/*
 * Copyright (C) 2005-2008 MaNGOS 
 *
 * Copyright (C) 2008 Trinity 
 *
 * 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
 */
#include "Object.h"
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundAB.h"
#include "Creature.h"
#include "Chat.h"
#include "ObjectMgr.h"
#include "MapManager.h"
#include "Language.h"
#include "World.h"
#include "Util.h"
// these variables aren't used outside of this file, so declare them only here
uint32 BG_AB_HonorScoreTicks[BG_HONOR_MODE_NUM] = {
    330, // normal honor
    200  // holiday
};
uint32 BG_AB_ReputationScoreTicks[BG_HONOR_MODE_NUM] = {
    200, // normal honor
    150  // holiday
};
BattleGroundAB::BattleGroundAB()
{
    m_BuffChange = true;
    m_BgObjects.resize(BG_AB_OBJECT_MAX);
    m_BgCreatures.resize(BG_AB_ALL_NODES_COUNT);
}
BattleGroundAB::~BattleGroundAB()
{
}
void BattleGroundAB::Update(time_t diff)
{
    BattleGround::Update(diff);
    if( GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize() )
    {
        ModifyStartDelayTime(diff);
        if( !(m_Events & 0x01) )
        {
            m_Events |= 0x01;
            // setup here, only when at least one player has ported to the map
            if(!SetupBattleGround())
            {
                EndNow();
                return;
            }
            sLog.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ...");
            // despawn banners, auras and buffs
            for (int obj = BG_AB_OBJECT_BANNER_NEUTRAL; obj < BG_AB_DYNAMIC_NODES_COUNT * 8; ++obj)
                SpawnBGObject(obj, RESPAWN_ONE_DAY);
            for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT * 3; ++i)
                SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + i, RESPAWN_ONE_DAY);
            // Starting doors
            SpawnBGObject(BG_AB_OBJECT_GATE_A, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_AB_OBJECT_GATE_H, RESPAWN_IMMEDIATELY);
            DoorClose(BG_AB_OBJECT_GATE_A);
            DoorClose(BG_AB_OBJECT_GATE_H);
            // Starting base spirit guides
            _NodeOccupied(BG_AB_SPIRIT_ALIANCE,ALLIANCE);
            _NodeOccupied(BG_AB_SPIRIT_HORDE,HORDE);
            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if( GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04) )
        {
            m_Events |= 0x04;
            SendMessageToAll(GetTrinityString(LANG_BG_AB_ONEMINTOSTART));
        }
        // After 1,5 minute, warning is signalled
        else if( GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08) )
        {
            m_Events |= 0x08;
            SendMessageToAll(GetTrinityString(LANG_BG_AB_HALFMINTOSTART));
        }
        // After 2 minutes, gates OPEN ! x)
        else if( GetStartDelayTime() < 0 && !(m_Events & 0x10) )
        {
            m_Events |= 0x10;
            SendMessageToAll(GetTrinityString(LANG_BG_AB_STARTED));
            // spawn neutral banners
            for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)
                SpawnBGObject(banner, RESPAWN_IMMEDIATELY);
            for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
            {
                //randomly select buff to spawn
                uint8 buff = urand(0, 2);
                SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3, RESPAWN_IMMEDIATELY);
            }
            DoorOpen(BG_AB_OBJECT_GATE_A);
            DoorOpen(BG_AB_OBJECT_GATE_H);
            PlaySoundToAll(SOUND_BG_START);
            if(sWorld.getConfig(CONFIG_BG_START_MUSIC))
                PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC
            SetStatus(STATUS_IN_PROGRESS);
            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player* plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if( GetStatus() == STATUS_IN_PROGRESS )
    {
        int team_points[2] = { 0, 0 };
        for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        {
            // 3 sec delay to spawn new banner instead previous despawned one
            if( m_BannerTimers[node].timer )
            {
                if( m_BannerTimers[node].timer > diff )
                    m_BannerTimers[node].timer -= diff;
                else
                {
                    m_BannerTimers[node].timer = 0;
                    _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
                }
            }
            // 1-minute to occupy a node from contested state
            if( m_NodeTimers[node] )
