bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
    Player* player = ObjectAccessor::FindPlayerInOrOutOfWorld(m_PlayerGuid);

    // player logged off, so he is no longer in queue
    if (!player)
        return true;

    Battleground* bg = sBattlegroundMgr->GetBattleground(m_BgInstanceGUID);

    // if battleground ended, do nothing
    if (!bg)
        return true;

    // check if still in queue for this battleground
    BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(m_BgTypeId, m_ArenaType);
    uint32 queueSlot = player->GetBattlegroundQueueIndex(bgQueueTypeId);
    if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
    {
        // confirm the player is invited to this instance id (he didn't requeue in the meanwhile)
        BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
        if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime))
        {
            // send remaining time in queue
            WorldPacket data;
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME - INVITATION_REMIND_TIME, 0, m_ArenaType, TEAM_NEUTRAL, bg->isRated(), m_BgTypeId);
            player->GetSession()->SendPacket(&data);
        }
    }

    return true;
}
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue
it must be called after fully adding the members of a group to ensure group joining
should be called from Battleground::RemovePlayer function in some cases
*/
void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating)
{
    //if no players in queue - do nothing
    if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty())
        return;

    // battleground with free slot for player should be always in the beggining of the queue
    // maybe it would be better to create bgfreeslotqueue for each bracket_id
    BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId);
    for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();)
    {
        Battleground* bg = *itr; ++itr;
        // DO NOT allow queue manager to invite new player to rated games
        if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id &&
            bg->GetStatus() > STATUS_WAIT_QUEUE && bg->GetStatus() < STATUS_WAIT_LEAVE)
        {
            // clear selection pools
            m_SelectionPools[TEAM_ALLIANCE].Init();
            m_SelectionPools[TEAM_HORDE].Init();

            // call a function that does the job for us
            FillPlayersToBG(bg, bracket_id);

            // now everything is set, invite players
            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->Team);

            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->Team);

            if (!bg->HasFreeSlots())
                bg->RemoveFromBGFreeSlotQueue();
        }
    }

    // finished iterating through the bgs with free slots, maybe we need to create a new bg

    Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
    if (!bg_template)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg template not found for %u", bgTypeId);
        return;
    }

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id);
    if (!bracketEntry)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id);
        return;
    }

    // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
    uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
    uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();

    if (bg_template->isArena())
    {
        MaxPlayersPerTeam = arenaType;
        MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType;
    }
    else if (sBattlegroundMgr->isTesting())
        MinPlayersPerTeam = 1;

    m_SelectionPools[TEAM_ALLIANCE].Init();
    m_SelectionPools[TEAM_HORDE].Init();

    if (bg_template->isBattleground())
    {
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // create new battleground
            Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false);
            if (!bg2)
            {
                sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }
            // invite those selection pools
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->Team);

            bg2->StartBattleground();
            //clear structures
            m_SelectionPools[TEAM_ALLIANCE].Init();
            m_SelectionPools[TEAM_HORDE].Init();
        }
    }

    // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
    if (!isRated)
    {
        // if there are enough players in pools, start new battleground or non rated arena
        if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)
            || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)))
        {
            // we successfully created a pool
            Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, false);
            if (!bg2)
            {
                sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }

            // invite those selection pools
            for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->Team);
            // start bg
            bg2->StartBattleground();
        }
    }
    else if (bg_template->isArena())
    {
        // found out the minimum and maximum ratings the newly added team should battle against
        // arenaRating is the rating of the latest joined team, or 0
        // 0 is on (automatic update call) and we must set it to team's with longest wait time
        if (!arenaRating)
        {
            GroupQueueInfo* front1 = NULL;
            GroupQueueInfo* front2 = NULL;
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty())
            {
                front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front();
                arenaRating = front1->ArenaMatchmakerRating;
            }
            if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty())
            {
                front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front();
                arenaRating = front2->ArenaMatchmakerRating;
            }
            if (front1 && front2)
            {
                if (front1->JoinTime < front2->JoinTime)
                    arenaRating = front1->ArenaMatchmakerRating;
            }
            else if (!front1 && !front2)
                return; //queues are empty
        }

        //set rating range
        uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference();
        uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference();
        // if max rating difference is set and the time past since server startup is greater than the rating discard time
        // (after what time the ratings aren't taken into account when making teams) then
        // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
        // else leave the discard time on 0, this way all ratings will be discarded
        uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer();

