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path: root/src/server/game/Battlefield/Battlefield.cpp
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/*
 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
 *
 * 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, see <http://www.gnu.org/licenses/>.
 */

#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "BattlegroundPackets.h"
#include "CellImpl.h"
#include "CreatureTextMgr.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Log.h"
#include "Map.h"
#include "MiscPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include <G3D/g3dmath.h>

Battlefield::Battlefield(Map* map)
{
    m_Timer = 0;
    m_IsEnabled = true;
    m_isActive = false;
    m_DefenderTeam = TEAM_NEUTRAL;

    m_TypeId = 0;
    m_BattleId = 0;
    m_ZoneId = 0;
    m_Map = map;
    m_MapId = map->GetId();
    m_MaxPlayer = 0;
    m_MinPlayer = 0;
    m_MinLevel = 0;
    m_BattleTime = 0;
    m_NoWarBattleTime = 0;
    m_RestartAfterCrash = 0;
    m_TimeForAcceptInvite = 20;
    m_uiKickDontAcceptTimer = 1000;

    m_uiKickAfkPlayersTimer = 1000;

    m_StartGroupingTimer = 0;
    m_StartGrouping = false;
}

Battlefield::~Battlefield()
{
    for (GraveyardVect::const_iterator itr = m_GraveyardList.begin(); itr != m_GraveyardList.end(); ++itr)
        delete *itr;
}

// Called when a player enters the zone
void Battlefield::HandlePlayerEnterZone(Player* player, uint32 /*zone*/)
{
    // If battle is started,
    // If not full of players > invite player to join the war
    // If full of players > announce to player that BF is full and kick him after a few second if he desn't leave
    if (IsWarTime())
    {
        if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer) // Vacant spaces
            InvitePlayerToWar(player);
        else // No more vacant places
        {
            /// @todo Send a packet to announce it to player
            m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
            InvitePlayerToQueue(player);
        }
    }
    else
    {
        // If time left is < 15 minutes invite player to join queue
        if (m_Timer <= m_StartGroupingTimer)
            InvitePlayerToQueue(player);
    }

    // Add player in the list of player in zone
    m_players[player->GetTeamId()].insert(player->GetGUID());
    OnPlayerEnterZone(player);
}

// Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
{
    if (IsWarTime())
    {
        // If the player is participating to the battle
        if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
        {
            m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
            if (Group* group = player->GetGroup()) // Remove the player from the raid group
                group->RemoveMember(player->GetGUID());

            OnPlayerLeaveWar(player);
        }
    }

    m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
    m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
    m_players[player->GetTeamId()].erase(player->GetGUID());
    SendRemoveWorldStates(player);
    OnPlayerLeaveZone(player);
}

bool Battlefield::Update(uint32 diff)
{
    if (m_Timer <= diff)
    {
        // Battlefield ends on time
        if (IsWarTime())
            EndBattle(true);
        else // Time to start a new battle!
            StartBattle();
    }
    else
        m_Timer -= diff;

    // Invite players a few minutes before the battle's beginning
    if (!IsWarTime() && !m_StartGrouping && m_Timer <= m_StartGroupingTimer)
    {
        m_StartGrouping = true;
        InvitePlayersInZoneToQueue();
        OnStartGrouping();
    }

    if (IsWarTime())
    {
        if (m_uiKickAfkPlayersTimer <= diff)
        {
            m_uiKickAfkPlayersTimer = 1000;
            KickAfkPlayers();
        }
        else
            m_uiKickAfkPlayersTimer -= diff;

        // Kick players who chose not to accept invitation to the battle
        if (m_uiKickDontAcceptTimer <= diff)
        {
            time_t now = GameTime::GetGameTime();
            for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
                for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            InvitePlayersInZoneToWar();
            for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
                for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            m_uiKickDontAcceptTimer = 1000;
        }
        else
            m_uiKickDontAcceptTimer -= diff;
    }

    return false;
}

void Battlefield::InvitePlayersInZoneToQueue()
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
        for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                InvitePlayerToQueue(player);
}

void Battlefield::InvitePlayerToQueue(Player* player)
{
    if (m_PlayersInQueue[player->GetTeamId()].count(player->GetGUID()))
        return;

    if (m_PlayersInQueue[player->GetTeamId()].size() <= m_MinPlayer || m_PlayersInQueue[GetOtherTeam(player->GetTeamId())].size() >= m_MinPlayer)
        PlayerAcceptInviteToQueue(player);
}

void Battlefield::InvitePlayersInQueueToWar()
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
    {
        for (auto itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
        {
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
            {
                if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
                    InvitePlayerToWar(player);
                else
                {
                    //Full
                }
            }
        }
        m_PlayersInQueue[team].clear();
    }
}

void Battlefield::InvitePlayersInZoneToWar()
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
    {
        for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
        {
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
            {
                if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
                    continue;
                if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
                    InvitePlayerToWar(player);
                else // Battlefield is full of players
                    m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
            }
        }
    }
}

uint64 Battlefield::GetQueueId() const
{
    return MAKE_PAIR64(m_BattleId | 0x20000, 0x1F100000);
}

void Battlefield::InvitePlayerToWar(Player* player)
{
    if (!player)
        return;

