bool BattlegroundSA::ResetObjs()
{
    uint32 atF = BG_SA_Factions[attackers];
    uint32 defF = BG_SA_Factions[attackers ? TEAM_ALLIANCE : TEAM_HORDE];


    for (uint8 i = 0; i <BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i < BG_SA_CENTRAL_FLAG; i++)
    {
        if (!AddObject(i,BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3],
            0,0,0,0,RESPAWN_ONE_DAY))
        return false;
    }

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
              BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1],
              BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3],600))
        return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards!
    for (uint8 i = 0;i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const *sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            sLog.outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
                sLog.outError("SOTA: couldn't spawn GY: %u",i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_PORTAL_DEFFENDER_BLUE; i++)
    {
        AddObject(i, (BG_SA_ObjEntries[i] - (attackers == TEAM_ALLIANCE ? 1:0)),
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0,0,0,0,RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
    {
        AddObject(i, BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0,0,0,0,RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0,0,0,0,RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    //Player may enter BEFORE we set up bG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);

    UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);

    if (attackers == TEAM_ALLIANCE)
    {
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,1);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,0);
    }
    else
    {
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,0);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,1);
    }

    UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
    UpdateWorldState(BG_SA_RED_GATEWS, 1);
    UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
    UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
    UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
    UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);

    TeleportPlayers();
    return true;
}
void BattlegroundSA::Update(uint32 diff)
{
    if (InitSecondRound)
    {
        if (UpdateWaitTimer < diff)
        {
            if (!SignaledRoundTwo)
            {
                SignaledRoundTwo = true;
                InitSecondRound = false;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }else
        {
            UpdateWaitTimer -= diff;
            return;
        }
    }
    Battleground::Update(diff);
    TotalTime += diff;

    if (status == BG_SA_WARMUP )
    {
        BG_SA_ENDROUNDTIME = BG_SA_ROUNDLENGTH;
        if (TotalTime >= BG_SA_WARMUPLENGTH)
        {
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            status = BG_SA_ROUND_ONE;
        }
        if (TotalTime >= BG_SA_BOAT_START)
            StartShips();
        return;
    }
    else if (status == BG_SA_SECOND_WARMUP)
    {
        if (RoundScores[0].time<BG_SA_ROUNDLENGTH)
            BG_SA_ENDROUNDTIME = RoundScores[0].time;
        else
            BG_SA_ENDROUNDTIME = BG_SA_ROUNDLENGTH;

        if (TotalTime >= 60000)
        {
            SendWarningToAll(LANG_BG_SA_HAS_BEGUN);
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            status = BG_SA_ROUND_TWO;
        }
        if (TotalTime >= 30000)
        {
            if (!SignaledRoundTwoHalfMin)
            {
                SignaledRoundTwoHalfMin = true;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_START_HALF_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }
        StartShips();
        return;
    }
    else if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (status == BG_SA_ROUND_ONE)
        {
            if (TotalTime >= BG_SA_ROUNDLENGTH)
            {
                RoundScores[0].winner = attackers;
                RoundScores[0].time = BG_SA_ROUNDLENGTH;
                TotalTime = 0;
                status = BG_SA_SECOND_WARMUP;
                attackers = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
                UpdateWaitTimer = 5000;
                SignaledRoundTwo = false;
                SignaledRoundTwoHalfMin = false;
                InitSecondRound = true;
                ToggleTimer();
                ResetObjs();
                return;
            }
        }
        else if (status == BG_SA_ROUND_TWO)
        {
            if (TotalTime >= BG_SA_ENDROUNDTIME)
            {
                RoundScores[1].time = BG_SA_ROUNDLENGTH;
                RoundScores[1].winner = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;

                if (RoundScores[0].time == RoundScores[1].time)
                    EndBattleground(NULL);
                else if (RoundScores[0].time < RoundScores[1].time)
                    EndBattleground(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                else
                    EndBattleground(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                return;
            }
        }
        if (status == BG_SA_ROUND_ONE || status == BG_SA_ROUND_TWO)
        {
            SendTime();
            UpdateDemolisherSpawns();
        }
    }
}
bool BattlegroundSA::ResetObjs()
{
    /*for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportsRemove(player);*/

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    /*for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
            default:
                break;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i][0],
          BG_SA_ObjSpawnlocs[i][1],
          BG_SA_ObjSpawnlocs[i][2]+(Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }*/

    for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY))
        return false;
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    //GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    //GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    //SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    //SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
              BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
              BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3], 600))
        return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    TotalTime = 0;
    ShipsStarted = false;
    gateDestroyed = false;