            {
                if( m_NodeTimers[node] > diff )
                    m_NodeTimers[node] -= diff;
                else
                {
                    m_NodeTimers[node] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Nodes[node]-1;
                    m_prevNodes[node] = m_Nodes[node];
                    m_Nodes[node] += 2;
                    // burn current contested banner
                    _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex);
                    // create new occupied banner
                    _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog
                    char buf[256];
                    uint8 type = (teamIndex == 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE;
                    sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_TAKEN), (teamIndex == 0) ? GetTrinityString(LANG_BG_AB_ALLY) : GetTrinityString(LANG_BG_AB_HORDE), _GetNodeName(node));
                    WorldPacket data;
                    ChatHandler::FillMessageData(&data, NULL, type, LANG_UNIVERSAL, NULL, 0, buf, NULL);
                    SendPacketToAll(&data);
                    PlaySoundToAll((teamIndex == 0) ? SOUND_NODE_CAPTURED_ALLIANCE : SOUND_NODE_CAPTURED_HORDE);
                }
            }
            for (int team = 0; team < 2; ++team)
                if( m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED )
                    ++team_points[team];
        }
        // Accumulate points
        for (int team = 0; team < 2; ++team)
        {
            int points = team_points[team];
            if( !points )
                continue;
            m_lastTick[team] += diff;
            if( m_lastTick[team] > BG_AB_TickIntervals[points] )
            {
                m_lastTick[team] -= BG_AB_TickIntervals[points];
                m_TeamScores[team] += BG_AB_TickPoints[points];
                m_HonorScoreTics[team] += BG_AB_TickPoints[points];
                m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
                if( m_ReputationScoreTics[team] >= BG_AB_ReputationScoreTicks[m_HonorMode] )
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
                    m_ReputationScoreTics[team] -= BG_AB_ReputationScoreTicks[m_HonorMode];
                }
                if( m_HonorScoreTics[team] >= BG_AB_HonorScoreTicks[m_HonorMode] )
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardHonorToTeam(20, ALLIANCE) : RewardHonorToTeam(20, HORDE);
                    m_HonorScoreTics[team] -= BG_AB_HonorScoreTicks[m_HonorMode];
                }
                if( !m_IsInformedNearVictory && m_TeamScores[team] > 1800 )
                {
                    if( team == BG_TEAM_ALLIANCE )
                        SendMessageToAll(GetTrinityString(LANG_BG_AB_A_NEAR_VICTORY));
                    else
                        SendMessageToAll(GetTrinityString(LANG_BG_AB_H_NEAR_VICTORY));
                    PlaySoundToAll(SOUND_NEAR_VICTORY);
                    m_IsInformedNearVictory = true;
                }
                if( m_TeamScores[team] > 2000 )
                    m_TeamScores[team] = 2000;
                if( team == BG_TEAM_ALLIANCE )
                    UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
                if( team == BG_TEAM_HORDE )
                    UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
            }
        }
        // Test win condition
        if( m_TeamScores[BG_TEAM_ALLIANCE] >= 2000 )
            EndBattleGround(ALLIANCE);
        if( m_TeamScores[BG_TEAM_HORDE] >= 2000 )
            EndBattleGround(HORDE);
    }
}
void BattleGroundAB::AddPlayer(Player *plr)
{
    BattleGround::AddPlayer(plr);
    //create score and add it to map, default values are set in the constructor
    BattleGroundABScore* sc = new BattleGroundABScore;
    m_PlayerScores[plr->GetGUID()] = sc;
}
void BattleGroundAB::RemovePlayer(Player * /*plr*/, uint64 /*guid*/)
{
}
void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
    if( GetStatus() != STATUS_IN_PROGRESS )
        return;
    switch(Trigger)
    {
        case 3948:                                          // Arathi Basin Alliance Exit.
            if( Source->GetTeam() != ALLIANCE )
                Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
            else
                Source->LeaveBattleground();
            break;
        case 3949:                                          // Arathi Basin Horde Exit.
