinRange) : pUnit(unit), fRange(fMinRange) {}
        bool operator() (Player* pPlayer)
        {
            //No threat list check, must be done explicit if expected to be in combat with creature
            if (!pPlayer->isGameMaster() && pPlayer->isAlive() && !pUnit->IsWithinDist(pPlayer,fRange,false))
                return true;

            return false;
        }

    private:
        Unit const* pUnit;
        float fRange;
    };

    class GameObjectInRangeCheck
    {
    public:
        GameObjectInRangeCheck(float _x, float _y, float _z, float _range) : x(_x), y(_y), z(_z), range(_range) {}
        bool operator() (GameObject* go)
        {
            return go->IsInRange(x, y, z, range);
        }
    private:
        float x, y, z, range;
    };

    // Player checks and do

    // Prepare using Builder localized packets with caching and send to player
    template<class Builder>
    class LocalizedPacketDo
    {
        public:
            explicit LocalizedPacketDo(Builder& builder) : i_builder(builder) {}

            ~LocalizedPacketDo()
            {
                for (size_t i = 0; i < i_data_cache.size(); ++i)
                    delete i_data_cache[i];
            }
            void operator()(Player* p);

        private:
            Builder& i_builder;
            std::vector<WorldPacket*> i_data_cache;         // 0 = default, i => i-1 locale index
    };

    // Prepare using Builder localized packets with caching and send to player
    template<class Builder>
    class LocalizedPacketListDo
    {
        public:
            typedef std::vector<WorldPacket*> WorldPacketList;
            explicit LocalizedPacketListDo(Builder& builder) : i_builder(builder) {}

            ~LocalizedPacketListDo()
            {
                for (size_t i = 0; i < i_data_cache.size(); ++i)
                    for (size_t j = 0; j < i_data_cache[i].size(); ++j)
                        delete i_data_cache[i][j];
            }
            void operator()(Player* p);

        private:
            Builder& i_builder;
            std::vector<WorldPacketList> i_data_cache;
                                                            // 0 = default, i => i-1 locale index
    };
}
#endif