    //Graveyards
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const* sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
            return false;

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = Attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? ALLIANCE : HORDE));
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i <= BG_SA_LEFT_FLAG; i++)
    {
        AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)),
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
        if (i > 46)
            GetBGObject(i)->SetFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
    }

    //Player may enter BEFORE we set up BG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);

    UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);

    if (Attackers == TEAM_ALLIANCE)
    {
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0);
    }
    else
    {
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1);
    }

    UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
    UpdateWorldState(BG_SA_RED_GATEWS, 1);
    UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
    UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
    UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
    UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);

    /*for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                SendTransportInit(player);*/

    // set status manually so preparation is cast correctly in 2nd round too
    SetStatus(STATUS_WAIT_JOIN);

    TeleportPlayers();
    return true;
}
void BattlegroundSA::PostUpdateImpl(uint32 diff)
{
    if (InitSecondRound)
    {
        if (UpdateWaitTimer < diff)
        {
            if (!SignaledRoundTwo)
            {
                SignaledRoundTwo = true;
                InitSecondRound = false;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }
        else
        {
            UpdateWaitTimer -= diff;
            return;
        }
    }
    TotalTime += diff;

    if (Status == BG_SA_WARMUP )
    {
        EndRoundTimer = BG_SA_ROUNDLENGTH;
        if (TotalTime >= BG_SA_WARMUPLENGTH)
        {
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            Status = BG_SA_ROUND_ONE;
            StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE)? 23748 : 21702);
        }
        if (TotalTime >= BG_SA_BOAT_START)
            StartShips();
        return;
    }
    else if (Status == BG_SA_SECOND_WARMUP)
    {
        if (RoundScores[0].time<BG_SA_ROUNDLENGTH)
            EndRoundTimer = RoundScores[0].time;
        else
            EndRoundTimer = BG_SA_ROUNDLENGTH;

        if (TotalTime >= 60000)
        {
            SendWarningToAll(LANG_BG_SA_HAS_BEGUN);
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            Status = BG_SA_ROUND_TWO;
            StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
            // status was set to STATUS_WAIT_JOIN manually for Preparation, set it back now
            SetStatus(STATUS_IN_PROGRESS);
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if (Player* p = ObjectAccessor::FindPlayer(itr->first))
                    p->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
        if (TotalTime >= 30000)
        {
            if (!SignaledRoundTwoHalfMin)
            {
                SignaledRoundTwoHalfMin = true;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_START_HALF_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }
        StartShips();
        return;
    }
    else if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (Status == BG_SA_ROUND_ONE)
        {
            if (TotalTime >= BG_SA_ROUNDLENGTH)
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                    if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                        player->CastSpell(player, 52459, true);

                RoundScores[0].winner = Attackers;
                RoundScores[0].time = BG_SA_ROUNDLENGTH;
                TotalTime = 0;
                Status = BG_SA_SECOND_WARMUP;
                Attackers = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
                UpdateWaitTimer = 5000;
                SignaledRoundTwo = false;
                SignaledRoundTwoHalfMin = false;
                InitSecondRound = true;
                ToggleTimer();
                ResetObjs();
                return;
            }
        }
        else if (Status == BG_SA_ROUND_TWO)
        {
            if (TotalTime >= EndRoundTimer)
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                    if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                        player->CastSpell(player, 52459, true);

                RoundScores[1].time = BG_SA_ROUNDLENGTH;
                RoundScores[1].winner = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
                if (RoundScores[0].time == RoundScores[1].time)
                    EndBattleground(0);
                else if (RoundScores[0].time < RoundScores[1].time)
                    EndBattleground(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                else
                    EndBattleground(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                return;
            }
        }
        if (Status == BG_SA_ROUND_ONE || Status == BG_SA_ROUND_TWO)
        {
            SendTime();
            UpdateDemolisherSpawns();
        }
    }
}
void BattlegroundSA::PostUpdateImpl(uint32 diff)
{
    if (InitSecondRound)
    {
        if (UpdateWaitTimer < diff)
        {
            if (!SignaledRoundTwo)
            {
                SignaledRoundTwo = true;
                InitSecondRound = false;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }else
        {
            UpdateWaitTimer -= diff;
            return;
        }
    }
    TotalTime += diff;