    /// @todo needed ?
    if (player->IsInFlight())
        return;

    if (player->InArena() || player->GetBattleground())
    {
        m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
        return;
    }

    // If the player does not match minimal level requirements for the battlefield, kick him
    if (player->GetLevel() < m_MinLevel)
    {
        if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
            m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + 10;
        return;
    }

    // Check if player is not already in war
    if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
        return;

    m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
    m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = GameTime::GetGameTime() + m_TimeForAcceptInvite;
    PlayerAcceptInviteToWar(player);
}

void Battlefield::InitStalker(uint32 entry, Position const& pos)
{
    if (Creature* creature = SpawnCreature(entry, pos))
        StalkerGuid = creature->GetGUID();
    else
        TC_LOG_ERROR("bg.battlefield", "Battlefield::InitStalker: Could not spawn Stalker (Creature entry {}), zone messages will be unavailable!", entry);
}

void Battlefield::ProcessEvent(WorldObject* target, uint32 eventId, WorldObject* invoker)
{
    ZoneScript::ProcessEvent(target, eventId, invoker);

    if (invoker)
    {
        if (GameObject* gameobject = invoker->ToGameObject())
        {
            if (gameobject->GetGoType() == GAMEOBJECT_TYPE_CONTROL_ZONE)
            {
                if (!ControlZoneHandlers.contains(gameobject->GetEntry()))
                    return;

                auto controlzone = gameobject->GetGOInfo()->controlZone;
                BattlefieldControlZoneHandler& handler = *ControlZoneHandlers[invoker->GetEntry()];
                if (eventId == controlzone.CaptureEventAlliance)
                    handler.HandleCaptureEventAlliance(gameobject);
                else if (eventId == controlzone.CaptureEventHorde)
                    handler.HandleCaptureEventHorde(gameobject);
                else if (eventId == controlzone.ContestedEventAlliance)
                    handler.HandleContestedEventAlliance(gameobject);
                else if (eventId == controlzone.ContestedEventHorde)
                    handler.HandleContestedEventHorde(gameobject);
                else if (eventId == controlzone.NeutralEventAlliance)
                    handler.HandleNeutralEventAlliance(gameobject);
                else if (eventId == controlzone.NeutralEventHorde)
                    handler.HandleNeutralEventHorde(gameobject);
                else if (eventId == controlzone.ProgressEventAlliance)
                    handler.HandleProgressEventAlliance(gameobject);
                else if (eventId == controlzone.ProgressEventHorde)
                    handler.HandleProgressEventHorde(gameobject);
            }
        }
    }
}

void Battlefield::KickAfkPlayers()
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
        for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                if (player->isAFK())
                    KickPlayerFromBattlefield(*itr);
}

void Battlefield::KickPlayerFromBattlefield(ObjectGuid guid)
{
    if (Player* player = ObjectAccessor::FindPlayer(guid))
        if (player->GetZoneId() == GetZoneId())
            player->TeleportTo(KickPosition);
}

void Battlefield::StartBattle()
{
    if (m_isActive)
        return;

    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
    {
        m_PlayersInWar[team].clear();
        m_Groups[team].clear();
    }

    m_Timer = m_BattleTime;
    m_isActive = true;

    InvitePlayersInZoneToWar();
    InvitePlayersInQueueToWar();

    OnBattleStart();
}

void Battlefield::EndBattle(bool endByTimer)
{
    if (!m_isActive)
        return;

    m_isActive = false;

    m_StartGrouping = false;

    if (!endByTimer)
        SetDefenderTeam(GetAttackerTeam());

    // Reset battlefield timer
    m_Timer = m_NoWarBattleTime;

    OnBattleEnd(endByTimer);
}

void Battlefield::DoPlaySoundToAll(uint32 soundID)
{
    BroadcastPacketToWar(WorldPackets::Misc::PlaySound(ObjectGuid::Empty, soundID, 0).Write());
}

bool Battlefield::HasPlayer(Player* player) const
{
    return m_players[player->GetTeamId()].find(player->GetGUID()) != m_players[player->GetTeamId()].end();
}

// Called in Battlefield::InvitePlayerToQueue
void Battlefield::PlayerAcceptInviteToQueue(Player* player)
{
    // Add player in queue
    m_PlayersInQueue[player->GetTeamId()].insert(player->GetGUID());
}