        // we need to find 2 teams which will play next game
        GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT];
        uint8 found = 0;
        uint8 team = 0;

        for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++)
        {
            // take the group that joined first
            GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin();
            for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2)
            {
                // if group match conditions, then add it to pool
                if (!(*itr2)->IsInvitedToBGInstanceGUID
                    && (((*itr2)->ArenaMatchmakerRating >= arenaMinRating && (*itr2)->ArenaMatchmakerRating <= arenaMaxRating)
                        || (*itr2)->JoinTime < discardTime))
                {
                    itr_teams[found++] = itr2;
                    team = i;
                    break;
                }
            }
        }

        if (!found)
            return;

        if (found == 1)
        {
            for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3)
            {
                if (!(*itr3)->IsInvitedToBGInstanceGUID
                    && (((*itr3)->ArenaMatchmakerRating >= arenaMinRating && (*itr3)->ArenaMatchmakerRating <= arenaMaxRating)
                        || (*itr3)->JoinTime < discardTime)
                    && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId)
                {
                    itr_teams[found++] = itr3;
                    break;
                }
            }
        }

        //if we have 2 teams, then start new arena and invite players!
        if (found == 2)
        {
            GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE];
            GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE];
            Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true);
            if (!arena)
            {
                sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update couldn't create arena instance for rated arena match!");
                return;
            }

            aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating;
            hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating;
            aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating;
            hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating;
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating);
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating);

            // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer
            if (aTeam->Team != ALLIANCE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]);
            }
            if (hTeam->Team != HORDE)
            {
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam);
                m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]);
            }

            arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating);
            arena->SetArenaMatchmakerRating(   HORDE, hTeam->ArenaMatchmakerRating);
            InviteGroupToBG(aTeam, arena, ALLIANCE);
            InviteGroupToBG(hTeam, arena, HORDE);

            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Starting rated arena match!");
            arena->StartBattleground();
        }
    }
}
Exemple #3
0
    static bool HandleSpectateCommand(ChatHandler* handler, char const* args)
    {
        Player* target;
        ObjectGuid target_guid;
        std::string target_name;
        if (!handler->extractPlayerTarget((char*)args, &target, &target_guid, &target_name))
            return false;

        Player* player = handler->GetSession()->GetPlayer();
        if (target == player || target_guid == player->GetGUID())
        {
            handler->PSendSysMessage("Вы не можете смотреть на себя.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (player->IsInCombat())
        {
            handler->PSendSysMessage("Вы находитесь в Бою.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (!target)
        {
            handler->PSendSysMessage("Цель не существует.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (player->IsMounted())
        {
            handler->PSendSysMessage("Не можете смотреть сидя верхом.");
            handler->SetSentErrorMessage(true);
            return false;
        }			

        if (target && (target->HasAura(ARENA_PREPARATION) || target->HasAura(ARENA_PREPARATION_2)))
        {
            handler->PSendSysMessage("Не могу этого сделать. Арена не началась.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (player->GetPet())
        {
            handler->PSendSysMessage("Вы должны скрыть своего питомца.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (player->GetMap()->IsBattlegroundOrArena() && !player->isSpectator())
        {
            handler->PSendSysMessage("Вы уже находитесь на поле битвы или арене.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        Map* map = target->GetMap();
        if (!map->IsBattleArena())
        {
            handler->PSendSysMessage("Игрок не на арене.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (player->GetMap()->IsBattleground())
        {
            handler->PSendSysMessage("Не могу сделать это, в то время как вы находитесь на поле боя.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        // all's well, set bg id
        // when porting out from the bg, it will be reset to 0
        player->SetBattlegroundId(target->GetBattlegroundId(), target->GetBattlegroundTypeId());
        // remember current position as entry point for return at bg end teleportation
        if (!player->GetMap()->IsBattlegroundOrArena())
            player->SetBattlegroundEntryPoint();

        if (target->isSpectator())
        {
            handler->PSendSysMessage("Не могу сделать этого. Ваша цель - зритель.");
            handler->SetSentErrorMessage(true);
            return false;
        }

        // stop flight if need
        if (player->IsInFlight())
        {
            player->GetMotionMaster()->MovementExpired();
            player->CleanupAfterTaxiFlight();
        }
        // save only in non-flight case
        else
            player->SaveRecallPosition();