            if( Source->GetTeam() != HORDE )
                Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
            else
                Source->LeaveBattleground();
            break;
        case 3866:                                          // Stables
        case 3869:                                          // Gold Mine
        case 3867:                                          // Farm
        case 3868:                                          // Lumber Mill
        case 3870:                                          // Black Smith
        case 4020:                                          // Unk1
        case 4021:                                          // Unk2
            //break;
        default:
            //sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
            //Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
            break;
    }
}
/*  type: 0-neutral, 1-contested, 3-occupied
    teamIndex: 0-ally, 1-horde                        */
void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay)
{
    // Just put it into the queue
    if( delay )
    {
        m_BannerTimers[node].timer = 2000;
        m_BannerTimers[node].type = type;
        m_BannerTimers[node].teamIndex = teamIndex;
        return;
    }
    uint8 obj = node*8 + type + teamIndex;
    SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
    // handle aura with banner
    if( !type )
        return;
    obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
    SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
}
void BattleGroundAB::_DelBanner(uint8 node, uint8 type, uint8 teamIndex)
{
    uint8 obj = node*8 + type + teamIndex;
    SpawnBGObject(obj, RESPAWN_ONE_DAY);
    // handle aura with banner
    if( !type )
        return;
    obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
    SpawnBGObject(obj, RESPAWN_ONE_DAY);
}
const char* BattleGroundAB::_GetNodeName(uint8 node)
{
    switch (node)
    {
        case BG_AB_NODE_STABLES:
            return GetTrinityString(LANG_BG_AB_NODE_STABLES);
        case BG_AB_NODE_BLACKSMITH:
            return GetTrinityString(LANG_BG_AB_NODE_BLACKSMITH);
        case BG_AB_NODE_FARM:
            return GetTrinityString(LANG_BG_AB_NODE_FARM);
        case BG_AB_NODE_LUMBER_MILL:
            return GetTrinityString(LANG_BG_AB_NODE_LUMBER_MILL);
        case BG_AB_NODE_GOLD_MINE:
            return GetTrinityString(LANG_BG_AB_NODE_GOLD_MINE);
        default:
            ASSERT(0);
    }
    return "";
}
void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
{
    const uint8 plusArray[] = {0, 2, 3, 0, 1};
    // Node icons
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        data << uint32(BG_AB_OP_NODEICONS[node]) << uint32((m_Nodes[node]==0)?1:0);
    // Node occupied states
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        for (uint8 i = 1; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
            data << uint32(BG_AB_OP_NODESTATES[node] + plusArray[i]) << uint32((m_Nodes[node]==i)?1:0);
    // How many bases each team owns
    uint8 ally = 0, horde = 0;
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        if( m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
            ++ally;
        else if( m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
            ++horde;
    data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY)  << uint32(ally);
    data << uint32(BG_AB_OP_OCCUPIED_BASES_HORDE) << uint32(horde);
    // Team scores
    data << uint32(BG_AB_OP_RESOURCES_MAX)      << uint32(BG_AB_MAX_TEAM_SCORE);
    data << uint32(BG_AB_OP_RESOURCES_WARNING)  << uint32(BG_AB_WARNING_SCORE);
    data << uint32(BG_AB_OP_RESOURCES_ALLY)     << uint32(m_TeamScores[BG_TEAM_ALLIANCE]);
    data << uint32(BG_AB_OP_RESOURCES_HORDE)    << uint32(m_TeamScores[BG_TEAM_HORDE]);
    // other unknown
    data << uint32(0x745) << uint32(0x2);           // 37 1861 unk
}
void BattleGroundAB::_SendNodeUpdate(uint8 node)
{
    // Send node owner state update to refresh map icons on client
    const uint8 plusArray[] = {0, 2, 3, 0, 1};
    if( m_prevNodes[node] )
        UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], 0);
    else
        UpdateWorldState(BG_AB_OP_NODEICONS[node], 0);
    UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_Nodes[node]], 1);
    // How many bases each team owns
    uint8 ally = 0, horde = 0;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
        if( m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
            ++ally;
        else if( m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
            ++horde;
    UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
    UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE, horde);
}
void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
{
   if( !AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team) )
        sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);
//   SpawnBGCreature(node,RESPAWN_IMMEDIATELY);
    uint8 capturedNodes = 0;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if( m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
            ++capturedNodes;
    }
    if(capturedNodes >= 5)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
    if(capturedNodes >= 4)
        CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
void BattleGroundAB::_NodeDeOccupied(uint8 node)
{
    if( node >= BG_AB_DYNAMIC_NODES_COUNT)
        return;
    // Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
    std::vector ghost_list = m_ReviveQueue[m_BgCreatures[node]];
    if( !ghost_list.empty() )
    {
        WorldSafeLocsEntry const *ClosestGrave = NULL;
        Player *plr;
        for (std::vector::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
        {
            plr = objmgr.GetPlayer(*ghost_list.begin());
            if( !plr )
                continue;
            if( !ClosestGrave )
                ClosestGrave = GetClosestGraveYard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetTeam());
            plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
        }
    }
     if( m_BgCreatures[node] )
        DelCreature(node);
    // buff object isn't despawned
}
/* Invoked if a player used a banner as a gameobject */
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
{
    if( GetStatus() != STATUS_IN_PROGRESS )
        return;
    uint8 node = BG_AB_NODE_STABLES;
    GameObject* obj=HashMapHolder::Find(m_BgObjects[node*8+7]);
    while ( (node < BG_AB_DYNAMIC_NODES_COUNT) && ((!obj) || (!source->IsWithinDistInMap(obj,10))))
    {
        ++node;
        obj=HashMapHolder::Find(m_BgObjects[node*8+BG_AB_OBJECT_AURA_CONTESTED]);
    }
    if( node == BG_AB_DYNAMIC_NODES_COUNT)
    {
        // this means our player isn't close to any of banners - maybe cheater ??
