feat: refactor vanity (#1477)

* feat: refactor vanity
cleanup code to be generalized for objects
remove unused party feature
add fallback to data to text
Allow for better organizing data in multiple files
remove special case flag values in favor of config data
general cleanup and fixes

* newline at eof's
This commit is contained in:
Aaron Kimbrell
2024-02-25 16:59:10 -06:00
committed by GitHub
parent cf706d4974
commit 192c8cf974
12 changed files with 414 additions and 611 deletions

View File

@@ -22,143 +22,13 @@
#include <fstream>
std::vector<VanityNPC> VanityUtilities::m_NPCs = {};
std::vector<VanityParty> VanityUtilities::m_Parties = {};
std::vector<std::string> VanityUtilities::m_PartyPhrases = {};
std::vector<VanityObject> VanityUtilities::m_Objects = {};
std::set<std::string> VanityUtilities::m_LoadedFiles = {};
void VanityUtilities::SpawnVanity() {
if (Game::config->GetValue("disable_vanity") == "1") {
return;
}
const uint32_t zoneID = Game::server->GetZoneID();
for (const auto& npc : m_NPCs) {
if (npc.m_ID == LWOOBJID_EMPTY) continue;
if (npc.m_LOT == 176){
Game::zoneManager->RemoveSpawner(npc.m_ID);
} else{
auto* entity = Game::entityManager->GetEntity(npc.m_ID);
if (!entity) continue;
entity->Smash(LWOOBJID_EMPTY, eKillType::VIOLENT);
}
}
m_NPCs.clear();
m_Parties.clear();
m_PartyPhrases.clear();
ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity/NPC.xml").string());
// Loop through all parties
for (const auto& party : m_Parties) {
const auto chance = party.m_Chance;
const auto zone = party.m_Zone;
if (zone != Game::server->GetZoneID()) {
continue;
}
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (chance < rate) {
continue;
}
// Copy m_NPCs into a new vector
std::vector<VanityNPC> npcList = m_NPCs;
std::vector<uint32_t> taken = {};
LOG("Spawning party with %i locations", party.m_Locations.size());
// Loop through all locations
for (const auto& location : party.m_Locations) {
rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (0.75f < rate) {
continue;
}
// Get a random NPC
auto npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
while (std::find(taken.begin(), taken.end(), npcIndex) != taken.end()) {
npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
}
auto& npc = npcList[npcIndex];
// Skip spawners
if (npc.m_LOT == 176) continue;
taken.push_back(npcIndex);
LOG("ldf size is %i", npc.ldf.size());
if (npc.ldf.empty()) {
npc.ldf = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
}
// Spawn the NPC
if (npc.m_LOT == 176){
npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
} else {
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
if (!npc.m_Phrases.empty()) {
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
SetupNPCTalk(npcEntity);
}
}
}
return;
}
// Loop through all NPCs
for (auto& npc : m_NPCs) {
if (npc.m_Locations.find(Game::server->GetZoneID()) == npc.m_Locations.end())
continue;
const std::vector<VanityNPCLocation>& locations = npc.m_Locations.at(Game::server->GetZoneID());
// Pick a random location
const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (location.m_Chance < rate) {
continue;
}
if (npc.ldf.empty()) {
npc.ldf = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
}
if (npc.m_LOT == 176){
npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
} else {
// Spawn the NPC
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
if (!npcEntity) continue;
npc.m_ID = npcEntity->GetObjectID();
if (!npc.m_Phrases.empty()){
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false);
for (const auto& npc : npc.m_Flags) {
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
}
}
SetupNPCTalk(npcEntity);
}
}
}
if (zoneID == 1200) {
{
EntityInfo info;
@@ -175,38 +45,99 @@ void VanityUtilities::SpawnVanity() {
Game::entityManager->ConstructEntity(entity);
}
}
if (Game::config->GetValue("disable_vanity") == "1") {
return;
}
for (const auto& npc : m_Objects) {
if (npc.m_ID == LWOOBJID_EMPTY) continue;
if (npc.m_LOT == 176){