    if (Status == BG_SA_WARMUP )
    {
        EndRoundTimer = BG_SA_ROUNDLENGTH;
        if (TotalTime >= BG_SA_WARMUPLENGTH)
        {
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            Status = BG_SA_ROUND_ONE;
            StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE)?23748:21702);
        }
        if (TotalTime >= BG_SA_BOAT_START)
            StartShips();
        return;
    }
    else if (Status == BG_SA_SECOND_WARMUP)
    {
        if (RoundScores[0].time<BG_SA_ROUNDLENGTH)
            EndRoundTimer = RoundScores[0].time;
        else
            EndRoundTimer = BG_SA_ROUNDLENGTH;

        if (TotalTime >= 60000)
        {
            SendWarningToAll(LANG_BG_SA_HAS_BEGUN);
            TotalTime = 0;
            ToggleTimer();
            DemolisherStartState(false);
            Status = BG_SA_ROUND_TWO;
            StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE)?23748:21702);
        }
        if (TotalTime >= 30000)
        {
            if (!SignaledRoundTwoHalfMin)
            {
                SignaledRoundTwoHalfMin = true;
                SendMessageToAll(LANG_BG_SA_ROUND_TWO_START_HALF_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            }
        }
        StartShips();
        return;
    }
    else if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (Status == BG_SA_ROUND_ONE)
        {
            if (TotalTime >= BG_SA_ROUNDLENGTH)
            {
                RoundScores[0].winner = Attackers;
                RoundScores[0].time = BG_SA_ROUNDLENGTH;
                TotalTime = 0;
                Status = BG_SA_SECOND_WARMUP;
                Attackers = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
                UpdateWaitTimer = 5000;
                SignaledRoundTwo = false;
                SignaledRoundTwoHalfMin = false;
                InitSecondRound = true;
                ToggleTimer();
                ResetObjs();
                return;
            }
        }
        else if (Status == BG_SA_ROUND_TWO)
        {
            if (TotalTime >= EndRoundTimer)
            {
                RoundScores[1].time = BG_SA_ROUNDLENGTH;
                RoundScores[1].winner = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;

                if (RoundScores[0].time == RoundScores[1].time)
                    EndBattleground(0);
                else if (RoundScores[0].time < RoundScores[1].time)
                    EndBattleground(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                else
                    EndBattleground(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                return;
            }
        }
        if (Status == BG_SA_ROUND_ONE || Status == BG_SA_ROUND_TWO)
        {
            SendTime();
            UpdateDemolisherSpawns();
        }
    }
}
bool BattlegroundSA::ResetObjs()
{
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportsRemove(player);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    if (!AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]))
    {
        TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Kanrethad, aborted. Entry: %u", BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD]);
        return false;
    }

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn BG_SA_PORTAL_DEFFENDER_RED, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
            default:
                break;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i].GetPositionX(),
          BG_SA_ObjSpawnlocs[i].GetPositionY(),
          BG_SA_ObjSpawnlocs[i].GetPositionZ() + (Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn one of the BG_SA_BOAT, Entry: %u", boatid);
            continue;
        }
    }

    for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Sigil, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, BG_SA_NpcSpawnlocs[i], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Cannon or demolisher, Entry: %u, Attackers: %s", BG_SA_NpcEntries[i], Attackers == TEAM_ALLIANCE ? "Horde(1)" : "Alliance(0)");
            continue;
        }
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetFaction(defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetFaction(atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const* sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = Attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], Attackers);
        }
        else
        {
            GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], Attackers == TEAM_HORDE ? TEAM_ALLIANCE : TEAM_HORDE))
                TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn GY: %u", i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i <= BG_SA_LEFT_FLAG; i++)
    {
        if (!AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)), BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Central Flag Entry: %u", BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0));
            continue;
        }
        GetBGObject(i)->SetFaction(atF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn SA Bomb Entry: %u", BG_SA_ObjEntries[BG_SA_BOMB] + i);
            continue;
        }
        GetBGObject(i)->SetFaction(atF);
    }

    //Player may enter BEFORE we set up BG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);

    UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);

    if (Attackers == TEAM_ALLIANCE)
    {
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0);
    }
    else
    {
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1);
    }

    UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
    UpdateWorldState(BG_SA_RED_GATEWS, 1);
    UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
    UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
    UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
    UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);

    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                SendTransportInit(player);

    // set status manually so preparation is cast correctly in 2nd round too
    SetStatus(STATUS_WAIT_JOIN);

    TeleportPlayers();
    return true;
}