// Called in WorldSession::HandleBfExitRequest
void Battlefield::AskToLeaveQueue(Player* player)
{
    // Remove player from queue
    m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
}

// Called in WorldSession::HandleHearthAndResurrect
void Battlefield::PlayerAskToLeave(Player* player)
{
    // Player leaving Wintergrasp, teleport to Dalaran.
    // ToDo: confirm teleport destination.
    player->TeleportTo(571, 5804.1499f, 624.7710f, 647.7670f, 1.6400f);
}

// Called in Battlefield::InvitePlayerToWar
void Battlefield::PlayerAcceptInviteToWar(Player* player)
{
    if (!IsWarTime())
        return;

    if (AddOrSetPlayerToCorrectBfGroup(player))
    {
        m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
        m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());

        if (player->isAFK())
            player->ToggleAFK();

        OnPlayerJoinWar(player);                               //for scripting
    }
}

void Battlefield::TeamCastSpell(TeamId team, int32 spellId)
{
    if (spellId > 0)
    {
        for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                player->CastSpell(player, uint32(spellId), true);
    }
    else
    {
        for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                player->RemoveAuraFromStack(uint32(-spellId));
    }
}

void Battlefield::BroadcastPacketToZone(WorldPacket const* data) const
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
        for (auto itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                player->SendDirectMessage(data);
}

void Battlefield::BroadcastPacketToQueue(WorldPacket const* data) const
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
        for (auto itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindConnectedPlayer(*itr))
                player->SendDirectMessage(data);
}

void Battlefield::BroadcastPacketToWar(WorldPacket const* data) const
{
    for (uint8 team = 0; team < PVP_TEAMS_COUNT; ++team)
        for (auto itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                player->SendDirectMessage(data);
}

void Battlefield::SendWarning(uint8 id, WorldObject const* target /*= nullptr*/)
{
    if (Creature* stalker = GetCreature(StalkerGuid))
        sCreatureTextMgr->SendChat(stalker, id, target);
}

void Battlefield::RegisterZone(uint32 zoneId)
{
    sBattlefieldMgr->AddZone(zoneId, this);
}

void Battlefield::HideNpc(Creature* creature)
{
    creature->CombatStop();
    creature->SetReactState(REACT_PASSIVE);
    creature->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
    creature->SetUninteractible(true);
    creature->DisappearAndDie();
    creature->SetVisible(false);
}

void Battlefield::ShowNpc(Creature* creature, bool aggressive)
{
    creature->SetVisible(true);
    creature->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
    creature->SetUninteractible(false);
    if (!creature->IsAlive())
        creature->Respawn(true);
    if (aggressive)
        creature->SetReactState(REACT_AGGRESSIVE);
    else
    {
        creature->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
        creature->SetReactState(REACT_PASSIVE);
    }
}

// ****************************************************
// ******************* Group System *******************
// ****************************************************
Group* Battlefield::GetFreeBfRaid(TeamId TeamId)
{
    for (auto itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
        if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
            if (!group->IsFull())
                return group;

    return nullptr;
}

Group* Battlefield::GetGroupPlayer(ObjectGuid guid, TeamId TeamId)
{
    for (auto itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
        if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
            if (group->IsMember(guid))
                return group;

    return nullptr;
}

bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player* player)
{
    if (!player->IsInWorld())
        return false;

    if (Group* group = player->GetGroup())
        group->RemoveMember(player->GetGUID());

    Group* group = GetFreeBfRaid(player->GetTeamId());
    if (!group)
    {
        group = new Group;
        group->SetBattlefieldGroup(this);
        group->Create(player);
        sGroupMgr->AddGroup(group);
        m_Groups[player->GetTeamId()].insert(group->GetGUID());
    }
    else if (group->IsMember(player->GetGUID()))
    {
        uint8 subgroup = group->GetMemberGroup(player->GetGUID());
        player->SetBattlegroundOrBattlefieldRaid(group, subgroup);
    }
    else
        group->AddMember(player);

    return true;
}

//***************End of Group System*******************

//*****************************************************
//***************Spirit Guide System*******************
//*****************************************************

//--------------------
//-Battlefield Method-
//--------------------
BfGraveyard* Battlefield::GetGraveyardById(uint32 id) const
{
    if (id < m_GraveyardList.size())
    {
        if (BfGraveyard* graveyard = m_GraveyardList.at(id))
            return graveyard;
        else
            TC_LOG_ERROR("bg.battlefield", "Battlefield::GetGraveyardById Id:{} does not exist.", id);
    }
    else
        TC_LOG_ERROR("bg.battlefield", "Battlefield::GetGraveyardById Id:{} could not be found.", id);

    return nullptr;
}

WorldSafeLocsEntry const* Battlefield::GetClosestGraveyard(Player* player)
{
    BfGraveyard* closestGY = nullptr;
    float maxdist = -1;
    for (uint8 i = 0; i < m_GraveyardList.size(); i++)
    {
        if (m_GraveyardList[i])
        {
            if (m_GraveyardList[i]->GetControlTeamId() != player->GetTeamId())
                continue;