Game::zoneManager->RemoveSpawner(npc.m_ID);
} else{
auto* entity = Game::entityManager->GetEntity(npc.m_ID);
if (!entity) continue;
entity->Smash(LWOOBJID_EMPTY, eKillType::VIOLENT);
}
}
m_Objects.clear();
m_LoadedFiles.clear();
ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity/root.xml").string());
// Loop through all objects
for (auto& object : m_Objects) {
if (object.m_Locations.find(Game::server->GetZoneID()) == object.m_Locations.end()) continue;
const std::vector<VanityObjectLocation>& locations = object.m_Locations.at(Game::server->GetZoneID());
// Pick a random location
const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (location.m_Chance < rate) continue;
if (object.m_Config.empty()) {
object.m_Config = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
}
if (object.m_LOT == 176){
object.m_ID = SpawnSpawner(object, location);
} else {
// Spawn the NPC
auto* objectEntity = SpawnObject(object, location);
if (!objectEntity) continue;
object.m_ID = objectEntity->GetObjectID();
if (!object.m_Phrases.empty()){
objectEntity->SetVar<std::vector<std::string>>(u"chats", object.m_Phrases);
auto* scriptComponent = objectEntity->GetComponent<ScriptComponent>();
if (scriptComponent && !object.m_Script.empty()) {
scriptComponent->SetScript(object.m_Script);
scriptComponent->SetSerialized(false);
}
SetupNPCTalk(objectEntity);
}
}
}
}
LWOOBJID VanityUtilities::SpawnSpawner(LOT lot, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LDFBaseData*>& ldf){
LWOOBJID VanityUtilities::SpawnSpawner(const VanityObject& object, const VanityObjectLocation& location) {
SceneObject obj;
obj.lot = lot;
obj.lot = object.m_LOT;
// guratantee we have no collisions
do {
obj.id = ObjectIDManager::GenerateObjectID();
} while(Game::zoneManager->GetSpawner(obj.id));
obj.position = position;
obj.rotation = rotation;
obj.settings = ldf;
obj.position = location.m_Position;
obj.rotation = location.m_Rotation;
obj.settings = object.m_Config;
Level::MakeSpawner(obj);
return obj.id;
}
Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf) {
Entity* VanityUtilities::SpawnObject(const VanityObject& object, const VanityObjectLocation& location) {
EntityInfo info;
info.lot = lot;
info.pos = position;
info.rot = rotation;
info.lot = object.m_LOT;
info.pos = location.m_Position;
info.rot = location.m_Rotation;
info.scale = location.m_Scale;
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.settings = ldf;
info.settings = object.m_Config;
auto* entity = Game::entityManager->CreateEntity(info);
entity->SetVar(u"npcName", name);
entity->SetVar(u"npcName", object.m_Name);
if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent && !inventory.empty()) {
inventoryComponent->SetNPCItems(inventory);
if (inventoryComponent && !object.m_Equipment.empty()) {
inventoryComponent->SetNPCItems(object.m_Equipment);
}
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
@@ -223,6 +154,11 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
}
void VanityUtilities::ParseXML(const std::string& file) {
if (m_LoadedFiles.contains(file)){
LOG("Trying to load vanity file %s twice!!!", file.c_str());
return;
}
m_LoadedFiles.insert(file);
// Read the entire file
std::ifstream xmlFile(file);
std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
@@ -231,210 +167,112 @@ void VanityUtilities::ParseXML(const std::string& file) {
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.size());
// Read the NPCs
auto* npcs = doc.FirstChildElement("npcs");
if (npcs == nullptr) {
LOG("Failed to parse NPCs");
return;
}
for (auto* party = npcs->FirstChildElement("party"); party != nullptr; party = party->NextSiblingElement("party")) {
// Get 'zone' as uint32_t and 'chance' as float
uint32_t zone = 0;
float chance = 0.0f;
if (party->Attribute("zone") != nullptr) {
zone = std::stoul(party->Attribute("zone"));
}
if (party->Attribute("chance") != nullptr) {
chance = std::stof(party->Attribute("chance"));
}
VanityParty partyInfo;
partyInfo.m_Zone = zone;