        // search for two teams
        Battleground *bGround = target->GetBattleground();
        if (bGround->isRated())
        {
            uint32 slot = bGround->GetArenaType() - 2;
            if (bGround->GetArenaType() > 3)
                slot = 2;
            uint32 firstTeamID = target->GetArenaTeamId(slot);
            uint32 secondTeamID = 0;
            Player *firstTeamMember  = target;
            Player *secondTeamMember = NULL;
            for (Battleground::BattlegroundPlayerMap::const_iterator itr = bGround->GetPlayers().begin(); itr != bGround->GetPlayers().end(); ++itr)
                if (Player* tmpPlayer = ObjectAccessor::FindPlayer(itr->first))
                {
                    if (tmpPlayer->isSpectator())
                        continue;

                    uint32 tmpID = tmpPlayer->GetArenaTeamId(slot);
                    if (tmpID != firstTeamID && tmpID > 0)
                    {
                        secondTeamID = tmpID;
                        secondTeamMember = tmpPlayer;
                        break;
                    }
                }

            if (firstTeamID > 0 && secondTeamID > 0 && secondTeamMember)
            {
                ArenaTeam *firstTeam  = sArenaTeamMgr->GetArenaTeamById(firstTeamID);
                ArenaTeam *secondTeam = sArenaTeamMgr->GetArenaTeamById(secondTeamID);
                if (firstTeam && secondTeam)
                {
                    handler->PSendSysMessage("Вы вошли на Арену.");
                    handler->PSendSysMessage("Команды:");
                    handler->PSendSysMessage("%s - %s", firstTeam->GetName().c_str(), secondTeam->GetName().c_str());
                    handler->PSendSysMessage("%u(%u) - %u(%u)", firstTeam->GetRating(), firstTeam->GetAverageMMR(firstTeamMember->GetGroup()),
                                                                secondTeam->GetRating(), secondTeam->GetAverageMMR(secondTeamMember->GetGroup()));
                }
            }
        }

        // to point to see at target with same orientation
        float x, y, z;
        target->GetContactPoint(player, x, y, z);

        player->TeleportTo(target->GetMapId(), x, y, z, player->GetAngle(target), TELE_TO_GM_MODE);
        player->SetPhaseMask(target->GetPhaseMask(), true);
        player->SetSpectate(true);
        target->GetBattleground()->AddSpectator(player->GetGUID());

        return true;
    }
	static bool HandleSpectateCommand(ChatHandler* handler, char const* args)
	{
		Player* target;
		ObjectGuid target_guid;
		std::string target_name;
		if (!handler->extractPlayerTarget((char*)args, &target, &target_guid, &target_name))
			return false;

		Player* player = handler->GetSession()->GetPlayer();
		if (target == player || target_guid == player->GetGUID())
		{
			handler->PSendSysMessage("你不能观察你自己.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->IsInCombat())
		{
			handler->PSendSysMessage("你在战斗状态.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (!target)
		{
			handler->PSendSysMessage("目标不在线或不存在.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetPet())
		{
			handler->PSendSysMessage("你必须先解散你的宠物.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetMap()->IsBattlegroundOrArena() && !player->IsSpectator())
		{
			handler->PSendSysMessage("你已经在战场或者竞技场了.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		Map* cMap = target->GetMap();
		if (!cMap->IsBattleArena())
		{
			handler->PSendSysMessage("玩家还不在竞技场里.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetMap()->IsBattleground())
		{
			handler->PSendSysMessage("你在战场里不能同时观察.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (target->HasAura(32728) || target->HasAura(32727))
		{
			handler->PSendSysMessage("你还不能观察,竞技场还没有开始.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (target->IsSpectator())
		{
			handler->PSendSysMessage("不能进入,目标在观察状态.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->IsMounted())
		{
			handler->PSendSysMessage("不能在有坐骑的情况下观察.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		// all's well, set bg id
		// when porting out from the bg, it will be reset to 0
		player->SetBattlegroundId(target->GetBattlegroundId(), target->GetBattlegroundTypeId());
		// remember current position as entry point for return at bg end teleportation
		if (!player->GetMap()->IsBattlegroundOrArena())
			player->SetBattlegroundEntryPoint();

		// stop flight if need
		if (player->IsInFlight())
		{
			player->GetMotionMaster()->MovementExpired();
			player->CleanupAfterTaxiFlight();
		}
		// save only in non-flight case
		else
			player->SaveRecallPosition();