        return;
    }
    uint8 teamIndex = GetTeamIndexByTeamId(source->GetTeam());
    // Message to chatlog
    char buf[256];
    uint8 type = (teamIndex == 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE;
    // Check if player really could use this banner, not cheated
    if( !(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2) )
        return;
    source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    uint32 sound = 0;
    // If node is neutral, change to contested
    if( m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL )
    {
        UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
        m_prevNodes[node] = m_Nodes[node];
        m_Nodes[node] = teamIndex + 1;
        // burn current neutral banner
        _DelBanner(node, BG_AB_NODE_TYPE_NEUTRAL, 0);
        // create new contested banner
        _CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
        _SendNodeUpdate(node);
        m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
        sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_CLAIMED), _GetNodeName(node), (teamIndex == 0) ? GetTrinityString(LANG_BG_AB_ALLY) : GetTrinityString(LANG_BG_AB_HORDE));
        sound = SOUND_NODE_CLAIMED;
    }
    // If node is contested
    else if( (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED) )
    {
        // If last state is NOT occupied, change node to enemy-contested
        if( m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED )
        {
            UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
            m_prevNodes[node] = m_Nodes[node];
            m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
            // burn current contested banner
            _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
            // create new contested banner
            _CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
            _SendNodeUpdate(node);
            m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
            sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
        }
        // If contested, change back to occupied
        else
        {
            UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
            m_prevNodes[node] = m_Nodes[node];
            m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
            // burn current contested banner
            _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
            // create new occupied banner
            _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
            _SendNodeUpdate(node);
            m_NodeTimers[node] = 0;
            _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
            sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_DEFENDED), _GetNodeName(node));
        }
        sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
    }
    // If node is occupied, change to enemy-contested
    else
    {
        UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
        m_prevNodes[node] = m_Nodes[node];
        m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
        // burn current occupied banner
        _DelBanner(node, BG_AB_NODE_TYPE_OCCUPIED, !teamIndex);
        // create new contested banner
        _CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
        _SendNodeUpdate(node);
        _NodeDeOccupied(node);
        m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
        sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_ASSAULTED), _GetNodeName(node));
        sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
    }
    WorldPacket data;
    ChatHandler::FillMessageData(&data, source->GetSession(), type, LANG_UNIVERSAL, NULL, source->GetGUID(), buf, NULL);
    SendPacketToAll(&data);
    // If node is occupied again, send "X has taken the Y" msg.