partyInfo.m_Chance = chance;
auto* locations = party->FirstChildElement("locations");
if (locations == nullptr) {
LOG("Failed to parse party locations");
continue;
}
for (auto* location = locations->FirstChildElement("location"); location != nullptr;
location = location->NextSiblingElement("location")) {
// Get the location data
auto* x = location->Attribute("x");
auto* y = location->Attribute("y");
auto* z = location->Attribute("z");
auto* rw = location->Attribute("rw");
auto* rx = location->Attribute("rx");
auto* ry = location->Attribute("ry");
auto* rz = location->Attribute("rz");
if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|| rz == nullptr) {
LOG("Failed to parse party location data");
// Read the objects
auto* files = doc.FirstChildElement("files");
if (files) {
for (auto* file = files->FirstChildElement("file"); file != nullptr; file = file->NextSiblingElement("file")) {
std::string enabled = file->Attribute("enabled");
std::string filename = file->Attribute("name");
if (enabled != "1") {
continue;
}
VanityNPCLocation locationData;
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
locationData.m_Chance = 1.0f;
partyInfo.m_Locations.push_back(locationData);
}
m_Parties.push_back(partyInfo);
}
auto* partyPhrases = npcs->FirstChildElement("partyphrases");
if (partyPhrases == nullptr) {
LOG("No party phrases found");
} else {
for (auto* phrase = partyPhrases->FirstChildElement("phrase"); phrase != nullptr;
phrase = phrase->NextSiblingElement("phrase")) {
// Get the phrase
auto* text = phrase->GetText();
if (text == nullptr) {
LOG("Failed to parse party phrase");
continue;
}
m_PartyPhrases.push_back(text);
ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity" / filename).string());
}
}
for (auto* npc = npcs->FirstChildElement("npc"); npc != nullptr; npc = npc->NextSiblingElement("npc")) {
// Get the NPC name
auto* name = npc->Attribute("name");
// Read the objects
auto* objects = doc.FirstChildElement("objects");
if (!name) name = "";
if (objects) {
for (auto* object = objects->FirstChildElement("object"); object != nullptr; object = object->NextSiblingElement("object")) {
// Get the NPC name
auto* name = object->Attribute("name");
// Get the NPC lot
auto* lot = npc->Attribute("lot");
if (!name) name = "";
if (lot == nullptr) {
LOG("Failed to parse NPC lot");
continue;
}
// Get the NPC lot
auto* lot = object->Attribute("lot");
// Get the equipment
auto* equipment = npc->FirstChildElement("equipment");
std::vector<LOT> inventory;
if (equipment) {
auto* text = equipment->GetText();
if (text != nullptr) {
std::string equipmentString(text);
std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
for (auto& item : splitEquipment) {
inventory.push_back(std::stoi(item));
}
}
}
// Get the phrases
auto* phrases = npc->FirstChildElement("phrases");
std::vector<std::string> phraseList = {};
if (phrases) {
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
phrase = phrase->NextSiblingElement("phrase")) {
// Get the phrase
auto* text = phrase->GetText();
if (text == nullptr) {
LOG("Failed to parse NPC phrase");
continue;
}
phraseList.push_back(text);
}
}
// Get the script
auto* scriptElement = npc->FirstChildElement("script");
std::string scriptName = "";
if (scriptElement != nullptr) {
auto* scriptNameAttribute = scriptElement->Attribute("name");
if (scriptNameAttribute) scriptName = scriptNameAttribute;
}
auto* ldfElement = npc->FirstChildElement("ldf");
std::vector<std::u16string> keys = {};
std::vector<LDFBaseData*> ldf = {};
if(ldfElement) {
for (auto* entry = ldfElement->FirstChildElement("entry"); entry != nullptr;
entry = entry->NextSiblingElement("entry")) {
// Get the ldf data
auto* data = entry->Attribute("data");
if (!data) continue;
LDFBaseData* ldfData = LDFBaseData::DataFromString(data);
keys.push_back(ldfData->GetKey());
ldf.push_back(ldfData);
}
}
if (!keys.empty()) ldf.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
VanityNPC npcData;
npcData.m_Name = name;