            float dist = m_GraveyardList[i]->GetDistance(player);
            if (dist < maxdist || maxdist < 0)
            {
                closestGY = m_GraveyardList[i];
                maxdist = dist;
            }
        }
    }

    if (closestGY)
        return sObjectMgr->GetWorldSafeLoc(closestGY->GetGraveyardId());

    return nullptr;
}

// ----------------------
// - BfGraveyard Method -
// ----------------------
BfGraveyard::BfGraveyard(Battlefield* battlefield)
{
    m_Bf = battlefield;
    m_GraveyardId = 0;
    m_ControlTeam = TEAM_NEUTRAL;
}

void BfGraveyard::Initialize(TeamId startControl, uint32 graveyardId)
{
    m_ControlTeam = startControl;
    m_GraveyardId = graveyardId;
}

void BfGraveyard::SetSpirit(Creature* spirit, TeamId team)
{
    if (!spirit)
    {
        TC_LOG_ERROR("bg.battlefield", "BfGraveyard::SetSpirit: Invalid Spirit.");
        return;
    }

    m_SpiritGuide[team] = spirit->GetGUID();
    spirit->SetReactState(REACT_PASSIVE);
}

float BfGraveyard::GetDistance(Player* player)
{
    WorldSafeLocsEntry const* safeLoc = sObjectMgr->GetWorldSafeLoc(m_GraveyardId);
    return player->GetDistance2d(safeLoc->Loc.GetPositionX(), safeLoc->Loc.GetPositionY());
}

// For changing graveyard control
void BfGraveyard::GiveControlTo(TeamId team)
{
    // Guide switching
    // Note: Visiblity changes are made by phasing
    /*if (m_SpiritGuide[1 - team])
        m_SpiritGuide[1 - team]->SetVisible(false);
    if (m_SpiritGuide[team])
        m_SpiritGuide[team]->SetVisible(true);*/

    if (Creature* spiritHealer = m_Bf->GetCreature(m_SpiritGuide[team]))
        spiritHealer->SummonGraveyardTeleporter();

    m_ControlTeam = team;
}

bool BfGraveyard::HasNpc(ObjectGuid guid)
{
    if (!m_SpiritGuide[TEAM_ALLIANCE] || !m_SpiritGuide[TEAM_HORDE])
        return false;

    if (!m_Bf->GetCreature(m_SpiritGuide[TEAM_ALLIANCE]) ||
        !m_Bf->GetCreature(m_SpiritGuide[TEAM_HORDE]))
        return false;

    return (m_SpiritGuide[TEAM_ALLIANCE] == guid || m_SpiritGuide[TEAM_HORDE] == guid);
}

// *******************************************************
// *************** End Spirit Guide system ***************
// *******************************************************
// ********************** Misc ***************************
// *******************************************************

Creature* Battlefield::SpawnCreature(uint32 entry, Position const& pos)
{
    if (!sObjectMgr->GetCreatureTemplate(entry))
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: entry {} does not exist.", entry);
        return nullptr;
    }

    Creature* creature = Creature::CreateCreature(entry, m_Map, pos);
    if (!creature)
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: {}", entry);
        return nullptr;
    }

    creature->SetHomePosition(pos);

    // Set creature in world
    m_Map->AddToMap(creature);
    creature->setActive(true);
    creature->SetFarVisible(true);

    return creature;
}

// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, Position const& pos, QuaternionData const& rot)
{
    if (!sObjectMgr->GetGameObjectTemplate(entry))
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: GameObject template {} not found in database! Battlefield not created!", entry);
        return nullptr;
    }

    // Create gameobject
    GameObject* go = GameObject::CreateGameObject(entry, m_Map, pos, rot, 255, GO_STATE_READY);
    if (!go)
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template {}! Battlefield has not been created!", entry);
        return nullptr;
    }

    // Add to world
    m_Map->AddToMap(go);
    go->setActive(true);
    go->SetFarVisible(true);

    return go;
}

Creature* Battlefield::GetCreature(ObjectGuid guid)
{
    if (!m_Map)
        return nullptr;
    return m_Map->GetCreature(guid);
}

GameObject* Battlefield::GetGameObject(ObjectGuid guid)
{
    if (!m_Map)
        return nullptr;
    return m_Map->GetGameObject(guid);
}

// *******************************************************
// ******************* CapturePoint **********************
// *******************************************************

BattlefieldControlZoneHandler::BattlefieldControlZoneHandler(Battlefield* bf) : _battlefield(bf)
{
}

Battlefield* BattlefieldControlZoneHandler::GetBattlefield()
{
    return _battlefield;
}