    if( m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED )
    {
        sprintf(buf, GetTrinityString(LANG_BG_AB_NODE_TAKEN), (teamIndex == 0) ? GetTrinityString(LANG_BG_AB_ALLY) : GetTrinityString(LANG_BG_AB_HORDE), _GetNodeName(node));
        ChatHandler::FillMessageData(&data, NULL, type, LANG_UNIVERSAL, NULL, 0, buf, NULL);
        SendPacketToAll(&data);
    }
    PlaySoundToAll(sound);
}
bool BattleGroundAB::SetupBattleGround()
{
    for (int i = 0 ; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if(    !AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i,BG_AB_OBJECTID_NODE_BANNER_0 + i,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_CONT_A + 8*i,BG_AB_OBJECTID_BANNER_CONT_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_CONT_H + 8*i,BG_AB_OBJECTID_BANNER_CONT_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_ALLY + 8*i,BG_AB_OBJECTID_BANNER_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_HORDE + 8*i,BG_AB_OBJECTID_BANNER_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_ALLY + 8*i,BG_AB_OBJECTID_AURA_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_HORDE + 8*i,BG_AB_OBJECTID_AURA_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_CONTESTED + 8*i,BG_AB_OBJECTID_AURA_C,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
        )
        {
            sLog.outErrorDb("BatteGroundAB: Failed to spawn some object BattleGround not created!");
            return false;
        }
    }
    if(    !AddObject(BG_AB_OBJECT_GATE_A,BG_AB_OBJECTID_GATE_A,BG_AB_DoorPositions[0][0],BG_AB_DoorPositions[0][1],BG_AB_DoorPositions[0][2],BG_AB_DoorPositions[0][3],BG_AB_DoorPositions[0][4],BG_AB_DoorPositions[0][5],BG_AB_DoorPositions[0][6],BG_AB_DoorPositions[0][7],RESPAWN_IMMEDIATELY)
        || !AddObject(BG_AB_OBJECT_GATE_H,BG_AB_OBJECTID_GATE_H,BG_AB_DoorPositions[1][0],BG_AB_DoorPositions[1][1],BG_AB_DoorPositions[1][2],BG_AB_DoorPositions[1][3],BG_AB_DoorPositions[1][4],BG_AB_DoorPositions[1][5],BG_AB_DoorPositions[1][6],BG_AB_DoorPositions[1][7],RESPAWN_IMMEDIATELY)
        )
    {
        sLog.outErrorDb("BatteGroundAB: Failed to spawn door object BattleGround not created!");
        return false;
    }
    //buffs
    for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if(    !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            )
            sLog.outErrorDb("BatteGroundAB: Failed to spawn buff object!");
    }
    return true;
}
void BattleGroundAB::ResetBGSubclass()
{
    m_TeamScores[BG_TEAM_ALLIANCE]          = 0;
    m_TeamScores[BG_TEAM_HORDE]             = 0;
    m_lastTick[BG_TEAM_ALLIANCE]            = 0;
    m_lastTick[BG_TEAM_HORDE]               = 0;
    m_HonorScoreTics[BG_TEAM_ALLIANCE]      = 0;
    m_HonorScoreTics[BG_TEAM_HORDE]         = 0;
    m_ReputationScoreTics[BG_TEAM_ALLIANCE] = 0;
    m_ReputationScoreTics[BG_TEAM_HORDE]    = 0;
    m_IsInformedNearVictory                 = false;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        m_Nodes[i] = 0;
        m_prevNodes[i] = 0;
        m_NodeTimers[i] = 0;
        m_BannerTimers[i].timer = 0;
    }
    for (uint8 i = 0; i < BG_AB_ALL_NODES_COUNT; ++i)
        if(m_BgCreatures[i])
            DelCreature(i);
}
WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(float x, float y, float /*z*/, uint32 team)
{
    uint8 teamIndex = GetTeamIndexByTeamId(team);
    // Is there any occupied node for this team?
    std::vector nodes;
    for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
        if( m_Nodes[i] == teamIndex + 3 )
            nodes.push_back(i);
    WorldSafeLocsEntry const* good_entry = NULL;
    // If so, select the closest node to place ghost on
    if( !nodes.empty() )
    {
        float mindist = 999999.0f;
        for (uint8 i = 0; i < nodes.size(); ++i)
        {
            WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[nodes[i]] );
            if( !entry )
                continue;
            float dist = (entry->x - x)*(entry->x - x)+(entry->y - y)*(entry->y - y);
            if( mindist > dist )
            {
                mindist = dist;
                good_entry = entry;
            }
        }
        nodes.clear();
    }
    // If not, place ghost on starting location
    if( !good_entry )
        good_entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[teamIndex+5] );
    return good_entry;
}
void BattleGroundAB::UpdatePlayerScore(Player *Source, uint32 type, uint32 value)
{
    std::map::iterator itr = m_PlayerScores.find(Source->GetGUID());
    if( itr == m_PlayerScores.end() )                         // player not found...
        return;
    switch(type)
    {
        case SCORE_BASES_ASSAULTED:
            ((BattleGroundABScore*)itr->second)->BasesAssaulted += value;
            break;
        case SCORE_BASES_DEFENDED:
            ((BattleGroundABScore*)itr->second)->BasesDefended += value;
            break;
        default:
            BattleGround::UpdatePlayerScore(Source,type,value);
            break;
    }
}