npcData.m_LOT = std::stoi(lot);
npcData.m_Equipment = inventory;
npcData.m_Phrases = phraseList;
npcData.m_Script = scriptName;
npcData.ldf = ldf;
// Get flags
auto* flags = npc->FirstChildElement("flags");
if (flags != nullptr) {
for (auto* flag = flags->FirstChildElement("flag"); flag != nullptr;
flag = flag->NextSiblingElement("flag")) {
// Get the flag name
auto* name = flag->Attribute("name");
if (name == nullptr) {
LOG("Failed to parse NPC flag name");
continue;
}
// Get the flag value
auto* value = flag->Attribute("value");
if (value == nullptr) {
LOG("Failed to parse NPC flag value");
continue;
}
npcData.m_Flags[name] = std::stoi(value);
}
}
// Get the zones
for (auto* zone = npc->FirstChildElement("zone"); zone != nullptr; zone = zone->NextSiblingElement("zone")) {
// Get the zone ID
auto* zoneID = zone->Attribute("id");
if (zoneID == nullptr) {
LOG("Failed to parse NPC zone ID");
if (lot == nullptr) {
LOG("Failed to parse object lot");
continue;
}
// Get the equipment
auto* equipment = object->FirstChildElement("equipment");
std::vector<LOT> inventory;
if (equipment) {
auto* text = equipment->GetText();
if (text != nullptr) {
std::string equipmentString(text);
std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
for (auto& item : splitEquipment) {
inventory.push_back(std::stoi(item));
}
}
}
// Get the phrases
auto* phrases = object->FirstChildElement("phrases");
std::vector<std::string> phraseList = {};
if (phrases) {
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
phrase = phrase->NextSiblingElement("phrase")) {
// Get the phrase
auto* text = phrase->GetText();
if (text == nullptr) {
LOG("Failed to parse NPC phrase");
continue;
}
phraseList.push_back(text);
}
}
// Get the script
auto* scriptElement = object->FirstChildElement("script");
std::string scriptName = "";
if (scriptElement != nullptr) {
auto* scriptNameAttribute = scriptElement->Attribute("name");
if (scriptNameAttribute) scriptName = scriptNameAttribute;
}
auto* configElement = object->FirstChildElement("config");
std::vector<std::u16string> keys = {};
std::vector<LDFBaseData*> config = {};
if(configElement) {
for (auto* key = configElement->FirstChildElement("key"); key != nullptr;
key = key->NextSiblingElement("key")) {
// Get the config data
auto* data = key->Attribute("data");
if (!data) continue;
LDFBaseData* configData = LDFBaseData::DataFromString(data);
keys.push_back(configData->GetKey());
config.push_back(configData);
}
}
if (!keys.empty()) config.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
VanityObject objectData;
objectData.m_Name = name;
objectData.m_LOT = std::stoi(lot);
objectData.m_Equipment = inventory;
objectData.m_Phrases = phraseList;
objectData.m_Script = scriptName;
objectData.m_Config = config;
// Get the locations
auto* locations = zone->FirstChildElement("locations");
auto* locations = object->FirstChildElement("locations");
if (locations == nullptr) {
LOG("Failed to parse NPC locations");
@@ -443,7 +281,9 @@ void VanityUtilities::ParseXML(const std::string& file) {
for (auto* location = locations->FirstChildElement("location"); location != nullptr;
location = location->NextSiblingElement("location")) {
// Get the location data
auto* zoneID = location->Attribute("zone");
auto* x = location->Attribute("x");
auto* y = location->Attribute("y");
auto* z = location->Attribute("z");
@@ -452,41 +292,52 @@ void VanityUtilities::ParseXML(const std::string& file) {
auto* ry = location->Attribute("ry");
auto* rz = location->Attribute("rz");
if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
if (zoneID == nullptr || x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|| rz == nullptr) {
LOG("Failed to parse NPC location data");
continue;
}
VanityNPCLocation locationData;
VanityObjectLocation locationData;
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
locationData.m_Chance = 1.0f;
if (location->Attribute("chance") != nullptr) {
if (location->Attribute("chance")) {