		// search for two teams
		Battleground *bGround = target->GetBattleground();
		if (bGround->isRated())
		{
			uint32 slot = bGround->GetArenaType() - 2;
			if (bGround->GetArenaType() > 3)
				slot = 2;
			uint32 firstTeamID = target->GetArenaTeamId(slot);
			uint32 secondTeamID = 0;
			Player *firstTeamMember = target;
			Player *secondTeamMember = NULL;
			for (Battleground::BattlegroundPlayerMap::const_iterator itr = bGround->GetPlayers().begin(); itr != bGround->GetPlayers().end(); ++itr)
				if (Player* tmpPlayer = ObjectAccessor::FindPlayer(itr->first))
				{
					if (tmpPlayer->IsSpectator())
						continue;

					uint32 tmpID = tmpPlayer->GetArenaTeamId(slot);
					if (tmpID != firstTeamID && tmpID > 0)
					{
						secondTeamID = tmpID;
						secondTeamMember = tmpPlayer;
						break;
					}
				}

			if (firstTeamID > 0 && secondTeamID > 0 && secondTeamMember)
			{
				ArenaTeam *firstTeam = sArenaTeamMgr->GetArenaTeamById(firstTeamID);
				ArenaTeam *secondTeam = sArenaTeamMgr->GetArenaTeamById(secondTeamID);
				if (firstTeam && secondTeam)
				{
					handler->PSendSysMessage("你进入了竞技场积分赛.");
					handler->PSendSysMessage("队伍:");
					handler->PSendSysMessage("|cFFffffff%s|r vs |cFFffffff%s|r", firstTeam->GetName().c_str(), secondTeam->GetName().c_str());
					handler->PSendSysMessage("|cFFffffff%u(%u)|r -- |cFFffffff%u(%u)|r", firstTeam->GetRating(), firstTeam->GetAverageMMR(firstTeamMember->GetGroup()),
						secondTeam->GetRating(), secondTeam->GetAverageMMR(secondTeamMember->GetGroup()));
				}
			}
		}

		// to point to see at target with same orientation
		float x, y, z;
		target->GetContactPoint(player, x, y, z);

		player->TeleportTo(target->GetMapId(), x, y, z, player->GetAngle(target), TELE_TO_GM_MODE);
		player->SetPhaseMask(target->GetPhaseMask(), true);
		player->SetSpectate(true);
		target->GetBattleground()->AddSpectator(player->GetGUID());

		return true;
	}
	static bool HandleSpectateCommand(ChatHandler* handler, char const* args)
	{
		Player* target;
		ObjectGuid target_guid;
		std::string target_name;
		if (!handler->extractPlayerTarget((char*)args, &target, &target_guid, &target_name))
			return false;

		Player* player = handler->GetSession()->GetPlayer();
		if (target == player || target_guid == player->GetGUID())
		{
			handler->PSendSysMessage("You can't spectate yourself.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->IsInCombat())
		{
			handler->PSendSysMessage("You are in combat.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (!target)
		{
			handler->PSendSysMessage("Target is not online or does not exist.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetPet())
		{
			handler->PSendSysMessage("You must hide your pet.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetMap()->IsBattlegroundOrArena() && !player->IsSpectator())
		{
			handler->PSendSysMessage("You are already in a battleground or arena.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		Map* cMap = target->GetMap();
		if (!cMap->IsBattleArena())
		{
			handler->PSendSysMessage("Player is not in an Arena match.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->GetMap()->IsBattleground())
		{
			handler->PSendSysMessage("You can't do that while in a battleground.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (target->HasAura(32728) || target->HasAura(32727))
		{
			handler->PSendSysMessage("You can't do that. The Arena match didn't start yet.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (target->IsSpectator())
		{
			handler->PSendSysMessage("You can't do that. Your target is a spectator.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		if (player->IsMounted())
		{
			handler->PSendSysMessage("Cannot Spectate while mounted.");
			handler->SetSentErrorMessage(true);
			return false;
		}

		// all's well, set bg id
		// when porting out from the bg, it will be reset to 0
		player->SetBattlegroundId(target->GetBattlegroundId(), target->GetBattlegroundTypeId());
		// remember current position as entry point for return at bg end teleportation
		if (!player->GetMap()->IsBattlegroundOrArena())
			player->SetBattlegroundEntryPoint();

		// stop flight if need
		if (player->IsInFlight())
		{
			player->GetMotionMaster()->MovementExpired();
			player->CleanupAfterTaxiFlight();
		}
		// save only in non-flight case
		else
			player->SaveRecallPosition();