locationData.m_Chance = std::stof(location->Attribute("chance"));
}
const auto& it = npcData.m_Locations.find(std::stoi(zoneID));
if (location->Attribute("scale")) {
locationData.m_Scale = std::stof(location->Attribute("scale"));
}
if (it != npcData.m_Locations.end()) {
const auto& it = objectData.m_Locations.find(std::stoi(zoneID));
if (it != objectData.m_Locations.end()) {
it->second.push_back(locationData);
} else {
std::vector<VanityNPCLocation> locations;
std::vector<VanityObjectLocation> locations;
locations.push_back(locationData);
npcData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
objectData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
}
if (!(std::find(keys.begin(), keys.end(), u"teleport") != keys.end())) {
m_Objects.push_back(objectData);
objectData.m_Locations.clear();
}
}
if (std::find(keys.begin(), keys.end(), u"teleport") != keys.end()) {
m_Objects.push_back(objectData);
}
}
m_NPCs.push_back(npcData);
}
}
VanityNPC* VanityUtilities::GetNPC(const std::string& name) {
for (size_t i = 0; i < m_NPCs.size(); i++) {
if (m_NPCs[i].m_Name == name) {
return &m_NPCs[i];
VanityObject* VanityUtilities::GetObject(const std::string& name) {
for (size_t i = 0; i < m_Objects.size(); i++) {
if (m_Objects[i].m_Name == name) {
return &m_Objects[i];
}
}
@@ -498,10 +349,13 @@ std::string VanityUtilities::ParseMarkdown(const std::string& file) {
// Read the file into a string
std::ifstream t(file);
std::stringstream output;
// If the file does not exist, return an empty string.
if (!t.good()) {
return "";
output << "File ";
output << file.substr(file.rfind("/") + 1);
output << " not found!\nContact your DarkflameServer admin\nor find the server source at https://github.com/DarkflameUniverse/DarkflameServer";
return output.str();
}
std::stringstream buffer;
@@ -511,7 +365,6 @@ std::string VanityUtilities::ParseMarkdown(const std::string& file) {
// Loop through all lines in the file.
// Replace all instances of the markdown syntax with the corresponding HTML.
// Only care about headers
std::stringstream output;
std::string line;
std::stringstream ss;
ss << fileContents;

View File

@@ -3,15 +3,17 @@
#include "dCommonVars.h"
#include "Entity.h"
#include <map>
#include <set>
struct VanityNPCLocation
struct VanityObjectLocation
{
float m_Chance = 1.0f;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
float m_Scale = 1.0f;
};
struct VanityNPC
struct VanityObject
{
LWOOBJID m_ID = LWOOBJID_EMPTY;
std::string m_Name;
@@ -19,37 +21,24 @@ struct VanityNPC
std::vector<LOT> m_Equipment;
std::vector<std::string> m_Phrases;
std::string m_Script;
std::map<std::string, bool> m_Flags;
std::map<uint32_t, std::vector<VanityNPCLocation>> m_Locations;
std::vector<LDFBaseData*> ldf;
std::map<uint32_t, std::vector<VanityObjectLocation>> m_Locations;
std::vector<LDFBaseData*> m_Config;
};
struct VanityParty
{
uint32_t m_Zone;
float m_Chance = 1.0f;
std::vector<VanityNPCLocation> m_Locations;
};
class VanityUtilities
{
public:
static void SpawnVanity();
static Entity* SpawnNPC(
LOT lot,
const std::string& name,
const NiPoint3& position,
const NiQuaternion& rotation,
const std::vector<LOT>& inventory,
const std::vector<LDFBaseData*>& ldf
static Entity* SpawnObject(
const VanityObject& object,
const VanityObjectLocation& location
);
static LWOOBJID SpawnSpawner(
LOT lot,
const NiPoint3& position,
const NiQuaternion& rotation,
const std::vector<LDFBaseData*>& ldf
const VanityObject& object,
const VanityObjectLocation& location
);
static std::string ParseMarkdown(
@@ -60,16 +49,14 @@ public:
const std::string& file
);
static VanityNPC* GetNPC(const std::string& name);
static VanityObject* GetObject(const std::string& name);
private:
static void SetupNPCTalk(Entity* npc);
static void NPCTalk(Entity* npc);
static std::vector<VanityNPC> m_NPCs;
static std::vector<VanityParty> m_Parties;
static std::vector<std::string> m_PartyPhrases;
static std::vector<VanityObject> m_Objects;
static std::set<std::string> m_LoadedFiles;
};