		// search for two teams
		Battleground *bGround = target->GetBattleground();
		if (bGround->isRated())
		{
			uint32 slot = bGround->GetArenaType() - 2;
			if (bGround->GetArenaType() > 3)
				slot = 2;
			uint32 firstTeamID = target->GetArenaTeamId(slot);
			uint32 secondTeamID = 0;
			Player *firstTeamMember = target;
			Player *secondTeamMember = NULL;
			for (Battleground::BattlegroundPlayerMap::const_iterator itr = bGround->GetPlayers().begin(); itr != bGround->GetPlayers().end(); ++itr)
				if (Player* tmpPlayer = ObjectAccessor::FindPlayer(itr->first))
				{
					if (tmpPlayer->IsSpectator())
						continue;

					uint32 tmpID = tmpPlayer->GetArenaTeamId(slot);
					if (tmpID != firstTeamID && tmpID > 0)
					{
						secondTeamID = tmpID;
						secondTeamMember = tmpPlayer;
						break;
					}
				}

			if (firstTeamID > 0 && secondTeamID > 0 && secondTeamMember)
			{
				ArenaTeam *firstTeam = sArenaTeamMgr->GetArenaTeamById(firstTeamID);
				ArenaTeam *secondTeam = sArenaTeamMgr->GetArenaTeamById(secondTeamID);
				if (firstTeam && secondTeam)
				{
					handler->PSendSysMessage("You entered a Rated Arena.");
					handler->PSendSysMessage("Teams:");
					handler->PSendSysMessage("|cFFffffff%s|r vs |cFFffffff%s|r", firstTeam->GetName().c_str(), secondTeam->GetName().c_str());
					handler->PSendSysMessage("|cFFffffff%u(%u)|r -- |cFFffffff%u(%u)|r", firstTeam->GetRating(), firstTeam->GetAverageMMR(firstTeamMember->GetGroup()),
						secondTeam->GetRating(), secondTeam->GetAverageMMR(secondTeamMember->GetGroup()));
				}
			}
		}

		// to point to see at target with same orientation
		float x, y, z;
		target->GetContactPoint(player, x, y, z);

		player->TeleportTo(target->GetMapId(), x, y, z, player->GetAngle(target), TELE_TO_GM_MODE);
		player->SetPhaseMask(target->GetPhaseMask(), true);
		player->SetSpectate(true);
		target->GetBattleground()->AddSpectator(player->GetGUID());

		return true;
	}
void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket & /*recvData*/)
{
	// requested at login and on map change
	// send status for current queues and current bg

	WorldPacket data;

	// for current bg send STATUS_IN_PROGRESS
	if (Battleground* bg = _player->GetBattleground())
		if (bg->GetPlayers().count(_player->GetGUID()))
		{
			sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player->GetCurrentBattlegroundQueueSlot(), STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), bg->GetArenaType(), _player->GetBgTeamId());
			SendPacket(&data);
		}

	// for queued bgs send STATUS_WAIT_JOIN or STATUS_WAIT_QUEUE
	for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
	{
		// check if in queue
		BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i);
		if (!bgQueueTypeId)
			continue;

		// get group info from queue
		BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
		GroupQueueInfo ginfo;
		if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
			continue;

        BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId);

		// if invited - send STATUS_WAIT_JOIN
		if (ginfo.IsInvitedToBGInstanceGUID)
		{
			Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID);
			if (!bg)
				continue;

			uint32 remainingTime = (World::GetGameTimeMS() < ginfo.RemoveInviteTime ? getMSTimeDiff(World::GetGameTimeMS(), ginfo.RemoveInviteTime) : 1);
			sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, ginfo.ArenaType, TEAM_NEUTRAL, bg->isRated(), ginfo.BgTypeId);
			SendPacket(&data);
		}
		// if not invited - send STATUS_WAIT_QUEUE
		else
		{
			Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
			if (!bgt)
				continue;

			// expected bracket entry
			PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
			if (!bracketEntry)
				continue;

			uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(&ginfo);
			sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, i, STATUS_WAIT_QUEUE, avgWaitTime, getMSTimeDiff(ginfo.JoinTime, World::GetGameTimeMS()), ginfo.ArenaType, TEAM_NEUTRAL, ginfo.IsRated);
			SendPacket(&data);
		}
	}
}